Once per round, draw or holster a weapon or item as an incidental.
Well Rounded
Choose any two skills. They permanently become career skills. Chosen: Melee, Knowledge (Warfare)
Sense Danger
Once per session, remove two setbacks from any one check.
Force Rating
Gain +1 Force Rating
Jump Up
Once per round, may stand from seated or prone as an incidental.
Researcher
Rank 2; remove 1 setback per rank from all Knowlege checks. Research takes half (25% with two ranks?) the usual time.
Parry
Rank 2; if wielding a Lightsaber or melee weapon when hit with a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Sense Emotions
Add 1 boost to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Reflect
Rank 1; if wielding a Lightsaber when struck by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Balance
When the character heals strain at the end of an encounter, he may add 1 Force die per Force Rating. He recovers additional strain equal to light/dark generated.
Grit
Rank 2; Gain +1 Strain Threshold per Rank
Toughened
Rank 1, Gain +2 Wound Threshold per Rank
Force Powers
Force Rating
Power
Influence
Description
The Force user may attempt to guide, shape, and even twist the thoughts and feelings of others.
User may spend Light/Dark dots to stress the mind of one living target he is Engaged with, inflicting 1 strain.
Special: when guiding and shaping thoughts, only light/dark generated from dark may be used to generate negative emotions (rage, fear, hatred). Only light/dark generated from light may be used to generate positive emotions (peace, tranquility, friendliness). Other emotions such as confusion can be created from light/dark from either.
Upgrade
Effect
Control
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the user may roll an Influence power check as part of his/her dice pool. User may spend light/dark to gain successes or advantage (user's choice) on the check.
Magnitude
Spend light/dark to increase targets affected equal to Magnitude upgrades purchased.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend light/dark to move one object of Silhouette 0 that is within short range up to his maximum range (default short). May not be activated multiple times.
Upgrade
Effect
Power
Enhance
Description
The Force user can perform athletic feats beyond the original scope of their natural abilities.
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend light/dark to gain success or advantage (user's choice) on the check.
Upgrade
Effect
Background
Motivation
Morality
Description
Other Notes
Pantoran: 2 2 2 2 1 3 at creation, 110 xp total
Start with 1 rank in Negotiation (racial) and removes 1 setback die for environmental conditions caused by cold
1 rank to 4 skills from Career list (Jedi): Athletics, Cool, Discipline, Lightsaber
1 rank to 2 skills from first Specialization (Padawan): Coordination, Vigilance
110xp for creation: +1 brawn to 3 (30), +1 willpower to 2 (20), +1 presence to 4 (40); 1 rank in lightsaber (10), 1 rank in cool (10)
210xp for Knight level (150 xp base + 60 extra):
Talents from Padawan Tree: Parry (5), Toughened (5), Quick Draw (5), Well Rounded (10), Sense Danger (10), Force Rating (15) - 50 xp
Unlock Jedi Knight Specialization - 20 xp
Skills (50xp min): 1 rank in lightsaber (15), 1 rank in discipline (10), 1 rank in negotiation (10), 1 rank in leadership (5), 1 rank in athletics (10), 1 rank in coordination (10) - 60xp
Talents from Knight Tree: Grit x2 (10 total), Jump Up (5), Researcher (5), Parry (10), Sense Emotions (10), Researcher (10), Reflect (15), Balance (15) - 80 xp
50 + 20 + 60 + 80 = 210
50xp for Force Powers:
Acquire Influence (10), Increase Magnitude (5), Increase Control (15) - 30 xp
Acquire Move (10)
Acquire Enhance (10)