Breach 1, Defensive 2, Deflection 2, Sunder, 1 Auto Success
Damage
8
Critical
2
5
825
1550
Weapons & Armor
Robes (+1 Soak)
Personal Gear
Walking Stick/Meditation Focus
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Researcher 1
F-CRB:150
Remove [S] per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Confidence 1
F-CRB:141
May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Knowledge Specialization 2
F-CRB:146
When making Knowledge (Lore) checks may spend {Tri} to gain additional successes equal to ranks in Knowledge Specialization.
Preemptive Avoidence
F-CRB:149
May spend 1 Destiny Point to disengage from an engaged enemy as an out-of turn incidental.
Grit 4
F-CRB:144
Gain +1 Strain Threshold
Force Rating 4
F-CRB:143
Gain +1 Force Rating
Dark Vision
F-CRB:58
When making skill checks, Kel Dors remove up to [S][S] imposed due to darkness.
Soothing Tone
SaSp:31
Once per encounter when riding a beast perform a Soothing Tone action, attempting an Average Knowledge (Xenology) check. If successful, the beast recovers strain equal to [*] on the check.
Conditioned
F-CRB:141
Remove [S] per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank.
Improved Animal Bond
SaSp:30
When spending a maneuver to direct a bonded animal, the character may suffer one strain to add [B] tot the animal's next check.
Natural Outdoorsman
F-CRB:148
Once per game session, the character may reroll any one resilience or survival check.
Nobody's Fool 1
F-CRB:148
May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Niman Technique
F-CRB:148
When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Sense Emotions
F-CRB:151
Add [Boost] to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Reflect 3
F-CRB:150
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Sum Djem
F-CRB:143
Spend Triumph or 3 Adv with a successful Lightsaber attack to disarm opponent.
Dedication
F-CRB:141
Gain +1 to a single characteristic.
Parry 2
Draw Closer
As an action, make a Lightsaber (Willpower) attack against a silhouette 1 target in medium range. Add FD up to Force rating. Spend F to move target one range band closer or to add Success to check
Enduring 1
Soak +1
Toughened 1
Wound Threshold +2
Force Powers
Force Rating
5
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend [O] to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade
Effect
Control
The Force user can pull objects out secure mountings, or out of an opponent's grasp.
Range 1
Spend [O] to increase power’s range by a number of range bands equal to Range upgrades purchased.
Magnitude 3
Spend [O] to increase the number of targets affected equal to Magnitude upgrades purchased.
Strength 2
Spend [O] to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control
The Force user can hurl objects to damage targets, by making a Discipline ranged combat check combined with a Move Power check, dealing damage equal to 10 times silhouette.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend [O] to gain vague hints of events to come up to a day into his future.
Upgrade
Effect
Control
When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend [O] to gain Success per point on the check.
Power
Influence
Description
TheThe character ay attempt to guide, shape, and even twist te thoughts and feelings of others.
Upgrade
Effect
Control
The Force user may make an opposed Discipline vs Discipline check combined with an Influence Power check. If the user spends [O] and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Magnitude 1
Spend [O] to increase targets affected equal to Magnitude upgrades purchased.
Control
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence Power check as part of his dice pool. He may spend [O] to gain successes or advantage (user's choice on the check.
Power
Protect/Unleash
Description
Protect: The user makes a Protect power check and rolls an Average Discipline heck as part of the pool. Spend 2 FPs to reduce damage from an energy based weapon that hits himself or an engaged character by an amount equal to Willpower plus 1 per success.
Upgrade
Effect
Control
Spend Advantage to gain defense equal to Advantage spent.
Control
Spend FP to allow power to protect against all types of attacks.
Duration
If no DS points were used the power reduces damage of all attacks hitting the target before the start of the user's next turn.
Mastery
Light side Force users may spend 2 FPs to reflect all attacks they reduce to 0 damage, dealing damage equal to the initial attack to attacker.
Strength 3
Spend FP to decrease/increase damage per Rank.
Magnitude 1
Spend FP increase number of affected targets by 1.
Background
Obligation: Dutybound (+10)
Motivation
Morality
Caution/Fear 67
Description
Other Notes
50s and WYB reduce all attacks by 15, gain def 3, upgrade 50s next attack.