May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank.
When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Add □ to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Perform Draw Closer action: make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range adding ⬡ no greater than Force Rating to check. Spend ◑ to move target one range band closer or to add successes to check.
Center of Being
Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.
Improved Center of Being
Suffer 1 strain to perform Center of Being maneuver as an incidental.
Gain +1 Force Rating.
Defensive Training 2
When wielding a Lightsaber, Melee, or Brawn weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Rating.
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Spent Triumph or three Advantage on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as a maneuver.
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain from falling by 1 per rank of Conditioned.
Remove ■ per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.
When making a Lightsaber skill check, the character may use Cunning instead of Brawn.
When reflecting a hit that generated a Despair or 3 Threats, may hit one target in medium range with the same damage as the initial hit after the attack resolves.
When an attack misses the character and generates a Despair or 2 Threats, may upgrade the next Lightsaber (Cunning) check against attacker during the encounter once.
Once per round may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Defensive Stance.
The user may spend ◑ to sense all living things within short range of himself (including animals and sentient beings). The user may not activate this multiple times.
The user may spend ◑ to sense the current emotional state of one living target with whom he is engaged. The user may not activate this multiple times.
Control: Upgrade Difficulty
Commit ⬡. Once per round when an attack targets the Force user, he upgrades the difficulty of the pool once. The user may not activate this multiple times.
The user may spend ◑ to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Spend ◑ to increase silhouette able to be targeted equal to Strength upgrades purchased.
The Force user can hurl objects to damage targets by making a ranged combat check combined with a Move power check , dealing damage equal to 10 times silhouette.
Spend ◑ to increase power's range by a number of range bands equal to Range upgrades purchased.
The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Spend ◑ to increase targets affected equal to Magnitude upgrades purchased.
Ebb: When the Force user makes a skill check, he may roll an Ebb power check as a part of the roll. The user may spend ◑ to suffer 1 strain, then inflict 1 strain to all other engaged creatures. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend ◑ to heal 1 strain. The Force user may not activate this multiple times.
The Force user may spend ◑ to increase the strain healed or inflicted by 1.