The character removes a setback die per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and strain suffered by 1 per rank of Conditioned.
Dedication (2)
141 FnD
Each rank increases a single characteristics of the players choice by 1 point, this cannot bring a characteristic above 6. (intelligence, brawn)
Defensive Stance
141 FnD
Once per round on the character's turn, the character may perform a Defensive Stance maneuver to try and avoid incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character by the number of times equal to the strain suffered by the character.
Force Protection
143 FnD
Perform the force protection maneuver; suffer 1 strain and commit FD up to the number of ranks in force protection. Increase soak by the number of FD committed until beginning of next turn. Suffer 1 strain for every FD committed.
Force Rating
143 FnD
Each rank increases a characters Force rating by 1.
Grit (2)
144 FnD
Each rank of Grit increases a characters strain threshold by 1.
Heightened Awareness
145 FnD
Allies within short range of the character add 1 boost die to Perception or Vigilance checks. Engaged allies add 2 blue boost die.
Parry
149 FnD
When the character suffers hits from a Brawl, Melee, or Lightsaber combat check, after damage is calculated the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Reflect
When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce the damage by 2 plus the ranks in reflect.
Side Step
151 FnD
Once per round on the character's turn, the character may perform a Side Step maneuver to try and avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character by the number of times equal to the strain suffered by the character.
Stimpack Specialization
152 FnD
Whenever the character uses a stimpack, the target heals an additional wound per rank of stimpack specilization. The sixth stimpack and beyond each day still have no effect.
Toughened (2)
153 FnD
The character increases his wound threshold by 2 per rank of Toughened.
Counterstrike
141 FnD
Whenever an attack misses the character, the character may spend 2 threats or 1 despair to upgrade the next Lightsaber (cunning) combat check he makes against the attacker during his next turn once.
Force Powers
Force Rating
2
Power
Enhance
Description
When making Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend a force point to gain success or advantage on the check.
Upgrade
Effect
Control Force Leap1
The user can take a force leap action to make an enhance power check. Use a PIP to jump horizontally to any location within short range.
Range Upgrade
Spend a PIP to increase the maximum range the user can jump by the number of range upgrades purchased.
Control Force Leap 2
When taking a force leap action, the user can jump to any area within range either vertically or horizontally.
Control Brawn
Ongoing effect: Commit FD. The user increases his Brawn characteristic by 1.
Control Piloting Space
Enhance can be used with the Piloting Space skill.
Control Resilience
Enhance can be used with the Resilience skill.
Control Agility
Ongoing effect: Commit FD. The user increases his Agility characteristic by 1.
Control Piloting Planetary
Enhance can be used with the Piloting Planetary skill.
Control Coordination
Enhance can be used with the Coordination skill.
Control Brawl
Enhance can be used with the Brawl skill.
Power
Move
Description
The Force user can move small objects via the power of the Force. The user may spend FP 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
Range (2)
Use PIP to increase the range band by ranks in the range upgrade (currently long).
Control Pull
The force user can pull objects out of secure mountings or out'of an opponent's grasp.
Control Manipulation
The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power's range.
Strength (2)
Use PIP to increase the silhouette able to be targeted (currently silhouette 2).
Control Hurl
The force user can hurl objects to damage targets, by making a range combat check with a move power check dealing damage 10x the silouhette. (5 dam for 0 silouhette)
Magnitude (2)
Use PIP to increase targets affected equal to Magnitude upgrades purchased. (currently 3 targets).