Engaged enemies must make a Discipline check equal to ranks
Nimban Technique
1
Use Willpower instead of Brawn for Lightsaber checks
The Force Is My Ally
1
Once per session may suffer 2 Strain to perform one Force power as a maneuver.
Parry (Improved)
5
When struck by a melee attack but before applying Soak, suffer 3 Strain to reduce damage by 7. When parrying a hit that generated failure or threat, may hit attacker once with a wielded Brawl, Melee, or Lightsaber weapon dealing base damage, after the original attack is resolved.
Reflect (Improved)
5
When struck by a ranged attack but before applying Soak, suffer 3 Strain to reduce damage by 7. When reflecting a hit that generated failure or threat, may hit one target within Medium range dealing the same damage as the initial attack, after the original attack is resolved.
Saber Throw
1
Make a Lightsaber check against a target within Medium range, adding FP up to Force rating: spend FP for attack to succeed and FP for lightsaber to return to hand.
Integrated Combat
1
Whenever River makes a combat check with his lightsaber and generates a Critial Injury, he may also, as an incidental, activate one Force power he possesses
Defensive Training
1
When wielding a melee weapon, add Defense per rank
Sum Djem
1
May spend Triumph or two Advantages to disarm opponent
Force Assault
1
Spend Triumph or three Advantage on a missed Lightsaber attack to perform a Move Force Power as a manuever
Force Powers
Force Rating
8
Power
Fated Duel
Description
Once per session, flip two Destiny Points and make a hard discipline check to challenge another character. On a success, the two of you may only attack each other for the next three turns. Both of you may only make melee attacks, and neither of you can be attacked by another character.
Upgrade
Effect
Duration (x2)
Lasts for an additional turn
Stand Firm
Increase Wound Threshold by 4 while active
Cosmic Balance
When you suffer a critical injury while active, flip a Destiny pint
Inspiration
While active, add one Boost to all ally checks
Power
Move
Description
May spend FP to move a target of Silhouette 0 within Short Range
Upgrade
Effect
Range
Spend FP to increase the range per rank
Control
Make a Discipline Move check to deal damage equal to 10x Silhouette (0 = 5 damage)
Control
Can pull objects out of secure mountings and hands
Control
User may do anything he could do with his hands with Move
Magnitute
Increase number of objects affected by spending FP
Strength (x3)
Spend FP to increase affected Silhouette
Power
Protect/Unleash
Description
May make an Average Discipline check as part of a Protect power check. May spend 2 FP to reduce damage from an energy weapon that hits by 4 plus 1 per Success.
may make an Unleash power check as a ranged attack and roll an Average Discipline check. If the check succeeds and River spends 2 Dark, the attack hits with the profile of the Unleash weapon.