Remove 2 setback dice from their Perception checks, due to their superior hearing, vision and olfactory senses.
Blooded I
Add (1) Boost Die to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by (1) round to a minimum of 1 round
Grit I
Gain +1 Strain Threshold
Alchemical Arts I
After making a check to craft a potion or talisman, may suffer strain up to twice ranks in ALchemical Arts. For every two strain, add (force point + or -) to results
Force Powers
Force Rating
Power
Conjure
Description
The Force User calls forth a spectral object to their hand, which lasts for a short time.
The user may spend Force points to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user's next turn, this item dissipates. At the GM's discretion, the user can instead conjure a simple tool and other useful low-tech item with an encumbrance no greater than 1
Upgrade
Effect
Duration I
Commit Force Die to sustain (1) conjuration while it remains at medium range
Power
Foresee
Description
The Force User can feel the Force flowing around everything, seeing what is and what will be.
The user may spend Force Points to gain vague hints of events to come, up to a day into their own , personal future.
Upgrade
Effect
Control
When making a skill check to determine Initiative, the user may roll a Foresee Power Check as part of the pool. They may spend Force Points to gain Success on the check
Strength I
Spend Force Points to pick out (1) specific detail