Threshold | 17 |
Current | 0 |
Threshold | 18 |
Current | 0 |
Ranged | 1 |
Melee | 1 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | X | 1 | ||
Charm (Pr) | 0 | |||
Coercion (Will) | X | 1 | ||
Computers (Int) | 0 | |||
Cool (Pr) | X | 2 | ||
Coordination (Ag) | 0 | |||
Deception (Cun) | 0 | |||
Discipline (Will) | X | 4 | ||
Leadership (Pr) | X | 0 | ||
Mechanics (Int) | 0 | |||
Medicine (Int) | X | 3 | ||
Negotiation (Pr) | X | 1 | ||
Perception (Cun) | 0 | |||
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | X | 2 | ||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 0 | |||
Streetwise (Cun) | 0 | |||
Survival (Cun) | X | 0 | ||
Vigilance (Will) | X | 3 | ||
Brawl (Br) | 0 | |||
Gunnery (Ag) | 0 | |||
Lightsaber (Br) | 1 | |||
Melee (Br) | 0 | |||
Ranged: Light (Ag) | 0 | |||
Ranged: Heavy (Ag) | 0 | |||
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | X | 1 | ||
Knowledge: Lore (Int) | X | 1 | ||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | 0 |
Unleash |
RangeShort |
Skill |
|
Spend FP to add Ensnare 2/Burn 2. |
Damage5 |
Critical4 |
|
Shoto Lightsaber |
RangeEngaged |
SkillLightsaber |
|
Accurate 1, Breach 1, Sunder, Superior |
Damage6 |
Critical2 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Precognition | 1 | Able to see glimpses and flashes of the future, may spend a 3 AD or a TR in an initiative check to perform a free maneuver before combat begins. | |
Confidence | 3 | May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. | |
Grit | 3 | Gain +1 strain threshold. | |
Force Protection | 2 | Perform the Force Protection maneuver; suffer 1 strain and commit FO up to ranks in Force Protection. Increase soak by number of FO committed until beginning of next turn. Suffer 1 strain every turn FO remains committed. | |
Intense Focus | 1 | Perform an Intense Focus maneuver, suffer 1 strain and upgrade the ability of next check once. | |
Mind Bleed | 1 | (Conflict) When attacked, the character may choose to suffer strain no greater than the number of wounds suffered from the attack. If he does so, the attacker then suffers a number of wounds equal to the strain suffered by the character. | |
Iron Soul | 1 | When carrying items that total 2 encumberance or less, at the end of each encounter, heal all strain the character is suffering. | |
Empty Soul | 1 | If the character is carrying items that total 2 encumbrance or less, add LS DS to Force power checks. | |
Force Rating | 3 | Increase Force Rating by 1. | |
Meditative Trance | 1 | When suffocating, the character suffers 1 strain each round instead of 3. When exposed to vacuum, the character suffers 1 wound each round instead of 3. | |
Toughened | 2 | Gain +2 wound threshold. | |
Healing Trance | 1 | Commit FO. For every full encounter remains committed, heal 1 wound per rank of Healing Trance. | |
Secret Lore | 1 | Remove SE per rank of Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (Lore) checks by 1. | |
Resolve | 1 | When involuntarily suffering strain, suffer 1 less strain per rank of Resolve, to a minimum of 1. | |
Transmorgify | 1 | When making a Crafting check, may add FO no greater than Force rating. Spend FP to add SU and spend 2 FP to add AD to check. | |
(Improved) Healing Trance | 1 | When healing wounds due to Healing Trance, make a Resilience check to heal a Critical Injury. Difficulty of the check equals severity of the Critical Injury. | |
Willpower Dedication | 2 | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Willpower) | |
Uncanny Reactions | 2 | Add BO per rank of Uncanny Reactions to all Vigilance checks. | |
Keen Eye | 1 | Remove SE per rank of Keen Eye from Perception and Vigilance checks. Decrease time to search a specific area by half. | |
Sense Advantage | 1 | Once per session, may add 2 SE to 1 NPC's skill check. | |
The Force Is My Ally | 1 | Once per session, may suffer 2 strain to perform Force power action as maneuver. |
Upgrade | Effect |
---|---|
Control A |
Heal: If no DS generated FP, target heals strain equal to wounds healed.
Harm: If any DS generated FP, user heals strain equal to wounds inflicted. |
Magnitude 1 | Spend 2 FP to affect 1 additional target within range per rank of Magnitude purchased. |
Range 2 | Spend FP to increase power's range by a number of range bands equal to Range upgrades purchased. |
Strength 2 |
Heal: Spend FP to increase wounds healed by 1 per rank of Strength upgrades.
Harm: Spend FP to increase wounds inflicted by 1 per rank of Strength upgrades. |
Control C |
Heal: Heal additional wounds equal to ranks in Medicine.
Harm: Inflict additional wounds equal to ranks in Medicine. |
Control B |
Heal: Spend FP to remove 1 status effect from target.
Harm: The user may spend FP to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. |
Mastery |
Heal: Once per session, spend 4 FP to restore 1 target who died after the end of user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict. |
Upgrade | Effect |
---|---|
Range 2 | Spend 2 FP to increase power's range by a number of range bands equal to Range upgrades purchased. |
Magnitude 1 | Spend FP to affect 1 additional target within range per rank of Magnitude purchased. |
Control A |
Protect: Spend AD to gain defense equal to AD spent.
Unleash: Spend AD to inflict 1 strain on target. |
Strength 4 | Spend FP to decrease damage or add damage equal to ranks of Strength purchased. |
Duration |
Protect: If no DS generated FP the power reduces damage of all attacks hitting the target.
Unleash: Spend FP to give the attack Burn 2. |
Control B |
Protect: Spend FP to allow power to protect against all types of attack.
Unleash: Spend FP to give the attack Ensnare 2. |
Upgrade | Effect |
---|---|
Control A | 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. |
Range 1 | Spend FP to increase power's range by a number of range bands equal to Range upgrades purchased. |
Strength 1 | Spend FP to increase silhouette able to be targeted equal to Strength upgrades purchased. |
Control B | The Force user can pull objects out of secure mountings or out of an opponent's grasp. |