May make an Easy Knowledge (Lore) check to heal strain at the end of an encounter. Triumph can be spent to heal all strain.
Confidence
1
May decrease difficulty of Discipline checks to avoid fear by 1 per rank
Congenial
2
May suffer strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when target by Charm or Negotiation checks by an equal number. Strain taken can’t exceed ranks.
Disciple Of Lore
2
Once per round, may suffer one strain to decrease the difficulty of next Knowledge (Lore) check a number of times equal to ranks.
Dodge
1
When targeted by a combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks, then upgrade difficulty of the check by that number
Force Of Will
1
Once per session, make one skill checks using Willpower rather than the characteristic linked to that skill.
Force Rating
1
+1 Force Rating
Grit
1
+1 Strain
Hard Headed
1
When staggered or disoriented, perform Hard headed action, make Daunting Discipline check to remove status.
Inspiring Rhetoric
1
Take the Inspiring Rhetoric action, make an Average Leadership check. For each success, 1 ally within close range to recover 1 strain. Advantage can be used for one affected ally to recover one additional strain
Inspiring Rhetoric (Improved)
1
Each ally affected by Inspiring Rhetoric gains one Boost dice on all skill checks for a number of rounds equal to Leadership
Overwhelming Aura
1
Commit Force dice to add advantage to social checks equal to dice committed. Add threat equal to dice committed to enemy social checks in short range.
Overwhelming Aura (Improved)
1
Characters affected by Overwhelming Aura add automatic Failure to fear checks User causes and automatic Success to fear checks not caused by the character.
Plausible Deniability
1
Remove Setback per rank of Plausible Deniablity from all Coercion and Discipline checks
Push Aside
1
After making a successful Melee, Brawl, or Lightsaber combat check against an engaged doe, may force the foe to move to short range in a direction of the opponent’s choosing. Spend Triumph to cause target to fall prone.
Scathing Tirade
1
Take a Scathing Tirade action. Make an Average Coercion check. Each success causes one enemy in short range to suffer 1 strain. Spend any advantage to cause 1 affected enemy to suffer 1 additional strain.
Sixth Sense
1
+1 Ranged defense
Superior Reflexes
1
+1 Melee defense.
Force Powers
Force Rating
Power
Battle Meditation
Description
The Force user directs allies in battle, making them more effective as a coordinated unit.
Users may spend Force points to add one automatic Success to all checks made by a number of engaged friendly targets up to Presence before the end of his next turn. If Dark Side points were used, reduce each target’s Willpower by 1 until the end of the encounter.
Upgrade
Effect
Control: Orders
While using the power, user may make an Easy Leadership check as part of the pool. If the user is able to active the power and succeeds on the check, he may send simple orders as part of his power.
Duration
Commit three Force dice to sustain the ongoing effects of the power on each affected target while it remains in range
Magnitude 3
Spend Force Point to increase number of targets by 9 (Ranks X Presence)
Range 2
Spend Force Point to increase power’s range to Medium
Power
Influence
Description
User may attempt to guide, shape and even twist the thoughts and feelings of others.
Light Side points can be used to inspire positive emotions such as peace, tranquility and friendliness
Dark Side points can be used to inspire negative emotions such as rage, fear and hatred.
Either Side can be used to inspire neutral emotions, such as confusion.
One Force point can be used to stress the mind of one living target in Engaged range, inflicting 2 strain.
Upgrade
Effect
Control: Skills
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, user may roll Influence as part of the check. Force points can be used as Successes or Advantages
Control: Emotion/Belief
User can make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends Force points and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Magnitude 2
Spend Force point to increase targets afffected up to three
Range 3
Spend Force point to increase range to Long
Strength 1
When stressing the mind of a target, increase the strain by ranks
Power
Move
Description
User can move small objects via the power of the Force. They can use 1 Force point to move one object of silhouette - that is within short range to another spot within short range.