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Lightsaber (Ataru) |
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3 yellow |
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Rapid Recovery (2) |
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After encounter, heal 1 extra strain per rank |
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Grit (2) |
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+ 1 strain |
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Toughened (2) |
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+2 Wound |
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Durable |
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May reduce any Critical Injury by 10 per ank |
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Jump Up |
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Once per round, may get from seated or prone as incidental |
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Knockdown |
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Attack with melee may spend TRIUMPH to knock target prone |
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Dedication |
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+1 to Brawn, +1 Agility |
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Dodge (3) |
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Incidental, suffer strain = to rank to increase difficulty = to rank |
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Uncanny Reactions (2) |
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Add blue to Vigilance per rank |
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Quick Draw |
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Draw or change weapons as incidental |
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Touch of Fate |
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Add 2 blue to any check once per session |
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Street Smarts (1) |
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Remove black per rank from Streetwise or Underworld |
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Force Rating (2) |
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Use 2 Force Dice |
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Force Sense: Basic |
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Spend point to sense all living things in range, or the emotional state of one target. |
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Force Sense: Control Upgrade |
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Commit Force Die to upgrade difficulty of incoming attack once. |
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Force Sense: Control Upgrade |
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Spend force point to sense thoughts of target in engaged |
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Force Influence: Basic |
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Spend light points on positive emotions, dark on negative, either on neutral, inflict one strain on engaged target |
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Force Influence: Control Upgrade |
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Opposed Discipline check with lightside pips = success force individual to believe untrue or assume emotional state for 5 minutes (1 combat round) |
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Force Influence Magnitude Upgrade |
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Upgrade to 2 targets |
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Force Influence: Control |
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Add Force Dice to all social checks |
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Force Move: Basic |
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Move SIL 0 in short range. |
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Force Move: Magnitude (1) |
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Increase number of targets by rank |
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Force Move: Strength (2) |
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Upgrade SIL equal to rank. |
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Force Move: Range (2) |
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Upgrade range equal to rank. |
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Force Move: Hurl |
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Make discipline check combine with move, throw objects. Damage = 10 x SIL |
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Force Move: Pull |
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Pull weapons or secure objects |
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Quick Strike |
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+Blue per rank against targets who have not yet acted |
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Ataru Lightsaber Style |
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Use Agility as base |
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Parry (1) |
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When hit by melee, take 3 strain to reduce damage by 2 + rank |
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Conditioned |
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Reduce one black per rank from Athletics or Coordination checks; Reduce damage and strain from fall damage by 1 per rank |
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Reflect (2) |
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When hit by ranged, take 3 strain to reduce damage by 2 + rank |
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Hawk Bat Swoop |
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In SHORT range, make a LIGHTSABER check. Add FD no greater than FR. Spend FIRST light point to get into ENGAGED. Spend additional as ADVANTAGES. |
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Enhance Basic Power |
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Add FD for Athletics checks, using points as Success or Advantage |
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Misdirect Basic Power |
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Spend points to make a target at short range unable to perceive chosen object/person SIL 1 or less, until end of target's next turn. |