Use to heal one wound on a successful medicine check or use them to upgrade a dice in a medicine check
Assets & Resources
Amulet - increases force rating by 1 as long as no dark side powers are used. If dark side powers are used, it negates the effect of the amulet for that encounter.
Black rock embedded with the force - no known usages yet.
Base force rating - 4 (5 with amulet until dark side powers are used)
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Reflect
1
F&D - 70
Suffer 3 strain to reduce range damage by 2 plus ranks in reflect
Parry
2
F&D - 70
Suffer 3 strain to reduce melee damage by 2 plus ranks in parry
Toughened
1
F&D - 70
Gain +2 wound threshold
Grit
1
F&D - 70
Gain +1 Strain Threshold
Defensive Training
1
F&D - 70
Lightsabers gain the defensive quality equal to ranks in defensive training
Center of Being
2
F&D - 70
Take a center of being maneuver as an incidental to have attacks on the user increase their critical rating by one (per rank of CoB purchased) until the beginning of the next turn
Force Powers
Force Rating
4
Power
Influence
Description
Can influence the thoughts of others. Dark side points = negative emotions, light side points = positive emotions. Take 1 strain to make them feel stress
Upgrade
Effect
Power
Heal/Harm
Description
Spend force point to heal or harm equal to intellect. Harm ignores soak but gains 1 conflict for the user.
Upgrade
Effect
Power
Bind
Description
Restrain an enemy within short range until the end of the next users turn. If dark side points are used, the enemy suffers one wound per point spent on the check.
Upgrade
Effect
Strength 1
Spend 1 force point to disorient the target for a number of rounds equal to strength upgrades purchased.
Range 1
Spend 1 force point to increase range of power by 1 range band per range upgrades
Power
Seek
Description
Use two force points to gain insight into the location of something that the user knows about.