Data Googles: At the beginning of an encounter, a character may select one Knowledge skill. For the remainder of the encounter, the character adds an automatic success result to all checks he makes using that skill while wearing the data goggles. The GM may rule that a character needs to obtain specialized data files to upload into the data goggles before using them.[2]
Jedi Utility Belt: A Jedi utility belt contains a three-day supply of food capsules, an emergency medpac, a lightsaber maintenance kit[3] or jedi multi-tool[4], a slim glow rod, a comlink, and an aquata breather. A number of empty pouches are concealed along the belt's interior side, allowing the wearer to hide small items. In addition, a standard lightsaber can be securely hung from the belt for easy access. A Jedi utility belt also increases the wearer's encumbrance threshold by 1.[3][4]
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Nobody's Fool
1
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool.
Niman Technique
1
Force talent. When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Researcher
1
The character removes a setback dice per rank of Researcher from [their] Knowledge checks. Researching takes 50% less time
Well-Traveled
1
Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.
Well Rounded
1
The character chooses any two skills. They permanently become career skills. (stealth & astrogation)
Parry
1
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Reflect
1
When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) they may take the Reflect incidental. They suffer 3 strain and reduce the damage dealt by a number equal to 2 plus their ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
Force Powers
Force Rating
1
Power
Move
Description
Many Force users develop the ability to shift objects without physically handling them, moving matter with the power of the mind. When moving items, the default speed is slow and deliberate, not fast enough to illicit injury or accurate enough to allow for fine manipulation.
Upgrade
Effect
Basic
The user may spend a Force point (◑) to move one object of silhouette 0 that is within short range up to [their] maximum range. The default maximum range is short range. The user may not activate this multiple times.
Power
Seek
Description
The Force user casts out with [their] mind's eye, searching for something lost, concealed, or forgotten.
Upgrade
Effect
BASIC
The user may spend two Force points (◑◑) to gain insight into the general location or direction of a person or object that [they] know about, regardless of its current distance from [them]. The user may not activate this multiple times.
The user may make an Average difficulty Vigilance check with the power check to see through all sensory misdirections confronting [them], whether these come from technology or more esoteric sources. This power works against tricks such as cloaking fields, holograms, Force illusions, and even physical disguises, at the GM's discretion, but has no direct effect on spoken or written lies. To successfully see past the deception, the character must spend a Force point (◑) to activate the power and must succeed on the Average difficulty Vigilance check (or opposed Vigilance versus Discipline check if illusions are being created by another Force user). If the user succeeds, [their] supernatural senses pierce the falsehoods, letting [them] perceive the truth they conceal.