Remove [Blk] per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachements.
Inventor
2
When constructing new items or modifying attachments, add [Blu] or remove [Blk] per rank of inventor
Armor Master
2
When wearing armor, increase total soak value by 1.
Improved Armor Master
1
When wearing armor with a soak value of 2 or higher, increase defense by 1.
Mental Tools
1
Always count as having the right tools for the job when performing Mechanics checks.
Tinkerer
2
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Defensive Stance
1
Once per round, may perform a Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance.
Jury Rigged
2
Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
Deadly Accuracy (Lightsaber)
1
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill.
Disorient
1
After hitting with combat check, may spend [adv] [adv] to disorient target for number of rounds equal to Disorient.
Stunning Blow
1
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Improved Stunning Blow
1
When dealing strain damage with Melee or Brawn checks, may spend [Tri] to stagger target for 1 round per [Tri]
Crippling Blow
1
Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.
Brace
2
SES (Armor Mod)
As a maneuver, the character may Brace himself. This allows a character to remove a [blk] per rank of Brace from the next skill check based on changing conditions: inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.
Force Powers
Force Rating
1
Power
Bind Basic Power
Description
The user may spend [light/dark] to immobilize a target within short range until the end of the user's next turn. If the user used any [dark] to generate [light/dark], the target also suffers 1 wound per [light/dark] spent on the check (ignoring soak.)
Upgrade
Effect
Strength (1)
Spend [light/dark] to disorient the target for a number of rounds equal to Strength upgrades purchased.
Magnitude (1)
Spend [light/dark][light/dark] to affect 1 additional target within range per rank of Magnitude purchased.
Range (1)
Spend [light/dark] to increase a power's range by a number of range bands equal to Range upgrades purchased.