Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Well rounded
2
Rise of the Separatists
The character chooses any two skills. They permanently become career skills.
Sense danger
2
Rise of the Separatists
Once per game session, the character may remove two setback dice from any one skill check.
Valuable facts
3
Rise of the Separatists
Once per encounter, the character may take a Valuable Facts action, making an Average difficulty Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation). If successful, the character may add a triumph result to any one check made by an allied character subsequently during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation of why the information their character learned is instrumental to the success of the ally's check.
Force Rating
3
Rise of the Separatists
Sense Emotions
1
Disciples of Harmony
Force talent. The character adds a boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Grit
2
Disciples of Harmony
Congenial
2
Disciples of Harmony
When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. When the character is the target of a Charm or Negotiation check, they may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial.
Nobody's fool (2 ranks total)
3
Disciples of Harmony
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool.
Crutial point
4
Disciples of Harmony
Once per session during ongoing negotiations, the character may perform the Crucial Point incidental to introduce one potential concession that an opponent will do nearly anything to obtain. This can only take place during an encounter featuring the Negotiation skill. Such encounters can range from a high-level diplomatic conference to the negotiation of payment for a job, but should not include social interactions featuring other social skills such as Charm, Coercion, or Deception. What the concession is should be up to the player and GM. It should be something that one party is willing to give up or exchange, and it should be something concrete (such as a new trade deal or the offer of a used speeder to get a deal on a new one). The lengths the other party is willing to go to are dependent on the scenario, and may range from offering a drastic decrease in price to agreeing to an immediate cease-fire in an ongoing conflict. At minimum, the difficulty of further Negotiation checks should be decreased. At the GM's discretion, there may be some things that no reasonable sentient will do. Killing oneself to obtain a concession, selling a planet into slavery, and surrendering the Rebel Alliance to the Empire are all examples of this
Calming aura
4
Disciples of Harmony
When an opponent targets the character with a Force power, after the opponent generates Force points, reduce the total Force points generated by one, to a minimum of 0.
Froce Rating
5
Disciples of Harmony
Nobody's fool (2nd rank)
1
Force and Destiny
Niman Technique
2
Force and Destiny
When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Defensive training
1
Force and Destiny
When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character's ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has).
Force Powers
Force Rating
3
Power
Misdirect
Description
The user may spend a Force point (◑) to deceive the senses of a living target at short range or closer. The target does not perceive one object or being a silhouette 1 or lower that is within [their] line of sight until the beginning of the Force user's next turn. The user may not activate this multiple times.
Upgrade
Effect
Control
Instead of merely hiding an object or person from the target with this power, the user may alter the appearance of that object or person, making it appear to be something or someone else to the target.
Control
Instead of hiding an object or person from the target with this power, the user may cause the target to see a vision of an illusory object, person, or creature where none exists. This phantasm can be silhouette 1 or smaller. To accomplish this, the Force user may also roll an opposed Deception versus Vigilance check (if the check was not already opposed) as part of the pool. To make the target experience the illusion, the user must generate enough Force points (◑) to create the illusion and must succeed at the opposed check. If the user spent any Dark points to generate a Force point (◑), each target subjected to the unsettling illusion suffers 1 strain per Force point (◑) spent on the check.
Range
Spend a Force point (◑) to increase the maximum range at which the Force user can affect targets with this power by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Duration
Commit two Force dice after successfully activating the basic power. This power remains in effect on each affected target as long as the target stays within range of the power. If a target moves beyond the range of the power, the effects end for [them] but not for any other targets of the power.
Power
Influence
Description
The user spends a Force point (◑) to stress the mind of one living target [they] are engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Upgrade
Effect
Control
To gain the ability to alter the thoughts and emotions of a living target with whom [they] are engaged, the user makes an opposed Discipline check against the target as part of the pool to activate the power. The user must spend a Force point (◑) and [they] must succeed on the check to force the target to adopt an emotional state such as fear, friendliness, or hatred, or to believe something untrue ("these are not the droids you are looking for"). The effect lasts for roughly five minutes, or one round of combat. If the Force user has the ability to affect multiple minds with this power (such as with the Magnitude upgrade), the Discipline check either must be opposed by the mind with the highest ranks in Discipline, or its difficulty must be set statically based on the number of minds (at the GM's discretion).
Power
Move
Description
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..
Upgrade
Effect
Strength x2
Spend a Force point (◑) to increase the maximum silhouette of objects a character can move by a number equal to the number of Strength upgrades purchased. The user may activate this multiple times, increasing the silhouette of the objects [they] can move by this number each time.
Range
Spend a Force point (◑) to increase the maximum range at which the user can move objects by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time. However, remember the user must still spend Force points to activate the power's actual effects.
Control
The user gains the ability to move objects fast enough so as to be both difficult to dodge and capable of inflicting damage. Resulting impacts deal damage to both the target and the object being moved. The user makes a Force power check and rolls a ranged attack as part of the pool. (This attack uses the Discipline skill.)[1] The attack's difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough Force points (◑) to move the object. Silhouette 0 objects deal 5 damage, while other objects deal damage equal to ten times their silhouette. The number of targets affected by a single object is up to the GM, but in general, a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, [they] may do so by using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming.
Control
The user gains the ability to pull objects off secure mountings or from an opponent's grasp.
Power
Seek
Description
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.
Upgrade
Effect
Power
Sense
Description
The user may spend a Force point (◑) to sense all living things within short range of [themself] (including animals and sentient beings). The user may not activate this multiple times.
The user may spend a Force point (◑) to sense the current emotional state of one living target with whom [they] are engaged. The user may not activate this multiple times.
Upgrade
Effect
Control
The user gains the ability to sense danger the moment before it strikes, allowing [them] to anticipate attacks and avoid incoming blows. This power gains the ongoing effect: Commit a Force die. Once per round, when an attack targets the Force user, [they] upgrade the difficulty of the pool once. The user may not activate this multiple times.
Control
The user gains the ability to detect the surface thoughts of the target. This power gains the effect: Spend a Force point (◑). The user senses the current thoughts of one living target with whom [they] are engaged. The user may activate this multiple times.
Background
Motivation
Morality
Compassion and Arrogance
Description
Other Notes
Force Sight: Miraluka are blind from birth but rely on the Force to perceive their environment. They remove any [threat] added to their checks as a result of smoke, darkness or concealment, but add [2 threat] to any checks that require precise investigation. They may never benefit from equipment that relies on the user’s vision. Should a Miraluka become disconnected from the Force, they lose any benefits of Force Sight and incur all the penalties of the "Blinded" Critical Injury.