Armor
Corellian Arms "Storm" Charge Suit: If an attacker using melee gets a despair result, they are hit by an attack dealing 8 damage to strain. If the attack generates 2 disadvantage results, attacker is disoriented for 1 round.
Remove 1 setback die imposed due to arid or hot environment.
Inspiring Rhetoric
1
Charmer
The character may take the Inspiring Rhetoric action; making an Average Leadership check. For each Success, one ally within close range recovers one strain. For each Advantage, one ally benefiting from Inspiring Rhetoric recovers one additional strain.
Improved Inspiring Rhetoric
1
Charmer
Each ally affected by Inspiring Rhetoric gains a Bonus Die (Blue Die) on all skill checks for a number of rounds equal to the character’s ranks in Leadership; this does not stack with itself.
Congenial
1
Charmer
May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial
Smooth Talker
1
Charmer
When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend (triumph) to gain additional success equal to ranks in Smooth Talker
Plausible Deniability
1
Advisor
Remove ■ per rank of Plausible Deniability from Coercion and Deception checks.
Toughen
1
Advisor
Gain +2 wound threshold.
Grit
1
Advisor
Gain +1 strain threshold.
Nobody's Fool
1
Advisor
May upgrade difficulty of incoming Charm, Coercion, and Deception checks once per rank of Nobody's Fool.
Dedication
1
Advisor
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Steely Nerves
1
Advisor
Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
Force Rating
1
Advisor
Gain + 1 Force rating.
Resist Disarm
1
Makashi Duelist
Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed
Makashi Duelist Technique
1
Makashi Duelist
When making a check using the Lightsaber skill, the character may use Presence instead of Brawn
Duelist's Training
1
Makashi Duelist
Add boost dice to Melee and Light saber checks when engaged with only one opponent.
Force Powers
Force Rating
2
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (light/Dark use): When guiding and shaping thoughts, only FP generated from dark side may be used to generate negative emotions such as rage, fear, and hatred. Only FP generated from light side may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from FP generated from either light or dark.
The character may spend FP to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade
Effect
Strength
When stressing the mind of a target, the character inflicts 2 strain.
Duration x 3
Spend FP to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Magnitude
Spend FP to increase targets affected equal to Magnitude upgrades purchased.
Range
Spend FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Control
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of his dice pool He may spend FP to gain success or advantage (user’s choice) on the check
Control
The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check If the user spends force dice and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend force dice to sense all living things within short range (including sentient and non-sentient beings). The user may spend FP to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Control
Spend FP The Force user senses the current thoughts of one living target with whom he is engaged.
Control
Ongoing effect: Commit light side point, Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Background
Slave, Criminal Schmoozer, Pragmatic Power
Motivation
Restore the Jedi, The Jedi Code
Morality
71 (+10XP)
Compassion - Hatred
Mercy - Compassion
Description
Blue skin.
Slim.
Long lekkus.
Wearing mostly padded armour with a strange electrical mesh inlay.