Add B per rank of Uncanny Senses to all Perception checks.
UNCANNY REACTIONS
2
Add B per rank of Uncanny Reactions to all Vigilance checks.
Sense Emotions
1
Add B to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Convincing Demeanor
1
Remove S per rank of Convincing Demeanor from Deception or Skulduggery checks.
Street Smarts
3
Remove S per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
Indistinguishable
2
Upgrade difficulty of checks to identify character once per rank of Indistinguishable.
Codebreaker
2
Remove S per rank in Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
Slight of Mind
2
Add to B all Stealth checks unless the opposition is immune to Force powers.
Grit
3
Gain +1 strain threshold
Toughened
1
Gain +2 wound threshold
Force Powers
Force Rating
3
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend LSP to gain Success or Advantage (user’s choice) on the check.
Upgrade
Effect
Range
Spend LSP to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control x3
Take a Force Leap action: make a Enhance power check. The user may spend LSP to jump horizontally to any location in short range. When performing a Force Leap, the user can jump vertically in addition to jumping horizontally. The user can perform a Force Leap as a maneuver instead of an action.
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (LSP/DSP use): When guiding and shaping thoughts, only DSP may be used to generate negative emotions such as rage, fear, and hatred. Only LSP may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either LSP or DSP.
The character may spend to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade
Effect
Magnitude
Spend LSP to increase targets affected equal to magnitude 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 LSP 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 LSP 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
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend LSP to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade
Effect
Range x3
Spend LSP to increase power’s range by a number of range bands equal to range upgrades purchased.
Control
The character can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power’s range.
Control
The Force user can hurl objects to damage targets, by making a Discipline check combined with a Move power check, dealing damage equal to 10 times silhouette.
Control
The Force user can pull objects out of secure mountings, or out of an opponent’s grasp.
Strength x3
Spend LSP to increase silhouette able to be targeted equal to strength upgrades purchased.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (Light side Force user only): Spend L/DSP to heal a number of wound equal to Intellect from an engaged living creature (including user).
Harm: Spend to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade
Effect
Magnitude
Spend L/DSP L/DSP to affect 1 additional target within range per rank of Magnitude purchased.
Strength
Heal: Spend L/DSP to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend L/DSP to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Control
Heal: if no DSP generated L/DSP, target heals strain equal to wounds healed.
Harm: if any DSP were used to generate L/DSP, user heals strain equal to wounds inflicted.
Control
Heal: spend L/DSP to remove one status effect from target.
Harm: The user may spend L/DSP to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.
Control
Heal: May make a Heal power check combined with a Hard (PPP) Medicine check. If check succeeds, one target who heals wounds also heals one Critical Injury.
Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers one Critical Injury (adding +10 to the roll per advantage advantage).