Military Backpack (Cumbersome 2)
Utility Belt
3-MAL Secure Comlink
Sabacc Deck
Physician's Kit
Medpack
Assets & Resources
Brain Implant
Armor Implant
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Jedi Knowledge
CSG & 159
When purchasing upgrades within the Sense power tree, reduce the cost by 5 XP to a minimum on 5.
Uncanny Reaction (1)
EotE & 145
The character adds a Bonus Die (Blue Die) per rank of Uncanny Reactions to all Vigilance checks.
Keen Eyed (1)
F&D & 146
Remove setback per rank from Perception and Vigilance checks. Decrease time to search a specific area by half.
Grit (2)
EotE & 136
Increase Strain Threshold by 1 per rank
Sense Advatange
F&D & 151
Once per session add 2 setback to any NPCs roll
Force Rating (4)
EotE & 135
Increase Force Rating by 1
The Force is My Ally
F&D & 153
Once per session, may take two strain to use any Force power as a maneuver
Natural Mystic
F&D 148
Once per session, may reroll any 1 Force power check
Healing Trance (1)
F&D 144
Commit FD. or every full encounter it remains commited, heal 1 wound per rank
Physician (1)
F&D 149
When making a Medicine check to help a character heal wounds, the target heals one additional strain per rank
Knowledgeable Healing
F&D 146
When healing an ally, spend 1 Destiny Point to heal additional wounds up to ranks in Xenology
Calming Aura
F&D 140
When target by a Force power, reduce Force generated by one
Force Powers
Force Rating
4
Power
Force Vision
Description
Have all the abilities of normal sight and ignore penalties for lighting conditions or concealment. May not use Force Vision when completely disconnected from the Force.
Upgrade
Effect
Power
Heal/Harm
Description
Heal: Heal wounds equal INT of engaged living creature
Harm: Spend Force to inflict wounds equal to INT on engaged living target. Gain 1 conflict
Upgrade
Effect
Control
Heal: If no Dark Side were used from generated to heal, heal equal strain
Harm: If any Dark Side were used from generated, user heals strain equal to wounds inflicted
Strength (2)
Heal: Spend Force to increase wounds healed by 1 per upgrade
Harm: Spend Force to increase wounds inflicted by 1 per upgrade
Range (2)
Spend Force to increase range by a number of bands equal to Range upgrades
Control
Heal: Heal additional wounds equal to Medicine ranks
Harm: Inflict additional wounds equal to Medicine ranks
Control
Heal: Spend Force to remove one status effect from target
Harm: User may spend Force to heal wounds equal to wounds inflicted on target. Gain 1 conflict.
Magnitude (3)
Spend 2 Force to increase affected targets by number of upgrades
Power
Move
Description
User can move small object with the Force.
Spend Force to move one object Sil 0 up to a default maximum of short range.
Upgrade
Effect
Control
Hurl: The Force user can hurl objects to damage targets, by making a Discipline ranged combat check combined with a Move Power check, dealing damage equal to 10 times silhouette.
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 pull objects out of secure mountings or out of an opponent’s grasp.
Strength (2)
Spend Force to increase Sil able to be targeted per rank in Strength
Range (3)
Increase powers range by a number of bands equal to Range upgrade
Magnitude (1)
Spend Force to increase targets by ranks in Magnitude
Power
Sense
Description
Detect:The user may spend Force to sense all living things within short range (including sentient and non-sentient beings).
Probe: The user may spend Force to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Control
Ongoing effect: Commit Force Die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Strength
When using Sense’s ongoing effects, upgrade the pool twice, instead of once.
Range (3)
Spend Force to increase power’s range by a number of range bands equal to Range upgrades purchased.
Magnitude (3)
Spend Force to increase number of targets affected by power equal to Magnitude upgrades purchased
Duration
Sense’s ongoing effects may be triggered one additional time per round.
Control
Effect: Spend Force the user senses the current thoughts of one living target with whom he is engaged.
Background
Motivation
Morality
Description
Other Notes
Secure comlink: Transmits up to medium range on planetary scale.
Add ■ to any check made to intercept and unscramble its signal.
Add □□ to Knowledge checks related to current events or conditions at the GM's discretion.
Concealing Robes: Add ■ to checks to notice or recognize an individual wearing concealing robes.
Medpack: 1 boost die to Medicine checks
Physician's Kit: 1 boost die to Medicine checks, bonus advantage on successful checks
Crossguard: May spend ☤ or ♼♼♼ on enemy Melee or Lightsaber check to disarm enemy; Adds automatic ω to successful Lightsaber combat checks when engaged with a single opponent.,