Add 1 Blue to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Grit
6
FAD Core 144
+1 Strain Threshold
Toughened
1
FAD Core 153
+2 Wound Threshold
Parry
5
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Savvy Negotiator
1
Remove 1 Black per rank of Savvy Negotiator from all Negotiation and Streetwise checks.
Reflect
3
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Improved Sunder
1
Each Advantage spent to activate a weapon’s Sunder quality damages an item two steps, instead of one.
Crucial Point
1
Once per session, the character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain.
Calming Aura
1
When an opponent targets character with a Force power, reduce Force Points generated by 1.
Well-Traveled
1
Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.
Force Rating
2
Gain +1 Force Rating
Researcher
1
Removes 1 Black Dice per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Skilled Teacher
2
If an ally at short range has lower ranks in a skill than the character, the character may perform a Skilled Teacher incidental to suffer a number of strain no greater than ranks of Skilled Teacher, then add an equal number Success of to ally’s next check.
Master Instructor
1
Once per round as an out of turn incidental, may suffer 2 strain to allow ally to use character’s ranks in Discipline for next Discipline check an ally makes.
Well Rounded
1
Choose any 2 skills. They permanently become career skills.
Resist Disarm
1
Suffer 2 strain to avoid being disarmed or having weapon damaged or destroyed.
Makashi Technique
1
When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.
Intense Presence
1
Spend 1 Destiny Point to recover strain equal to Presence rating.
Duelist's Training
1
Add a Blue Die to Melee and Lightsaber checks when engaged with only one opponent.
Feint
1
Spend Triumph or Three Advantage generated on a missed melee attack to upgrade difficulty of opponent’s next attack targeting character by ranks in Feint.
Dedication
1
+1 to a Characteristic
Defensive Training.
1
When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Wise Warrior
1
When making a combat check, may perform the Wise Warrior incidental: spend 1 Destiny Point and use any characteristic for the check.
Force Powers
Force Rating
3
Power
Battle Meditation
Description
The user may spend 1 Force Point to add one automatic Success to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user uses any Dark Force Results to generate Force Points on this check, reduce each target’s Willpower by 1 (to a minimum of 1) until the end of the encounter. The user may not activate this multiple times.
Upgrade
Effect
Strength
Spend two Force Points to add one additional automatic Success to affected characters checks.
Range x 2
Spend 1 Force Point to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control
When making a Battle Meditation power check, the user may make an easy Leadership check as part of the pool. If the user is able to activate the power and succeeds on the check, he may send simple orders as part of the power.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend a Light Force Point to gain vague hints of events to come, up to a day into his future.
Upgrade
Effect
Control
When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend Light Force Points to gain success per point spent on the check.
Control
Affected targets increase their ranged and melee defense by 2 for the first round of combat.
Power
Move
Description
The user may spend 1 force point 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 1
Spend a Force Point to increase power’s range by a number of range bands equal to range upgrades purchased.
Strength 2
Spend a Force Point to increase silhouette able to be targeted equal to strength upgrades purchased.
Magnitude 2
Spend a Force Point to increase targets affected equal to magnitude upgrades purchased.
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.