When making skill checks, Kel Dors remove up to two setback dice due to darkness
Atmospheric Requirement
1
FnD Core Rule Book - Pg.58
Kel Dors must wear a specialised mask to breathe and see outside of their native atmosphere. A Kel Dor starts the game with an antitox breath mask and treats oxygen as a dangerous atmosphere with Rating 8 (Pg. 220 of Core). However, Kel Dors may survive in vacuum for up to 5 minutes before suffering its effects
Confidence
2
FnD Core Rule Book - Pg.75
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence
Second Wind
1
FnD Core Rule Book - Pg.75
Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind
Commanding Presence
1
FnD Core Rule Book - Pg.75
Remove 1 setback per rank of Commanding Presence from Leadership and Cool checks
Command
2
FnD Core Rule Book - Pg.75
Add 1 boost dice per rank of Command when making Leadership checks. Affected targets add 1 boost dice to Discipline checks for next 24 hours
Toughened
1
FnD Core Rule Book - Pg. 75
Gain +2 wound threshold
Force Powers
Force Rating
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others. Special Rule: When guiding and shaping thoughts, only Force points generated from Darkside points may be used to generate negative emotions such as rage, fear and hate. Only Force points generated from Lightside points may be used to generate positive emotions such as peace, tranquility and friendliness. Other emotions such as confusion can be created from Force points generated from either Light or Darkside points. The character may spend Force points to stress the mind of one living target they are engaged with, inflicting 1 strain