(P) Stinger - increase difficulty of next check by one
Talents
Name
Rank
Book & Page
Description
Rapid Recovery
1
FaD p88
When healing strain after an encounter, heal 1 additional strain per rank
Toughened
1
FaD p88
Gain +2 Wound threshold
Expert Tracker
1
FaD p88
Remove S per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Keen Eyed
1
FaD p88
Remove S per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Soft Spot
1
FaD p88
After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit
Dedication
1
FaD p88
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Intuitive Shot
1
FaD p88
When making a Ranged (Heavy) or Ranged (Light) combat check, add Force Die no greater than Force rating to the check. May spend light/dark to add success or advantage.
Sixth Sense
1
FaD p88
Gain +1 ranged defense
Force Rating
2
FaD p88, p69
Gain +1 Force rating
Healing Trance
1
FaD p69
Commit Force die. For every full encounter Force die remains committed, heal 1 wound per rank of Healing Trance
Physician
1
FaD p69
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician.
Grit
1
FaD p69
Gain +1 strain threshold
Knowledgeable Healing
1
FaD p69
When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology)
Calming Aura
1
FaD p69
When an opponent targets character with a Force power, reduce L/D generated by 1
Jump Up
1
FaD p87
Once per round, may stand from seated or prone as an incidental
Ataru Technique
1
FaD p87
When making a check using the Lightsaber skill, the character may use Agility instead of Brawn
Force Powers
Force Rating
2
Power
Heal/Harm
Description
Heal counts as a stimpack use
Heal (light side only): Spend L/D to heal a number of wounds equal to Intellect from an engaged living creature (including user)
Harm: Spend L/D 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 FF to affect 1 additional target within range per rank of Magnitude purchased
Strength
Heal: Spend F to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend F to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Magnitude
Spend FF to affect 1 additional target within range per rank of Magnitude purchased
Range
Spend F to increase power's range by a number of range bands equal to Range upgrades purchased
Mastery
Heal: Once per session, spend FFFF to restore 1 target who died after end of user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 conflict.
Control
Heal: Heal additional wounds equal to ranks in Medicine
Harm: Inflict additional wounds equal to ranks in Medicine