Add an Advantage to combat checks and add a Success to a successful Lightsaber check.
Setback 10 die to identify the lightsaber hilt when not on.
When making an attack, remove one setback die.
Plus one to defense to armor with 2 or higher soak
Tinkerer
7
Add one Hard point to a number of items quel to ranks in inkerer
Jury Rigged
5
Chose an item and add on improvement to the item while in use
Lethal Blows
7
+10 to crit aper rank of lethal blows
Enduring
4
+1 soak per rank
Adversary
4
upgrade combat difficulty againsr this target by number of ranks
Parry
12
When hit with a melee attack suffer 3 strain to reduce the damage by 2 per rank of parry
Reflect
12
When hit with a range attack suffer 3 strain to reduce the damage by 2 per rank of Reflect
Second Wind
3
Once per encounter may use this talent to recover one strain per rank.
Niman Technique
1
Use Willpower for Lightsabers
Soresu Technique
1
Use Intellect for Lightsabers
Makashi Technique
1
Use Presence for Lightsabers
Ataru Technique
1
Use Agility for Lightsabers
Shien Technique
1
Use Cunning for Lightsabers
Dodge
4
Sixth Sense
2
Superior Reflexes
2
Fearsome
4
May force Engaged opponents to make a fear check with the difficulty equal to ranks in Fearsome.
Force Powers
Force Rating
42
Power
Force Walk
Description
Force Walk is the power to bind spirits of the dead(Force ghosts) to you. You can only bind one unwilling ghost at a time but you can bind multiply willing ghost{Equal to the amount of control upgrades) without adverse effects. When a ghost is bound to you you gain a 1/4 of the exp they had when they were living(Determined by the GM).
Upgrade
Effect
Magnitude rank 3
Increase the amount of EXP gained by the Force ghost after the binding is complete by 1/4 per rank.
Mastery
Strength Rank 4
Upgrade the difficulty of the check for them to resist you by the ranks of Strength.
Control Rank 4
Decrease the difficulty to bind the Force Ghost by ranks of Control.