Force talent. The character adds a boost dice to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Savvy Negotiator
2
The character removes a setback dice per rank of Savvy Negotiator from all Negotiation and Streetwise checks.
Grit
2
Each rank of Grit increases a character's strain threshold by one.
Nobody's Fool
1
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool.
Congenial
1
When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. When the character is the target of a Charm or Negotiation check, they may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial.
Toughened
1
The character increases [their] wound threshold by two per rank of Toughened.
Reflect
1
Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) they may take the Reflect incidental. They suffer 3 strain and reduce the damage dealt by a number equal to 2 plus their ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
Parry
1
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Force Powers
Force Rating
Power
Heal/Harm
Description
The Force user bolsters their ally with renewed vigor or saps their foe of vital energy.
Heal (light side Force user only): Spend Force to heal a number of wounds equal to Intellect from an engaged living creature (including user
Harm: Spend Force to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade
Effect
Control
Heal: If no DARK SIDE points generated FORCE, target heals strain equal to wounds healed.
Harm: If any DARK SIDE points were used to generate FORCE, user heals strain equal to wounds inflicted.
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Light/Dark use): When guiding and shaping thoughts, only FORCE generated from DARK SIDE results may be used to generate negative emotions such as rage, fear, and hatred. Only FORCE generated from LIGHT SIDE results may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from FORCE generated from either LIGHT SIDE or DARK SIDE results.
The character may spend FORCE POINTS to stress the mind of one living target he is engaged with, inflicting I strain,