Healing Accelerant Talisman
Protective Amulet (add setback dice to checks to determine function, add boost die to force sensitives checks to determine it's a talisman and not just an object)
4 Stimpacks
Starship Plating (For Mando Armor)
Bio-Support Dispenser (For Mando Armor)
Dragite Gem
Assets & Resources
Starting Exp - 105
30 xp - Presence 3
10 xp - Lightsaber 2
10 xp - Ebb/Flow Force Power
5 xp - Resist Disarm
10 xp - Makashi Technique
10 xp - Duelist's Training
30 xp - Ascetic Specialization
Heroic Play/Duty Exp - 165
10 xp - Feint
15 xp - Parry
20 xp - Defensive Training
5 xp - Grit
10 xp - Go Without
10 xp - Grit
15 xp - Intense Focus
20 xp - Force Protection
25 xp - Empty Soul
30 xp - Alchemist Specialization
5 xp - Medicine 1
Can spend 2 strain to avoid being disarmed or having weapon damaged or destroyed.
Makashi Technique
1
Use Presence instead of Brawn for Lightsaber checks.
Duelist's Training
1
Add a boost die when engaged with only one opponent.
Feint
1
Can spend a triumph or 3 advantage on a missed to upgrade difficulty of opponent's next attack by 1.
Parry
1
Can spend 3 strain to reduce melee damage taken by 3.
Defensive Training
1
Melee, Brawl, and Lightsaber weapons get Defensive +1.
Grit
2
+2 Strain Threshold.
Go Without
1
Once per session counts as having the right tools for the job when making a skill check.
Intense Focus
1
Can spend 1 strain as a maneuver to upgrade ability of next skill check by 1.
Force Protection
1
Can take 1 strain and commit 1 force die to increase soak by 1. Take 1 strain each round the force die is committed.
Empty Soul
1
Add a black and white pip to all force power rolls while encumbrance is 2 or less.
Iron Soul
1
Heal all strain at end of encounters while encumbrance is 2 or less.
Force Powers
Force Rating
2
Power
Ebb/Flow
Description
Can make an Ebb or Flow power roll as part of a skill check. Can spend a pip to deal 1 strain damage to all engaged enemies with Ebb or to regain 1 strain with Flow.