Each rank of Grit increases a character’s strain threshold by 1.
Keen Eyed
2
Force and Destiny 146
The character removes ■ per rank of Keen Eyed from his Perception and Vigilance checks. Checks made to search a specific area take 50% less time than normal. This does not decrease with additional ranks of Keen Eyed.
Forager
1
Force and Destiny 143
The character removes up to ■■ from his skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Swift
1
Force and Destiny 153
The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers).
Outdoorsman
2
Force and Destiny 149
The character removes ■ per rank of Outdoorsman from his checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).
Toughened
2
Force and Destiny 153
The character increases his wound threshold by 2 per rank of Toughened.
Animal Empathy
1
Force and Destiny 139
Force talent. When making checks to handle, tame, or control animals, the character may add a number of Force Dice no greater than his Force rating to the check. The character may spend FP to add Success or Advantage (character’s choice) to the result.
Animal Bond
1
Force and Destiny 138
Force talent. Through the Force, the character creates a bond with a single animal with which he is currently interacting. This cannot be done during structured encounters. This animal must have a silhouette equal to or smaller than half the character’s Force rating when the bond is created, rounded down (this means a character with Force rating 1 could only bond with a silhouette 0 animal). The bond persists as long as the character chooses it to, although at the GM’s discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal remains near the character, and the controlling player dictates the animal’s overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform certain inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, the character may spend one maneuver to direct his animal in performing one action and one maneuver. The animal must be within hearing and visual range of the character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to the player and GM.
Slight of Mind
1
Force and Destiny 152
Force talent. The character adds a Boost Die per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force powers.
Mental Bond
1
Force and Destiny 147
Force talent. The character may take the Mental Bond action, committing Force Dice. As long as Force Dice remains committed, he may communicate mentally with an animal bonded to him via the Animal Bond talent. He can see and hear what it sees and hears, and in structured encounters, he may direct his animal (see the Animal Bond talent, page 138) at up to extreme range.
Force Rating
1
Force and Destiny 143
Force talent. Each rank permanently increases the character’s Force rating by 1.
Quick Movement
1
Force and Destiny 150
Force talent Before making a non-Force power check during structured gameplay, the character may suffer 2 strain to add Force Dice no greater than Force rating to the check. The character may spend two Force Points generated during the check to perform one free Move maneuver after the check is finished. This Move maneuver may be in addition to any other maneuvers performed this turn and can allow the character to perform three maneuvers in a turn.
Natural Outdoorsman
1
Force and Destiny 148
Once per game session, the character may reroll any one Resilience or Survival check.
Dedication
1
Force and Destiny 141
Each rank permanently increases a single characteristic of the player's choice by 1 point. This cannot bring a characteristic above 6.
Force Powers
Force Rating
2
Power
Heal/Harm
Description
This power reflects a Force user’s capacity to manipulate the living energy in things around him. It is the individual’s choice, however, whether to use this gift to help others flourish, binding their injuries and making them whole, or to steal their vital essence, ripping the life from them to watch as they wither and die.
Upgrade
Effect
Heal/Harm Basic Power
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend a Force Point to heal a number of wounds equal to Intellect from an engaged living creature (including user). Harm: Spend a Force Point to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Power
Seek
Description
The Force user casts out with his mind’s eye, searching for something lost, concealed, or forgotten. While countless different Force traditions across the galaxy have attached different practices and techniques to this power, from tribal cultures that use it to hunt prey-beasts to orders of assassins who seek out any who defy their orthodoxy, the basic ability remains the same: those who follow pathways of the Force can track down anything or anyone, regardless of the distance or eons that separate them from their quarry.
Upgrade
Effect
Seek Basic Power
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend 2 Force Points to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance The user may spend a Force Point and succeed at an Average (♦♦) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions
Power
Sense
Description
By opening his mind, a Force user can commune with the world around him. He senses the endless movement of the Living Force, seeing beyond what his eyes allow. The actions of those around him are laid bare, as if the Force user had a bird’s eye view of his surroundings, allowing him to anticipate attacks and better strike blows of his own, or even spot ambushes and lurking foes. Alternatively, he can sense the thoughts of others. Even a Jedi cannot read someone’s mind completely, but a Force-sensitive being can detect his target’s feelings and emotions, and even sense surface thoughts.
Unlike many other Force powers, Sense has a basic power that can be used in two very different ways. Users can rely on Sense to augment their defensive (and eventually offensive) abilities, or they can invest in the ability to read the emotions and feelings of others. They can even read their surface thoughts, which can be particularly valuable in a wide variety of situations.
Upgrade
Effect
Sense Basic Power
The Force user can sense the Force interacting with the world around him.
The user may spend a Force Point to sense all living things within short range (including sentient and non-sentient beings). The user may spend a Force Point to sense the current emotional state of one living target with whom he is engaged.
Background
Motivation
Cause: Restore the Jedi. Tyro wants to see the Jedi Order (Force Tradition) restored and rebuilt, although what he knows of the Jedi may be limited or even inaccurate. He may want to be a Jedi, or just want to see them return to being a presence in the galaxy.
Faith: The Cosmic Force. Tyro Voss understands on some level that everything that happens, has happened, or will happen in the galaxy is part of the Cosmic Force. The Force guides the galaxy and the individuals within it, and things happen for a reason.
Morality
71
Emotional Strength: Justice
Tyro Voss strives for just and deliberate actions in his life, and in his interactions with others. He attempts to make the objectively right choice every time, knowing that justice is more likely to guarantee positive outcomes than sympathy or other emotional displays.
Emotional Weakness: Cruelty
All too often, the cruel use justice to excuse their actions. If one stops himself from tempering justice with empathy and understanding, he can inflict great harm on others and feel justified doing it. Eventually, he can grow to revel in the suffering of others, even as he deludes himself into thinking he makes the "just" choice.
Description
Other Notes
Obligation Type: Responsibility (5)
Tyro Voss feels the need to atone for actions during the Clone Wars. He wants to provide a sanctuary for former seperatists displaced by the war and hunted by the Empire.
Obligation Type: Favor (10)
Tyro owes IsoTech a favor. Reom will call in that favor at some point.