Base Modifier: As a maneuver, activate or deactivate. While active, combat checks suffer 3 automatic disadvantage results, but breach quality increases by 1.
Stun +2 & a small item with encumbrance 0 may be stored in the pommel cap.
light whip with a lava crystal installed
"fitted" jedi battle armor:
ignores breach and pierce
Deploy a wrist blade as an incidental with the following profile
"squad tactical systems"
Add 1 boost dice to all Perception and Vigilance checks while within medium range of one or more allies using this attachment. Includes integrated comlink.
When healing strain at end of an encounter, heal 1 wound as well. First time in an encounter that wounds exceeds half their wound threshold, armour automatically applies a stimpack to character.
Assets & Resources
Critical Injuries & Conditions
cybernetic arm - +1 to agility - beskar plating - ignores breach and pierce
Book & Page
when making a lightsaber check the user may use agility instead of brawn
add 2 wound threshold per rank
gain +1 strain threshold
perform the force protection manuver. suffer 1 strain and commit force points up to rank of force protection. increase soak by number of points commited until beginning of next turn. suffer one strain every turn those points remain commited
once per round, may stand from seated or prone as an incidental
once per round draw or holster a weapon or accessible item as an incidental
when hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in reflect
when hit by a melee attack suffer 3 strain to reduce damage by 2 plus ranks in parry
when making a lightsaber check the user may use intellect instead of brawn
once per round, may perform defensive stance manuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. strain suffered this way can not exceed ranks in defensive stance.
perform the force protection maneuver, suffer 1 strain and commit light points up to ranks of force protection, increase soak by number of light points commited until the beginning of the next turn, suffers 1 strain every light point that remains commited
once per round, perform the body guard maneuver to guard an engaged character suffer number of strain no greater than ranks of body guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.
the force user bolsters his ally with renewed vigor or saps his foe of vital energy.
heal: spend force points the heal a number of wounds equal to intellect from an engaged living creature
harm: spend force points to inflict a number of wounds equal to intellect ignoring soak, on an engaged living target, causes 1 conflict.
spend light/dark points to increase the powers range by a number of range bands equal to range upgrades purchased
spend 2 light/dark points to effect 1 additional target per rank of magnitude
heal: if no dark pips are generated target heals strain equal to wounds healed.
harm: if any dark pips were used to generate power, user heals strain equal to wounds inflicted.
the force user restrains and enemy, preventing them from acting.
the user may spend light/dark pips to immobilze a target within short range until the end of the users next turn. if the user used any dark pips to generate power the target also suffers 1 wound per pip spent on the check, ignoring soak.
spend force pips to disorient the target for a number of rounds equal to strength upgrades purchased
spend light/dark to increase the range by a number of range bands equal to range upgrades purchased
the force user can move small objects via the power of the force.
the user may spend light/dark to move one object of silhouette 0 that is within short range up to his maximum range. default is short range.
spend light/dark to increase targets affected by upgrades purchased
spend light/dark to increase the silhouette able to be targeted equal to strength upgrades purchased
spend light/dark to increase the range by a number of range bands equal to upgrades purchased.