suffer 3 strain and reduces the damage dealt by that hit by 5
Toughened
1
+2
Second Wind
2
Once per encounter, incidental to recover 2 strain
Conditioned
1
removes 1 setback dice from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1
Multiple Opponents
1
The character adds a boost dice to their Brawl, Melee, and Lightsaber combat checks when engaged with multiple opponents. This includes single groups of multiple minions.
Durable
2
-20 to received crits
Quick Draw
2
may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver
Grit
1
+1 strain
Defensive Training
1
When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character's ranks in Defensive Trainin
Natural Blademaster
1
Once per game session, the character may reroll any one Lightsaber or Melee check.
Sarlacc Sweep
1
The character may take the Sarlacc Sweep action, making a Lightsaber combat check with +1 difficulty against one engaged target. The character may spend two advantage results generated by this combat check to hit one additional target [they] are engaged with. [They] may do this once per engaged target, paying two advantage results for each additional hit.
Improved Parry
1
after the attack is resolved, the character may spend a despair [result] or three threat [results] to automatically hit the attacker once with a wielded Brawl, Melee, or Lightsaber weapon.
Sum Djem
1
When the character makes a successful Lightsaber combat check, they may spend a triumph result or two advantage results to disarm their opponent
Center of Being
1
Once per round, when wielding a lightsaber, the character may perform a Center of Being maneuver. Until the beginning of the character's next turn, whenever an enemy makes a melee attack targeting the character, the critical rating of the enemy's weapon counts as 1 higher per rank of Center of Being.
Dedication
1
+1 strength
Well rounded
1
The character chooses any two skills. They permanently become career skills.
Sense danger
1
Once per game session, the character may remove two setback dice from any one skill check.
Force rating upgrade
1
+1 force rating
Force Powers
Force Rating
2
Power
Enhance
Description
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend a Force point to gain a success or advantage result (their choice) on the check.
Upgrade
Effect
Resiliance
can use with skill
Control
This power gains the ongoing effect: Commit a Force die. The Force user increases their Agility characteristic by 1 (to a maximum of 6).
Control
The user only needs to use a maneuver to perform a Force Leap, instead of an action.
Range
Spend a Force point to increase the maximum range the user can jump by the number of Range upgrades purchased.
Brawl
can sue with skill
Coordination
Can use with skill
Control
The user can take a Force Leap action to make an Enhance power check. They may spend a Force point to jump horizontally to any location within short range. They can use this to leap over obstacles or impassible terrain but cannot leap directly vertically. The user may not activate this multiple times.
Control
When taking a Force leap action, the user can leap to any location in range vertically as well as horizontally.
Power
Move
Description
The user may spend a Force point (◑) to move one object of silhouette 0 that is within short range up to [their] maximum range. The default maximum range is short range. The user may not activate this multiple times..
Upgrade
Effect
Control
The user gains the ability to perform fine manipulation of items, allowing [them] to do whatever [they] could normally do with [their] hands to a held item.
Range 3
Range extreme
Control
The user gains the ability to pull objects off secure mountings or from an opponent's grasp.
Magnitude 2
Can control up to 3 items
Strength 4
Move up to silhouette 4
Control
: The user gains the ability to move objects fast enough so as to be both difficult to dodge and capable of inflicting damage. Resulting impacts deal damage to both the target and the object being moved. The user makes a Force power check and rolls a ranged attack as part of the pool. (This attack uses the Discipline skill.)[1] The attack's difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough Force points (◑) to move the object. Silhouette 0 objects deal 5 damage, while other objects deal damage equal to ten times their silhouette. The number of targets affected by a single object is up to the GM, but in general, a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, [they] may do so by using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming.
Background
Motivation
Obsession: The PC has some unhealthy obsession that tends to interfere in their life, whether with a celebrity, a region, a political movement, a cultural icon, or some other facet of society or life. They must pursue this, possibly to the detriment of their health, finances, or well-being. A character with this Obligation tends to get along well with others that share their interest, but is looked at with pity, amusement, or even a bit of fear from others who don't understand. (bringing evildoeers to justice)