Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a 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
Toughened
2
FAD, 76
Gain +2 wound threshold
Physician
2
FAD, 76
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician.
Stimpack Specialization.
4
FAD, 76
Stimpacks heal 1 additional wound per rank of Stimpack Specialization.
Forced Protection
1
FAD, 76
Perform the Force Protection maneuver; suffer 1 strain and commit force die up to ranks of Force Protection. Increase soak by number of force die committed until begin ning of next turn. Suffer 1 strain every turn O remains committed.
Surgeon
1
AOR, 92
When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
Bacta Specialist
1
AOR, 92
Patients heal 1 additional wound per rank of Bacta Specialist when they heal wounds via bacta tanks or long-term care.
Stim Application
1
AOR, 92
Take the Stim Application Action; make an Average {pp} Medicine check If successful, 1 engaged ally increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain.
Master Doctor
1
AOR, 92
Once per round, suffer 2 strain to decrease the difficulty of a Medicine check byl
Grit
3
AOR, 92
Cain + 1 strain threshold.
Natural Doctor
1
AOR, 92
Once per session, may reroll any 1 Medicine check.
Parry
1
FAD, 76
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Force Powers
Force Rating
1
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend 3 to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend 3 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 generated target heals strain equal to wounds healed.
Harm: If any were used to generate user heals strain equal to wounds inflicted.
Magnitude
Spend two force die to affect 1 additional target within range per rank of Magnitude purchased
Magnitude
Spend two force die to affect 1 additional target within range per rank of Magnitude purchased
Magnitude
Spend two force die to affect 1 additional target within range per rank of Magnitude purchased
Strength
Heal: Spend 3 to increase wounds healed by I per rank of Strength upgrades purchased.
Harm: Spend 3 to increase wounds inflicted by per rank of Strength upgrades purchased
Power
Bind
Description
The Force user restrains an enemy, preventing the target from acting.
The user may spend 3 to immobilize a target within short range until the end of the user’s next turn. If the user used any • to generate 3 , the target also
suffers 1 wound per3spent on the check (ignoring soak
Upgrade
Effect
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend 3 to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade
Effect
Range
Spend 3 to increase power's range by a number of range bands equal to Range upgrades purchased.
Background
AN ANCIENT RELIGION...
Born of a long-line of Mandalorian Fundamentalists in 2 ABY, on the planet of Mandalore, Paz Galaarsur'haai never knew her parents well. As during the empire's defeat at Endor in 4 ABY, a small cell of extremists attempted to perform a coup, claiming to be the successors to the Death Watch; a group which included Paz's parents. After their deaths in the aftermath of the failed coup, Paz was relocated to live at an orphanage where she remained for a year or two before she was eventually discovered to be force sensitive, where she was then shipped off to hone her skills in the New Jedi Order. Eventually reaching the rank of knight at 17, before she then left the order to enlist in the New Republic army due to a perceived lack of purpose.
Motivation
WITH GREAT POWER...
After 12 years as a combat medic, What made Paz crack wasn't seeing perhaps the worst of the worst on the front-lines, moving from squad to squad as her comrades in arms were cut down by the blaster fire of Imperial remnants or the Yuuzhan Vong... It was the vanquishment of the Vong from Mandalore and her eventual post at a military hospital which broke down her spirits. Spending 2 long months in a home which had been reduced to rubble and suffering... Something which sparked her to rejoin the Jedi, partly fearing for her own safety due to the rising anti-jedi sentiment.
Morality
71 - Light-side
Compassion: Paz cares about the tribulations others face, and wants to help those she comes across. Her compassion may lead to self-sacrifice in order to aid those who need it
Recklessness: Paz wishes to show herself as a true Mandalorian, in order to to honor her ancestors. Unfortunately, she's a more of a intellectual then a brute. Despite this she fears the idea of not being seen as a warrior, going to great, self-destructive lengths in order to try and portray herself as one.