Breach 1, Sunder, Vicious 3, Add 1 DSP on Force Power checks
Damage
8
Critical
1
Weapons & Armor
Personal Gear
Assets & Resources
Critical Injuries & Conditions
Resilient Metabolism
Talents
Name
Rank
Book & Page
Description
Improved Parry
4
Suffer 3 Strain to reduce 6
Toughened
6
Grit
6
Improved Reflect
4
Suffer 3 Strain to reduce 6
Force Rating
3
Dedication
2
Saber Throw
1
Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, addinglno greater than Force rating. Must spend x and succeed to hit target; spend x to have weapon return to hand.
Crippling Blow
1
Improved Toughened
1
Power from Pain
1
Once per session as an incidental, may spend 1 Destiny Point to gain +1 Force Rating for each Critical Injury character is suffering until the end of the encounter.
Enduring
1
Terrifying Kill
1
The character may spend 1 Destiny Point to take the Terrifying Kill maneuver after incapacitating or inflictin a Critical Injury. Roll l no greater than Force rating, and spend x to inflict 1 strain on each character within short range of target.
Durable
4
The Force is My Ally
1
Once per session, may suffer 2 strain to perform Force power action as maneuver.
Force Powers
Force Rating
4
Power
Move
Description
Upgrade
Effect
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 Qto gajn # or O (his choice) on the check. (Remember, this counts as a normal Force power check in every way—it is simply combined with the overall skill check.)
Upgrade
Effect
Power
Harm
Description
The user may spend3to inflict a number of wounds (ignoring soak) equal to the Force user’s Intellect on one engaged living creature. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade
Effect
Range 2
The Range upgrade improves both Heal and Harm in the same way. Spend3to increase the maximum range at which the Force user can affect targets with this power by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Control
The user may spend 3 to heal a number of wounds on an engaged living creature (including himself) equal to the damage he inflicted on one target. This counts as a use of a stimpack on the target of the healing (see page 227). The character healed this way gains 1 Conflict. The user may activate this upgrade multiple times, but must select a different target to be healed each time.
Strength 2
The user may spend 3 to inflict 1 additional wound per rank of Strength purchased. The user may activate this multiple times, increasing the number of wounds inflicted by this number each time.
Control
If the user used any # to generate 3 the check, the user heals of an amount of strain equal to the wounds he inflicted on one target.
Mastery
When this power kills a sentient living target, the user may restore to life an engaged character who died this encounter. Immediately remove the Critical Injury or other effect that killed the target. The user and the character revived this way each gain 7 Conflict. Note that this Conflict gain is only for the perversion of nature that is returning a soul to its body after its time has come, and not for any associated acts of evil, such as killing an innocent to do it, which may generate additional Conflict (see page 324). The user may only activate this once per session.
Power
Endure
Description
When the character activates Endure,
they may make an Endure power check instead of committing 0 as normal. An Endure power check is a Discipline check with a difficulty equal to the severity of the Critical Injury, to which the character may add 0 up to their Force rating. If the character succeeds on the cheek and generates () equal to the number of . in the severity of the Critical Injury, the Critical Injury is not suffered.
Upgrade
Effect
The character can use Endure to affect a Critical Injury result of Dead until the end of the current
encounter (or until they stop committing 0 ). A Critical Injury of Dead cannot be treated or healed.
Power
Seek
Description
The user may spend 00 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 0 and succeed at an Average (♦♦) Vigilance check (oi opposed Vigilance vs. Discipline check) to see through illusions