Upgrade difficulty of all combat checks against this target three times
Terrifying
1
At the beginning of an encounter, each of the Inquisitor’s enemies must make a Hard (♦♦♦) fear check
Improved Reflect
4
When the character suffers a hit from a Ranged (Light), Ranged (Pleavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check and uses the Reflect incidental to reduce the damage from that hit, after the attack is resolved, the character may spend Despair or Three Threat to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack.
Parry
4
When struck by a melee attack but before applying soak, the Inquisitor may perform Parry as an out-of-turn incidental. He suffers 3 strain, then reduces the damage by 6.
Force Powers
Force Rating
3
Power
Move
Description
The Inquisitor may spend a force point to move one silhouette 0 object within short range to another location within short range. He may spend force points to increase the range of the power by one band, spend force points to increase the silhouette of the object he can move by 1, and spend Force Point to increase the number of objects he moves at one time by 2 (he may activate all of these upgrades multiple times). Finally, he may hurl objects at opponents by making a Force power check and rolling a ranged attack as part of the pool. 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. The attack deals damage equal to the silhouette of the object times ten (silhouette 0 objects deal 5 damage) plus one per success. If the Inquisitor wants to throw multiple objects, he must generate enough force points to move multiple objects, and must use the rules for Auto-fire to determine difficulty and targeting.