Holdout Blaster
Custom Tailored Armored Jacket
Personal Deflector Shield
Personal Gear
Aqua Breather
Backpack
Climbing Gear
Field Comlink
Healer's Kit
High Quality Musical Instrument (Lute)
Long Range Comlink
Utility Belt
Water Purifier
Wilderness Survival Kit
Assets & Resources
A-A5m Emergency Response Vehicle
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Desert Dweller
1
Remove 1 setback die imposed due to arid or hot environment
Grit
1
Gain +1 strain threshold per rank
Keen Eyed
1
Remove 1 setback die from Perception and Vigilance checks per rank. Decrease time to search a specific area by half
Forager
1
Remove up to 2 setback dice from skill checks to find food, water, or shelter. Survival checks to forage take half the time Survival checks to forage take half the time.
Swift
1
Does not suffer usual penalties for moving through difficult terrain.
Force Powers
Force Rating
Power
Heal/Harm
Description
Heal (Light-Side Only): Spend 1 Force Point to heal wounds equal to intellect from engaged living creature (including user)
Harm: Spend 1 Force Point to inflict wounds equal to Intellect from engaged living creature. The user gains 1 Conflict
Upgrade
Effect
Range 2
Spend 1 Force Point to increase range by a number of range bands equal to Range upgrades purchased
Control Version 2
Heal: Spend 1 Force Point to remove one status effect from target
Harm: Spend 1 Force Point to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.
Magnitude 3
Spend 2 Force Points to affect 1 additional target within range per rank of Magnitude purchased
Strength 2
Heal: Spend 1 Force Point to increase wounds healed by 1 per rank of Strength upgrades purchased
Harm: Spend 1 Force Point to increase wounds inflicted by 1 per rank of Strength upgrades purchased
Control Version 1
Heal: If Dark-Side Force Points were not used, target heals strain equal to wounds healed
Harm: If Dark-Side Force Points were spent, user heals strain equal to wounds inflicted
Control Version 3
Heal: Heal additional wounds equal to ranks in Medicine.
Harm: Inflict additional wounds equal to ranks in Medicine.
Control Version 4
Heal: May make a Heal power check combined with a Hard Medicine check. If check succeeds, one target who heals wounds also heals one Critical Injury.
Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers one Critical Injury (adding +10 to roll per 2 Triumphs)
Mastery
Heal: Once per session, spend 4 Force Points to restore 1 target who died after end of user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict.
Power
Move
Description
The User may spend 1 force point too move one object of silhouette 1 that is within short range up to her maximum range. The default maximum range is short range.
Upgrade
Effect
Strength 1
Silhouette of object moved is equal to or less than strength
Range 1
Spend 1 force point to increase range by 1 band. Max equal to Range rank