Upgrade all combat checks targeting this character three times.
Aura of Command
1
May spend 1 manoeuvre to allow one allied group at Medium range to immediately perform one manoeuvre or action. Add 1 boost dice to any actions they perform.
Parry
4
When struck by a melee attack, but before applying Soak, as an out-of-turn incidental may suffer 3 Strain to reduce damage suffered by 6.
Improved Parry
1
When suffering a hit from a Brawl, Melee or Lightsaber check that generates a Despair or 3 Threat and the character used Parry, may spend the result to inflict one hit on the attacker with a wielded Brawl, Melee or Lightsaber weapon, inflicting the weapon's base damage.
Reflect
4
When struck by a ranged attack, but before applying Soak, may suffer 3 strain to reduce damage by 6.
Quick Draw
1
Once per round may draw or holster a weapon/accessible item as an incidental.
Intense Focus
1
May suffer 1 strain as a manoeuvre to upgrade the next skill check once.
Infravision
1
p. 21 Enter the Unknown
May remove 1 setback dice applied by lighting conditions.
Force Powers
Force Rating
3
Power
Unleash
Description
Upgrade
Effect
Power
Forsee
Description
Upgrade
Effect
Power
Warde's Forsight
Description
The user may spend a Force point to gain hints about what another individual in Short range is likely to do in the near future.
Upgrade
Effect
Control (Initiative Advantage)
When performing a Warde's Foresight power check as part of initiative, spend a Force pip to add an Advantage on user's first check of the encounter.
Control (Initiative)
When making a skill check to determine initiative, the Force user may roll a Warde's Foresight check as part of the pool. He may spend a Force pip to add an automatic Success on his first check this encounter.
Control (Manoeuvre)
Once per encounter, may use the power's basic power as a manoeuvre.
Strength 2
Spend 2 Force pips to add Boost equal to Strength upgrades purchased to user's next check against the target.
Magnitude
When performing a Warde's Foresight power check as part of initiative, spend 1 Force pip to add a success or advantage to ally's first check this encounter.
Duration 3
Spend 2 Force pips to have the bonuses the power grants apply to all checks for rounds equal to Duration upgrades purchased.
Range 2
Spend a Force point to increase the power's range by a number of range bands equal to Range upgrades purchased.
Power
Move
Description
Upgrade
Effect
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend Force pips to gain Success or Advantage (user's choice) on the check.
May make an Enhance power check as a manoeuvre to spend 1 Force pipto leap to any location within Short range, or 2 Force pips to leap to any location within Medium range.
Upgrade
Effect
Power
Sense
Description
The character may spend 1 Force pip to sense all living things within Short range (including animals and sentient beings), and may spend 2 Force pips to increase the range of this effect to Medium. The character may instead spend 1 Force pip to sense the current emotional state of one living target they are engaged with.