Remove setback per pank from Mechanics check. Halve the credit cost to add mods attachments. (2 Armorer)
Inventor
1
When constructing new items or modifying attachments, add boost or remove setback per rank.
Mental Tools
1
Always count as having the right tools for the job when performing Mechanics checks.
Supreme Armor Master
1
Once per round, may suffer 3 strain to take the Armor Master incidental; reduce the next Critical Injury suffered by 10 per point of soak, minimum 1
Lethal Blows
1
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
Frenzied Attack
1
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
Falling Avalanche
1
Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn.
Heroic Fortitude
1
May spend 1 Destiny Point to ignore effects of Critical injuries on Brawn or Agility checks until the end of the encounter
Feral Strenth
2
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
Force Powers
Force Rating
1
Power
Conjure
Description
The Force user calls forth a spectral object to their hand. which lasts for a short time.
The user may spend DP to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user's next turn, this item dissipates. At the GM's discretion. the user can instead conjure a simple tool and other useful low-tech item with an encumbrance no greater than 1