When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect, once per hit, if wielding a Lightsaber weapon.
Parry
1
F&D Core 149
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Center of Being/Improved Center of Being
1
F&D Core 140
Force Talent. Once per round, when wielding a lightsaber, the character can make a Center of Being maneuver. Until the beginning of his next turn, whenever an enemy makes a melee attack targeting the character, the critical rating of the enemy's weapon counts as one higher per rank of Center of Being. The character may voluntarily suffer 1 strain to perform Center of Being as an incidental instead of a maneuver.
Draw Closer
1
F&D Core 142
Force Talent. The character may mayke a Draw Closer action - making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium range, and adding a number of Force Dice no greater than Force Rating to the check. The character may spend F before resolving the success or failure of the check to move the target one range band closer to the character (including from short to engaged). He may also spend F to add Success to the combat check. If the character cannot move his target to engage him, the combat check automatically misses.
Defensive Training
1
F&D Core 148
When wielding a Lightsaber, Melee or Brawl weapon, the weapon gains the Defensive quality equal to ranks in Defensive Training.
Nobody's Fool
1
F&D Core 148
May upgrade difficulty of incoming Charm, Coercion or Deception checks once per rank of Nobody's Fool.
Sense Emotions
1
F&D Core 151
Add B to all Charm, Coercion and Deception checks unless the target is immune to Force powers.
Niman Technique
1
F&D Core 148
When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Force Powers
Force Rating
2
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 F to gain Success or Advantage (user’s choice) on the check.
Upgrade
Effect
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (L/D): When guiding and shaping thoughts, only D may be used to generate negative emotions such as rage, fear, and hatred. Only L may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either Z or z.
Upgrade
Effect
Control
The Force user may make an opposed Discipline vs Discipline check combined with an Influence power check. If the user spends F and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Control
When making a Coercion, Charm, Deception, Leadership or Negotiation check, the Force user may roll an Influence power check as part of his dice pool. He may spend F to gain Success or Advantage (user's choice) on the check.
Magnitude
Spend F to increase targets affected equal to Magnitude upgrades purchased.
Power
Move
Description
The Force user can move small objects with the power of the Force.
The user can spend F to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade
Effect
Strength
Spend F to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control
The Force user can hurl objects to damage targets, by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.
Range
Spend F to increase power's range by a number of bands equal to range upgrades purchased.
Power
Sense
Description
The user may spend F to sense all living things within short range of himself (including animals and sentient beings). The user may not activate this multiple times.
The user may spend F to sense the current emotional state of one living target with whom he is engaged. The user may not activate this multiple times.
Upgrade
Effect
Control
Ongoing effect: Commit C. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Background
Motivation
Growth - the Jedi Order
Many Consulars believe that the only way to restore justice and harmony to the galaxy is to rebuild the Jedi Order.
Morality
Strength: Cleverness
By observing beings and situations in an unorthodox manner, the character gains a new and unique understanding. This allows the character to approach problems from an unexpected angle and produce original solutions.
Weakness: Sophism
The character's unique perspective can lead to the assumption that those who do not share the character's insight are somehow less enlightened and should be reminded of that.