Once per session Scymon may use the “Call of Power” ability. The user rolls 1 force dice. If a dark side point is triggered he temporarily reverts back to his evil self and deals 2x damage. If 2 dark side points are trigggered he reverts back to his evil self and deals 2x damage but is unaware of his surroundings and could possibly harm both allies and enemies. If a light side point is triggered Scymon heals all wounds and strain and if 2 light side points are triggered he heals all wound and strain and does the same for 1 other ally.
-Lasts until end of encounter
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Grit
3
Lethal blows
3
Plus 10 equal to rank in crit
Toughened
2
Confidence
2
May decrease difficulty of discipline to avoid fear by one per rank
Quick strike
2
Add boost per rank, to combat checks against enemies that haven't acted
Call'em
1
Do not add difficulty to checks if aiming
Spitfire
1
After a successful combined check with two range light checks, additional hits can be allocated to other targets in range
Rapid reaction
2
Suffer strain equal to rank giving equal amount of success to initiative checks
Dodge
1
Suffer strain to upgrade difficulty of combat check per rank of Dodge
Guns-blazing
1
As an incidental stuff for to strain to avoid increasing the difficulty of a ranged light check to attack with two weapons
Natural Marksman
2
Once per session May re-roll anyone range light or ranged heavy check
Quick Draw
1
Once per round draw or holster a weapon or accessible item as an incidental
Improved Quick Draw
1
May use Quick Draw twice per round
Sorry about the mess
1
Decrease the critical rating of a weapon by one to a minimum of one against targets that have not yet acted this encounter
Rapid reaction
1
Suffer a number of strain to add an equal number of success to initiative Jacks strain suffered cannot exceed ranks in Rapid reaction
Deadly accuracy
1
When acquired shoes one combat skill add damage equal to rinks in that skill to one hit of successful attack made using that skill
Second wind
2
Once per encounter may use Second Wind incidental to heal strain equal to ranks in second wind
Point Blank
2
Add 1 damage per rank to damage of one hit of successful range attack made while at close range or engaged
Side step
1
Once per round May perform sidestep maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number stream suffered this way cannot exceed ranks inside step
Strong arm
1
Treat thrown weapons as if they had one greater range
Sniper shot
1
Before making a non thrown ranged attack May perform a sniper shot maneuver to increase the weapons range by 1 Range band ring in sniper shot upgrade the difficulty I'm being attacked by 1 / Range band increase
True aim
2
Once per round May perform a true aim maneuver to gain benefits of aiming and upgrade combat check once per rank in true aim
Force Powers
Force Rating
Power
Unmatched fortune
Description
Twice per session spend one destiny point to change three dice to dice adjacent to it