When a character uses a Parry or
Reflect incidental with a lightsaber that has a reflex grip installed, the character suffers 1 additional strain, but
counts their ranks in Parry and Reflects 1 higher.
Personal Gear
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Dark Vision
1
Remove 2 setback dice from checks due to darkness.
Grit
1
Toughened
2
Parry
2
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect
1
Well Rounded
1
Valuable Facts
1
Once per encounter, perform a Valuable Facts action: make an Average Knowledge check. If successful, add Triumph to one ally's skill check during the encounter.
Adaptable
1
When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove Despair or to remove Threat equal to their ranks in Cool
Something to Prove
1
Once per session, suffer 4 strain to reroll a failed check. if the succeeds the character heals 4 strain
Dedication
2
Nobody's Fool
1
May upgrade the difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Plausible Deniability
3
Remove Setback per rank of Plausible Deniability from all Coercion and Deception checks.
Discredit
1
Once per encounter, may take the Discredit action; make a Hard Deception check to upgrade the difficulty of a target’s social checks once plus once for every 2 ADV until the end of the encounter.
Twisted Words
1
When targeted by a social check, may spend Despair or 2 Threat and suffer 1 Strain as an out-of-turn incidental to inflict Strain equal to ranks in Coercion onto the speaker.
Improved Plausible Deniability
1
May take an improved Plausible Deniability action; make a Hard Coercion check to convince one bystander per ranks of Plausible Deniability to depart quietly.
Blackmail
1
When an NPC exceeds his Strain Threshold, may spend a Destiny Point to convince that NPC to perform a single task of choice instead.
Interjection
1
After another character makes a social check, may use interjection incidental; suffer 3 Strain to make a Hard Vigilance check to add Success or Failure equal to Successes, and Advantage or Threat equal to Advantages to the check.
Force Powers
Force Rating
2
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend
:eLN:
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
Range 2
Spend
:eLN:
to increase power's range by a number of range bands equal to Range 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.
Strength
Spend
:eLN:
to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control
The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Magnitude
Spend
:eLN:
to increase targets affected equal to Magnitude upgrades purchased.