Heavy Clothes (Soak 1, already included, E0 when worn)
Blaster Rifle (E4)
1 Stun Grenade (E1)
2 Stimpacks (E0)
Assets & Resources
Critical Injuries & Conditions
Book & Page
Zabrak add 1 automatic advantage to all Cocercion checks they make.
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Gain +1 strain threshold (included).
When making a lightsaber skill check, the character may use Willpower instead of Brawn.
When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Add a boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Gain +2 wound threshold (included).
May spend Triumph or 2 Advantage on successful Lightsaber check to disarm opponent.
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Will)
Center of Being
Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.
Improved Center of Being
Suffer 1 strain to perform Center of Being maneuver as an incidental.
Gain +1 Force Rating.
The character may attempt to guide, shape, and even twist the thoughts and feelings of others. Only light FP can be used to generate positive emotions and only dark FP can be used to generate negative emotions, with neutral (i.e. confusion) from either.
The character may spend FP to stress the mind of one living target he is engaged with, inflicting 1 strain.
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 FP to gain success or advantage (user's choice) on the check.
May make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends FP 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.
Spend FP to increase targets affected equal to Magnitude upgrades purchased.
Spend FP to increase power's range by a number of range bands equal to Range upgrades purchased.
When stressing the mind of a target, the character inflicts 2 strain.
Spend FP to increase duration by a number of rounds (or minutes) equal to duration upgrades purchased.
The Force user expands normal visual senses through a connection to the Force.
The user may spend FP to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one minute).
This allows the user to view everything most sentients could normally be able to see on a well-lit day.
Spend FP to make out fine details on a single object within medium range.
Spend FP to see through a single object at medium range as though it were transparent.
Spend FP to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Spend FP to see microscopic details of a single object within engaged range.
When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend FP to gain success or advantage on the check.
Emotion Strength: Compassion. The character cares about the tribulations others face, and wants to help those he comes across. His compassion may lead to self-sacrifice in order to aid those who need it.
Emotional Weakness: Hatred. The galaxy can be a cruel and heartless place, and compassion can quickly turn to hatred of the individuals or situations that causes others to suffer. When a character's mind roils with simmering hatred, that hatred may be all too slow to fade.