Once per round as a maneuver take 1 strain/rank to upgrade difficulty of attacks against adjacent ally by 1/rank
Physician
1
79
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician
Stimpack Specialization
1
79
Stimpacks heal 1 additional wound per rank of Stimpack specialization
Heightened Awareness
1
79
Allies within short range add 1 blue to Perception or Vigilance checks. Engaged allies add 2 blue
Grit
6
79
Gain +1 strain threshold
Dedication
2
79
Gain +1 to a single characteristic
Toughened
4
79
Gain +2 wound threshold
Parry
6
80
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Soresu Technique
1
80
When making a check using the lightsaber skill, the character may use Intellect instead of Brawn
Confidence
1
80
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence
Supreme Parry
1
80
If the user did not make a combat check during his previous turn, may suffer 1 strain to use Parry.
Defensive Stance
1
80
Suffer 1 strain to upgrade all incoming attacks by 1
Gearhead
1
Reflect
2
80
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Armour Master
1
Improved Armour Master
1
When wearing armour, increase defense by 1
Improved Parry
1
80
When parrying a hit that generated 1 Despair or 3 Threats, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Improved Reflect
1
80
When reflecting a hit that generated 1 Despair or 3 Threats, may hit one target in medium range with the same damage as the initial hit, after the original attack resolves.
Force Powers
Force Rating
2
Power
Sense
Description
Spend force dice to sense all living things within short range.
Spend force dice to sense the current emotional state of one living target.
Upgrade
Effect
Control
Once per round, when the user makes a combat check, he upgrades the ability of that check once.
Duration
Sense's ongoing effects may be triggered one additional time per round.
Control
Once per round, when an attack targets the user, he upgrades the difficulty of the pool once.
Strength
Upgrade the pool twice, instead of once.
Power
Heal
Description
Spend force dice to heal a number of wounds equal to Intellect from an engaged living creature.
Upgrade
Effect
Control
If no dark side points were used, target heals strain equal to wounds healed.
Power
Move
Description
Spend force dice to move one object of silhouette 0 that is within short range up to short range.
Upgrade
Effect
Strength x3
Spend force dice to increase silhouette able to be targeted equal to strength upgrades purchased.
Range x2
Spend force dice 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 Discipline ranged combat check combined with a Move power check, dealing damage equal to 10 time silhouette.