Concealing Robes (setback to notice wearer or to recognise them) 1 soak
Personal Gear
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Parry
5
7
Resist Disarm
1
2 strain to avoid being disarmed or weapon damaged
Duelist Training
1
Bonus dice when engaged with 1 opponent
Feint
2
Spend triumpth or 3 advantage to upgrade opponents difficulty to attack by rank
Intense Presence
1
Spend destiny point to recover strain equal to presence
Improved Parry
1
Can hit opponent back after a parry if generated dispair or 3 disadvantage
Defensive Training
1
Lightsaber gains defensive quality equal to ranks
Sum Djem
1
May spend 2 advatage or 1 triumpth to disarm opponent
Makashi Flourish
1
Average Lightsaber check to inflict strain equal to successes and heal strain
Makashi Finish
1
roll force dice and add successes to crit injury roll
Expert Tracker
1
Remove setback for tracking and decrease time to track by half
Uncanny Reactions
2
1 bonus dice for vigilance checks per rank (2)
Keen Eye(d)
1
Remove setback and reduce time to search an area by half
Rapid Reaction
2
Suffer Strain to add to initiative checks (Cannot exceed ranks)
Sense Danger
1
Remove 2 setback from any one check
Forewarning
1
Action: All allies within medium range increase defense by force rating
Preemtive avoidance
1
Spend 1 destiny point to disengage as an out of turn incidental
The force is my ally
1
2 strain to perform a force power as a maneuver
Sense Advantage
1
add 2 setback to an NPC's skill check
Natural Mystic
1
Once per session may reroll 1 force power check
Dodge
1
Incidental to take strain equal to ranks increase difficulty of attack
Force Powers
Force Rating
Power
Misdirect
Description
Upgrade
Effect
Mastery
Conceal additional things equal to cunning + deception
Range (3)
Increase range bands for 1 force pip per rank (Extreme Range)
Strength (4)
Spend 2 force pips to increase silhouette of the thing you are hiding (Silhouette 5)
Magnitude (2)
Spend 1 force pip to add
Duration
Commit 2 Force dice to keep effect for as long as they are in range
Control
Can change the appearance rather than just hide an object
Control
Can commit force dice to Guarantee threat equal to force dice committed
Power
Influence
Description
The user spends a Force point (◑) to stress the mind of one living target [they] are engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Upgrade
Effect
Control
Can spend ◑ to alter the thoughts of a target (Disipline v Disipline check) for 5 minutes
Power
Move
Description
Upgrade
Effect
Hurl
Discipline check with force power check to do 2 time silhouette
Magnitude
Can control 2 objects at once
Control
Can pull Objects out of opponent's grasp
Strength (1)
Increase Silhouette of target affected (1) for ◑
Range (1)
Spend ◑ to increase range bands by rank
Power
Enhance
Description
Roll force dice on athletics checks and ◑ can be converted to successes and advantage
Upgrade
Effect
Force Leap Range
can spend ◑ to increase leap range
Piloting, Planetary
Piloting, Space
Resilence
Brawl
Force Leap++
Maneuver: Can jump anywhere within short range (Horizontal or vertical)
Coordination Skill
Power
Heal/Harm
Description
The user may spend a Force point (◑) to heal a number of wounds equal to [their] Intellect on one engaged living creature (including themself). This counts as a use of a stimpack on the affected target. This means a single target may only benefit from five uses of Heal over a twenty-four-hour period and [their] uses of Heal also count against the limit on uses of stimpacks (and vice versa). The user may not activate this multiple times.