Crossguard: The user can spend 2 advantage or triumph to disarm opponent.
Personal Gear
Ashes of Malachor x5 (p. 53 Unlimited Power)
A Force-sensitive character can inhale Ashes of Malachor as a manoeuvre. They gain 5 Conflict, but add 1 success and 1 threat to all attacks they make until the end of the encounter.
Assets & Resources
Amulet of Power
The user may employ this talisman to roll 2 additional Force die as part of a Force power check or when adding Force die to a skill check. Once used, the talisman fragments into dust.
w/ Hidden Purpose - Add 1 Setback to any checks made to determine the talisman's function.
w/ Invigorating - The user recovers 1 strain after use.
w/ Mighty - Increases effect to add 2 Force Die to the check.
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Adversary 3
Upgrade all attacks made against this character three times.
Overwhelming Aura 3
Unlimited Power p. 33
Commit Force die. Add an Advantage to social checks equal to Force die committed. Add 1 Threat equal to Force die committed to enemy social checks in short range. Force die committed cannot exceed ranks.
Rapid Recovery 3
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
Congenial 1
Unlimited Power p. 32
May suffer a number of strain to downgrade the difficulty of Charm or Negotiation checks, or upgrade the difficulty when targeted by Charm or Negotiation checks by an equal number. Strain suffered this way cannot exceed ranks in Congenial.
Inspiring Rhetoric
Take the Inspiring Rhetoric action. Make an Average (2 difficulty) Leadership check. Each success causes 1 ally in close range to recover 1 strain. Spend Advantage to cause 1 affected ally to recover 1 additional strain.
Improved Inspiring Rhetoric
Each ally affected by Inspiring Rhetoric gains 1 boost dice on all skill checks for a number of rounds equal to ranks in Leadership.
Improved Overwhelming Aura
Unlimited Power p. 33
Characters affected by Overwhelming Aura add automatic failure to fear checks the character causes and automatic success to fear checks not caused by the character.
Fearsome 4
When an adversary becomes engaged with the character, the character may force the adversary to make a fear check with the difficulty equal to the character's ranks in Fearsome.
Nobody's Fool 2
May upgrade the difficulty of incoming Charm, Coercion and Deception checks once per rank of Nobody's Fool.
Healing Trance 4
Commit Force die. For every full encounter Force die remains committed, heal 1 wound per rank of Healing trance.
Channel Agony 3
Unlimited Power p. 32
After rolling Force die, may suffer wounds up to twice ranks in Channel Agony to add automatic Dark Side pips for every two wounds suffered as a result.
Forewarning
Perform the Forewarning Action. All allies within Medium range increase their defence by the character's Force rating. until they act this encounter.
Power of Darkness
Unlimited Power p. 33
Once per session, may perform the Power of Darkness manoeuvre. Increase wound threshold and strain threshold by 1 per Dark Side destiny point currently in the Destiny pool until the end of the encounter.
The Force is My Ally
Once per session, may suffer 2 strain to perform a Force power action as a manoeuvre.
Parry 5
When struck by a melee attack but before applying soak, the Inquisitor may perform Parry as an out-of-turn incidental. He suffers 3 strain, then reduces the damage by 6
Force Powers
Force Rating
6
Power
Influence
Description
The character may attempt to guide, shape and even twist the thoughts and feelings of others.
Special Rule: When guiding and shaping thoughts, only Force pips generated from Dark Side pips may be used to generate negative emotions such as rage, fear and hatred. Only Force pips generated from Light Side pips may be used to generate positive emotions such as peace, tranquility and friendliness. Other emotions such as confusion can be created from Force pips from either light or dark.
The character may spend Force pips to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade
Effect
Control (left side)
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 1 pip to gain success or advantage (user's choice) on the check.
Control (right side)
The Force user may make an opposed Discipline vs Discipline check combined with an Influence power check. If the user spends Force pips and suceeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Strength
When stressing the mind of a target, the character inflicts 2 strain instead of 1.
Range 3
Spend Force pips to increase the power's range by a number of range bands equal to range upgrades purchased.
Magnitude 3
Spend Force pips to increase targets affected equal to magnitude upgrades purchased.
Duration 4
Spend 1 Force pip to increase duration by a number of rounds (or minutes) equal to Duration upgrades purchased.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Harm - Spend 1 Force pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 conflict.
(Base damage for her is 8, ignoring Soak).
Upgrade
Effect
Mastery
Heal - Once per session, may spend 4 pips to restore 1 target who died after the end of the user's last turn to life.
Harm - Once per session, when this power kills a target, may restore 1 engaged character who died this encounter to life. Each character gains 7 conflict.
Control (right hand 2)
Heal - Spend Force pip to remove one status effect from a target.
Harm - The user may spend Force pips to heal wounds equal to wounds inflicted on the target. User gains 1 conflict.
Range 2
Spend Force pips to increase power's range by a number of range bands equal to range upgrades purchased.
Strength 2
Heal - Spend Force pips to increase wounds healed by 1 per rank of Strength upgrades purchassed.
Harm - Spend Force pips to increase wounds inflicted by 1 per ranks of Strength upgrades purchased.
Control (right hand 1)
Heal - If no DSPs generated Force pips, target heals strain equal to wounds healed.
Harm - If any DSPs were used to generate Force pips, user heals strain equal to Wounds inflicted.
Control (left-hand)
Heal - Heal additional wounds equal to ranks in Medicine.
Harm - Inflict additional wounds equal to ranks in Medicine.
Magnitude 3
Spend 2 Force pips to affect 1 additional target within range per ranks of Magnitude purchased.
Power
Conjure
Description
The Force user calls forth a spectral object to their hand, which lasts for a short time.
The user may spend 1 Force pip to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user's next turn, this item dissipates. At the GM's discretion, the user can instead conjure a simple tool and other useful low-tech item with an encumbrance no greater than 1.
Following profile for any weapon: (Brawl or Melee, Damage +3, Crit 3, Engaged, Cortosis)
Upgrade
Effect
Mastery
Spend 3 Force pips to summon the facsimile of a creature of silhouette 1 or smaller instead of an object. This creature is bound to the user's will, and mindlessly follows the character's commands until the end of the Force user's next turn. If the user has the corpse of the creature being conjured to imbue with false life, this facsimile lasts until the end of the encounter instead, but the user gains 7 conflict for doing so.
Control 2
Spend 1 Force pip to add 1 of the following weapon qualities to the conjuration: Burn 3, Pierce 3, Vicious 3, Defensive 1, Deflection 1 or Stun 4.
Duration 3
Commit Force die to sustain 1 conjuration per Duration upgrade purchased while it remains at Medium range.
Number 2
Spend 2 Force pips to create additional identical conjurations equal to ranks in Number upgrades purchased.
Range 1
Spend 1 Force pip to increase the range at which the facsimile can be conjured and sustained by 1 (to a maximum of Extreme).
Magnitude 2
Spend 1 Force pip to increase the maximum encumbrance of the item that can be conjured by 2 per Magnitude upgrades purchased.
Power
Misdirect
Description
The Force user creates illusions to fool those around him.
The user may spend 1 Force pip to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
Upgrade
Effect
Power
Protect/Unleash
Description
The Force user guides the flow of energy protecting himself and others or unleashing blasts of power upon his foes.
Protect: The user makes a Protect power check and rolls an Average (2 difficulty) Discipline check as part of the pool. Spend 2 Force pips to reduce damage from an energy based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per success. Can only protect himself.
Unleash: The user makes an Unleash power check as ranged attack and rolls an Average Discipline check for difficulty. If check succeeds and spends 2 Force pips the attack hits. It has a range of Short, a base damage equal to Willpower and a Crit rating of 4. The user gains 1 conflict.
Upgrade
Effect
Mastery
Unleash - Dark Side Force users may spend 1 Force pip to reduce the Crit rating of attacks to 1.
Range 3
Spend 2 Force pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength 4
Spend 1 Force pip to decrease damage or add damage equal to ranks of Strength upgrades purchased.
Control (left-hand)
Unleash - Dark Side Force users may spend 1 Destiny Point to use Unleash as a manoeuvre once per session.
Control (right-hand 1)
Protect - Spend Advantage to gain Defence equal to Advantage spent.
Unleash - Spend Advantage to inflict 1 strain to the target.
Control (right-hand 2)
Protect - Spend 1 Force pip to allow the power to protect against all types of attack.
Unleash - Spend 1 Force pip to give the attack Ensnare 2.
Magnitude 2
Spend 1 Force pip to affect 1 additional target within range per rank of Magnitude upgrades purchased.
Duration
Protect - If no Dark Side Pips generated Force points, the power reduces damage of all attacks hitting the target.
Unleash - Spend 1 Force pip to give the attack Burn 2.
Mastery
Unleash - Dark side Force users may spend 1 Force pip to reduce Crit rating of attacks to 1.
Power
Seek
Description
Upgrade
Effect
Background
Motivation
Morality
Description
Other Notes
Have him attempt to charm the PCs to come across as friendly. Heck, even upgrade their checks to resist as they're likely sceptical.
Although he's a dark side user, he knows the power of instilling peace and tranquility in people, so will attempt to do that where possible (provided the check holds out).
He's the type of person who can talk anybody into doing anything he wants them to. He'd rather people obey him and think it's their idea.
Note when describing the Force powers - they're all an evolution of green mist just like Conjure. Especially Misdirect in this regard.