When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), the character may take a parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is wielding a lightsaber or melee weapon.
Reflect
4
Force and Destiny Pg. 150
When the character suffers a hit from a Ranged (light), Ranged (heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. He suffers 3 strain and reduces the damage dealth by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a lightsaber weapon.
Skilled Teacher
2
Disciples of Harmony Pg. 30
Before an ally at short range makes a skill check, if that ally has fewer ranks in that skill than the character does, the character may choose to immediately perform a Skilled Teacher incidental to suffer a number of Strain, then add and equal number of successes to the ally's next check. The number of strain suffered cannot exceed the character's ranks in Skilled Teacher.
Adversary
1
Force and Destiny Pg. 139
Upgrade the difficulty of all combat checks against this character by 1 per rank of Adversary.
Defensive Training
1
Force and Destiny Pg. 141
When the character wields a lightsaber weapon, melee weapon, or brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character's ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has)
Sum Djem
1
Force and Destiny pg. 152
When the character makes a successful lightsaber combat check, he may spend a Triumph or two Advantages to disarm his opponent (with GM's approval). The disarmed weapon lands anywhere within short range of the engagement (character's choice).
Improved Parry
1
Force and Destiny Pg. 149
When the character suffers a hit from a Brawl, Melee or Lightsaber combat check and uses the Parry incidental to reduce the damage from that hit, after the attack is resolved, the character may spend a Despair or three Disadvantages to automatically hit the attacker once with a wielded Brawl, Melee or Lightsaber weapon. This hit deals the weapon's base damage plus any damage from applicable talents or abilities. This attack may not be used if the original attack incapacitates the character.
Center of Being
1
Force and Destiny Pg. 140
The character may voluntarily suffer 1 strain to perform Center of Being as an incidental instead of a maneuver. Until the start of the next turn, attacks against the character increase their crit rating by 1 per rank of Center of Being.
Force Powers
Force Rating
2
Power
Battle Meditation
Description
The force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend force pips to add one automatic success to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any Dark Side pips to generate force pips, reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter.
Upgrade
Effect
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend force pips to gain successes or advantages (user's choice) on the check.
Upgrade
Effect
Control
Take a Force leap action; make an Enhance power check, the user may spend force pips to jump horizontally to any location in short range (may not be activated multiple times).
Control
When performing a Force Leap, the user can jump vertically in addition to horizontally.
Power
Move
Description
The force user can move small objects via the power of the Force.
The user may spend Force Pips 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
Strength
Spend force pips to increase silhouette able to be targeted equal to strength upgrades purchased.
Range
Spend force pips to increase a 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 check combined with a Move power check, dealing damage equal to 10X silhouette (Silhouette 0 deals 5 damage)
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend Force Pips to sense all living things within short range (including sentient and non-sentient beings).
The user may spend force pips to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Control
Ongoing effect: Commit a Force dice. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once. (May not be activated multiple times).
Background
Ural was the Jedi order's Custodian during the clone wars: A mighty jedi warrior whose duty is to guard items too dangerous to be held in the archives. When Order 66 was executed, it simply passed him by because he was already in hiding guarding his charge, and taking the office of Custodian requires you to fake your death. He has performed his duty admirably in the past twenty years, but now he senses a change in the winds upcoming.