When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
Physician x3
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physcian.
Healing Trance x3
Commit a force die. For every full encounter the die remains committed, heal 1 wound per rank of Healing Trance.
Grit x2
+1 to Strain Threshold.
Toughened
+2 to Wound Threshold.
Improved Healing Trance
When healing wounds due to Healing Trance, make a Resilience check to heal a Critical Injury. Difficulty of the check equals the Critical Injury severity.
Knowledgeable Healing
When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).
Rapid Recovery x2
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
Calming Aura
When an opponent targets the character with a Force power, reduce pips generated by 1.
Improved Calming Aura
Spend a maneuver and suffer 2 strain to extend Calming Aura's effects to allies equal to Willpower at short range until the start of the next turn.
Force Rating
+1 Force Rating
Natural Doctor
Once per session, may reroll any 1 Medicine check
Dedication.
+1 to a single characteristic. (Willpower)
Force Powers
Force Rating
2
Power
Move
Description
The user may spend a pip 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
Range x3
Spend a pip 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 times silhouette.
Strength x2
Spend a pip to increase silhouette able to be targets equal to Strength upgrades purchased.
Power
Sense
Description
The user may spend a pip to sense all living things within short range (including sentient and non-sentient beings). The user may spend a pip to sense the current emotional stat of one living target with whom he is engaged.
Upgrade
Effect
Control
Spend a pip. The Force user senses the current thoughts of one living with whom he is engaged.
Power
Foresee
Description
The user may spend a pip to gain vague hints of events to come up to a day into his future.
Upgrade
Effect
Control
When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend a pip to gain a success per point on the check.
Power
Heal/Harm
Description
Heal: Spend a pip to heal a number of wounds equal to Intellect from an engaged living creature (including the user). The user may not activate this multiple times. Harm: Spend a pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged target. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade
Effect
Magnitude x3
Spend 2 pips to affect 1 additional target within range per rank of Magnitude purchased.
Mastery
Heal: once per session, spend 4 pips to restore 1 target who died after end of user's last turn to life.
Harm: Once per session, when this power kills a target, restore one engaged character who died this encounter to life. Each character gains 7 conflict.
Range x2
Spend a pip to increase the power's range by a number of range bands equal to Range upgrades purchased.
Control
Heal or inflict additional wounds equal to ranks in Medicine.
Control
Heal: Spend a pip to remove 1 status effect from the target.
Harm: The user may spend a pip to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.
Control
Heal: If no dark pips were used to activate the power, target heals strain equal to wounds healed.
Harm: if any dark pips were used to activate the power, user heals strain equal to wounds inflicted.
Control
Heal: May make a Heal power check combined with a 3 purple Medicine check. If check succeeds, one target who heals wounds also heals 1 Critical injury.
Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers 1 Critical Injury (adding +10 to the roll per 2 advantages)
Strength x2
Spend a pip to increase wounds healed or dealt by 1 per Strength upgrade.
Power
Enhance
Description
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend a pip to gain a success or an advantage (user's choice) on the check.
Upgrade
Effect
Control
Enhance can be used with the Piloting (Planetary) skill.
Range
Spend a pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Control
The user can perform a Force Leap as a maneuver instead of an action.
Control
Enhance can be used the Brawl skill.
Control
Take a Force leap action; make an Enhance power check. The user may spend a pip to jump horizontally to any location in short range.
Control
Enhanced can be used with the Coordination skill.
Control
Enhance can be used with the Resilience skill.
Control
When performing a Force Leap, the user can jump vertically in addition to horizontally.