Left arm replaced with cybernetic arm;
Both legs replaced with cybernetic legs;
Breathing apparatus with tubes from mouth snaking to back under cloak
Most of face, save for eyes, covered with a rubberized latex.
Talents
Name
Rank
Book & Page
Description
Savvy Negotiator
2
Remove one setback per rank of Savvy Negotiator from all Negotiation and Streewise checks
Congenial
1
As an incidental, suffer one strain up to ranks in Centennial to downgrade difficulty of Charm or Negotiation checks, or up-grade difficulty when targeted by the same, by and equal number
Nobody's Fool
1
May upgrade the difficulty of incoming Charm, Coercion, or Deception checks once per rank
Crucial Point
1
Once per session, the character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain.
Improved Savvy Negotiator
1
Make a Three Difficulty Negotiation check to convince one bystander per rank of Savvy Negotiator to see one of an opponent's points as maliciously unreasonable
Parry
1
If welding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry.
Force Powers
Force Rating
2
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule ( / use): When guiding and shaping thoughts, only may be used to generate negative emotions such as rage, fear, and hatred. Only may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either
or .
The character may spend to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade
Effect
Magnitude
Spend to increase targets affected equal to magnitude upgrades purchased.
Control
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 to gain or (user’s choice) on the check.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend The user may spend
CONTROL
Ongoing effect: Commit . Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
COST 10
CONTROL
Sense’s ongoing effects may be triggered one additional time per round.
COST 10
CONTROL
When using Sense’s ongoing effects, upgrade the pool twice, instead of once.
COST 10
CONTROL
Ongoing effect: Commit
makes a combat check, he upgrades the ability of that check once.
COST 10
to sense all living things within short range (including sentient and non-sentient beings).
to sense the current emotional state of one living target with whom he is engaged.