Add a Boost dice per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by I round per rank of Blooded, lo a minimum of 1 •
Grit
Ultimate Power Pg 27
Gain +1 Threshold
Transmogrify
Ultimate Power Pg 27
When making a crafting check. may add Force dice no greater than Force rating. Spend a Light or Dark side force points to add a success and spend two Light or Dark side force points to add an advantage to check.
Alchemical Arts II
Ultimate Power Pg 27
After making a check to craft a potion or talisman, may suffer strain up to twice ranks in Alchemical Arts. For every two strain, add Light or Dark side force points to results.
Uncanny Reactions I
Force and Destiny Pg 83
Add 1 Boost die per rank of Uncanny Reactions to all Vigilance checks
Keen Eyed
Force and Destiny Pg 83
Remove 1 Setback die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half
Grit I
Force and Destiny Pg 83
Gain +1 strain threshold
Sense Danger
Force and Destiny Pg 83
Once per game remove 2 setback dice from any 1 check.
Force Rating +1
Force and Destiny Pg 83
Gain +1 Force Rating
Force Powers
Force Rating
2
Power
Conjure
Description
The Force user may spend Light or Dark Side force points to create a facsimile of a Brawl or Melee weapon with the following profile: (Brawl or Melee; Damage + 3; Critical 3: Range [Engaged]: Cortosis. This item appears anywhere within short range of the user. The item functions as normal. but at the end of the user's next turn. the item dissipates. If the item is moved beyond short range From the Force user, it also immediately dissipates. At the GM's discretion, the user can also conjure a simple tool or other useful low-tech item that has an encumbrance of no greater than one this way. The user may not activate this multiple times.
Upgrade
Effect
Duration
Commit Force die to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range.
Magnitude
Spend a Light or Dark side Force Point to increase the maximum encumbrance of the item that can be conjured by 2 per Magnitude upgrade purchased.
Number II
Spend two Light or Dark side Force Points to create additional, identical conjurations equal to ranks in Number upgrade purchased
Mastery
Spend three Light or Dark Side Force Points 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 that 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 persists until the end of the encounter Instead, but the user gains 7 conflict for doing so.
Power
Enhance
Description
Enhance allows Force users to perform athletic feats beyond the original scope of their natural abilities. The basic power has one way of spending Force points:
• When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend Light or Dark Side Force Points to gain a success or a advantage (his choice) on the check. (Remember, this counts as a normal Force power check in every way—it is simply combined with the overall skill check.)
Upgrade
Effect
Control
Enhance can be used with the Resilience skill.
Control
Enhance can be used with the Brawl skill.
Background
Motivation
Favor: Athana, First of the Nightsisters taught you the secrets of Alchemy. You owe her for her Wisdom.
Curiosity: Things are always interesting.
Morality
Description
Other Notes
Special Abilities: Zabrak begin the game with one rank in Survival. They still may not train Survival above rank 2 during character creation.
Fearsome Countenance: Zabrak add automatic advantage to all Coercion checks they make
Improved Alchemical Recipes
Stimulant II
Amulet of Power II
Ancient Knowledge
Mantle of the Nightbrothers: Grants Flight, Hover actions, 2 Maneuvers to summon
Eye of Insight: A floating eye that allows you to see to Extreme with Clarity. Can be maneuvered as far as medium through cracks and around things
Retractable Knife: A throwing Knife tethered to an ichor rope that can be called back as a maneuver.
Ichor Whip: A whip of ichor and acid
Third Hand: A hand that can maneuver at medium range.
Ichorsaber: By conjuring a crystal through a lightsaber hilt you can summon a base lightsaber. Killing an enemy with the saber absorbs their life force and heals 1 wound