Name | Skill | Damage | Crit | Range | Qualities |
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Name | D100 | Severity | Result |
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Alter | ||
Passive Mastery When the user activates this power without spending generated from results, add to all other Force power checks made within this power's area of effect. When the user activates this power without spending generated from results, add to all other Force power checks made within this power's area of effect. 20 XP Passive Mastery When the user activates this power without spending generated from results, add to all other Force power checks made within this power's area of effect. When the user activates this power without spending generated from results, add to all other Force power checks made within this power's area of effect. 20 XP Passive Strength Spend to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects. 15 XP Passive Strength Spend to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects. 15 XP Passive Control: Upgrade Difficulty Spend to upgrade to difficulty of all checks made by opponents while in the power's area of effect once. 20 XP Passive Control: Upgrade Difficulty Spend to upgrade to difficulty of all checks made by opponents while in the power's area of effect once. 20 XP Passive Control: Corrosive Atmosphere Spend to create a corrosive atmosphere in a small area within the effected area. 15 XP Passive Control: Corrosive Atmosphere Spend to create a corrosive atmosphere in a small area within the effected area. 15 XP Passive Strength Spend to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects. 10 XP Passive Strength Spend to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects. 10 XP Passive Control: Impassible Terrain Spend to make a small patch of terrain within the affected area impassible. 15 XP Passive Control: Impassible Terrain Spend to make a small patch of terrain within the affected area impassible. 15 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 10 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 10 XP Passive Strength Spend to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects. 5 XP Passive Strength Spend to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects. 5 XP Passive Duration Commit after successfully activating the power to sustain its effects while the user remains within range of the affected area. 10 XP Passive Duration Commit after successfully activating the power to sustain its effects while the user remains within range of the affected area. 10 XP Passive Control: Firm Terrain The power can affect firm terrain, such as packed earth, stone, or ice. 10 XP Passive Control: Firm Terrain The power can affect firm terrain, such as packed earth, stone, or ice. 10 XP Passive Control: Animal Senses Spend to share the senses of animals within range of this power, adding to Perception and Vigilance checks, and gaining other benefits. 10 XP Passive Control: Animal Senses Spend to share the senses of animals within range of this power, adding to Perception and Vigilance checks, and gaining other benefits. 10 XP Passive Control: Concealment The Force user may spend to give all characters within short range of the user concealment. 10 XP Passive Control: Concealment The Force user may spend to give all characters within short range of the user concealment. 10 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Control: Survival Spend and make an Average () Survival check to instantly discover food, water, or other critical supplies within extreme range. 5 XP Passive Control: Survival Spend and make an Average () Survival check to instantly discover food, water, or other critical supplies within extreme range. 5 XP Passive Alter Basic Power The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs. The Force user may spend to make all terrain currently within short range difficult terrain until the end of their next turn. The Force user may spend to make all terrain currently within short range normal terrain until the end of their next turn. 15 XP Passive Alter Basic Power The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs. The Force user may spend to make all terrain currently within short range difficult terrain until the end of their next turn. The Force user may spend to make all terrain currently within short range normal terrain until the end of their next turn. 15 XP | ||
Battle Meditation | ||
Passive Control: Planetary Scale May suffer 4 strain to change the range of the power and range upgrades to planetary scale. 20 XP Passive Control: Planetary Scale May suffer 4 strain to change the range of the power and range upgrades to planetary scale. 20 XP Passive Battle Meditation Basic Power The Force user directs allies in battle, making them more effective as a coordinated unit. The use may spend to add one automatic to all checks made by a number of engaged friendly targets to up his Presence before the end of his next turn. If the user used any to generate , reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter. 15 XP Passive Battle Meditation Basic Power The Force user directs allies in battle, making them more effective as a coordinated unit. The use may spend to add one automatic to all checks made by a number of engaged friendly targets to up his Presence before the end of his next turn. If the user used any to generate , reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter. 15 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 5 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Control: Orders When making a Battle Meditation power check, the user may make an Easy () Leadership check as part of the pool. If the user is able to activate the power and succeeds on the check, he may send simple orders as part of his power. 10 XP Passive Control: Orders When making a Battle Meditation power check, the user may make an Easy () Leadership check as part of the pool. If the user is able to activate the power and succeeds on the check, he may send simple orders as part of his power. 10 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 10 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 10 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 10 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 10 XP Passive Strength Spend to add one additional automatic to affected characters' checks. 10 XP Passive Strength Spend to add one additional automatic to affected characters' checks. 10 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 15 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 15 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 15 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 15 XP Passive Duration Commit to sustain the ongoing effects of the power on each affected target while it remains in range. 25 XP Passive Duration Commit to sustain the ongoing effects of the power on each affected target while it remains in range. 25 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 20 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 20 XP Passive Mastery If no were used to generate , choose one skill. While affected by the power, each affected character counts as having the same number of ranks in the chosen skill as the affected character with the most ranks in the skill. If the user used any to generate , each affected character must make an Easy (DI) Discipline check if he wishes to resist obeying orders. 25 XP Passive Mastery If no were used to generate , choose one skill. While affected by the power, each affected character counts as having the same number of ranks in the chosen skill as the affected character with the most ranks in the skill. If the user used any to generate , each affected character must make an Easy (DI) Discipline check if he wishes to resist obeying orders. 25 XP | ||
Bind | ||
Passive Bind Basic Power The Force user restrains an enemy, preventing the target from acting. The user may spend to immobilize a target within short range until the end of the user's next turn. If the user used any to generate , the target also suffers 1 wound per spend on the check (ignoring soak). 15 XP Passive Bind Basic Power The Force user restrains an enemy, preventing the target from acting. The user may spend to immobilize a target within short range until the end of the user's next turn. If the user used any to generate , the target also suffers 1 wound per spend on the check (ignoring soak). 15 XP Passive Mastery When the user is making a Bind power check, if the check was not already opposed, the user may roll an opposed Discipline vs. Discipline check against one target of the power. If no were used to generate and the user succeeds on the check, he may immediately stagger the target until the end of his next turn. If any were used to generate and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per spent on the check. 25 XP Passive Mastery When the user is making a Bind power check, if the check was not already opposed, the user may roll an opposed Discipline vs. Discipline check against one target of the power. If no were used to generate and the user succeeds on the check, he may immediately stagger the target until the end of his next turn. If any were used to generate and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per spent on the check. 25 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 20 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 20 XP Passive Strength Spend to disorient the target for a number of rounds equal to Strength upgrades purchased. 20 XP Passive Strength Spend to disorient the target for a number of rounds equal to Strength upgrades purchased. 20 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 25 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 25 XP Passive Control: Move Spend to move the target one range band closer or farther away. 10 XP Passive Control: Move Spend to move the target one range band closer or farther away. 10 XP Passive Duration Commit to sustain the ongoing effects of the power on each affected target. 15 XP Passive Duration Commit to sustain the ongoing effects of the power on each affected target. 15 XP Passive Strength Spend to disorient the target for a number of rounds equal to Strength upgrades purchased. 10 XP Passive Strength Spend to disorient the target for a number of rounds equal to Strength upgrades purchased. 10 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 20 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 20 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 15 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 15 XP Passive Control: Strain Spend [DP], whenever a target affected by Bind takes an action, that target suffers strain equal to Willpower. 10 XP Passive Control: Strain Spend [DP], whenever a target affected by Bind takes an action, that target suffers strain equal to Willpower. 10 XP Passive Strength Spend to disorient the target for a number of rounds equal to Strength upgrades purchased. 5 XP Passive Strength Spend to disorient the target for a number of rounds equal to Strength upgrades purchased. 5 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 15 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 15 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 10 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 10 XP | ||
Conjure | ||
Passive Duration Commit to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range. 15 XP Passive Duration Commit to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range. 15 XP Passive Conjure Basic Power The Force user calls forth a spectral object to their hand, which lasts for a short time. The user may spend 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. 20 XP Passive Conjure Basic Power The Force user calls forth a spectral object to their hand, which lasts for a short time. The user may spend 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. 20 XP Passive Magnitude Spend to increase the maximum encumbrance of the facsimile that can be conjured by 2 per Magnitude upgrade purchased. 20 XP Passive Magnitude Spend to increase the maximum encumbrance of the facsimile that can be conjured by 2 per Magnitude upgrade purchased. 20 XP Passive Control: Defense Qualities Spend to add 1 of the following weapon qualities to the conjuration: Defensive 1, Deflection 1, Stun 4. 10 XP Passive Control: Defense Qualities Spend to add 1 of the following weapon qualities to the conjuration: Defensive 1, Deflection 1, Stun 4. 10 XP Passive Duration Commit to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range. 15 XP Passive Duration Commit to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range. 15 XP Passive Number Spend to create additional, identical conjurations equal to ranks in Number upgrade purchased. 10 XP Passive Number Spend to create additional, identical conjurations equal to ranks in Number upgrade purchased. 10 XP Passive Control: Offense Qualities Spend to add 1 of the following weapon qualities to the conjuration: Burn 3, Pierce 3, Vicious 3. 15 XP Passive Control: Offense Qualities Spend to add 1 of the following weapon qualities to the conjuration: Burn 3, Pierce 3, Vicious 3. 15 XP Passive Range Spend to increase the range at which the facsimile can be conjured and sustained by 1 (to a maximum of extreme). 20 XP Passive Range Spend to increase the range at which the facsimile can be conjured and sustained by 1 (to a maximum of extreme). 20 XP Passive Duration Commit to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range. 15 XP Passive Duration Commit to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range. 15 XP Passive Mastery Spend 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 lasts until the end of the encounter instead, but the user gains 7 conflict for doing so. 20 XP Passive Mastery Spend 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 lasts until the end of the encounter instead, but the user gains 7 conflict for doing so. 20 XP Passive Magnitude Spend to increase the maximum encumbrance of the facsimile that can be conjured by 2 per Magnitude upgrade purchased. 10 XP Passive Magnitude Spend to increase the maximum encumbrance of the facsimile that can be conjured by 2 per Magnitude upgrade purchased. 10 XP Passive Number Spend to create additional, identical conjurations equal to ranks in Number upgrade purchased. 10 XP Passive Number Spend to create additional, identical conjurations equal to ranks in Number upgrade purchased. 10 XP | ||
Ebb/Flow | ||
Passive Magnitude Spend to exclude number of targets equal to Magnitude upgrades purchased from being affected. 5 XP Passive Magnitude Spend to exclude number of targets equal to Magnitude upgrades purchased from being affected. 5 XP Passive Ebb/Flow Basic Power The Force user's action empower himself or sap strength from his foes. Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times. Flow: When the Force user makes a skill check, he may roll an Flow power check as part of the roll. The user may spend to heal 1 strain. The Force user may not activate this multiple times. 10 XP Passive Ebb/Flow Basic Power The Force user's action empower himself or sap strength from his foes. Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times. Flow: When the Force user makes a skill check, he may roll an Flow power check as part of the roll. The user may spend to heal 1 strain. The Force user may not activate this multiple times. 10 XP Passive Mastery Ebb: Once per session, if a target suffered at least 5 strain from this power, add to the target's next check. Flow: Once per session, if the user healed at least 5 strain from this power, add to user's next check. 20 XP Passive Mastery Ebb: Once per session, if a target suffered at least 5 strain from this power, add to the target's next check. Flow: Once per session, if the user healed at least 5 strain from this power, add to user's next check. 20 XP Passive Control: Skill Checks Commit until the end of the current ecounter. For the remainer of the current encounter, add to all skill checks. Each and adds either or to the check; each causes the user to suffer 1 strain and gain 1 Conflict. 10 XP Passive Control: Skill Checks Commit until the end of the current ecounter. For the remainer of the current encounter, add to all skill checks. Each and adds either or to the check; each causes the user to suffer 1 strain and gain 1 Conflict. 10 XP Passive Strength: Failure/Success The Force user may spend to increase the or added by 1. 10 XP Passive Strength: Failure/Success The Force user may spend to increase the or added by 1. 10 XP Passive Control: Failure/Success Ebb: When making a combined Ebb power check, may spend to add to any checks made by engaged opponents until the end of next turn. Flow: When making a combined Flow power check, may spend to add to any checks using the same skill until the end of next turn. 10 XP Passive Control: Failure/Success Ebb: When making a combined Ebb power check, may spend to add to any checks made by engaged opponents until the end of next turn. Flow: When making a combined Flow power check, may spend to add to any checks using the same skill until the end of next turn. 10 XP Passive Magnitude Spend to exclude number of targets equal to Magnitude upgrades purchased from being affected. 5 XP Passive Magnitude Spend to exclude number of targets equal to Magnitude upgrades purchased from being affected. 5 XP Passive Strength: Threat/Advantage The Force user may spend to increase the or added by 1. 10 XP Passive Strength: Threat/Advantage The Force user may spend to increase the or added by 1. 10 XP Passive Control: Threat/Advantage Ebb: When making a combined Ebb power check, may spend to add to any checks made by engaged opponents until the end of next turn. Flow: When making a combined Flow power check, may spend to add to any checks using the same skill until the end of next turn. 10 XP Passive Control: Threat/Advantage Ebb: When making a combined Ebb power check, may spend to add to any checks made by engaged opponents until the end of next turn. Flow: When making a combined Flow power check, may spend to add to any checks using the same skill until the end of next turn. 10 XP Passive Control: Question Spend once per encounter to ask the GM a single "yes or no" question. 10 XP Passive Control: Question Spend once per encounter to ask the GM a single "yes or no" question. 10 XP Passive Strength: Strain The Force user may spend to increase the strain healed or inflicted by 1. 10 XP Passive Strength: Strain The Force user may spend to increase the strain healed or inflicted by 1. 10 XP Passive Range Spend to affect all other characters at short range. 10 XP Passive Range Spend to affect all other characters at short range. 10 XP | ||
Endure | ||
Passive Mastery When activating Endure, the character may make an Endure power check, making a Discipline check with a difficulty equal to the severity of the Critical Injury and adding up to the character's Force rating. If the character succeeds on the check and generates equal to the Severity of the Critical Injury, the Critical Injury is not suffered. Passive Mastery When activating Endure, the character may make an Endure power check, making a Discipline check with a difficulty equal to the severity of the Critical Injury and adding up to the character's Force rating. If the character succeeds on the check and generates equal to the Severity of the Critical Injury, the Critical Injury is not suffered. Passive Endure Basic Power When the character suffers a Critical Injury with a severity rating no greater than Easy (), the character may activate Endure as an out-of-turn incidental and commit to temporarily ignore the effects of that injury. The character does not apply results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated). 10 XP Passive Endure Basic Power When the character suffers a Critical Injury with a severity rating no greater than Easy (), the character may activate Endure as an out-of-turn incidental and commit to temporarily ignore the effects of that injury. The character does not apply results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated). 10 XP Passive Strength - Increase Severity Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased. Passive Strength - Increase Severity Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased. Passive Control - Additional Injuries The character can commit one additional to temporarily ignore one additional Critical Injury per Control upgrade purchased. 5 XP Passive Control - Additional Injuries The character can commit one additional to temporarily ignore one additional Critical Injury per Control upgrade purchased. 5 XP Passive Duration As an incidental, the character can activate Endure to temporarily ignore a Critical Injury the character is already suffering, and which is of a severity that Endure could affect normally. 10 XP Passive Duration As an incidental, the character can activate Endure to temporarily ignore a Critical Injury the character is already suffering, and which is of a severity that Endure could affect normally. 10 XP Passive Control - Additional Injuries The character can commit one additional to temporarily ignore one additional Critical Injury per Control upgrade purchased. 10 XP Passive Control - Additional Injuries The character can commit one additional to temporarily ignore one additional Critical Injury per Control upgrade purchased. 10 XP Passive Strength - Increase Severity Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased. Passive Strength - Increase Severity Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased. Passive Magnitude The character can use Endure to affect allies at short range. The ongoing effect ends if the distance between the characters increases beyond short for any reason. 10 XP Passive Magnitude The character can use Endure to affect allies at short range. The ongoing effect ends if the distance between the characters increases beyond short for any reason. 10 XP Passive Strength - Increase Severity Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased. Passive Strength - Increase Severity Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased. Passive Control - Additional Injuries The character can commit one additional to temporarily ignore one additional Critical Injury per Control upgrade purchased. 15 XP Passive Control - Additional Injuries The character can commit one additional to temporarily ignore one additional Critical Injury per Control upgrade purchased. 15 XP Passive Strength - Ignore Death The character can use Endure to temporarily ignore a Critical Injury result of Dead. Passive Strength - Ignore Death The character can use Endure to temporarily ignore a Critical Injury result of Dead. Passive Range The character can use Endure to affect allies within medium range. The ongoing effect ends if the distance between the characters increases beyond medium for any reason. 10 XP Passive Range The character can use Endure to affect allies within medium range. The ongoing effect ends if the distance between the characters increases beyond medium for any reason. 10 XP Passive Mastery When activating Endure, the character may make an Endure power check, making a Discipline check with a difficulty equal to the severity of the Critical Injury and adding up to the character's Force rating. If the character succeeds on the check and generates equal to the Severity of the Critical Injury, the Critical Injury is not suffered. 20 XP Passive Mastery When activating Endure, the character may make an Endure power check, making a Discipline check with a difficulty equal to the severity of the Critical Injury and adding up to the character's Force rating. If the character succeeds on the check and generates equal to the Severity of the Critical Injury, the Critical Injury is not suffered. 20 XP Passive Mastery When activating Endure, the character may make an Endure power check, making a Discipline check with a difficulty equal to the severity of the Critical Injury and adding up to the character's Force rating. If the character succeeds on the check and generates equal to the Severity of the Critical Injury, the Critical Injury is not suffered. Passive Mastery When activating Endure, the character may make an Endure power check, making a Discipline check with a difficulty equal to the severity of the Critical Injury and adding up to the character's Force rating. If the character succeeds on the check and generates equal to the Severity of the Critical Injury, the Critical Injury is not suffered. | ||
Enhance | ||
Passive Control: Force Leap (Maneuver) The user can perform Force Leap as a maneuver instead of an action. 5 XP Passive Control: Force Leap (Maneuver) The user can perform Force Leap as a maneuver instead of an action. 5 XP Passive Enhance Basic Power When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend to gain or (user's choice) on the check. 5 XP Passive Enhance Basic Power When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend to gain or (user's choice) on the check. 5 XP Passive Control: Coordination Enhance can be used with the Coordination skill. 5 XP Passive Control: Coordination Enhance can be used with the Coordination skill. 5 XP Passive Control: Resilience Enhance can be used with the Resilience skill. 5 XP Passive Control: Resilience Enhance can be used with the Resilience skill. 5 XP Passive Control: Force Leap (Horizontal) Take a Force Leap action: Make an Enhanced power check. The user may spend to jump horizontally to any location in short range. 5 XP Passive Control: Force Leap (Horizontal) Take a Force Leap action: Make an Enhanced power check. The user may spend to jump horizontally to any location in short range. 5 XP Passive Control: Piloting - Planetary Enhance can be used with the Piloting (Planetary) skill. 5 XP Passive Control: Piloting - Planetary Enhance can be used with the Piloting (Planetary) skill. 5 XP Passive Control: Brawl Enhance can be used with the Brawl skill. 5 XP Passive Control: Brawl Enhance can be used with the Brawl skill. 5 XP Passive Control: Force Leap (Vertical) When performing a Force Leap, the user can jump vertically in addition to jumping horizontally. 5 XP Passive Control: Force Leap (Vertical) When performing a Force Leap, the user can jump vertically in addition to jumping horizontally. 5 XP Passive Control: Piloting - Space Enhance can be used with the Piloting (Space) skill. 5 XP Passive Control: Piloting - Space Enhance can be used with the Piloting (Space) skill. 5 XP Passive Control: Brawn Ongoing Effect: Commit . The user increases his Brawn characteristic by 1 (to maximum of 6). 5 XP Passive Control: Brawn Ongoing Effect: Commit . The user increases his Brawn characteristic by 1 (to maximum of 6). 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Control: Agility Ongoing Effect: Commit . The user increases his Agility characteristic by 1 (to a maximum of 6). 5 XP Passive Control: Agility Ongoing Effect: Commit . The user increases his Agility characteristic by 1 (to a maximum of 6). 5 XP | ||
Farsight | ||
Passive Mastery Spend . The user now can see as though from a spot within close range (planetary scale) of the user's body. 20 XP Passive Mastery Spend . The user now can see as though from a spot within close range (planetary scale) of the user's body. 20 XP Passive Control: Panoramic Vision Spend to see in every direction simultaneously, noticing and observing things in a full 360 degree arc. 10 XP Passive Control: Panoramic Vision Spend to see in every direction simultaneously, noticing and observing things in a full 360 degree arc. 10 XP Passive Control: Perception This power gains the ongoing effect: Commit after successfully activating the Farshigh power to increase ranks in Perception by 1. 15 XP Passive Control: Perception This power gains the ongoing effect: Commit after successfully activating the Farshigh power to increase ranks in Perception by 1. 15 XP Passive Range Spend to increase power's range by one range band equal to Range upgrades purchased. 10 XP Passive Range Spend to increase power's range by one range band equal to Range upgrades purchased. 10 XP Passive Control: Vigilance When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend to gain or on the check. 10 XP Passive Control: Vigilance When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend to gain or on the check. 10 XP Passive Duration Spend to increase duration by number of rounds for minutes equal to Druation upgrades purchased. 5 XP Passive Duration Spend to increase duration by number of rounds for minutes equal to Druation upgrades purchased. 5 XP Passive Range Spend to increase power's range by one range band equal to Range upgrades purchased. 10 XP Passive Range Spend to increase power's range by one range band equal to Range upgrades purchased. 10 XP Passive Duration Spend to increase duration by number of rounds for minutes equal to Druation upgrades purchased. 5 XP Passive Duration Spend to increase duration by number of rounds for minutes equal to Druation upgrades purchased. 5 XP Passive Control: Fine Details Spend to make out fine details on a single object within medium range. 5 XP Passive Control: Fine Details Spend to make out fine details on a single object within medium range. 5 XP Passive Farsight Basic Power The Force user expands normal visual senses through a connection to the Force. The user may spend to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or for one minute). This allows the user to view everything mst sentients could normally be able to see on a well lit day. 5 XP Passive Farsight Basic Power The Force user expands normal visual senses through a connection to the Force. The user may spend to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or for one minute). This allows the user to view everything mst sentients could normally be able to see on a well lit day. 5 XP Passive Control: Transparent Spend to see through a single object at medium range as though it were transparent. 5 XP Passive Control: Transparent Spend to see through a single object at medium range as though it were transparent. 5 XP Passive Control: Microscopic Details Spend to see microscopic details of a single object within engaged range. 5 XP Passive Control: Microscopic Details Spend to see microscopic details of a single object within engaged range. 5 XP | ||
Foresee | ||
Passive Control: Defense Affected targets increase their ranged and melee defense by 2 for the first round of combat. 10 XP Passive Control: Defense Affected targets increase their ranged and melee defense by 2 for the first round of combat. 10 XP Passive Magnitude Spend to increase targets affected equal to Magnitude upgrades purchased. 5 XP Passive Magnitude Spend to increase targets affected equal to Magnitude upgrades purchased. 5 XP Passive Foresee Basic Power The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend to gain vague hints of events to come, up to a day into his own, personal future. 10 XP Passive Foresee Basic Power The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend to gain vague hints of events to come, up to a day into his own, personal future. 10 XP Passive Control: Initiative (Success) When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend to gain on the check. 10 XP Passive Control: Initiative (Success) When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend to gain on the check. 10 XP Passive Strength Spend to pick out specific details equal to Strength upgrades purchased. 5 XP Passive Strength Spend to pick out specific details equal to Strength upgrades purchased. 5 XP Passive Duration Spend to increase the days into the future the user can see equal to Duration upgrades purchased. 5 XP Passive Duration Spend to increase the days into the future the user can see equal to Duration upgrades purchased. 5 XP Passive Control: Initiative (Maneuver) When performing a Foresee power check as part of an Initiative check, the user may spend to allow all affected targets to take one free maneuver before the first round of combat begins. 15 XP Passive Control: Initiative (Maneuver) When performing a Foresee power check as part of an Initiative check, the user may spend to allow all affected targets to take one free maneuver before the first round of combat begins. 15 XP Passive Strength Spend to pick out specific details equal to Strength upgrades purchased. 5 XP Passive Strength Spend to pick out specific details equal to Strength upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Magnitude Spend to increase targets affected equal to Magnitude upgrades purchased. 5 XP Passive Magnitude Spend to increase targets affected equal to Magnitude upgrades purchased. 5 XP Passive Duration Spend to increase the days into the future the user can see equal to Duration upgrades purchased. 5 XP Passive Duration Spend to increase the days into the future the user can see equal to Duration upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP | ||
Heal/Harm | ||
Passive Heal/Harm Basic Power The Force user bolsters his ally with renewed vigor or saps his foe of vital energy. Heal (light side Force user only): Spend to heal a number of wounds equal to Intellect from an engaged living creature (including user). Harm: Spend to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict. 15 XP Passive Heal/Harm Basic Power The Force user bolsters his ally with renewed vigor or saps his foe of vital energy. Heal (light side Force user only): Spend to heal a number of wounds equal to Intellect from an engaged living creature (including user). Harm: Spend to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict. 15 XP Passive Strength Heal: Spend to increase wounds healed by 1 per rank of Strength upgrades purchased. Harm: Spend to increase wounds inflicted by 1 per rank of Strength upgrades purchased. 15 XP Passive Strength Heal: Spend to increase wounds healed by 1 per rank of Strength upgrades purchased. Harm: Spend to increase wounds inflicted by 1 per rank of Strength upgrades purchased. 15 XP Passive Mastery Heal: Once per session, spend to restore 1 target who died after the end of user's last turn to life. Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict. 20 XP Passive Mastery Heal: Once per session, spend to restore 1 target who died after the end of user's last turn to life. Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict. 20 XP Passive Control: Critical Heal: May make a Heal power check combined with a Hard () Medicine check. If the check succeeds, one target who heals wounds also heal one Critical Injury. Harm: May make a Harm power check combined with a opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers one Critical Injury (adding +10 to the roll per ). 20 XP Passive Control: Critical Heal: May make a Heal power check combined with a Hard () Medicine check. If the check succeeds, one target who heals wounds also heal one Critical Injury. Harm: May make a Harm power check combined with a opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers one Critical Injury (adding +10 to the roll per ). 20 XP Passive Control: Medicine Heal: Heal additional wounds equal to ranks in Medicine. Harm: Inflict additional wounds equal to ranks in Medicine. 20 XP Passive Control: Medicine Heal: Heal additional wounds equal to ranks in Medicine. Harm: Inflict additional wounds equal to ranks in Medicine. 20 XP Passive Control: Status Heal: Spend to remove one status effect from target. Harm: The user may spend to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. 20 XP Passive Control: Status Heal: Spend to remove one status effect from target. Harm: The user may spend to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. 20 XP Passive Strength Heal: Spend to increase wounds healed by 1 per rank of Strength upgrades purchased. Harm: Spend to increase wounds inflicted by 1 per rank of Strength upgrades purchased. 15 XP Passive Strength Heal: Spend to increase wounds healed by 1 per rank of Strength upgrades purchased. Harm: Spend to increase wounds inflicted by 1 per rank of Strength upgrades purchased. 15 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 10 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 10 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 20 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 20 XP Passive Control: Strain Heal: If no generated , target heals strain equal to wounds healed. Harm: If any were used to generated , user heals strain equal to wounds inflicted. 20 XP Passive Control: Strain Heal: If no generated , target heals strain equal to wounds healed. Harm: If any were used to generated , user heals strain equal to wounds inflicted. 20 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 5 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 5 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 5 XP Passive Magnitude Spend to affect 1 additional target within range per rank of Magnitude purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 15 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 15 XP | ||
Imbue | ||
Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 15 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 15 XP Passive Duration Commit to sustain the effects of this power as long as the target remains in range. 20 XP Passive Duration Commit to sustain the effects of this power as long as the target remains in range. 20 XP Passive Strength If no were used to generate , decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no were used to generate , increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased. 20 XP Passive Strength If no were used to generate , decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no were used to generate , increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased. 20 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 15 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 15 XP Passive Duration Commit to sustain the effects of this power as long as the target remains in range. 10 XP Passive Duration Commit to sustain the effects of this power as long as the target remains in range. 10 XP Passive Mastery Increase characteristics boosted by this power by 2 (to a maximum of 7) instead of 1 (to a maximum of 6). 25 XP Passive Mastery Increase characteristics boosted by this power by 2 (to a maximum of 7) instead of 1 (to a maximum of 6). 25 XP Passive Strength If no were used to generate , decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no were used to generate , increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased. 10 XP Passive Strength If no were used to generate , decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no were used to generate , increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased. 10 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 10 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 10 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Control: Skill Ranks Spend to allow the target to count as having ranks in a skill equal to user's ranks in the skill. 10 XP Passive Control: Skill Ranks Spend to allow the target to count as having ranks in a skill equal to user's ranks in the skill. 10 XP Passive Strength If no were used to generate , decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no were used to generate , increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased. 5 XP Passive Strength If no were used to generate , decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no were used to generate , increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased. 5 XP Passive Imbue Basic Power The Force user lends strength to allies, making them more potent, resourceful, or resilient for a time. The user may spend to increase one of another engaged character's characteristics by 1 (to a maximum of 6) until the end of the Force user's next turn. This can only be used once per character per encounter. If the user uses to generate , the target increases a second characteristic by 1 (to a maximum of 6) until the end of the user's next turn, but both the Force user and target suffer 3 strain. 15 XP Passive Imbue Basic Power The Force user lends strength to allies, making them more potent, resourceful, or resilient for a time. The user may spend to increase one of another engaged character's characteristics by 1 (to a maximum of 6) until the end of the Force user's next turn. This can only be used once per character per encounter. If the user uses to generate , the target increases a second characteristic by 1 (to a maximum of 6) until the end of the user's next turn, but both the Force user and target suffer 3 strain. 15 XP | ||
Influence | ||
Passive Duration Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased. 5 XP Passive Duration Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased. 5 XP Passive Duration Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased. 5 XP Passive Duration Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased. 5 XP Passive Influence Basic Power The character may attempt to guide, shape, and even twist the thoughts and feelings of other. Special Rule (/ use): When guiding and shaping thoughts, only generated from may be used to generate negative emotions such as rage, fear, and hatred. Only generated from may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from generated from either or . The character may spend to stress the mind of one living target he is engaged with, inflicting 1 strain. 5 XP Passive Influence Basic Power The character may attempt to guide, shape, and even twist the thoughts and feelings of other. Special Rule (/ use): When guiding and shaping thoughts, only generated from may be used to generate negative emotions such as rage, fear, and hatred. Only generated from may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from generated from either or . The character may spend to stress the mind of one living target he is engaged with, inflicting 1 strain. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Range Spend to increase power's range by a number of range bands equal to Range upgrades purchased. 5 XP Passive Magnitude Spend to increase targets affected equal to Magnitude upgrades purchased. 5 XP Passive Magnitude Spend to increase targets affected equal to Magnitude upgrades purchased. 5 XP Passive Control: Emotion/Belief The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes. 5 XP Passive Control: Emotion/Belief The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes. 5 XP Passive Control: Skills 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. 10 XP Passive Control: Skills 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. 10 XP Passive Strength When stressing the mind of a target, the character inflicts 2 strain. 5 XP Passive Strength When stressing the mind of a target, the character inflicts 2 strain. |