It's kinda hard to see, but the black borders are the places where there are no connections between upgrades, and the grey borders are the places where there ARE connections. My mind sees things backwards, and it's easier for me to parse where I can't go rather than where I can. I copied that from my own personal document I just typed up; it's much cleaner on Word, but I think it's easy enough to grok here.
You can tap into the Living Force of your surroundings, manipulating the nearby environs.
Basic Power: Power: When touching the ground, you may spend [O] to make all terrain within short range difficult terrain until the end of your next turn. You may only use this on natural terrain that can change form easily, such as sand, snow, mud, dense foliage, or the like. You may not activate this multiple times.
Power: When touching the ground, you may spend [O] to make all terrain within short range normal terrain until the end of your next turn. You may only use this on natural terrain that can change form easily, such as sand, snow, mud, dense foliage, or the like. You may not activate this multiple times.
Control (Commune): Power: You may make an Average Survival check combined with a Force power check. If successful, spend [O] to locate food, water, critical supplies, and other details and features within extreme range. The GM may rule that no such supplies are available (if you are on an airless moon, for example). You may not activate this multiple times.
Range: Spend [OO] to increase the power’s range by a number of range bands equal to Range upgrades purchased. This may be activated multiple times.
Control (Veil): Spend [O] to create concealment for all characters within range of the power.
Control (Web of Life): Spend [O] to share the senses of all non-sentient animals (and plants!) within range of this power for the power’s duration. You gain ¢ on all Perception and Vigilance checks, and at the GM’s discretion, you may be able to learn or notice things that you would otherwise be unable to discern.
Control (Empower): This power can affect firm terrain, such as earth, stone, or packed ice.
Duration: Commit Â after successfully activating this power to sustain its effects while you remain in the affected area.
Strength: Spend [O] to allow a number of targets equal to Strength upgrades to ignore this power’s effects. This may be activated multiple times.
Control (Blockade): Spend [OO] to make a small patch of terrain (up to 3 meters across) impassible for the duration of the power. The nature of this impassible terrain is up to you (fierce winds, a mass of solid rock, impenetrable foliage, etc.). This may be activated multiple times to affect additional areas.
Control (Hazard): Spend [OO] to infuse a small area (up to 3 meters across) with a corrosive atmosphere with a rating equal to your current Force rating. The cause of this corrosive atmosphere is up to you, but must make sense for the environment.
Control (Inhibit): Spend [OO] to upgrade the difficulty of all checks made by opponents while in the power’s area of effect once. This lasts for the duration of the power, and the environment twists to resist them.
Mastery (Place of Power): If no [DS] generated [O], add [LS] to all other Force power checks (yours and others) made within this power’s area of effect. If no [LS] generated [O], add [DS] instead.
You call forth a spectral object to your hand, which lasts a short time.
Basic Power: Power: Spend [O] to make a facsimile of a small object, tool, or weapon within short range. The object must be simple (no complex parts), with an encumbrance of no more than 1, and it disappears at the end of your next turn, or if it travels beyond short range from you. If you conjure a weapon, it has the following profile: (Brawl or Melee; Damage +3; Critical 3; Range [Engaged]; Cortosis).
Duration: Commit Â to sustain 1 conjured object per Duration upgrade while it remains in range. This may be activated multiple times.
Magnitude: Spend [OO] to create an additional, identical object per Magnitude upgrade. This may be activated multiple times.
Strength: Spend [O] to increase the maximum Encumbrance of the conjured object by 2 per Strength upgrade. This may be activated multiple times.
Control (Guard): Spend [O] to grant a conjured weapon one of the following qualities: Defensive 1, Deflection 1, or Stun 4. This may be activated multiple times, but may not grant any one quality more than once.
Control (Offense): Spend [O] to grant a conjured weapon one of the following qualities: Burn 3, Pierce 3, or Vicious 3. This may be activated multiple times, but may not grant any one quality more than once.
Mastery: Power: Spend [OOO] to create a facsimile of a living creature of Silhouette 1 or less instead of an object. This creature uses the profile of a minion NPC of your choice, obeys your will, and ceases to exist at the end of your next turn. You may spend a maneuver to direct the creature, allowing it to perform a maneuver and an action. If, however, you have the corpse of a Silhouette 1 or smaller creature available, you can animate that instead. This abomination uses the profile of the deceased being, obeys your will, and ceases to be animated at the end of your next turn. You may spend a maneuver to direct the abomination, allowing it to perform a maneuver and an action. You gain 7 Conflict for animating a creature this way.
Well, my sister has had a trip planned to come into two from today (leaving in an hour to pick her up!) through Monday, and I'd already had this week off for that reason. Then Monday is a holiday in the states (Memorial Day), so that's that. Then I requested the 31st off once we had our release date!
So that leaves only next Tuesday and Wednesday .
Hey! New article!
It basically just confirms the species we already expected, and the numerous typos and a bit of repetition confirm this writer isn't quite as good as my friend, but! It's stuff! Not the stuff I wanted (Force powers and/or signature abilities), but stuff!
Arakyd LJ-40 Concussion Carbine Dam 8 Ranged Heavy (RH) Short Blast 4, concussive 1, knockdown, limited ammo
BlasTech DH-17c Short Carbine Dam 4RH Medium Auto-Fire, Stun Setting
Czerka M9 "Boomer" heavy pistol RL Dam5 Medium Blast 5, cumbersome 2, inaccurate 1
MK VIII Gravitic Mortar Launcher Gunnery Dam 4 long, inaccurate 1, prepare 1. Used to detonate mines in minefield.
There is alos a variety of grenades and an entire section on explosive compounds and devices.