Lightsaber
Seeker Crystal
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Lightsaber
Unstable Crystal
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Ancient Sword
3 ENC
1 hard point
magnetic weapon tether
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Verpine Fiber Armor
+1 soak +2 m/r def when active
+1 m def
Superior +1 soak -1 enc
Lowfriction Coating +1 Coordination
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Concealing Robes
+1 Soak
Add 1 Setback to checks to recognize or notice me
1 ENC when not worn
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Personal Gear
Stimpacks: 4
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Parry 2
2
FaD 77
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect 1
1
FaD 77
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Soresu Technique
FaD 77
Use Int for Lightsaber skill
Improved Parry
FaD 77
When parrying, if atacker generates 3 threat or 1 despair, may make a free attack.
Defensive Stance 1
1
FaD 77
Once per round as a maneuver, suffer up to X strain to upgrade incoming attacks by X until your next turn. X is ranks in DS.
Uncanny Reactions 1
1
FaD 83
Add B to all Vigilance checks
Infravision
EtU 21
Remove S from lighting conditions
Keen Eyed 1
1
FaD 83
Remove S from Vil and Per checks. Half search time
Rapid Reaction 1
1
FaD 83
Suffer X strain. Add X to initiative check
Sense Danger
FaD 83
Once per session, remove SS from any check
Force Rating +1
1
FaD 83
+X Force Rating
Sense Advantage
FaD 83
Once per session, add SS to 1 NPC's skill check
The Force is My Ally
FaD 83
Once per session, may suffer 2 strain to perform a Force power action as a manuever
Natural Mystic
FaD 83
Once per session, may re-roll any 1 force power check
Force Powers
Force Rating
1
Power
Ebb/Flow
Description
Ebb: Spend L/D to inflict strain on all engaged characters, including self.
Flow: spend L/D to heal strain on self.
May roll FR will all attack checks. Must call Ebb or Flow before roll.
Upgrade
Effect
Range 1
Spend two L/D to affect all other characters at short range.
Control + Strength
Ebb: Spend L/D to add X failure to any checks made by engaged opponents until the end of next turn.
Flow: Spend L/D to add X success to checks using the same skill on the next turn.
Magnitude 1
Spend L/D to exclude number of targets equal to number of magnitude upgrades from being affected.
Control + Strength
Ebb: Spend L/D to add X threat to any checks made by engaged opponents until the end of next turn.
Flow: Spend L/D to add X advantage to checks using the same skill on the next turn.
Strength
The Force user may spend L/D to increase the strain healed or inflicted.
Power
Enhance
Description
May roll FR with any athletics checks. Spend L/D on success or advantages.
Upgrade
Effect
Power
Sense
Description
May roll FR and spend L/D to sense all living things within short range, both sentient and non sentient.
May roll FR and spend L/D to sense the current emotional state of one engaged living target.
Upgrade
Effect
Control
Commit one force die. Once per round, when attacked, upgrade the incoming attack by one.
Power
Heal/Harm
Description
Heal: Spend L/D to heal X wounds.
Harm: Spend L/D to inflict X wounds ignoring soak. Take 1 conflict.
X is Intellect.
Upgrade
Effect
Background
Motivation
Morality
Justice/Cruelty
Light: The character strives for just and deliberate actions in his life and in his interactions with others. He attempts to make the objectively right choice every time, knowing that justice is more likely to guarantee positive outcomes than sympathy or other emotional displays.
Dark: All too often, the cruel use justice to excuse their actions. If one stops himself from tempering justice with empathy and understanding, he can inflict great harm on others and feel justified doing it. Eventually, he can grow to revel in the suffering of others, even as he deludes himself into thinking he makes the "just" choice.
Description
Other Notes
Defensive X: Increase Melee defense by X when wielding.
FR: Force Rating
Commit: As an action, commit the force die. The force die is committed until end of encounter or until power is turned off. FR is considered one less per number of die committed.