Sunder, Breach 1, Vicious 1, Automatic Advantage to Successful Checks when engaged with a single opponent, Defensive 1 (1 Decrease critical rating by 1 mod, 1 Increase Damage by 1 mod, 1 grant rank of Vicious mod, 1 grant 1 rank of Defensive mod)
Jedi Utility Belt
ECM-598 Medical Backpack (stashed)
Marksman-H Combat Training Remote (stashed)
Assets & Resources
Current Score: 0
Critical Injuries & Conditions
Book & Page
Spend 3 Strain to block 2 plus ranks damage from melee hits
Spend 3 Strain to block 2 plus ranks damage from ranged hits
Pull one item per turn as incidental
Go from prone to standing as an incidental
Charm & Medicine now career skills
Once per session remove 2 setback from a check
Force Rating x1
Hawk Bat Swoop
Int to 4
May add force die to Athletics checks
Heal (light sider only): Spend 1 FP to heal a number of wounds equal to Inellect from an engaged living creature (including user).
Harm: Spend 1 FP to inflict a number of wounds equal to Inellect (ignoring Soak) on an engaged living target. The user gains 1 Conflict.
The character may spend 1 FP to stress the mind of one living target he is engaged with, inflicting 1 Strain. May be used multiple times.
Control: Mind Trick
The Force user may make an opposed Discipline vs Discipline check combined with an Influence power check. If the user spends 1 FP and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or five minutes.
The user may spend 1 FP to move one object of Silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
The user may spend 1 FP to sense all living things within short range (including sentient and non-sentient beings).
The user may spend 1 FP to sense the current emotional state of 1 engaged living target.