Handscanner (0)
4 Stimpacks (0)
Aqua Breather (0)
Utility Belt (0) (Included)
Datapad (1)
Handheld Commlink (0)
Breathmask (1)
Water Purifier (1)
Holo-messenger (0)
Electrobinoculars (1)
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Resist Disarm
Makashi Duelist
Suffer 2 strain to avoid being disarmed or having my weapon damaged or destroyed.
Makashi Technique
Makashi Duelist
Use presence for lightsaber skill
Duelists Training
Makashi Duelist
Add 1 bonus dice to all lightsaber or melee checks when engaged with only one opponent.
Feint 2
Makashi Duelist
Spend 1 triumph or 3 advantage genereated on a missed melee attack to upgrade difficulty of opponents next attack against me.
Parry 3
Makashi Duelist
Suffer 3 strain to reduce melee damage by 2 + ranks in parry
Defensive Training
Makashi Duelist
Give defence equal to ranks in defensive training to Lightsaber
Improved Parry
Makashi Duelist
When parrying a hit that generated 1 depsair or 3 threat, may make one hit with lightsaber dealing base damage.
Grit
Makashi Duelist
+1 Strain per grit (Included)
Congenial
Prophet
As an incidental, suffer strain up to ranks in Congenial to downgrade difficulty of Charm or Negotiation checks, or up-grade difficulty when targeted by the same, by an equal number.
Rapid Recovery
Prophet
Heal 1 additional strain after an encounter per rank.
Inspiring Rhetoric
Prophet
Taking 3 purple leadership check. One ally for per each success in short range recovers 1 strain. Spend 1 advantage for one affected ally to recover 1 additional strain.
Grit 2
Prophet
+1 Strain per grit. (Included)
Improved Inspiring Rhetoric
Prophet
Each ally affected by Inspiring Rhetoric gain a 1 bonus on all skill checks for a number of rounds equal to leadership.
Force Powers
Force Rating
1
Power
Enhance
Description
Spend force points to gain success or advantages on an athletics check.
Upgrade
Effect
Power
Influence
Description
Spend force points to stress the mind of one living target engaged with, inflicting 1 strain. Light pips can be used to generate positive emotions such as peace, tranquility and friendliness. Dark pips can generate rage, fear, and hatred etc. Others like confusion can be generated from both pips.
Upgrade
Effect
Control
Roll influence as part of dice pool for coercion, charm, deception, leadership, or negotiation.
Range
Spend force pips to increase range by number of range upgrades.
Power
Misdirect
Description
Spend force pips to make a target within short range unable to perceive a chosen person or object under Silhouette 1. Until the beginning of next turn, the target cannot see or sense the hidden person or object.
Upgrade
Effect
Control
May alter the perceived appearance of the chosen person or object instead of hiding it.
Power
Move
Description
Spend force pips to move one object of Silhouette 0 within short to maximum range. Default maximum range is short range.
Upgrade
Effect
Power
Sense
Description
Spend force pip to sense all living things within short range, including sentient and non-sentient beings.
Spend force pip to sense the current emotional state of one living target who is engaged.
Upgrade
Effect
Control
Spend force pip. Can sense the current thoughts of one living target in engaged range.