Utility Belt (Enc threshold +1)
Comlink
Datapad
Stimpack (5)
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Nobody's Fool
FaD 70
May upgrade difficulty of incoming Charm, Coercion, and Decpetion checks per rank of Nobody’s Fool.
Niman Technique
FaD 70
When making a Lightsaber check, the character may use Willpower instead of Brawn.
Uncanny Reactions
FaD 83
Add 1 Boost die per rank of Uncanny Reactions to all Vigilance checks.
Keen Eyed
FaD 83
Remove 1 Setback die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search specific area by half.
Rapid Reaction
FaD 83
Suffer a number of strain to add an equal number of successes to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Sense Danger
FaD 83
Once per game, remove 2 Setback die from any 1 check.
Force Rating
FaD 83
Force Rating +1
Side Step
FadD 95
Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade the difficulty of all incoming ranged attacks by an equal number. Strain suffered this way cannot exceed ranks in side step.
Conditioned
FaD 95
Remove 1 Setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Reflect (x2)
FaD 95, 70
When hit by a ranged attack, suffer 3 strain and reduce damage by 2 plus ranks in Reflect.
Parry (x2)
FaD 70, 95
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Grit
FaD 70
Gain +1 strain threshold.
Defensive Training
FaD 70
When wielding Lightsaber, Melee or Brawl weapon, the weapon gains the Defensive quality with a rating equal to Defensive Training.
Toughened
Fad 95
Gain +2 wound threshold.
Force Powers
Force Rating
2
Power
Ebb/Flow
Description
The Force user’s actions empower himself or sap strength from his foes.
Ebb: When the user makes a skill check, he may roll an Ebb power check as a part of the roll. The user may spend FP to suffer 1 strain then inflict 1 strain on all other engaged characters. The user may not activate this multiple times.
Flow: When the user makes a skill check, he may roll a Flow power check as a part of the roll. The user may spend FP to heal 1 strain. The user may not activate this multiple times.
Upgrade
Effect
Range
Spend 2 FP to affect all other characters in short range.
Control
Ebb: When making a combined Ebb power check, may spend FP to add Disadvantage to any checks by engaged opponents until the end of the next turn.
Strength
The Force user may spend FP to increase the strain healed or inflicted.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend FP to gain success or advantage (user's choice) on the check.
Upgrade
Effect
Control
Take a Force Leap Action, make an Enhance power check. The user may spend FP to jump horizontally to any location in short range.
Control
When performing a Force Leap, the user can jump vertically as well as horizontally.
Range
Spend 1 FP to increase the power's range by a number of range bands equal to Range upgrades purchased.
Power
Move
Description
The Force user can move small object via the power of the Force.
The user may spend FP to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum is short range.
Upgrade
Effect
Strength
Spend 1 FP to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range (x2)
Spend 1 FP to increase the power’s range ban by a number of range bands equal to the number of Range upgrades purchased.
Power
Sense
Description
The Force user can sense the Force interaction with the world around him.
The user may spend 1 FP to sense all living things within short range (including sentient and non-sentient.
Upgrade
Effect
Control
Ongoing Effect: Commit 1 FD. Oncer per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Duration
When using Sense’s ongoing effects, upgrade the pool twice, instead of once.
Strength
Sense’s ongoing effects may be triggered one additional time per round.
Background
Force-sensitives are common in Clan Mikaru, however Jace was the strongest in several generations. His parents Tien and Maela sought to hide him away for fear the Jedi would claim him. Despite their best efforts, the inevitable happened. Clan Mikaru is well known for being one of the best shipwrights on all of Coruscant. They had many dealings with Jedi who sought them out to commission personal craft for travel about the galaxy. During a consultation Tien was having with a Jedi Master named Quinlan Voss, Jace's abilities were discovered by Voss, some 15 years before the breakout of the Clone Wars. Voss told Tien and Maela that Jace needed training so wouldn't be a danger to himself or others. The 6 year old Jace left with Voss that day; after a visit to the Council, Voss took on Jace as a Padawan.
Motivation
Jace seeks balance in all things. He walks a fine line between his reliance on the Force and his skill with a lightsaber. Jace takes a great deal of pride in his abilities, but knows that arrogance in an inherent danger in that pride. Voss helped Jace a great deal in this regard in that Voss himself struggles with the same feelings - pride and arrogance in a constant war. Jace seeks to be at peace with himself, where pride and arrogance are balanced.
Morality
Pride and Arrogance
Description
Jace stands 5'10". He is built like the fencer he is, due to his Echani upbringing and the rigors of Jedi training. He reflects his Echani heritage in that his skin is pale, nearly ivory, his hair is stark white, and his eyes are a silver so polished they almost look white. He bears the typical ritual tattoos found on Echani, full sleeves of tribal Echani knot tattoos, representing his house and clan, on both his arms, his shoulders, which cascade down into a full back tattoo. On a silver chain he is never seen without, hangs a familial crest called the Hammer of the Forge. He was sanctioned by the Jedi Council for holding to these familial customs, as such strong connections are highly frowned upon.
Other Notes
Species Experience (110); Given Experience (300); Morality (10)
Freebies
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Enhance - GM
Move - GM
Sense -GM
1 Rank Discipline - Spec
1 Rank Survival -Spec
1 Rank Charm - Career
1 Rank Perception - Career
1 Rank Vigilance - Career
1 Rank Athletics - Non-Career Human skill at creation (Echani flavor)
1 Rank Brawl - Non-Career Human skill at creation (Echani Flavor)