Sith Training Suit - Used to train the Jedi's athletic abilities and prepare them for true combat, it was usually accompanied with a blinding helmet. It features in-built weights; Soak 2
Encumbrance is 6 until weights are removed by an easy (1 difficulty) mechanics check.
Personal Gear
Utility Belt - +1 Encumbrance
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Parry
3
Shii-Cho
If weilding a Lightsaber or Melee weapon when struck by a melee attack, suffer 3 Strain to reduce damage by 2 plus ranks in Parry.
Second Wind
2
Shii-Cho
Once per encounter, may use a Second Wind incidental to heal Strain equal to ranks in Second Wind.
Toughened
2
Shii-Cho
Gain +2 Wound Threshold.
Force Powers
Force Rating
Power
Enhance
Description
When making an Athletics, Coordination or Resilience check, the character may roll an Enhance power check as part of the pool and may spend Force Pips to gain Successes or Advantages (their choice) on the check. May make an Enhance power check as a maneuver to spend to leap to any location within Short range, or to leap to any location within Medium range.
Upgrade
Effect
Power
Description
The character can hurl objects by making a Move power check and rolling a ranged attack as part of the pool. The attack’s difficulty is equal to the silhouette of the object being thrown (default is silhouette 0) and only succeeds if they can also spend enough to move the object. The attack deals damage equal to the object’s silhouette times 10 (silhouette 0 deals 5 damage) plus 1 per net . To throw multiple objects, they must generate enough to move multiple objects, and must use rules for Auto-Fire to determine difficulty and targeting.
Upgrade
Effect
Power
Sense
Description
The character may spend to sense all living things within Short range (including animals and sentient beings) and may spend to increase the range of this effect to Medium. The character may instead spend to sense the current emotional state of one living target they are engaged with.