Bag, 1 set of clothes, comlink, Lightsaber Maintenance Kit.
Assets & Resources
Krayt dragon pearl, terresta black core crystal.
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Outdoorsman
1
149
The character removes a setback die per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).
Gearhead
1
30
The character removes a setback die per rank of Gearhead from [their] Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50% (this does not increase with additional ranks of Gearhead).
Saber throw
1
The character may take the Saber Throw action, making a Lightsaber combat check as a ranged attack at one target within medium range, adding Force dice no greater than their Force rating to the check. The character must spend a Force point and succeed on the check to hit their target; they may spend a Force point to have their weapon return to their hand after resolving the attack.
Grit
1
Gainesville increase 1 to wound threshold
Armor master
1
While wearing armor, the character increases their total soak value by one.
Embrace your hate
1
After making a successful Brawl, Lightsaber, or Melee combat check, the character may spend one Destiny Point and then gain Conflict equal to the number of dark side Destiny Points in the Destiny pool to add an equal amount of damage to one hit of the attack. The character may use this ability once per encounter for each rank of Embrace Your Hate. A character who has purchased one or more ranks of this talent automatically gains 1 Conflict at the beginning of a game session.
Inner peace
1
Force talent. Once per encounter, the character may convert a number of dark side Destiny Points equal to the character's ranks in Inner Peace to light side Destiny Points. The character reduces the amount of Conflict they gain at the end of the session by 1 plus 1 per Destiny Point converted.
Parry
1
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Force Powers
Force Rating
3
Power
Suppressed
Description
The basic power of Suppress can be used in one way: to create a projective bubble around the Force user that dampens the effects of other Force powers meant to harm the user and nearby allies. The basic power has one way to spend Force points:
The user may spend a Force point (◑) to extend a dampening field around themselves that shields them and all allies in short range. Until the end of the user's next turn, any hostile Force user who makes a skill check as part of a Force power check against the user or any affected ally add an automatic failure result to the results. The user may not activate this multiple times
Upgrade
Effect
Control
The power gains the ongoing effect: Commit one or more Force dice: When an opponent targets the user with a Force power, after the opponent generates Force points (◑), reduce the total Force points (◑) generated by 1 per Force die committed, to a minimum of 0.
Strength
Spend a Force point (◑) to add additional an automatic failure result equal to the number of Strength upgrades purchased to hostile Force power checks targeting characters affected by Suppress. The user may not activate this multiple times.
Power
Bind
Description
Bind's basic power allows the Force user to restrain those nearby, preventing them from harming others and themselves. The basic power has one way to spend Force points:
The user may spend a Force point to immobilize a target within short range until the end of the user's next turn. If the user used any Dark points to generate Force points on this check, the target also suffers 1 wound (ignoring soak) per Force point spent on the check. The user may not activate this multiple times.
Upgrade
Effect
Ranged
Spend a Force point to increase the maximum range at which the Force user can affect targets with this power by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Control
Spend a Force point; whenever a target affected by Bind takes an action, they suffer strain equal to the user's Willpower. The user may not activate this multiple times.
Duration
The power gains the ongoing effect: Commit three Force dice after successfully activating the basic power. If a target was immobilized or staggered by this power, they remain immobilized or staggered as long as three Force dice remain committed and the target stays within range. If a target moves beyond the range of the power, the effects end for that target, but not for any other targets of the power. The user may not activate this multiple times.
Background
Born from a genetic test, "hybridization" it was called but it was to make the empire immortal. My siblings- are all different species only having one genetic DNA strain from a Dathomirian genes. As in have twice my age now, but get sick in heated biome's.
As a force user i was to become a praetorian guard but had an thought to join the mandalorian clan. Which I was in doctrine within 1 year after the empire fail.
Motivation
I am motivated to stop evil, true evil. I watched when myself had no power to stop what the galaxy seen.