Lightsaber gains +1 damage and a boost dice on Saber Throw
Jedi Battle Armour (Inquisitor Variant - 2 soak, 1 def, 5HP)
- Stealth Field Generator (2HP) - Upgrade Stealth checks once, +2 setback to checks to detect character.
- Superior
- Cortosis Weave
Personal Gear
Stolen Ilum lightsaber:
Basic hilt
Custom grip (attuned to Wrath. So starkiller would have 2setback for using it)
Superior (1+ damage and superior)
Wood hilt (2+ hit and 1+ encumberance. On four threat or despair, take 1 damage step.)
damage 11, crit 1, vicious 3.
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Adversary
4
Upgrade all attacks against this target 4 times.
Lightsaber Mastery
1
Use Willpower for Lightsaber
Intense Focus
1
As a manoeuvre suffer 1 strain and upgrade next skill check once.
Parry
6
When struck by a melee attack, but before applying soak, suffer 3 strain as an out-of-turn incidental to reduce incoming damage by 8.
Improved Parry
1
When this character suffers a hit from a Brawl, Melee or Lightsaber check that generated a Despair or 3 Threat and the character uses Parry. After resolving the attack, may spend those results to inflict 1 hit with a Brawl/Melee/Lightsaber weapon inflicting the weapon’s base damage.
Reflect
6
When struck by a ranged attack, may suffer 3 strain as an out-of-turn incidental to reduce incoming damage by 8.
Improved Reflect
1
When Reflecting a hit that generated a Despair or 3 Threat, may hit one target in Medium range with the same damage as the original hit, after original attack resolves.
Lethal Blows
3
Add +30 to all Critical Hits inflicted by this character.
The Force is My Ally
1
Once per session, may suffer 2 strain to perform a Force power action as a manoeuvre.
Improved Quick Draw
1
May use quick draw to draw two accessible items.
Draw Closer
1
Perform the Draw Closer action: make a Lightsaber check against 1 silhouette 1 target within Medium range, adding Force dice no greater than Force rating. Spend a Force Pip to move the target one range band closer or to add Success to the check.
Force Assault
1
Spend a Triumph or 3 Advantage on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as a manoeuvre.
Saber Throw
1
Perform Saber Throw action: make Lightsaber combat check as a ranged attack at target within Medium range, adding Force dice no greater than Force rating. Must spend Force pip and succeed to hit target. Spend Force pip to have weapon return to hand.
Impossible Fall
1
Once per session, as an incidental while falling make a Force power check and spend a Force pip to decrease the fall by 1 range band and land somewhere safe. Spend 1 Force pip to reduce the fall by an additional range band.
Rapid Reactions
2
Suffer up to 2 strain to add that number of Success to initiative checks.
Artificial Midichlorian Injector
1
As a manoeuvre may activate the injection system in their suit. This doubles their Force rating, but they suffer 4 strain per round this remains active,
Resist Disarm
1
Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
Force Powers
Force Rating
6
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 Force pips to gain Success or Advantage (user’s choice) on the check.
Upgrade
Effect
Range
Spend a Force pip to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control - Leap Manoeuvre
The user can perform Force Leap as a manoeuvre instead of an action.
Control - Force Leap
Force Leap action: roll an Enhance check. Spend a Force pip to move to Short range.
Control - Leap Vertical
While performing Force Leap, can jump vertically in addition to horizontally
Power
Move
Description
The user may spend a Force pip to move one object of silhouette 0 that is within Short range up to his maximum range. The default maximum range is Short.
Upgrade
Effect
Control - Combat
The Force user can hurl objects to damage targets by making a ranged combat check combined with the Move power check, dealing damage equal to 10 times silhouette. See p. 298 F&D core.
Range 3
Spend 1 Force pip to increase power’s range by a number of range bands equal to range upgrades purchased.
Control - Secure Mountings
The Force user can pull objects out of secure mountings or out of an opponent’s grasp.
Magnitude 3
Spend 1 Force pip to increase targets affected equal to Magnitude upgrades purchased.
Strength 4
Spend 1 Force pip to increase silhouette able to be targeted equal to Strength upgrades purchased.
Power
Protect/Unleash
Description
Protect - The user makes a Protect power check and rolls an Average Discipline check as part of the pool. Spend 2 Force pips to reduce damage from an energy based weapon that hits himself by Willpower + Success. Can only protect self.
Unleash - The user makes an Unleash power check as a ranged attack and rolls an Average Discipline check for difficulty. If check succeeds and spends 2 Force pips, the attack hits. It has a range of Short, a base damage equal to Willpower and a Critical rating of 4.
See p. 300 F&D Core.
Upgrade
Effect
Strength 4
Spend 1 Force pip to decrease damage or add damage equal to Strength upgrades purchased.
Control - Advantage
Protect - Spend Advantage to gain Defence equal to Advantage spent. Unleash - Spend Advantage to inflict 1 strain on target,
Range 3
Spend 2 Force pips to increase power’s range by a number of range bands equal o range bands equal to Range upgrades purchased.
Magnitude 2
Spend 1 Force pip to affect 1 additional target within range per rank of Magnitude purchased.
Duration
Protect - If no Dark Side Pips are used to generate Force Pips, the power reduces damage of all attacks hitting the target. Unleash - Spend Force Pips to give the attack Burn 2.
Control - Type/Ensnare
Protect - Spend 1 Force Pip to allow power to protect against all types of attack. Unleash - Spend 1 Force Pip to give the attack Ensnare 2.
Control - Manoeuvre
Dark Side Force user may spend 1 Destiny Point to use Unleash as a manoeuvre once per session.
Mastery
Dark Side Force users may spend 1 Force Pip to reduce the critical rating of attacks by 1.
Power
Bind
Description
The user may spend 1 Force Pip to immobilise a target within Short range until the end of the user’s next turn. If the user used any Dark Side pips to generate Force Pips, the target also suffers 1 wound per Force pip spent on the check (ignoring soak).
Upgrade
Effect
Range 2
Spend 1 Force Pip to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control - Move
Spend 1 Force Pip to move the target one range band closer or further away.
Control - Strain
Spend 1 Force Pip: Whenever a target affected by Bind takes an action, that target suffers strain equal to Willpower.
Duration
Commit 3 Force Dice to sustain the ongoing effects of the power on each affected target.
Magnitude 2
Spend 2 Force Pips to affect 1 additional target within range per rank of Magnitude purchased.
Strength 3
Spend 1 Force Pip to Disorient the target for a number of rounds equal to Strength upgrades purchased.
Power
Seek
Description
The user may spend 2 Force pips to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.
The Force user may spend 1 Force pip and succeed at an Average Vigilance check (or an opposed Vigilance vs Discipline check) to see through illusions.
Upgrade
Effect
Magnitude
Spend Force pip to gain one additional detail per Magnitude upgrade purchased.