Accurate (+1 blue), Breach 1, Sunder, Curved Hilt (+1 Advantage), Jar'Kai (+1 difficulty, if hit and 2 Advantage then second saber hits)
Damage
5
Critical
2
15
435
Weapons & Armor
Two shoto lightsabers, 1 destroyed
Jedi Reconnaissance armor (+1 defense, +1 soak, +1 blue for stealth)
Two ion grenades
Two detonators and demolitions
Personal Gear
Rations/water
Jedi utility belt: emergency medpack, lightsaber maintenance kit, slim glow rod, com link, aqua breather
lightsaber button and internal electronics
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Infrared and Ultraviolet vision
1
Nediji
Fast
1
Nediji
Only need 1 strain to get an extra maneuver
Recognizable smell
1
Nediji
+1 black when disguised
Grit
1
Pathfinder
+1 Strain
Keen Eyed
1
Pathfinder
-1 Black/rank from Perception and Vigilance. Search time is halved.
Animal Empathy
1
Pathfinder
Handling animals: add force die to the check, pips=Success or Advantage
Jump Up
1
Ataru
1/round, stand from seated/prone as incidental
Ataru Technique
1
Ataru
When making a Lightsaber check, use Agility not Brawn
Quick Draw
1
Ataru
1/round, draw/holster a weapon or other object as incidental
Animal Bond
1
Pathfinder
Long-term bond with single animal, silhouette 0
Mental Bond
1
Pathfinder
Commit Force die: communicate with bonded animal & see/hear its senses at long range
Parry
2
Ataru
When hit by melee attack, take 3 strain to reduce damage by 2+ rank in Parry
Saber Swarm
1
Ataru
Maneuver: take 1 strain: next Lightsaber check gets Linked equal to Force rating
Reflect
1
Ataru
When hit by ranged attack, take 3 strain to reduce damage by 2+ rank in Reflect
Hawk Bat Swoop
1
Ataru
Action: Do Lightsaber check vs short range target, add Force Die up to Force Rating. Spend Force pip to Engage, spend Force pip to add Advantage.
Quick Strike
1
Ataru
Add 1 blue die/rank to combat checks against targets that haven't acted this encounter.
Saber Throw
1
Ataru
Action: Lightsaber check up to medium range, adding Force Dice up to Force Rating. Spend Force Pip to hit, spend Force Pip for saber to return to hand.
Toughened
1
Magus
+2 Wound Threshold
Healing Trance
1
Magus
Commit Force die. For every full encounter it is committed, heal 1 Wound per rank.
Force Powers
Force Rating
2
Power
Sense
Description
Upgrade
Effect
Basic power
Spend force pip to sense all living things within short range. Spend force pip to sense the current emotional state of one being I am engaged with.
Control
Ongoing effect: Commit Force Die. 1/round, when attacked, upgrade the difficulty of the attack once.
Duration
Effect may be triggered one more time per round.
Power
Enhance
Description
Upgrade
Effect
Basic power
When making an Athletics check, may roll Enhance power check as part of the pool and use force pips for either Success or Advantage.
1.5 meters tall. Has an Empire logo tattooed on his right bicep.
Only really confident when it comes to lightsabers and animals. Intuitive, not very open to new experiences--gets nervous and intimidated. Sometimes stutters when anxious. Is conscientious about practice, keeping his lightsabers in good shape.
Nervous about ever meeting others of his kind--would they accept him, given his alternate form of upbringing? Would he know how to fit in?
Is concerned, because he feels his anxiety keeps him from being able to fully embrace the "peace" and "serenity" parts of the Jedi Code, other than when he is with animals and doing forms.
Other Notes
Loth-Cat: Chyar-Lee (female)
Brawn 2, Agility 4, Intellect 1, Cunning 3, Willpower 2, Presence 2.
Soak 2, Wounds 6, Defense 1/1.
Athletics 2, Brawl 2, Coordination 3, Perception 2, Stealth 3, Vigilance 2.
Natural Hunter: 1/session, reroll Perception or Vigilance.
Cunning Ambusher: opponents add a Black die to Initiative.
Leap: add 2 Blue dice to Athletics for jumps.
Nightvision: remove all Black dice for low-light/darkness checks.
Silhouette 0.
Teeth and Claws: Brawl, Damage 4, Crit 2, Pierce 2, Knockdown.