Canteen, E1, In Cargo Clothing
Glow Rod, E1, In Cargo Clothing
Mess Kit
Military Belt Pouch
Utility Belt
Backpack
Climbing Gear, E1, In Cargo Clothing
Water Purifier, E1
Thermal Cloak, E2
Ration Pack, 5
Emergency Medpack, E1
Stimpack x 3
Custom Segmented Armour, S2, D1, E5, HP4, Extra Soak. HP: Superior(1), Vacuum Sealed(1), VX Hands-Free Weapon System(2) - On ship
Talisman of Iron Fists, E1
Assets & Resources
Cargo Clothing (Armour Insert, S1, MD1, RD1)
Cybernetic Appendage. +1 Brawn. Not an appendage but a subtle sleeve that fits around the arm and enhances muscle strength. 3 Stacks of Unobtrusive (3 Set back to notice) 1 Integrated Tool (Bruk's Makers mark, boost dice to discipline checks) and 1 Practise Makes Perfect.
Cybernetic Appendage. +1 Agility. A support brace for a leg. 2 Unobtrusive (2 setbacks to notice), Tailored and Half cost.
Critical Injuries & Conditions
1 triumph banked
Talents
Name
Rank
Book & Page
Description
Quick Stike
1
EotE 141
Add rank Boost to combat check vs target that has not yet acted in encounter
Hunter's Quarry
1
SS 30
Action against long range, hard survival check, upgrade ability of attack against target, until next turn
^ Improved
1
SS 30
Suffer 2 strain to do ^ as maneuver instead of Action
Precise Aim
1
EotE 141
Suffer up to rank of strain, reduce target defense per strain for single check
Marked for Death
1
SS 30
1 Target, commit force dice, auto 2 advantage against. Adv cannot be used to recover strain.
Force Rating
1
EotE 135
Force Rating +1
Dedication
1
EotE 134
Strength +1
Toughened
1
EotE 145
Wound Threshhold + 2
Essential Kill
1
SS 30
Spend force dice, 1 pip is advantage 3 can be spent for a triumph
Uncanny Reactions - Seer
2
F&D 153
Force talent. Adds □ per rank of Uncanny Reactions to his Vigilance checks.
Keen Eyed - Seer
1
F&D 146
Removes ■ per rank of Keen Eyed from his Perception and Vigilance checks. Checks made to search a specific area take 50% less time than normal.
Grit - Seer
1
F&D 144
Strain Threshold + 1
Sense Advantage - Seer
1
F&D 151
Force talent. Once per game session, the character may add ■ ■ to the skill check of one NPC within extreme range.
Force Rating - Seer
1
EotE 134
Force Rating +1
The Force is my Ally - Seer
1
F&D 153
Once per session, the character may suffer 2 strain to perform a Force power action as a maneuver.
Natural Mystic - Seer
1
F&D 148
Once per session, the character may reroll any one Force power check.
Force Rating - Seer
1
EotE 134
Force Rating +1
Expert Tracker - Seer
1
EotE 135
Remove • per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 5 0 % less time than normal.
Toughened - Seer
2
EotE 145
Wound Threshhold + 2
Sense Danger - Seer
1
AoR 155
Once per game remove ■ ■ from any one check.
Forager - Seer
1
EotE 134
Remove up to ■ ■ from checks to find food/water/shelter. Survival checks to forage take half time.
Forewarning - Seer
1
EotE 134
Action, all allies within medium increase defense by my force rating, until they act.
Terrifying Kill
1
EotE 145
Spend 1 Destiny point, maneuver after incapacitating or inflicing crit, roll force check and spend Force to inflict strain on each character within short of target.
Grit
1
F&D 144
Strain Threshold + 1
Force Powers
Force Rating
4
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend O to gain vague hints of events to come, up to a day into his future.
Upgrade
Effect
Duration
Spend O to increase the days into the future the user can see equal to Duration upgrades purchased.
Magnitude
Spend 0 to increase targets affected equal to magnitude upgrades.
Strength
Spend O to pick out specific details equal to Strength upgrades purchased.
Control
Affected Targets increase Ranged and Melee defense by 2 for the 1st round of combat.
Duration (2)
Spend O to increase the days into the future the user can see equal to Duration upgrades purchased.
Strength (2)
Spend O to pick out specific details equal to Strength upgrades purchased.
Range (3)
Spend O to to increase range by number of range upgrades purchased
Range (2)
Spend O to to increase range by number of range upgrades purchased
Range (1)
Spend O to to increase range by number of range upgrades purchased
Control
When making a skill check to determine initiative, may roll a power check as part of the pool. He may spend O to gain Succ per point on the check.
Magnitude (2)
Spend 0 to increase targets affected equal to magnitude upgrades.
Control
When performing a Foresee power check as part of an Initiative check, the user may spend d to allow all affected targets to take one free maneuver before the first round of combat begins.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend O to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade
Effect
Strength (3)
Spend O to increase silhouette able to be targeted by equal to strenght upgrades purchased.
Control
The Force user can hurl objects to damage targets, by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.
Control
The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Strength
Spend O to increase silhouette able to be targeted by equal to strenght upgrades purchased.
Magnitude
Spend O to increase targets affected equal to Magnitude upgrades purchased.
Strength (2)
Spend O to increase silhouette able to be targeted by equal to strenght upgrades purchased.
Range
Spend O to increase power's range by a number of range bands equal to Range upgrades purchased.
Range (2)
Spend O to increase power's range by a number of range bands equal to Range upgrades purchased.
Range (3)
Spend O to increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Heal/Harm
Description
Upgrade
Effect
Strength (1)
Heal: Spend O to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend O to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Range (1)
Spend O to increase power's range by a number of range bands equal to Range upgrades purchased.
Basic
Heal (light side Force user only): Spend O to heal a number of wounds equal to Intellect from an engaged living creature (including user). Harm: Spend O to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Control
Heal: If no black O generated O target heals strain equal to wounds healed.
Harm: If any O were used to generate O user heals strain equal to wounds inflicted
Control
Heal: Spend O to remove one status effect from target.
Harm: The user may spend O to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.
Strength (2)
Heal: Spend O to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend O to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Mastery
Heal: Once per session spend OOOO to return 1 target who died since my last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each Char gains 7 conflict.
Background
Motivation
Morality
Justice/Cruelty
Morality: 35
Duties: Combat Victory and Support
Description
5'10
26
Male
Heavy Set
Black Hair
Red Eyes
Blue Skin
Other Notes
* Mono Molecular Edge changed from decreasing crit rating and instead gives vicious +1
Gaining the Mentor Bonus from Sith Holocron, reduce starting xp cost for Force powers by 5 XP
Talisman of Iron Fists: When worn by a force-sensitive, their brawl attacks gain the Cortosis quality, as does their armour. Their brawl attacks also gain Pierce X, where X is their force rating.