Blast 8, Disorient 3, Limited Ammo 1, Stun Damage.
Damage
8
Critical
n/a
Sawed-Off Carbine
Range
Medium
Skill
Ranged: Light
+1 setback to use, Stun Setting, Ascention Attachment
Damage
9
Critical
3
Mine
Range
Engaged
Skill
Blast 4, Limited Ammo 1
Damage
12
Critical
3
Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Limited Ammo 1
Damage
8
Critical
4
5
290
255
9/14
Weapons & Armor
Heavy Battle Armour: (Disguised)
Defense 1, Soak 2, Price (R) 5000, Encum 6, HP 4, Rarity 7.
-This heavy-duty armour is primarily used by commandos and a variety of combat oriented personalities going after dangerous foes.
Ascention Attachment:
-This attachment is often underslung onto a rifle or pistol to allow one to reach vantage points without specialised climbing gear. It generates a repulsor field, making it easier (albeit slower) to reach the grappled point. This can be applied to any ranged weapon. Make an Easy (1 difficulty) Ranged (Light) or Coordination check to fire the grappling hook onto an object up to medium range. As an action, can reel in the cord to pull themselves to the surface (1 range band per round). Modified to increase ascention speed by 1 range band per round.
Mine: Uses Mechanics to hit.
Military Modular Backpack:
(Storage Unit) -Increases encumbrance by 3.
(Storage Unit) -Increases encumbrance by 3.
Utility Belt:
- +1 Encoumbrance Threshold
Personal Gear
Stimpack (5):
-Heals 5 wounds -1 for each time a stimpack or Heal force power has been used on the target within a 24h period.
Repair Patch (2):
-This piece of durasteel is constructed in such a way for quick application and use in combat situations, for mechanics to conduct quick repairs. May apply 5 patches to droids per day to heal 3 wounds each.
Toggle Goggles:
Data Goggle Mode:
-Select 1 knowledge skill at the beginning of the encounter. Add 1 automatic success result to all checks made using that skill while wearing the goggles for the duration of the encounter.
Scanner Goggle Mode:
-These are goggles integrated with a set of very basic electrobinoculars. They allow the wearer to see in low-light conditions.
Handheld Comlink:
-This piece of gear is used to communicate between other comlinks. The handheld versions are only viable for extreme distances on planets, reaching up to low orbit.
Stun Cuffs ×2:
-Appearing to be traditional binders, these cuffs send an electrical discharge through the bound individual. Breaking free requires a daunting (4 difficulty) Athletics or Coordination check. The individual suffers 4 strain for every 2 threat from the roll.
Half a double bladed sith droid lightsaber. It has an active explosive device attached to the yet intact red kyber crystal that is rigged to explode should a half-hazard extraction be attempted. I'll have to be careful.
Assets & Resources
____Items on The Cornerstone (boss's ship)____
Heavy Clothing.
Aquata Rebreather:
-Allows a character to breathe underwater for 2 hours.
Custom Toolkit:
-Brought to the galaxy by Journeyman Tools Inc., this kit is custom made for the buyer. The grips and the tools in the tool kit are designed specifically for a single person. Add 1 boost die to any checks for repairs and maintenance when used by the buyer of the kit. Add 1 setback die if the tools are not designed for the user.
Lightsaber Maintenance Kit:
-This is a toolkit containing specialized tools used by Jedi to maintain their lightsabers. Acts as a toolkit and adds 1 advantage result to any checks to repair, craft, modify a lightsaber.
____Items in my house____
20 creds worth of scrap.
The Art of Meditation by Master Faizen (Book)(Read):
-Grants mentor discount to everything within the Sense force power tree and the base Foresight force power. Also allows me to spend 1 hour meditating to roll force dice equal to my force rating and store them for later use. Takes 3 days to read thoroughly and obtain the benefits from it.
Adapting Niman to Modern Practices by Master Faizen (Book)(Read):
-Allows Niman Disciple specialization to count as a Career specialization. The Niman Technique talent costs 5xp less to attain. Takes 3 days to read thoroughly and obtain the benefits from it.
The Path of The Jedi by Master Faizen (Book)(Read):
-Makes Cool, Discipline, and Negotiation career skills. Takes 3 days to read thoroughly and obtain the benefits from it.
Ancient Jedi Lightsaber Mentor Droid
____Items on The Erstwhile Gain (Siezed Ship)____
Critical Injuries & Conditions
Scar Talents:
Average Scar- Quickdraw (5xp-5): Once per turn, you may draw or holster a weapon or item as an incedental.
Lightside Paragon:
Morality > 70: At the start of each session add one lightside destiny point to the destiny pool.
Morality > 80: Increase Strain Threshold by 1.
Morality > 90: Increase Strain Threshold by 1.
Talents
Name
Rank
Book & Page
Description
Nobody's Fool
1
Niman[1]
May upgrade the difficulty of all imcoming charm, coercion, or deception.
Niman Technique
1
Niman[1]
When making a check with the lightsaber skill may use Willpower instead of Brawn.
Parry
1
Niman[1]
If wielding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 Strain to reduce damage by 2 plus ranks in Parry.
Reflect
2
Niman[1,2]
If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 to reduce damage by 2 plus ranks in Reflect.
Sense Emotions
1
Niman[1]
Add □ to all Charm, Coercion, and Deception checks unless the target is immune to Force Power.
Toughened
1
Sentry[1]
Gain +2 Wound Threshold per rank.
Conditioned
1
Sentry[1]
Remove ■ per rank of Conditioned from all Athletics and Coordination checks. Reduce the damage and Strain suffered from falling by 1 per rank of Conditioned.
Uncanny Reactions
2
Sentry[1,2]
Add □ per rank of Uncanny Reactions to all Vigilance checks.
Impossible Fall
1
Sentry[1]
Once per session perform an Impossible Fall incidental while falling: make a force power check and spend ○/● to decrease fall by one range band and land safely. Spend ○/● to further decrease range.
Grit
1
Sentry[1]
Gain +1 Strain Threshold.
Force Powers
Force Rating
2
Power
Sense
Description
The user may spend 1 pip to sense all living things within short range (including sentient and non-sentient beings). (May not be activated multiple times.)
The user may spend 1 pip to sense the current emotional state of one living target with whom he is engaged. (May not be activated multiple times.)
Upgrade
Effect
Control 1
Ongoing Effect: Commit 1 force die. Once per round when an attack targets the force user, he upgrades the difficulty of the pool once.
Strength 1
When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Duration 1
Sense's ongoing effects may be triggered one additional time per round.
Control 3
Ongoing Effect: Commit 1 force die. Once per round, when making a combat check, he upgrades the ability of that check once.
Power
Move
Description
The force user can move small objects via the power of the force.
The user may spend 1 pip to to move an object of silhouette 0 that is within short range up to their maximum range. The default maximum range is short range. (May not be activated multiple times.)
Upgrade
Effect
Control 1
The force user can hurl objects to damage targets by making a Discipline check combined with a Move power check, dealing damage equal to 10x Silhouette (0 Silhouette does 5 damage).
Control 2
The force user can pull objects out secure mountings or out of an opponent's grasp.
Range 1
Spend ○/● to increase the power's range bands equal to range upgrades purchased.
Background
Evan works as a guard, standing on the edge of the colony, guarding it from hostile wildlife. At least in theory. In practice he spends most of his time staring at the forest and then writing reports about nothing.
Motivation
Bored and restless, Evan is ready to leap at any opportunity for adventure.
After the pirate attack on Balfraadi left the colony defenseless and near destruction, Evan became hesitant to leave the colony again. Unfortunately he was one of the few still able bodied with the skills necessary to survive out in the galaxy, and so he was summoned for another mission anyway. Now he has to put his personal feelings aside for the good of the colony.
110xp
-30xp for Willpower 3
-30xp for Intellegence 3
-30xp for FR 2
+10xp from +10 Obligation
-30xp from Niman Disciple tree
0xp remains
End Creation
+110xp gained during play
+30xp (capped) gained as reward for doing episode synopsis
140xp remains
-10xp from Sense (base power)
-5xp from Sense Control 1(Book Discount)
-5xp from Sense Strength 1(Book Discount)
-5xp from Sense Duration 1(Book Discount)
-5xp from Sense Control 3(Book Discount)
-10xp from Move (base power)
100xp remaining
-10xp for Lightsaber 2
-5xp from Nobody's Fool (1)[Niman1]
-5xp from Niman Technique (1)[Niman1](Book Discount)
-5xp from Parry (1)[Niman1]
-5xp from Reflect (1)[Niman1]
-15xp from Sense Emotions (1)[Niman1]
-15xp from Reflect (2)[Niman2]
40xp remaining
-5xp for Quickdraw (1)[5xp Scar Talent 1]
35xp remaining
-5xp for Toughened (1)[Sentry1]
-5xp for Conditioned (1)[Sentry1]
-10xp for Uncanny Reactions (1)[Sentry1]
-10xp for Uncanny Reactions (2)[Sentry2]
5xp remaining
+10xp from episode 7
15xp remaining
+5xp from episode 8
-15xp from Impossible Fall (1)[Sentry1]
-5xp from Grit (1)[Sentry1]
0xp remaining
+5xp from episode 9
+5xp from episode 10
-5xp from Move: Range 1
5xp remains.
+5xp from episode 11
-10xp from Move: Control 1
+10xp from episode 12
-5xp from Move: Control 2
5xp remains.