Ancient Sword (broken)
Model 44 Blaster Pistol
DH77 Commlink
- 3 setback dice to any attempt to intercept/decrypt comms
D-2 Hypertool
Armored Robes
Crossguard Saber/Blaster Pistol Hilt
- 3 threat against me-disarm
- +2 diff to find the weapon
- 4 auto fails to identify or find saber
Implant Armor Cybernetic (Not installed)
-3x stimpak
Personal Gear
Integrated Ascension Gear: As an action, make an Average (2 difficulty) Ranged (Light) check to secure grappling hook to an object within medium range. Reel in cord as an action to pull self to object (or other way around if object is unsecured. Can pull someone else along as well with an Easy (1 difficulty) Athletics check.
Force Amulet: Once (or twice, maybe) per session, can use a dark side point without flipping a destiny point.
Assets & Resources
Cybernetic Arm (Mk V)
-Tailored: this cybernetic does not require a check to be installed in that being
-Ion-Shielded: This cybernetic does not shut down as normal when affected by weapons with the Ion quality
-Inbuilt Weapon: Add a Setback Die to checks to determine that the gadget contains a weapon (Saber installed)
-Unobtrusive: Add a Setback Die to determine that the character has the cybernetic installed
-Integrated Tool: Stimpak Autoinjector: Requires a stimpak to be inserted into the tool; Upon reaching maximum wound threshold, the stimpak injects into your system, recovering wounds equal to the character's current tolerance
Cybernetic Implant (3x)
-Tailored: this cybernetic does not require a check to be installed in that being (3/3)
-Ion-Shielded: This cybernetic does not shut down as normal when affected by weapons with the Ion quality(1/3; 1xEI)
- Ocular Weapon Sync: Increase Ranged Light skill by 1 rank (2/3)
-Endorphin Injector: Increase Discipline skill by 1 rank (1/3)
Cybernetic Leg (Mk III)
-Tailored: this cybernetic does not require a check to be installed in that being
-Unobtrusive: Add a Setback Die to determine that the character has the cybernetic installed
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Fearsome Countenance
1
Add a Boost Die to Coercion checks
Jump Up
1
Once per round, may stand up from seated or prone as an incidental
Parry
1
When hit by a melee attack, suffer 3 strain to reduce damage by (3)
Reflect
1
When hit by a ranged attack, suffer 3 strain to reduce damage by (3)
Uncanny Reactions
1
Add a Boost Die per rank to all Vigilance checks
Sense Emotions
1
Add a Boost Die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers
Improved Reflect
1
When parrying a hit that generated Despair or 3 Threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves.
Improved Parry
1
When parrying a hit that generated Despair or 3 Threat, may hit attacker once with Lightsaber attack (dealing base damage) after original attack resolves.
Force Powers
Force Rating
2
Power
Bind
Description
The user restrains an enemy, preventing the target from acting.
Upgrade
Effect
Range (3)
Spend a Destiny Point to increase the power's range by a number of range bands equal to Range upgrades purchased (Extreme).
Basic
The user may spend Destiny Points to immobilize a target within short range until the end of the user's next turn. If the user used any Dark Side Points to generate Destiny Points, the target also suffers 1 wound per Destiny Point spent (ignores soak).
Control
Spend a Destiny Point to move the target one range band closer or further away.
Magnitude (1)
Spend 2 Destiny Points to affect one additional target per rank of Magnitude.
Strength (2)
Spend Destiny Points to stagger the target for a number of rounds equal to Strength upgrades.
Mastery
Opposed Discipline check, Critical Injury +10 per Destiny Point spent if successful.