4 HP, +1 S (+1 T for others), Breach 1, Defensive 3, Sunder Quality, Reduce Reflect (and improved reflect) cost by 1, B to find, Crossguard (2 adv to disarm opp)
Damage
+8
Critical
2
285
760
1556
6
Weapons & Armor
Reinforced Clothing Armor (2 soak, 2 hard points) (Threat monitor: +1 advantage to initiative checks)
ELG-3A
Targeting goggles (consider targets 1 silhoette larger)
Medical backpack: -1 difficulty and a blue to medicine checks
Frag Grenade x5
Regular blaster pistol
Personal Gear
Rebreather
Pit droid
Solari Crystal
Slicer gear
hollo ghili suit (+1 difficulty to detect)
lifeform scanner
electronic lock breaker
+1 blue against enemies that haven't moved yet
custom sniper rifle (long range, crit 2, 10 damage, B in short range, 2)
Assets & Resources
Silhouette 0
2 Relby-k23 blaster pistols
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Acute Senses
1
Remove 2 setback dice from their Perception checks, due to their superior hearing, vision and olfactory senses.
Kill with Kindness
1
Remove 1 setback die per rank from all charm and leadership checks
Researcher
1
Remove 1 setback die per rank from all knowledge checks. Research takes half the time.
Smooth Talker
1
When first acquired, choose 1 skill: Coercion, Deception, or Negotiation. When making checks with that skill, spend triumph to gain success equal to ranks in Smooth Talker.
Valuable Facts
1
Once per encounter, perform Valuable Facts action. Make an average Knowledge check. If successful, add one triumph to one ally's skill check during the encounter.
Solid Repairs
1
Artisan
When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of Solid Repairs.
Inventor
1
Artisan
When constructing new items, or modifying attachments, add B or remove B per rank of Inventor.
Jump Up
1
Ataru Striker
Once per round, may stand from seated or prone as an incidental
Ataru Technique
1
Ataru Striker
When making a check using the Lighsaber skill, the character may use Agility instead of Brawn
Saber Throw
1
Ataru Striker
Perform Saber throw action. Make lightsaber combat check as ranged attack at target within medium range, adding F no greater than Force rating. Must spend F and succeed to hit target, spend F to have weapon return to hand.
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 (F) to gain vague hints of events to come up to a day into his own personal future.
Upgrade
Effect
Control
Affected targets increase their ranged and melee defense by 2 for the first round of combat.
Magnitude
Spend (F) to increase targets affected equal to Magnitude upgrades purchased.
Magnitude
Spend (F) to increase targets affected equal to Magnitude upgrades purchased.
Strength
Spend (F) to pick out specific details equal to Strength upgrades purchased.
Control
When performing a Foresee power check as part of an Initiative check, the user may spend (F) to allow all affected targets to take one free maneuver before the first round of combat begins.
Control
When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend (F) to gain (S) on the check.
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule: When guiding and shaping thoughts, only F generated from (dark) may be used to generate negative emotions such as rage, fear and hatred. Only F generated from (L) may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from F generated from either L or D.
The character may spend F to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade
Effect
Control
The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends F and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Magnitude (x3)
Spend F to increase targets affected equal to Magnitude upgrades purchased.
Range
Spend F to increase powers range by a number of range bands equal to Range upgrades purchased.
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 F to gain S or A (user's choice) on the check.
Upgrade
Effect
Control
Enhance can be used with the Piloting (Space) skill.
Control
Enhance can be used with the Coordination skill.
Control
Ongoing effect: Commit F. The user increases his Agility characteristic by 1 (to a maximum of 6.
Control
Enhance can be used with the Piloting (Planetary) Skill.
Power
Imbue
Description
The Force user lends strength to allies, making them more potent, resourceful, or resilient for a time.
The user may spend FF to increase one of another engaged character's characteristics by 1 (to a maximum of 6) until the end of the Force user's next turn.
This can only be used once per character per encounter. If the user uses D to generate F, the target increases a second characteristic by 1 (to a maximum of 6) until the end of the user's next turn, but both the Force user and target suffer 3 strain.
Upgrade
Effect
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend F to sense all living things within short range (including sentient and non-sentient beings).
The user may spend F to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Control
Spend F. The force user senses the current thoughts of one living target with whom he is engaged.
Control
Ongoing effect: Commit F. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Strength
When using Sense's ongoing effects, upgrade the pool twice, instead of once
Magnitude x3
Spend F to increase number of targets affected by power equal to Magnitude upgrades purchased.
Duration
Sense's ongoing effects may be triggered one additional time per round
Range x3
Spend F to increase power's range by a number of range bands equal to Range upgrades purchased.
Control
Ongoing effect: Commit F. Once per round, when the Force user makes a combat check, he upgrades the ability of that check once.
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend FF to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.
The user may spend F and succeed at an Average vigilance check (or opposed Vigilance vs Discipline check) to see through illusions.
Upgrade
Effect
Strength
Spend F to eliminate 1 Force-based illusion per Strength upgrade purchased.
Duration
Commit F to continue tracking target even when it moves.
Control
Spend F to track one additional target.
Mastery
Make Seek power check and spend FFF to add Triumph to combat checks against one target for remainder of encounter.
Magnitude (x3)
Spend F to gain one additional detail per magnitude upgrade purchased.
Power
Suppress
Description
The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
The user may spend F to add automatic Failure to Force power checks made against him or any ally within short range until the end of his next turn.
Upgrade
Effect
Background
Growing up on Chad, Valak and their twin, Nalak, were the only two Chadra-Fan from their year to be accepted to the University of ____ (Coruscant?). They had always been very close, but while at school, Nalak got addicted to spice, which caused a falling out that Valak regrets. They followed Nalak into the world of smuggling as a way to try to find their brother and fix their relationship, but so far they haven't had any luck. He struggles with wanting to be a successful smuggler while having personal disdain for the use of spice.