Basic Lightsaber (1 encumbrance, 2/5 HP used, basic Ilum crystal)
Armored Half-Vest (3/0 encumbrance, +1 Defense & Soak, becomes damaged by 1 step whenever user suffers a critical injury)
Personal Gear
Liquified Life x4
Jian's Crystalized Force Energy x12
Jian's wooden amulet.
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Uncanny Reactions
1
Seer
(FT) Add 1 Boost Die per rank of Uncanny Reactions to all Vigilance checks.
Keen Eyed
1
Seer
Remove a Setback Die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Grit
1
Seer
Gain +1 strain threshold per rank.
Sense Advantage
1
Seer
Once per session, may add 2 Setback Dice to 1 NPC's skill check.
Force Rating
2
Seer
Gain +1 Force Rating per rank.
The Force is My Ally
1
Seer
Once per session, may suffer 2 strain to perform a Force power action as a maneuver.
Natural Mystic
1
Seer
Once per session, may reroll any 1 Force power check.
Force Powers
Force Rating
3
Power
Move
Description
The user may spend a pip to move one object of silhouette 0 that is within short range up to her maximum range. The default maximum range is short range.
Upgrade
Effect
Strength (1)
Spend a pip to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range (1)
Spend a pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude (1)
Spend a pip to increase targets affected equal to Magnitude 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.
Power
Influence
Description
The character may spend a pip to stress the mind of one living target she is engaged with, inflicting 1 strain.
When using Influence to guide and shape thoughts, positive and negative emotions can only be made through light and dark pips respectively. Neutral emotions can be made through either.
Upgrade
Effect
Control
The user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends a pip and succeeds on the check, he can force the target to adopt an emotional state or believe something, lasing for 1 combat round or 5 minutes.
Power
Enhance
Description
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend pips to gain a success or an advantage (user's choice) on the check.
Upgrade
Effect
Power
Ebb/Flow
Description
Ebb: When the user makes a skill check, she may roll an Ebb power check as part of the roll. The user may spend a pip to suffer 1 strain, then inflict 1 strain on all other engaged characters. The user may not activate this multiple times.
Flow: When the user makes a skill check, she may make a Flow power check as part of the roll. The user may spend a pip to heal 1 strain. The user may not activate this multiple times.
Upgrade
Effect
Strength
The user may spend a pip to increase the strain healed or inflicted by 1.
Power
Heal/Harm
Description
Heal (light side only): Spend a pip to heal a number of wounds equal to Intellect to an engaged living creature (including user).
Harm: Spend a pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade
Effect
Power
Seek
Description
The user may spend 2 pips to gain insight into the general location or direction of a person or object that she knows about, regardless of current distance.
The user may spend a pip and succeed at an average (2p) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.