Once per round, may stand from seated or prone an an incidental.
Quick Draw
1
Once per round, draw or holster a weapon or accessible item as an incidental.
Parry
3
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Conditioned
1
Remove one Setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered by falling by 1 per rank of Conditioned.
Dodge
2
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks in Dodge, then upgrade the difficulty of the check by that number.
Ataru Technique
1
When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.
Quick Strike
2
Add 1 Boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Reflect
2
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Improved Parry
1
When parrying a hit that generated 1 Despair or 3 Threats, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Saber Swarm
1
Perform the Saber Swarm maneuver: suffer 1 strain to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during check.
Hawk Bat Swoop
1
Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against target within short range, adding Force Dice no greater than Force rating. Spend 1 Force Point to engage target and spend 1 Force Point to add Advantage to check.
Dedication
1
Agility++
Saber Throw
1
Perform Saber Throw action: make Lightsaber combat check as ranged attack at target within medium range, adding Force Dice no greater than Force rating. Must spend 1 Force Point and succeed to hit target; spend 1 Force Point to have weapon return to hand.
Sleight of Mind
1
Add 1 Boost to all Stealth checks unless the opposition is immune to Force powers.
Well Rounded
1
Choose any 2 skills. They permanently become career skills. (Deception and Discipline)
Shroud
1
The character may spend 1 Destiny Point to make himself undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter.
Force Powers
Force Rating
Power
Enhance
Description
The character may spend 1 Destiny Point to make himself undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter.
Upgrade
Effect
Control
Enhance can be used with the Coordination skill.
Range
Spend 1 Force Point to increase power's range by a number of range bands equal to Range upgrades purchased.
Control
Take a Force Leap action: Make an Enhance power check. The user may spend 1 Force Point to jump horizontally to any location in short range.
Control
The user can perform Force Leap as a maneuver instead of an action.
Control
When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him. The user may spend 1 Force Point to sense all living things within short range (including sentient and non-sentient beings). The user may spend 1 Force Point to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Duration
Sense's ongoing effects may be triggered one additional time per round.
Strength
When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Control
Ongoing effect: Commit 1 Force Die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Power
Misdirect
Description
The Force user creates illusions to fool those around him. The user may spend 1 Force Point to make a target at up to short range unable to perceive a chose person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
Upgrade
Effect
Power
Move
Description
The Force user can move small objects via the power of the Force. The user may spend 1 Force Point 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
Background
Due to the Mirialan's cultural affinity for the Force, Kell was quickly identified as Force-sensitive and sent to study at the Jedi temple on Coruscant. Despite his training, Kell struggled to control his emotions and poured himself into lightsaber training, often to the neglect of the more esoteric skills and lessons. Kell was in his mid-teens and was nearing knighthood when the Clone Wars concluded and the Jedi were exterminated. Kell survived the attack on the temple due to his ability to hide his presence within the Force, a technique he learned during a failed attempt to tame his anger through meditation. Lost, rudderless, and furious, Kell is now dividing his time between seeking locating other survivors and seeking vengeance on the traitor Skywalker.
Motivation
Morality
Justice: The character strives for just and deliberate
actions in his life, and in his interactions with others. He
attempts to make the objectively right choice every time,
knowing that justice is more likely to guarantee positive
outcomes than sympathy or other emotional displays
Cruelty: All too often, the cruel use justice to excuse
their actions. If one stops himself from tempering justice
with empathy and understanding, he can inflict great
harm on others and feel justified doing it. Eventually, he
can grow to revel in the suffering of others, even as he
deludes himself into thinking he makes the "just" choice.
Description
Short, with pale green skin, dark brown hair, and small Mirialan facial tattoos indicating his time with the Jedi Order.