β Blaster Rifle β’ Enc 4, 4 HP
β Teu's Lightsaber β’ Enc 1, HP 3/4. Attachments cost double.
β’ Ilum Crystal, 1 decrease crit by 1.
β’ Custom Grip β’ 1 HPβ’ Remove β¬ from all combat checks. If not owner add β¬β¬ to all combat checks.
β Sap Gloves β’ Enc 1, HP 1
β Broadsaber (Fragile Casing, Heavy.)
β’ Enc 2. HP 2 β£ Increase difficulty of repair checks by 1.
β’ Ghostfire Crystal. ( Mods Def +1, Dam +1) Base. Dam +1, May spend 4 advantages to prevent opponent from using the Parry talent.
β Heavy Blaster Pistol, 2 ENC, 3 HP
β’ Wrist Mount, 1 Hp
β’ Paired, 1 HP
β Vibroknife, 1 ENC, 2 HP
β WESTAR-34, 1 enc, 3 HP
β’ Wrist mount, 1 hp.
β’ Paired, 1 HP
β MR-90 Proton Rifle; 6 ENC, 2 HP
β’ As a maneuver, set the weapon to charge setting. MR-90 gains Breach 1 and Concussive 2 for the next shot. When fired, the weapon then runs out of ammunition.
β£ Telescopic sight, reduce difficulty of long/extreme by 1.
β£Marked-Target Firing lock. (+1 Mod) Designate a target as an incidental during the aim maneuver. Weapon cannot be fired at another target. Cancel 1 additional threat result after all threats have been used to cancel advantage results. Disengage from target with a maneuver.
β Mandalorian Armor(HP 3/5)
β£ Vacuum Sealed (HP1), 10 minutes of air.
β£ Enhanced optics suite (HP1)
Personal Gear
β 8 Stimpacks
β 4 Luma Flares
β Scanner Goggles β’ When worn, scanner goggles allow the wearer to see normally in dark conditions.
β 2 Comms (1 Stolen Imperial)
β Backpack β’ +4 enc
β Climbing Gear, Enc 1
β Sabacc Deck
β Dejarik Table
β Echani Pin. Wear it to be found.
β Fake ID, Katon West
β Breath Mask, 1 enc.
β Scramble Key
β Canteen 1enc
β 1 Mandalorian wrist mounts (1 HP instead of 2)
β 8 Extra Reloads
β 3 Dataspikes
β 2 Binders
Assets & Resources
β Nijah data stick.
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Grit
1
+1 ST
Toughened
4
+2 WT
Parry
1
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check), the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit from the attack by a number equal to two plus his ranks in Parry. This talent may only be used when the character is wielding a Lightsaber or Melee weapon.
Savvy Negotiator
1
DoH p30
The character removes β¬ per rank of Savvy Negotiator from all Negotiation and Streetwise checks.
Dedication
2
+1 Pr, +1 Br
Crucial Point
1
DoH p28
"Once per session during ongoing negotiations, the character may perform the Crucial Point incidental to introduce one potential concession that an opponent will do nearly anythign to obtain. This can only take place during an encounter featuring the Negotiation skill. Such encounters can range from a high level diplomatic conference to the negotiation of payment for a job, but should not include social interactions featuring other social skills such as Charm, Coercion, or Deception. What the concession is should be up to the player and GM. It should be something that one party is willing to give up or exchange, and it should be something concrete (such as a new trade deal or the offer of a used speeder to get a deal on a new one). The lengths the other party is willing to go to are dependent on the scenario, and may range from offering a drastic decrease in price to agreeing to an immediate cease-fire in an ongoing conflict. At minimum, the difficulty of further Negotiation checks should be decreased. At the GM's discretion, there may be some things that no reasonable sentient will do. Killing oneself to obtain a concession, selling a planet into slavery, and surrendering the Rebel Alliance to the Empire are all examples of this. "
Calming Aura
1
FAD 140
Force talent. When an opponent targets the character with a Force power, after the opponent generates β, reduce the total β generated by one to a minimum of zero.
Sense Emotions
1
FAD 143
Force talent. The character adds π¦ to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Force Rating
1
Reflect
1
Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check), if the character is wielding a lightsaber, he may take the Reflect incidental. He suffers 3 strain and reduces the damage dealt by that hit from the attack by a number equal to two plus his ranks in Reflect. This talent may only be used when the character is wielding a Lightsaber weapon.
Confidence
1
Decrease difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check.
Channel Agony
1
After rolling ⬑, the character may choose to suffer wounds no greater than twice their ranks in Channel Agony. For every two wounds, they add β to the results. A character who has purchased this talent automatically gains 1 Conflict per rank purchased at the beggining of a game session.
Resolve
1
When a character involuntarily suffers strain, suffer 1 less strain per rank to a minimum of 1.
Healing Trance
1
FAD 144
The character may commit ⬑. For every full encounter ⬑ remains commited, the character heals 1 wound he is suffering per rank of healing trance. This is in addition to wounds healed due to natural rest or other abilities. If in a situation without defined encounters, the GM can have Healing Trance take effect every 12 hours.
Armor Master
1
When wearing armor, increase total soak value by 1.
Transmogrify
1
Incidental. When making a crafting check, the character may add ⬑ no greater than force rating to the check. The character may spend β to add a Success to the result, and may spend ββ to add 1 Advantage to the result.
Force Powers
Force Rating
4
Power
Ebb/Flow
Description
Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend β to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend β to heal 1 strain. The Force user may not activate this multiple times.
Upgrade
Effect
Strength
The Force user may spend β to increase strain healed or inflicted by this power by 1. The Force user may activate this multiple times.
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 β to gain a success or advantage (his choice) on the check.
Upgrade
Effect
Control
Enhance can be used with the Brawl skill
Control
Ongoing effect: Commit ⬑. The Force user increase his Brawn characteristic by 1 (To a maximum of 6)
Control
Enhance can be used with the Resilience skill
Control
Piloting(Space)
Control
Piloting(Planetary)
Control
Coordination
Control
Ongoing effect: Commit ⬑. The Force user increase his Agility characteristic by 1 (To a maximum of 6)
Force Leap
Horizontal & Vertical. Spend β to leap anywhere in short range as an action.
Range. Spend β to increase power's range by a number of range bands equal to Range upgrades purchased. May not activate multiple times.
Power
Suppress
Description
The user may spend β to extend a dampening field around himself that shields him and all allies in short range. Until the end of the user's next turn, any hostile Force user who makes a skill check as part of a Force power check against the user or any affected ally adds an automatic failure to the results. The user may not activate this multiple times.
Upgrade
Effect
Range 2
Spend β to increase range by a number of range bands equal to Range upgrades purchased.
Strength
Spend β to add additional Failures equal to Strength Upgrades purchased to hostile Force Powers. May not activate multiple times.
Duration
Ongoing effect: Commit ⬑ after successfully activating the basic power. This power remains in effect on each affected target as long as the target stays within range of the power. If the target moves beyond the range of the power, the effects end for him but not for any other targets affected by the power. The user may not activate this multiple times.
Duration
Ongoing effect: Commit one or more ⬑: when an targets the user with a Force power, after the opponent generates β, reduce the total β generated by 1 per ⬑ committed, to a minimum of 0.
Power
Move
Description
The user may spend β to move one object of silhouΒette 0 that is within short range up to his maximum range. The default maximum range is short range.
The user may not activate this multiple times.
Upgrade
Effect
Power
Seek
Description
Seekβs basic power allows Force users to find faraway things and to shatter sensory tricks that might hide their quarry. The basic power has two ways to spend Force points:
β’ The user may spend ββ to gain insight into the general location or direction of a person or object that he knows about, regardless of its current distance from him. The user may not activate this multiple times.
β’ The user may make an Average Vigilance check with the power check to see through all sensory misdirections confronting him, whether these come from technology or more esoteric sources. This power works against tricks such as cloaking fields, holograms, Force illusions, and even physical disguises, at the GMβs discretion, but has no direct effect on spoken or written lies.
To successfully see past the deception, the character must spend β to activate the power and must succeed on the Average Vigilance check (or opposed Vigilance versus Discipline check if illusions are being created by another Force user). If the user succeeds, his supernatural senses pierce the falsehoods, letting him perceive the truth they conceal.
Upgrade
Effect
Strength
Spendβ to eliminate 1 Force based illusion per Strength upgrade purchased. Illusions banished this way stop working against all targets they previously affected. Can be activated multiple times.
Magnitude 4
Spend β to gain one additional detail per Magnitude upgrade purchased.
Control
Commit ⬑; Upgrade ability of all Perception and Vigilance checks the user makes once. May not activate multiple times.
Mastery
Spend βββ, add one automatic Triumph to each combat check you make against the target until the end of the encounter. May not activate multiple times.
Background
As a member of Clan Kast, Teu grew up idolizing the Death Watch, of which her clan was part of. She grew up to tales of the Crusaders, the war against the Jedi, and past Mand'alors.
She was a child during the Night of a Thousand Tears, fortunately for her, she was home on Concordia. Her parents however, had gone to Mandalore to aid their Death Watch comrades. Teu was told that her parents had died fighting against the Jedi.
Once the Empire had established their control of Mandalore, her force abilities were noticed by an Inquisitor and she was taken in for training.
Motivation
Duties
β¦ Obligation β¦
β 10 Betrayal β After 15 years of training and serving the Empire as part of the Inquisitorious, Teu turned against her fellow inquisitor, Shali, upon discovering the death of her Pupil, Tinnok.
β 10 Debt β Teu has been beaten twice by people she was trying to kill only for them to let her go. Pol Vizla and an Echani individual.
β 5 Debt β Got a Westar-35 from the Mandos.
Score: 80
Combat Victory: Part of her responsibility as member of the Empire is to excel on the battlefield. Teu aims to distinguish herself through her combat prowess.
Description
β Morality β 50
β¦ Strength: Bravery; Teu places the well being of the Empire and its citizens as her utmost priority. She faces incredible odds without a second thought and never backs down from a challenge.
β¦ Weakness: Recklessness; Teu's zeal for duty often comes at the cost of protecting herself. She sometimes neglects to consider her own well-being as a priority, and suffers the consequences.