4 Stimpacks, lockpick tools (Encum 1), Backpack, Holo-messenger, Basic lightsaber hilt (Encum 1), Data pad - PCs,
Electrobinoculars,
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Street Smarts
1
F&D 95
The character removes a setback dice per rank of Street Smarts from [their] Streetwise and Knowledge (Underworld) checks.
Shien Technique
1
F&D 95
Force talent. When making a Lightsaber skill check, the character may use Cunning instead of Brawn.
Conditioned
1
F&D 95
The character removes a setback dice per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Parry
1
F&D 95
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. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Reflect
2
F&D 95
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) they may take the Reflect incidental. They suffer 3 strain and reduce the damage dealt by a number equal to 2 plus their ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
Side-step
1
F&D 95
Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. [They] then suffer a number of strain no greater than [their] ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the target.
Precognition
1
Iktochi
Iktotchi occasionally see glimpses of the future, letting them predict certain events even before they occur. In addition to seeing flashes of the future at the GM's discretion, an Iktotchi may spend a triumph result on a check to determine Initiative to perform a free maneuver before the encounter begins or to have an ally in short range perform a free maneuver before the encounter begins.
Force Powers
Force Rating
Power
Sense
Description
The user may spend a Force point (◑) to sense all living things within short range of [themself] (including animals and sentient beings). The user may not activate this multiple times.
The user may spend a Force point (◑) to sense the current emotional state of one living target with whom [they] are engaged. The user may not activate this multiple times.
Upgrade
Effect
Control
Control Upgrade: The user gains the ability to sense danger the moment before it strikes, allowing [them] to anticipate attacks and avoid incoming blows. This power gains the ongoing effect: Commit a Force die. Once per round, when an attack targets the Force user, [they] upgrade the difficulty of the pool once. The user may not activate this multiple times.