Crossguard Lightsaber : Dam. 6, Crit. 2, Enc. 1, HP 6, Breach 1, Defensive 1, Sunder (1), Disarm (3)
Jedi Robes : Defense 0, Soak 1, add one ⬛ for checks to notice or recognize its wearer
Personal Gear
Commlink (Enc. 0)
Datapad (Enc. 1)
Medipack (Enc. 1)
Lightsaber Pommel Cap
4 Rations (Enc. 1) dans Speederbike
Assets & Resources
Critical Injuries & Conditions
One horn is partially replaced by a prothesis.
Talents
Name
Rank
Book & Page
Description
Precognition
KtP p.19
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 lktotchi may spend a Triumph 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.
Physician
2
F&D p. 152
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician (2).
Healing Trance
1
F&D p. 153
Commit ⬡. For every full encounter it remains commited, heal 1 wound per rank of Healing Trance.
Grit
1
F&D p. 151
Gain +1 strain threshold
Knowledgeable Healing
1
F&D p. 152
When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology) (3).
Calming Aura
1
F&D p. 137
When an opponent targets character with a Force power, reduce ◑ generated by 1.
Force Rating
1
F&D p. 143
Gain +1 Force rating
Force Powers
Force Rating
2
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
Upgrade
Effect
Strength
Spend ◑ to pick out specific details equal to Strength upgrades purchased.
Basic
The user may spend ◑ to gain vague hints of events to come, up to a day into his own, personal future
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 ◑ to gain one Success on the check.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Upgrade
Effect
Control
Heal : if no ⚫ generated ◑, target heals strain equal to wounds healed.
Harm : if any ⚫ generated ◑, user heals strain equal to wounds inflicted
Basic
Heal (Light side user only) : Spend a Force point to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm : Spend ◑ to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
Upgrade
Effect
Basic
The user may spend ◑ to sense all living things within short range (including sentient and non-sentient beings).
The user may spend ◑ to sense the current emotional state of one living target with whom he is engaged.
Control
Spend ◑. The Force user senses the current thoughts of one living target with whom he is engaged.
Control
Ongoing effect: Commit ⬡. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Background
Motivation
Emotional Strength : Mercy. The character shows mercy toward his foes, dealing with them fairly and honorably. He can spare the defenseless, will help a helpless enemy, and generally does not abuse a position of strength.
Emotional Weakness : Weakness. There is a fine line between showing mercy to one’s foes and letting evil fester because one does not want to engage with it. The character may let bad things happen simply because it is too hard to deal with them.
Morality
Morality (72)
Duty (25)
Description
Other Notes
Breach (Passive) : Ignore one point of Armor for every rank of Breach.
Defensive (Passive) : A character wielding a weapon with the Defensive quality increases his melee defense by the weapons's Defensive rating.
Sunder (Active) : Damages opposing weapon one step.