Laminate Armor - 2 soak
Sith Pain Harness - 2 soak, suffer 1 wound + conflict to gain +1 suc to next discipline check
Personal Gear
Med Backpack: +1 blue to med, -1 dif to heal crit (min 1)
Stimpack (5): Heal 5
Military Medpac: rank 1 in med if none
Comlink (handheld)
Backpack: +4 encum
Utiltiy Belt: +1 encum
Wilderness survival kit
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Parry
1
On melee hit, -3 strain, -2+ranks dmg
Well Rounded
1
+2 career skills (Medicine, Leadership)
Sense Advantage
1
1/session, +2 black to NPC check
Force Rating +1
2
30xp start, Acolyte
Force Powers
Force Rating
3
Power
Conjure
Description
1 pip, summon brawl/melee weapon. May also summon tool/low tech item of encumbrance 1. Last until end of next turn.
Upgrade
Effect
Number
2 pip, +1 conjuration
Mastery
Summon/Reanimate Shil 1 creature
Duration
Commit, sustain 1/upgrade
Magnitude
pip, +2 encumbrance/upgarde
Power
Foresee
Description
See vague hints up to a day in own future
Upgrade
Effect
Strength
1 pip, +1 detail
Power
Influence
Description
1 pip, engaged inflict 1 strain
Upgrade
Effect
Range
1 pip, +1 range
Control (Emotion/Belief)
Opposed discipline. 1 pip. make target believe thing/adopt emotion for 1 round/5 min
Control (Skills)
add force dice to social skills
Power
Seek
Description
2 pip, insight of direction to known target regardless of range.
1 pip, vigilance vs discipline, pierce illusion
Upgrade
Effect
Magnitude
1 pip, gain 1 detail
Power
Sense
Description
1 pip, sense living in short
1 pip, sense emotion of engaged