Akira's lightsabre:
1 Hard Point: Splittable hilt (shoto+regular)
Breach: Ignore 1 armour per 1 rank of breach (and ignore 10 soak). Linked: Spend 2 advantage to make another attack, may activate (must spend 2 adv each time) up to ranks of linked.
Heavy Blaster rifle: Damage 10, Crit 3,
Auto-fire, Cumbersome 3, Two handed, Enc 6, HP4
Armoured Clothes and Coat
Soak 2, Defence 1, Encum 4, HP 2, average perception check to spot.
Jedi Battle armour:
Soak 3, Defence 1, Encum 5, Hard points 6. Custom fit; 2 black dice to all checks when used by anyone but the original owner.
Personal Gear
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Jump Up
1
F&D 87
Once per round, may stand from seated or prone as an incidental
Ataru Technique
1
F&D 87
When making a check using the Lightsaber skill, the character may use Agility instead of Braw
Parry
2
F&D 87
When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Sabre Swarm
1
F&D 87
As a maneuver, spend 1 strain to give the next Lightsaber (Agility) combat check this turn the Linked quality equal to Force rating during the check.
Sabre Throw
1
F&D 87
As an action, make a Lightsaber attack as a ranged attack at a target within medium range. Add Force dice up to Force rating. Must spend force points and succeed to hit target. Spend F to return weapon to hand..
Dedication
2
F&D 87, KTP 25
Add +1 to one stat
Inventor
1
F&D 93
When constructing new items or modifying attach-ments, add blue or remove black per rank of Inventor.
Force Rating
1
Keeping the Peace 25
Gain +1 Force Rating
Mental Tools
1
Keeping the Peace 25
Always count as having the right tools for the job when performing Mechanics checks
Gearhead
2
Keeping the Peace 25
Remove 1 black dice per from mechanics checks per rank of gearhead. Have credit cost to add mods to attachments
Grit
2
Keeping the Peace 25
Gain 1 Strain threshold
Armourer
1
Keeping the Peace 25
If wearing armour improve soak by 1.
Improved Armourer
1
Keeping the Peace 25
If wearing armour of soak 2 or higher improve the defence by 1.
Supreme Armour Master
1
Keeping the Peace 25
Once per round take 3 strain to take the supreme armour master incidental reducing the next critical injury by 10 point per level of soak.
Quickdraw
1
F&D 93
Once per round draw or holster a weapon as an incidental
Tinkerer
1
Keeping hte Peace 25
May add 1 additional hard point to a number of items equal to ranks of tinkerer. Each item may only be modiefied once
Toughened
1
Keeping the Peace 25
+2 Wound Threshold
Imbue item
1
Keeping the Peace 25
Take the Imbue item manuevre. Suffer 1 strain and commit 1 force dice
Conditioned
1
F&D 93
Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Force Powers
Force Rating
3
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend force points to gain & Succes or Advantage (user’s choice) on the check.
Upgrade
Effect
Control
Can use with coordination
Control
Force Leap. Make an enhance check. Spend force pips to make a horizontal leap
Control
Force Leap. May force leap vertically.
Power
Move
Description
The Force user can move small objects via the power of the Force. The user may spend force points 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
Strength (1 rank 10 Xp)
Spend a force point to increase silhouette able to be targeted equal to Strength upgrades purchased
Range (1 rank, 5 XP)
Spend a force point to increase power's range by a number of range bands equal to Range upgrades purchased
Magnitude (1 rank 5xp)
Spend a force point to increase targets affected equal to Magnitude upgrades purchased.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend force points to heal a number of wounds equal to Intellect from an engaged living creature (including the user). The user may not activate this multiple times.
Harm: Spend force points to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged target. The user gains 1 Conflict. The user may not activate this multiple time
Upgrade
Effect
Power
Farsight
Description
The Force user expands their visual range through the force.
Force use may expend force points to ignore the effects of darkness or blindness to see up to medium range for <could not discern> or one minute.
Upgrade
Effect
Background
Motivation
Morality
Description
Other Notes
Total: 250
Skills: (25 XP)
10 XP to give lightsabre 2
10 XP to give Flight (space) 2
5 XP to give mechanics 1
Force Abilities: (All basic force abilities purchased using the master ability from one of the splat books... sage I think? to reduce XP to buy basic power by 5.
Enhance Control upgrade (use with coordination) (5XP)
Farsight (basic) 5 xp
Misdirect: 10 XP