Blast Knuckles (500) - When using blast knuckles, every successful hit inflicts 1 strain on the wielder (in addition to any strain suffered due to check results). Blast knuckles cannot deal damage to a target's strain threshold.
Exogloves (2000 Credits)
Wearing one or more exogloves increases a character's Brawn by 1. As an action, a character may make an Average (2 difficulty) Ranged (Light) check to secure the exoglove's grappling hook to an object within medium range. If successful, as a maneuver on their next turn, they may reel in the cord. pulling themselves to the object (or, if the object is unsecured and lighter than they are, pulling it to them).
Stun Grenades (5) These non-lethal grenades are built to disable groups of enemies without causing damage or death.
synthetic anesthetic (4)
It deals 5 strain on a failed check. 1-2 threat, the target cannot make a free maneuver in their next turn. 3 or more threat causes the target to be staggered for one turn.
Personal Gear
Heavy Clothing ( 50 )
- not wearing
Laminate Armor (2500)
- wearing
- 3 hard points
Comlink ( 25 )
Breath Mask ( 25 )
2 Medkits (100)
Utility Belt
grants +1 to encumbrance
Assets & Resources
light side (84 LSP)
SKILL: Force Lore, 0 rank roll 2g
Critical Injuries & Conditions
3 critical injuries
Talents
Name
Rank
Book & Page
Description
Regeneration
1
Whenever you recover wounds during rest, you recover 1 additional wound (does not work with med packs or stim packs, rest only) You can also regrow lost limbs.
Hard Headed
2
When staggered or disoriented, perform the HardHeaded action; make ( <> <> <> ) discipline check to remove condition. Reduce difficulty by one per rank of Hard Headed.
Headbutt
1
Perform Headbutt incidental, suffering 2 wounds to knock down and disorient enemy.
Durable
2
Reduce Critical Injury by 20%
Martial Grace
Knights of Fate pg 29
Once per round, suffer 2 strain to add damage equal to ranks in Coordination to one hit of a successful Brawl check.
Dodge
1
Knights of Fate pg 29
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Swift
Knights of Fate pg 29
Does not suffer usual penalties for moving through difficult terrain
Force Powers
Force Rating
1
Power
Move (Basic)
Description
Can spend 1 light side point to move objects of silhouette 0 (maximum short range at rank 1)
Upgrade
Effect
Can move small objects short distances with da force
Power
Enhance
Description
**adds a die to my pool for an athletics check**
**spend light side point to jump**
- 1 light side points for short range (a few meters)
- 2 light side points for medium range (DOZENS of meters)
When making an athletics Checks, spend 1 light side point to gain success or advantage
Upgrade
Effect
Control
Force Leap (medium range vertical and horizontal): make Enhance power check;
Power
Seek
Description
Prerequisites: Force Rating 1 +
The user may spend two force points to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance
The user may spend one force point and succeed at an Average ( ♦ ♦ ) Vigilance check (oi opposed Vigilance vs. Discipline check) to see through illusions