Commlink (Handheld) - 25cr - 0 en
Climbing Gear - 50cr - 1 en
Ration Pack (5) - 25cr - 0 en
Macro Bionculars - 75cr - 1 en
Breath Mask - 25cr - 1 en
Stimpack (4) - 100cr - 0 en
Backpack - 50cr - +4 en
Utility Belt - 25cr - +1 en
Assets & Resources
A-wing
-Ejection System
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Jump Up
FaD CRB - 87
Once per round, may stand from seated or prone as an incidental.
Ataru Technique
FaD CRB - 87
When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.
Conditioned
FaD CRB - 87
Remove b per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling 1 per rank of Conditioned
Dodge
FaD CRB - 87
When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
Parry
FaD CRB - 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.
Jolm Parry Training
When parrying a blow, reduce the strain cost of Parry by one.
Reflect
FaD CRB - 87
When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Reflect
FaD CRB - 87
When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Animal Companion
A "domesticated" womp rat with a tendency to mimic rude gestures that its "owner" has made.
Hawk Bat Swoop
FaD CRB - 87
As an action, make a Lightsaber (Agility) attack against a target within short range, adding C up to Force rating. Spend F to engage target and F to add a to check.
Defender of the Weak
Treat highest combat skill as a Leadership check to rally citizens and non-combatants to take up arms or flee.
Sense Advantage
Once per session, add 2 setbacks to 1 opponent's skill check.
Dedication
FaD CRB - 87
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Agility)
Force Powers
Force Rating
1
Power
Enhance Basic Power
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend F to gain s or a (user’s choice) on the check.
Upgrade
Effect
Control
Take a Force leap action; make an Enhance power check. The user may spend Force die to jump horizontally to any location in short range.
Control
When performing a Force Leap, the user can jump vertically in addition to horizontally.
Background
---Childhood
-The Privileged Few: This character was born into and grew up in the lap of luxury. They never wanted for anything and generally enjoyed a higher social status than others, often feeding into a sense of arrogance and entitlement that carried into adulthood.
---Adolescence
-Unknown Calling: Perhaps as a result of their upbringing, or perhaps it was bound to happen regardless, this character felt an internal calling for something they didn't understand and departed their home during their adolescence. Their family was, understandably, displeased with the fact that a large sum of credits was taken during the sudden and unannounced departure.
---Adulthood
-Bounty: Ever since this character fled from their family, a sizable bounty for live capture has existed upon them. They live with the nagging feeling in the back of their mind that, some day, someone will recognize them and try to collect.
Motivation
-Understanding: This character strives to understand the Force and, by extension, themselves. The quest for knowledge and understanding drives them to explore many facets of the Force, including aspects traditionally shunned by the Jedi of old.
Morality
57
-Camaraderie: The character works well as part of a team whether leading or following, remaining loyal to comrades no matter what. The character is quick to recognize the strengths and weaknesses of others and works to ensure the group stays together and functions effectively.
-Desperation: The character cares so much for the plights of others that emotions cloud the character's mind. When surrounded by suffering, the character forgets to stay alert and loses the will to act, or behaves impulsively.