Inquisitor Lightsaber
Mods:
Extended Hilt (Damage +1, Vicious +1)
Reflex Grip (Suffer 1 additional strain when using Parry/Reflect talents, but counts those talents as 1 rank higher.
Defensive 1, Deflection 1)
Notes: Spin Lightsaber
(When making a Saber Throw action add 1 bonus die to the check and increase damage by +1.)
Mr-90
As a maneuver, set the weapon to charge setting. MR-90 gains Breach 1 and Concussive 2 for the next shot. When fired, the weapon then runs out of ammunition.
(Weapon Sling:
-1 Cumbersome + Quick draw
Night Vision Scope:
Remove 2 setback dice from checks using the weapon in darkness.
Sonic Scope:
May observe and target enemies completely hidden by solid objects.
2x "Innate Precise Aim talent)
Inquisitorius uniform (+2 Soak, +1 Defence
Cortosis Weave:
In helmet scanner:
Remove 1 setback die from darkness or lack of visibility. Allow the detection of heat sources up to medium range. Plus comlink.
Micro Rocket on suit)
Take strain equal to rank and updrage ranged attacks equal to rank for the round
Conditioned
1
Shien
Remove setback per rank from athletics and cooridnation checks, reduce damage and strain from falling per rank
Streetsmarts
1
Shien
Remove setback per rank from underworld and streetwise checks
Reflect
4
Shien 2, Sentry 2,
When hit by a ranged attack suffer 3 stran and reduce damage by 2 plus ranks in Reflect
Shien Technique
1
Shien
Use cunning instead of brawn for lightsaber checks
Parry
2
Shien 2
When hit by a melee attack suffer 3 stran and reduce damage by 2 plus ranks in Parry
Toughened
2
Shien 1, Sentry 1,
+2 wound
Grit
2
Sentry 2,
Improved Reflect
1
Shien
If a reflect hit generating despair or three threats may hit one target in mediuem range for damage equal to original attack
Djem So Deflection
1
Shien
After reflecting may use destiny point to close distant or move into enganged range as incedental
Saber Throw(Improved)
1
Sentry
Medium to long ranged attack, Spend force point and succed to attack spend force point to retrieve; two force points to retrieve from long range
Uncanny and Slieght of mind
1
Sentry
Add bonus die equal to rating to Vigilance and Stealth
Force Powers
Force Rating
2
Power
Ehance
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 to gain sucess or advantage (user’s choice) on the check.
Upgrade
Effect
Power
Heal/Harm
Description
Cant use heal
Spend force points to inflict damage equal to intellect ingore soak on enganged
Upgrade
Effect
Power
Sense
Description
The Force User can sense the Force interacting with the world around him.
The user may spend Force to sense all living things within short range (including sentient and non-sentient beings).
The user may spend Force to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Control
Effect: Spend F. The Force user senses the current thoughts
of one living target with whom he is engaged.
Power
Bind
Description
The Force user restrains an enemy, preventing the target from acting.
The user may spend F to immobilize a target within short range until the end of the user’s next turn. If the user used any z to
generate F, the target also suffers 1 wound per F spent on the check (ignoring soak).