Defensive 2, Breach 1, Vicious 3, Sunder, Dark Force
Damage
7
Critical
1
Shield Gauntlet
Range
Engaged
Skill
Brawl
Deflection 2, Stun Damage
Damage
+1
Critical
5
15
535
5000
Weapons & Armor
Lightfoil (HP 2/3)
- Corrupted Cristal (HP 2)
Mods (+2 Damage/+1 Vicious/-1 Critical)
Add 1 Dark Force point to any force power check
Shield Gauntlet (HP 0)
Sith Pain Harness (HP 0)
Personal Gear
Backpack
- Scanner Googles
- Breath Mask
- Thermal Cloak
- Commlink
- Stimpack (5)
- Amulet of Power (1)
- Water of Life (2)
Assets & Resources
Fethis of Fear: Target moving within engaged range must first make Average (2 difficulty) Fear check. Upon failure, target may not perform the desired maneuver (to enter engaged range).
Protective Amulet: User may ignore environment effects such as fire, acid and corrosive atmosphere. Always act as if in a standard gravity field and breath normally underwater and in a vacuum. Burn quality cannot be activated against user.
Healing Accelerant: Whenever user would recover strain or wounds, the user recovers that amount plus 1 instead.
Dolina Ring Seeds: A force sensitive in possession of this relic may perform a free move maneuver atop the other two maneuvers usually allowed.
Grimoire of Syclos the Lame: Studying the book for at least 1 hour allows a force sensitive character to add 1 force die to all checks involving the Force when dealing with creatures detailed in it until end of session. Until end of the session, the difficulty of all fear checks when facing these creatures is upgraded by 2. Any conflict generated by a critical failure is doubled.
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Toughened
2
Magus
Gain +2 wound threshold.
Confidence
1
Magus
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Channel Agony
2
Magus
After rolling (F), may suffer wounds up to twice ranks in Channel Agony to add automatic (Dark) for every two wounds suffered to the results.
Resolve
1
Magus
When involuntarily suffering strain, suffer 1 less strain per rank of Resolve to a minimum of 1.
Transmogrify
1
Magus
When making a Crafting check, may add (F) no greater than force rating. Spend (force) to add (Success) and spend (2xforce) to add (Advantage) to check.
Force Rating
1
Magus
Gain +1 Force rating.
Dedication
1
Magus
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Force Powers
Force Rating
2
Power
Move
Description
The user may spend (force) 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
Control
The Force user can pull objects out of secure mountings or out of an opponent’s grasp.
Control
The Force user can hurl objects to damage targets, by making a Discipline ranged combat check combined with a Move Power check, dealing damage equal to 10 times silhouette.
Strengh (3)
Spend (force) to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range (3)
Spend (force) to increase power’s range by a number of range bands equal to Range upgrades purchased.
Power
Foresee
Description
The user may spend (force) to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade
Effect
Control
When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend (force) to gain (Success) on the check.
Magnitude (2)
Spend (force) to increase targets affected equal to Magnitude upgrades purchased.
Control
When performing a Foresee power check as part of an Initiative check, the user may spend (f) to allow all affected targets to take one free maneuver before the first round of combat begins.
Power
Conjure
Description
The user may spend (f) to create a facsmile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user's next turn, this item dissipates. The user can instead conjure a simple tool and other useful low-tech item with an encumbrance no greater than 1.
Upgrade
Effect
Mastery
Spend (fff) to summon the facsmile of a creature of silhouette 1 or smaller instead of an object.
Magnitude (2)
Spend (f) to increase the maximum encumbrance of the item that can be conjured by 2 per Magnitude upgrade purchased.
Duration (2)
Commit (F) to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range.
Number (2)
Spend (ff) to create additional, identical conjurations equial to ranks in Number upgrade purchased.