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.
Second Wind (2)
Force and Destiny page 64
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Multiple opponents
Force and Destiny page 64
Add 1 Boost to Lightsaber, Brawl, and Melee checks when engaged with multiple opponents
Quick Draw
Force and Destiny page 64
Once per round, draw or holster a weapon or accessible item as an incidental.
Toughened
Force and Destiny page 64
Gain +2 wound threshold.
Uncanny Reactions
Force and Destiny page 53
Add 1 boost die per rank of Uncanny Reactions to all Vigilance checks.
Keen Eyed
Force and Destiny page 53
Remove 1 setback die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specifc area by half.
Rapid Reaction
Force and Destiny page 53
Suffer a number of strain to add an equal number of successes to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Sense Danger
Force and Destiny page 53
Once per game, remove 2 setback dice from any 1 check.
Force Rating +1
Force and Destiny page 53
Add +1 to your Force Rating.
Force Powers
Force Rating
2
Power
Move
Description
You can move objects via the power of the Force.
You may spend one Force Point to move one object of silhouette 0 that is within Force ability
short range up to his maximum range. The default maximum range is short range.
Upgrade
Effect
Strength (2)
Spend one Force point to increase the target's silhouette size by upgrades in Strength purchased
Control
The Force user can hurl objects to damage targets, by making a Discipline check combined with a Move power check, dealing damage equal to 10 times silhouette.
Control
The Force user can pull objects out of secure mountings or out of an opponent’s grasp.
Range (2)
Spend one Force point to increase power’s range by a number of range bands equal to Range upgrades purchased.
Magnitude
Spend one Force point to increase targets affected equal to Magnitude upgrades purchased.
Background
Juris' mother was a former jedi who fled before order 66 took effect. She trained him relentlessly to kill with a lightsaber from the time he could walk. He can overpower the minds of the weak while in combat to bolster his already aggressive stance, and often will charge a room full of enemy soldiers to single handedly wipe them out.
He is not one for diplomacy.
Motivation
Having grown up in isolation, Juris' emotions frequently get the better of his goals to become a truly great Jedi, full of temperance and wisdom. His affiliation with the empire is more like a job to pay off the debt he incurred at a young age while he was a fugitive with his mother. His skill is in crowd control and dispersion, but has also been required to kill.
Morality
Description
Lighter than average Nautolan complexion, Juris is taller than most of his species with slightly sharper features. He carries a vibro sword to practice his lightsaber training. Despite the fact that Nautolan are known as cheerful and easygoing, Juris' brash nature often gets him into trouble. He is hot tempered and lonely because of the isolation of his early years, though his species' innate sense of justice remains strong within him.