Weapons:
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S-1 Vamblade (Paired)
Hidden within a durasteel vambrace which provides a decent amount of protection to the fore-arm against melee is a long retractable blade. It is favoured by assassins due to its ability to be concealed.------------------------
------Brawl / Dmg +1 / Crit 3 / Eng / Enc 2 / HP 1-1 / Defensive 1-----
Reduce (adv) required to hit with second weapon when two-weapon fighting by 1.
Personal Gear
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Toughened
2
The character increases [their] wound threshold by two per rank of Toughened.
Grit
2
Each rank of Grit increases a character's strain threshold by one.
Iron Body
2
The character removes setback dice per rank of Iron Body from their Coordination and Resilience checks. The critical rating of the character's unarmed attacks is reduced by one per rank of Iron Body, to a minimum of 1.
Dodge
1
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed [their] ranks in Dodge.
Parry
1
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon
Unarmed Parry
1
The character may perform the Parry incidental while unarmed. When the character performs the Parry incidental while unarmed, reduce the strain they suffer from the Parry incidental by one, to a minimum of 1.
Swift
1
The character does not suffer the penalties for moving through difficult terrain (they move through it at normal speed, without spending additional maneuvers).
Far Strike
1
Force talent. The character may take the Far Strike action, making a Brawl combat check as a ranged attack at one target at short range or further, adding Force dice no greater than the character's Force rating to the check. The character may spend a Force point to increase the range of the attack by one range band per Force point spent, to a maximum of long. If the target is at medium range or further, the character must both sufficiently increase the range of the attack and succeed on the check to hit the target.
Acklay's Scything Strike
1
Force talent. The character's Brawl attacks gain the Pierce quality with a rating equal to their Force rating, or increase their existing Pierce quality by that amount.
Martial Grace
1
Once per round, the character may suffer 2 strain to add additional damage equal to ranks in Coordination to one hit of a successful Brawl combat check.
Dedication
2
+1 to Willpower (3), +1 to Presense
Force Rating
1
Force Talent. Each rank permanently increases the character's Force Rating by one.
Tinkerer
1
Gadgeteer
Force Powers
Force Rating
2
Power
Enhance
Description
Athletics
Upgrade
Effect
Control - Coordination
Control - Resilience
Control - Brawl
Control - ((BRAWN))
Power
Move
Description
Sil 0/short/
Upgrade
Effect
Control 1
(HURL) - Ranged(light) + Power check. DMG: Sil ×10
Strength 1
(+1) Sil per pip
Range 1
(+1) range band per pip
Power
Sense
Description
The FU can sense the force interacting with the world around them.
May spend w/b to sense all living things within short range (including sentient and non-sentient beings.)
Mayvspend w/b to sense the current emotional state of one living target.
Upgrade
Effect
Control
Ongoing: commit ☆ Once per round, when an attack targets the FU, he upgrades the difficulty of the pool once.
Power
Foresee
Description
The FU can feel the force flowing around everything, seeing what is and what will be.
May spend w/b to gain vague hints of events to come, up to a day into his own personal future.
Upgrade
Effect
Strength 1
Spend w/b to pick out specific details = Strength upgrades purchased.
Power
Endure
Description
upon receiving a critical injury of up to 1 dif, FU may commit a FD as an out of turn incidental. While commited, FU ignores effects and further critical injuries don't receive +10.
Upgrade
Effect
Control 1
May Commit an additional FD per Control upgrade attained to ignore multiple critical injuries received.
Strength 1
increase difficulty of critical injuries affected by 1 per strength upgrades attained
Power
Battle Meditation
Description
The FU directs allies in battle, making them more effective as a coordinated unit
The FU may spend w/b to add one auto☆ to a number of engaged allies up to his Presense before the end of his next turn. Of any DS pips are used, targets suffer -1 willpower until the end of the encounter.