cross-guard green Lightsaber hp:3; enc:1; damping emitter when activated decreases damage by 2, increases crit by 1, loose breach, deals stun damage; Lorrdian gemstone +1 damage, +1 defensive
Jedi commander armor enc:2; hp:3; 1 defense; 2 soak
Armored clothing 1 defense, 1 soak
6 jedi council lightsabers
Doble sided lightsaber
Personal Gear
Medpack enc: 2; +1 boost to checks; +1 stimpack per encounter
anti-shock blanket enc:2; reduces difficulty of a Medicine check made to heal a critical injury on another individual, by 1 (to a minimum of easy).
backpack enc:-4
stimpack x0
datapad
Holocron
notebook of people who owe Yugra money
adverse environment gearx2
food x59
14 doses of force stopping medicine
darth Bane's holocron
ja'ce yisao's code cylinders
Assets & Resources
Critical Injuries & Conditions
crit 2
Talents
Name
Rank
Book & Page
Description
Sith secrits
1
-5 to base force powers
Body Guard
1
PR
Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to upgrade difficulty of attacks against them by that number until the start of next turn
Pysician
1
PR
When making a medicine check to heal wounds, heal strain by ranks
Stimpack Specialization
2
PR
stimpacks heal +1 per rank
Force Protection
1
PR
As a maneuver, suffer 1 strain and commit force die up to ranks in Force Protection. Increase soak by amount committed until start of next turn. Suffer 1 strain each turn force die are committed
Force Rating
1
PR
Gain 1 force rating per ranks
Dedication
1
PR
Gain +1 to characteristic
TOUGHENED
1
PR
Gain +2 wound threshold per rank
parry
2
SD
When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parr
SORESU TECHNIQUE
1
SD
When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn
reflect
1
SD
When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Improved Parry
1
SD
When parrying a hit that generated dispare or 3 threats, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage), after original attack resolves.
Grit
1
SD
Gain +1 strain threshold
Command
1
PK
add boost per rank to leadership checks. affected targets add boost to discipine checks for next 24 hours
Second wind
1
PK
Once per encouter, may use Second Wind incidental to recover strain equal to ranks in second wind
Commanding presence
1
PK
Remove setback per rank from Leadership and Cool checks.
Toughened
1
PK
Gain +2 wound threshold
Enhanced Leader
1
PK
When making a Leadership chek, add force die no greaterm than Force rating. Spend pips to add success or advantage to the result
Force Powers
Force Rating
2
Power
Heal/Harm
Description
Heal: Spend one pip to heal wounds equal to Intellect from Engaged living creature (including user). not multiple times.
Harm: spend one pip to deal wounds equal to intellect(ignoring soak) to engaged living target. user gains one conflict. may not activate multiple times.
Upgrade
Effect
control
Heal: If no darkside pips were used, target heals strain equal to wounds healed.
Harm: If darkside pips were used user heals strain equal to wounds
control
Heal: Spend 1 pip to remove one status effect from target
Harm: The user may spend 1 pip to heal wounds equal to wounds inflicted on targets. Healed character gains 1 conflict
Strength x2
Heal: spend 1 pip to increase wounds healed by 1 per rank
Harm: spend 1 pip to increase wounds inflicted by 1 per rank.
magnitude
Spend two pips to affect 1 additional target within range per rank of Magnitude purchased
Magnitude
Spend 2 pips to affect 1 additional target within range per rank of Magnitude purchased
Power
Move
Description
User may spend 1 pip to move one object of silhouette 0 that is within short range up to maximum range. range: short. May not be activated multiple times.
Upgrade
Effect
control
The character can perform fine manipulation at this power's range
contol
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 silhouett
strength
Spend pips to increase silhouette able to be targeted equal to Strength upgrades purchased
control
The Force user can pull objects out of secure mountings or out of an opponent’s grasp.
range
Spend one pip to increase power’s range by a number of range bands equal to Range upgrades purchased
control
The character can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power’s range