Basic Lightsaber: ENC 1, HP 5
3 Basic Lightsaber (Sith): ENC 1, HP 5
Padded Armour: ENC 3, HP 0
Ryyk Blade: ENC 3, HP 3
Personal Gear
3 Stimpacks (SEE TALENT)
Antishock Blanket: Character may reduce difficulty of a Medicine check made to heal a critical injury on another individual, by 1 (to a minimum of easy).
Breath Mask/Respirator
Comlink
Electrobinoculars:
Field Ration Pack (5)
Jet Pack: User may function as a planetary vehicle with the following profile - Silhouette, 1 Speed 2, Handle 0, System Strain 3
Military Traumapac: May use a medical check to remove critical injuries without penalty from others.
Acid: Target must make a Hard (3 difficulty) Resilience check. Upon failure, suffer 2 wounds for the next 3 rounds, plus one additional round per disadvantage generated.
Draught of Fire: Target is covered in flames which do not harm the user. Unarmed attacks gain the Burn 4 quality or add +1 to that quality if it was already possessed. Effect lasts 1 round (or 30 minutes in narrative time).
Elixir of Vigor: Target Brawn increases by 1 but their Willpower is reduced by 1. Effect lasts until end of following round.
2 Healing Potion: Target immediately heals one Critical Injury with severity of Hard or less.
Talisman:
Healing Accelerant: Whenever user would recover strain or wounds, the user recovers that amount plus 1 instead.
Shield Amulet: Once per session, reduce the damage inflicted by a an attack augmented by the force or from a force power by half (rounded up).
Critical Injuries & Conditions
5
Talents
Name
Rank
Book & Page
Description
Wookiee Rage
SPECIES
If wounded, deal +1 damage to Brawl and Melee attacks. If critically injured, deal +2 damage to Brawl and Melee attacks.
Grit
2
+1 Strain Threshold.
Stimpack Specialization
Heal +1 wound per rank.
Stim Application
Average medicine check. If successful, 1 engaged ally gains +1 characteristic for the remainder of the encounter... then suffers 4 strain.
Blooded
2
Add a BOOST per rank of Blooded to all check to resist or recover from the effects of poisons, venoms, and other toxins. Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of Blooded to a minimum of one.
Transmogrify
When making a crafting check, may add Force Dice no greater than Force Rating. Spend one FORCE TOKEN to add success, spend TWO FORCE TOKENS to add advantage.
Knowledgeable Healing
When healing an ally, may flip one destiny point to heal additional sounds per rank in Knowledge (Xenology)
Force Powers
Force Rating
1
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend FORCE TOKEN to heal a number of wounds equal to Intellect from an engaged living creature (including the user). The user may not activate this multiple times.
Harm: Spend FORCE TOKEN to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged target. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade
Effect
Strength
Spend additional FORCE TOKEN to increase wound healed/harmed.
Magnitude (3x)
Spend 2 FORCE TOKEN to affect 1 additional target within range per rank of Magnitude purchased.
CONTROL
Heal: May make a Heal power check combined with a HARD Medicine check. If check succeeds, one target who heals wounds also heals 1 Critical Injury.
Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers 1 Critical Injury (adding +10 to the roll per 2 ADVANTAGE).
Background
Motivation
Morality
Description
A 600-year-old Jedi-veterinarian that dabbles in the arts: combat and magic.