•Lightsaber (1 Encumbrance)
•Brass Knuckles (1 Encumbrance)
•Heavy Clothing (1 Encumbrance when not worn)
Personal Gear
•Holo-Messenger
•Macrobinoculars (1 Encumbrance)
•Stimpack x3
•Utility Belt
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Intimidating, Rank 1
Force and Destiny pg 145, Juyo Berserker (Top Row)
When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. (Incidental, Out of Turn)
Lethal Blows, Rank 1
Knights of Fate Book, Juyo Berserker (Second Row)
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. (Passive)
Embrace Your Hate, Rank 1
Knights of Fate Book, Juyo Berserker (Third Row) (Conflict Talent)
May spend 1 Destiny Point and then suffer Conflict equal to dark side Destiny Points in pool to add equal damage to a Brawl, Melee or Lightsaber attack. May use this ability once per encounter per rank. (Incidental)
Force Powers
Force Rating
1
Power
Enhance
Description
Allows the Force user to perform athletic feats beyond the original scope of their natural abilities.
Upgrade
Effect
Control
•The user only needs to use a maneuver to perform a Force Leap, instead of an action.
Range
•Spend a Force point to increase the maximum range the user can jump by the number of Range upgrades purchased. The user may not activate this multiple times. Remember that the user must still spend Force points to activate the power’s actual effects.
Control
•When taking a Force Leap action, the user can leap to any location in range vertically as well as horizontally.
Control
•The user can take a *Force Leap* action to make an Enhance power check. He may spend a Force point to jump horizontally to any location within short range. He can use this to leap over obstacles or impassable terrain but cannot leap directly vertically. The user may not activate this multiple times.
Basic
•When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend a Force point to gain one success or one advantage (his choice) on the check. (Remember, this counts as a normal Force power check in every way—it is simply combined with the overall skill check.)
Background
Miles Worldkiller was born in the slums of Coruscant, and his parents died shortly after during the clone wars. When he was seven, possibly eight, a man fell from the sky. Miles didn’t have a family, a home, or much of a future on Coruscant living on the streets, but a charred and disfigured man almost dying in front of him changed all that.
Miles did the best he could to help this man survive. It was a long road to recovery.The man while not hostile had a lot of anger and hate in his heart toward something or someones unknown to Miles but he was grateful to the small child for saving his life and once he was well enough he returned the favor. He became a father figure to young Miles and soon that anger and hate waned and compassion filled it’s place. The two protected each other and gave each other meaning and purpose. The man taught young Miles how to fight, and what it means to help the helpless and cope with the injustices in the galaxy.
As Miles grew older, under the tutelage of the man who fell from the sky, he used his talents to help others that needed protection on the streets of Coruscant. While doing so earning the nickname "The Ghost of Coruscant" from the people he helped.
Over the years, The pair kept to the shadows avoiding the attention of the empire as best they could while still helping those in need. When Miles was ready, the man sent him on an important mission to find a powerful artifact his mentor once wielded before he nearly died. Miles did not disappoint, and through his deep connection with man, the artifact called to him. He found this artifact which turned out to be a weapon of great significance. It was badly damaged and to repair it Miles had to remove many modifications to get it to even turn on. On his way back to his mentor he defended an innocent person from a group of stormtroopers with the weapon he found, gaining the attention that they both fought long to avoid.
Miles returned to the man who he now calls his father to tell him that he was able to retrieve what was lost and that he made the mistake of getting noticed. The man assures Miles everything is alright that everything that has happened, happened for a reason. The man foresaw what is to come. He inform Miles it is dangerous to stay on the planet and that Inquisitors are now searching for him and he must leave Coruscant and the man behind. The man is proud of Miles and their bond will never be broken no matter how far apart they are. Miles then began to run, and found his way to a docking station, needing a way to get off Coruscant and finding a small ship with lax security. He snuck aboard understanding that this was the start of his destiny. He knows that the only way to truly help the helpless is to bring peace to the galaxy and the only way to do so is to join the rebellion and fight the good fight. The Force is with Miles Worldkiller and he, now a man, hopes to bring justice to the galaxy.
Motivation
•Justice
•Overthrow the Empire
Morality
Morality of 53 // Conflict Total = 3
Emotional Strength
•Justice: Miles seeks to right the wrongs of the Empire. He attempts to make the objectively right choice every time, knowing that justice is more likely to guarantee positive outcomes than sympathy or other emotional displays.
Emotional Weakness
•Cruelty: All too often, the cruel use justice to excuse their actions. If one stops himself from tempering justice with empathy and understanding, he can inflict great harm on others and feel justified doing it. Eventually, he can grow to revel in the suffering of others, even as he deludes himself into thinking he makes the "just" choice.
Description
•Height: 5'11"
•Weight: 170 lbs.
•Athletic Build
•Hair: Short Curly Black with Temp Fade
•Eye Color: Bright Chestnut Brown
• Dark Brown Skin
•Scar: Vibroknife wound on right hand
Other Notes
*Unarmed Combat*: When making a Brawl attack, the attacker can choose to deal damage to the target’s strain threshold instead of its wound threshold, still reducing the damage by the target’s soak.
*Hidden Brass Knuckles*: One great advantage of brass knuckles is their ability to be concealed in a pocket or other compartment until they’re needed. Add a Setback Die to a character’s Perception check when attempting to find brass knuckles on a person’s body.
•BREACH (Passive Item Quality)
Weapons with Breach burn through the toughest armor; they are often heavy weapons or starship weapons.
Breach weapons ignore one point of armor for every rating of Breach (meaning they also ignore 10 points of soak for every rating of Breach).
•SUNDER (Active Item Quality)
When activated, the attacker chooses one item openly wielded by the target (such as a weapon, shield, or item on a belt). That item is damaged one step: to minor if undamaged, from minor to moderate, or from moderate to major. If a weapon already suffering major damage is the target of a successful Sunder, it is destroyed.
Sunder requires a Advantage to activate. If activated multiple times in the same attack, each activation can be applied against the same weapon, potentially taking a weapon from undamaged to destroyed in a single attack.
•DISORIENT (Active Item Quality)
A weapon with Disorient can daze an opponent. When Disorient is triggered, the target is disoriented (see page 224) for a number of rounds equal to the weapon’s Disorient rating. (A disoriented target adds a Setback die to all skill checks he performs.)
•KNOCKDOWN (Active Item Quality)
When Knockdown triggers, the target is knocked prone.
Unless specified otherwise, Knockdown requires two Advantages to trigger, plus one additional Advantage per silhouette of the target beyond one.