Backpack
Utility Belt
Emergency medpack
2 stimpacks
Macrobinoculars
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Nobody's Fool
1
May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Niman Technique
1
When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Parry
1
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Grit
1
+1 strain threshold
Reflect
1
When hit by ranged attack, suffer 3 strain to reduce damage by 2 plus ranks
Defensive Training
1
Melee weapon gains defensive bonus equal to ranks
Force Powers
Force Rating
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule: When guiding and shaping thoughts, only force points generated from dark side may be used to generate negative emotions such as rage, fear, and hatred. Only force points generated from light side may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from 3 generated from either light or dark.
The character may spend force points to stress the mind of one living target he is engaged with, inflicting I strain.
Upgrade
Effect
Control
The Force user may make an opposed Discipline vs. Discipline check, combined with an Influence power check If the user spends force point and sueceeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend force dice to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range
Upgrade
Effect
Range
Spend force dice to increase power's range by a number of range bands equal to Range upgrades purchased
Background
Padawan at the Jedi Temple prior to Order 66. Escaped the Jedi Temple during the purge. Since the fall of the Jedi, Xol has been on the run, hiding and jumping around the galaxy avoiding detection. As a Kel Dor, typically tried to find heavily-populated areas to avoid harassment and detection.
While escaping the Jedi Temple, Xol was able to recover a fallen Jedi's lightsaber to defend himself. Although he has never discovered who the fallen Jedi was, the green-bladed lightsaber has led to vague visions of its former owner.
Since fleeing the temple, Xol has relied on his gift of influence and Jedi Mind Tricks to avoid conflicts in systems. He has stayed in hiding for years, but has had to flee planets and systems due to some close calls that have required evasion through more than just diplomacy.
Motivation
Craft my own lightsaber and complete my Jedi training.
Become a powerful enough Jedi to come out of hiding and stop the Empire. (Ties into ambition/greed)
Wound Threshold: 10 + Brawn•
Strain Threshold: 10 + Willpower•
Starting Experience: 100 XP•
Special Abilities: Kel Dors begin the game with one rank in Knowledge (Education). They still may not train Knowledge (Education) above rank 2 during character creation.
• Dark Vision: When making skill checks, Kel Dors remove up to ■ ■ imposed due to darkness.
• Atmospheric Requirement: Kel Dors must wear a specialized mask to breathe and see outside of their native atmosphere. A Kel Dor character starts the game with an antitox breath mask and treats oxygen as a dangerous atmosphere with Rating 8 (see page 220). Elowever, Kel Dors may survive in vacuum for up to five minutes before suffering its effects.