Attack - Resilience; Blast 3; Concussive 1; Slow-Firing 2; Stun Damage; Ithorian suffers 3 strain for each use.
Damage
6
Critical
4
Jedi Training Saber
Range
Engaged
Skill
Lightsaber
Stun Damage
Damage
6
Critical
4
130
Weapons & Armor
Adverse Environmental Gear (Jungle) [Soak 1, Enc 2, HP 1, Remove setback for jungle environment]
Jedi Training Saber [Enc 1, Damage 6, Crit-, Stun Damage, HP 5]
Personal Gear
Backpack (+4 Enc):
Jedi Utility Belt (0 Enc, +1 Enc capacity)
2x Stimpacks [Enc 0]
Medpac [Enc 2, One may perform a medical check without penalty. It adds 1 boost die to these checks. It also has a supply of 1 stimpack per encounter.]
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Nobody's Fool
1
Disciples of Harmony, pg 23
May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Sense Emotions
1
Disciples of Harmony, pg 23
Add a Boost to all Charm. Coercion. and Deception checks unless the target is immune to Force powers.
Force Powers
Force Rating
Power
Enhance (5 xp w/ Mentor)
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend force pips to gain success or adv (user's choice) on the check.
Upgrade
Effect
Power
Influence (5 xp w/ Mentor)
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule [Force pip use): When guiding and shaping thoughts, only Force pips generated from Dark Side may be used to generate negative emotions such as rage, fear, and hatred. Only Force pips 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 Force pips generated from either Light or Darl.
The character may spend Force pips to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade
Effect
Magnitude (Targets, 5 xp)
Spend Force pips to increase targets affected equal to Magnitude upgrades purchased.
Control (Add Dice, 15 xp)
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of his dice pool. He may spend Force pips to gain succes or adv (user's choice) on the check.
Background
Motivation
Morality
Mercy: All creatures deserve a second chance so that they might learn from their mistakes. The character is willing to lay down his weapon and offer that chance to former enemies who seek peace and enlightenment.
Naivete: The character only sees the good in all beings and can easily be influenced by a cunning foe. This can lead to bitterness, betrayal, and terrible consequences for a seemingly noble act.
Description
Other Notes
Duty (Peace): The galaxy is a dangerous place, and conflicts are constantly breaking out – from entire planets engulfed in civil wars to territory disputes between two landowners on a frontier colony. This player character spends his time making sure these conflicts are resolved without bloodshed – or, if violence has already broken out, that peace is restored amicably.
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Character Creation (Ithorian): 90XP +10XP = 100XP
-30 XP for Brawn 3, -30 XP for Intelligence, -30 XP for Presence 3 = -90 XP
Free Racial Rank: Survival (1)
Free Arbiter Skill Ranks: Negotiations (1), Discipline (1), Knowledge: Lore (1)
Free Consular Skill Ranks: Negotiations (1), Knowledge: Xenology (1)
-5 XP for Nobody's Fool (Arbiter Rank 1), -5 XP for Sense Emotions (Arbiter Rank 1)
Post Creation (+ 30 XP):
Force Powers: (Using the Mentor Discount): Enhance -5 XP, Influence: Basic Power -5 XP, Influence: Magnitude -5 XP, Influence: Control (Skills) -15 XP = -30 XP