Vac Attack Mk-127 concealable disc launcher:
HP: 1
Change weapons spread to arc with maneuver: Blast 6.
Uses 1 full reload.
Hard perception to find.
Dime Bag:
Jedi General Armor:
Soak: +10
Melee/Ranged DEF: +1
Spun Ryol Tunic: Soak: 8
Small damage, missing left sleeve, small hole in chest.
Hidden Sash: +1 encumbrence (hides lightsaber) Incidental to draw weapon
Boot wraps
Personal Gear
Credit Stick: 100,000
400 republic credits
Old Stim Packs: 2
(STOLEN) Original Lightsaber:
Grey Color w/blue streaks
Beskar Hilted
Damage: 9
Crit: 1
Breach1, Sunder, Vicious 2
Assets & Resources
Veggibaga scale
Glitter Stim: 4 viles
Raw Gundak Spice: 2 doses, equal to 5 doses of normal each.
Brown box: SGA on front
(Gave to Paladins)
Smooth Kyber Crystals: 2
(1Red/1Blue)
Mini Kyber Crystals: 3
28 wounds normal
Critical Injuries & Conditions
New Corisant seal/pin/key
Communicator stick: Black/Red obsidian. Force Powered
Dimes Broken Holo Disc
Holo disc: Original 4 Jedi
Dime Bag:
Jedi General Armor:
Soak: +10
Melee/Ranged DEF: +1
Talents
Name
Rank
Book & Page
Description
Fortitude
5
Custom
Increase Wound and Strain Threshold by 1 per rank of Fortitude.
Pounce
2
Custom
As a reactionary action, may suffer 2 strain to leap a number of range bands away, equal to ranks in Pounce
Defensive Expert
5
Custom
Suffer 3 strain, reduce incoming damage by four plus ranks in Defensive Expert.
Saber Throw: Advanced
3
Force talent. The character may take the Saber Throw action, making a Lightsaber combat check as a ranged attack at one target within medium range, adding Force dice no greater than their Force rating to the check. The character must spend a Force point and succeed on the check to hit their target; they may spend a Force point to have their weapon return to their hand after resolving the attack. When performing the Saber Throw action, the character can choose a target within long range. If the character does so, [they] must spend two Force points to have the weapon return to [their] hand.
Construct
3
Roll a HARD leadership check combined with a force check. If successful, you may imbue a group of zero size objects to aid in battle. They have 10 wounds and 2 soak. Basic attack of 2 green brawl dice, using fists or equal appendage. May create up to, and equal to your rank in Construct, a group of minions.
Defensive Circle
1
While wielding a lightsaber, the character may take the Defensive Circle action, making a Hard Lightsaber (Intellect) check. If successful, the character plus one ally per success result within short range gains ranged and meleed defense X until the beginning of the character's next turn. X equals 1, plus 1 for every two advantage results.
Parry
6
When hit by a melee attack suffer 3 strain to reduce damage by 2 plus ranks in Parry
Toughened
2
+2 Wounds
Defensive Stance
1
Maneuver, suffer strain to upgrade difficulty of all melee atacks. Cant strain more than ranks
Soresu Technique
1
May use intellect instead of brawn for lightsaber attacks
Reflect
3
When hit by a ranged attack suffer 3 strain to reduce damage by 2 plus ranks
Grit
2
+1 strain per rank
Confidence
1
Decrease difficulty of discipline checks to avoid FEAR by 1 per rank
Improved Reflect
1
When reflecting a hit that CRIT FAILS/ 3 disadvantage may hit 1 target in medium range with the same damage as initial hit after attack resolves.
Supreme Parry
1
If user did not make combat check on previous turn may suffer 1 strain to parry
Dedication
1
+1 Characteristic (BRAWN)
Strategic Form
1
Action, Hard Lightsaber (INT) check rolling FORCE. If successful 1 target in short range may only attack YOU for 1 round. Spend Light/Dark to extend effects.
FATED DUEL
1
Signature Ability
Vaapad Control
1
May suffer 1 Strain to downgrade difficulty of combat check equal to number of LIGHT side Destiny Points in the pool.
Inner Peace
1
1 per encounter, convert dark side Destiny Points to Light Side points equal to ranks. Reduce Conflict gained this session.
Force Powers
Force Rating
3
Power
Move
Description
The user may spend 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
Control 2
Pull objects out of secure mountings, or out of opponents grasp.
Control 1
The Force user can hurl objects to damage targets, Discipline check combined with MOVE power check dealing damage equal to 10x silhouette.
Strength 4
Spend White to increase silhouette equal to ranks.
Control 3
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.
Range 3
Spend force to increase power’s range by a number of range bands equal to range upgrades purchased.
Power
Protect
Description
The user makes a Protect power check and rolls an Average ( ) Discipline check as part of the pool. Spend to reduce damage from an
energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per . Dark side Force users may only protect
themselves.
Upgrade
Effect
Strength 2
Spend force to decrease damage or add damage equal to ranks of Strength purchased
Control 2
Spend advantage to gain defense equal to advantage spent.
Range 2
Spend 2 force to increase power’s range by a number of range bands equal to Range upgrades purchased.
Power
Heal
Description
(Light side Force user only): Spend force die to heal a number of wound equal to Intellect from an engaged living creature (including user).
Upgrade
Effect
Control 2
Spend 1x Light/Dark to remove 1 status effect.
Strength 1/2
Spend 1x Light/Dark to increase wounds healed by 1 per rank
Control 1
If no Black generated target heals strain equal to wounds healed,
Control 3
Make a (HARD) HEAL power check combined with a Medicine check. If success one target who heals wounds also heals 1 Critical Injury
Magnitude 1/2
Use 2x Light/Dark to affect 1 additional target equal to ranks.
Mastery
Spend 4x Light/Dark to restore 1 target who died.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend to sense all living things within short range (including sentient and non-sentient beings).
The user may spend to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Control 2
Ongoing effect: Commit one force die . Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Control 1
Spend a force. The Force user senses the current thoughts of one living target with whom he is engaged.
Power
Unleash
Description
The user makes an Unleash power check as ranged attack and rolls an Average ( ) Discipline check for difficulty. If check succeeds and
spends , the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
Upgrade
Effect
Control 2
Spend advantage to inflict one strain on the opponent.
Range 2
Spend 2 force to increase power’s range by a number of range bands equal to Range upgrades purchased.
Strength 2
Spend force to decrease damage or add damage equal to ranks of Strength purchased
Background
The daughter of Dimes. Time dilatation; she is around 25 years old. The Cleanser took her in as his own. She has a relationship with Ba-ron Umber like a very protective lover, but they are not lovers. Just the feel of such. They are both defenders of Peace. They are aware that something has happened to the cleanser, as he warned them he would not be coming back. She has forgotten Dimes is her dad.