Limited Ammox12, add a setback die to all perception checks to find it.
Damage
1-7
Critical
4
Light Blaster
Range
Medium
Skill
Ranged: Light
Stun Setting, 1 hard point
Damage
5
Critical
4
Training Saber
Range
Engaged
Skill
Lightsaber
Stun Damage Only
Damage
6
Critical
N/A
0
215
206
6
Weapons & Armor
Heavy Clothing
Training Saber
Personal Gear
Variable Holdout-5 ammo blaster.
0xstim packs
2x ryll
2xammo packs
Assets & Resources
Absolutely nothing!
Little Sith-y orb
Critical Injuries & Conditions
Head Ringer 2
Head Ringer again
Talents
Name
Rank
Book & Page
Description
Sensory Tendrils
1
Add a boost die to all Perception checks.
Grit
1
Gain +1 strain threshold
Confidence
1
May decrease difficulty of Discipline checks to avoid fear by one per rank of confidence.
Well rounded
1
Choose any two skills, they permanently become career skills: Cool + Ranged: Light
Competitive Nature
1
Once per encounter, when an ally generates a Triumph or Three Advantages on a successful check, I may spend those advantages/triumphs as if I had generated them.
Toughened
1
Gain +2 Wound threshold.
Reflect
1
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Force Rating
2
Allows you to use force powers.
Force Powers
Force Rating
2
Power
Ebb and Flow
Description
Ebb: when making a skill check, may do a ebb check to spend a force point to inflict one strain on myself and all other engaged characters.
Flow: When making a skill check, may do a flow power roll and spend a force point to heal myself one strain.
Upgrade
Effect
Strength A,
Spend a force point to increase the amount of strain healed or inflicted by one.
Range A,
Spend two force points to effect everyone at short range.
Control A
Ebb: When making a combined Ebb power check, may spend FP to add disadvantages to any checks made by engaged opponents.
Flow: When making a combined flow power check, may spend FP to add advantages to any checks using the same skill until the end of next turn.
Control C
Commit a force die, as long as force die remains committed, roll it for every skill check, and add its FP as either successes or advantages.
Control B
Ebb: when making a combined Ebb power check, may spend FP to add failures to any checks made by engaged opponents.
Flow: when making a combined flow check, may spend FP to add successes to any checks using the same skill made before the end of next turn.
Power
Heal/Harm
Description
Harm: Spend a Force Point to inflict a number of wounds equal to Intellect (Ignoring soak) on an engaged living target). The User gains one conflict.
Upgrade
Effect
Background
Slave
Motivation
Lord of Conflict: Warfare, and conflict in general, is the only way for life to advance and grow stronger, and this character sees himself as an agent of conflict. Sowing chaos and disorder propel this character, with the aim of keeping the galaxy in an eternal struggle.
Morality
0
Moral Strength: Discipline
Moral Weakness: Repression
Conflict-3