Basic Lightsaber
Skill: Melee
Dam: 6
Crit: 2
Range: Engaged
Encum 1
HP: 5
Price: (R) 9300 // 8000 (before the empire)
Rarity: 9
Breach 1: Ignore 10 points of soak for every rating. Ignore one point of armor for every rating.
Sunder: Choose one item openly wielded by the target (weapon, shield, item on a belt). That item is damaged to minor if undamaged, from minor to moderate, or from moderate to major. If weapon already has major damage it is destroyed.
Sunder requires 1 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.
Personal Gear
Assets & Resources
Reflec armor
stats:
Defense: 0
Soak: 0
Price: 100,000(R)
Encumbrance: 1
Hard Points: 4
Rare: 10
Special qualities
All players wearing Reflec armor gain +1 in Stealth for no additional XP cost
All players wearing Reflec armor may role a Daunting Stealth check to immediately hide from adversaries regardless of scenario once per session
Note: Reflec armor can be upgraded (eventually) and Reflec material itself will (eventually) be able to be put on any armor set
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Grit
2
Jedi Knight Talent Tree
+2 strain threshold
Jump-Up
1
Jedi Knight Talent Tree
Once per round, may stand from seated or prone as an incidental
Researcher
1
Jedi Knight Talent Tree
Remove 1 setback dice per rank of Researcher from knowledge checks. Researching a subject takes half the time.
Force Powers
Force Rating
2
Power
Move
Description
The force user can move small objects via the power of the force. The user may spend force die to move one object of silhouette 0 that is within short range up to their maximum range. The default maximum range is short range.
Upgrade
Effect
Strength
Spend force die to increase silhouette able to be targeted equal to strength upgrades purchased
Power
Heal/Harm
Description
The force bolsters their ally with renewed vigor or saps his foe of vital energy.
Heal (Lightside force user only) Spend force die to heal a number of wounds equal to intellect from an engaged living creature (including user)
Harm Spend force die to inflict a number of wounds equal to intellect (ignoring soak) on an engaged living target. The user gains 1 conflict.