Double Bladed Lightsaber with Ilum Crystal
Weighted Training Suit (2 Soak)
Jedi Robes (1 Soak)
Simple clothes (0 Soak)
SKZ Sporting Blaster Rifle with Enhanced Xciter and Underbarrel Flame Projector
Personal Gear
Handheld Comlink
Datapad
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Lasat Prehensile Feet
May move up a vertical surface as though it were horizontal.
Kill with Kindness
Remove a setback die per rank of this talent from all Charm and Leadership checks.
Researcher
Remove a setback die from all Knowledge checks. Researching a subject takes half the time.
Smooth Talker
When making a Negotiation check, you may spend triumph to add successes equal to ranks in this talent.
Grit x2
+1 Strain Threshold
Force Rating x2
+1 Force Rating
Preemptive Avoidance
May spend a destiny point to disengage from an enemy as an out of turn incidental.
Knowledge Specialization
When making a Knowledge: Education check, you may spend triumph to add successes equal to ranks in Knowledge Specialization.
Parry x3
If wielding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 Strain to Reduce damage by 2 plus ranks in Parry.
Reflect x3
If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Nobody's Fool
May upgrade the difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Niman Technique
When making a check with the Lightsaber skill, the character may use Willpower instead of Brawn.
Defensive Training x2
When wielding a Lightsaber, Melee, or Brawl weapon, that weapon gains the defensive quality with a rating equal to ranks in Defensive Training.
Sense Emotions
Add a boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers.
Toughened
Gain +2 Wound Threshold.
Sum Djem
May spend a triumph or 2 advantage with a successful Lightsaber attack to disarm opponent.
Dedication
+1 Willpower
Force Assault
Spend a Triumph or 3 advantage on a missed Willpower-Lightsaber attack to immediately perform a Move Force power action as a maneuver.
Draw Closer
Take the Draw Closer action; make a Willpower-Lightsaber combat check against one Silhouette 1 target within Medium range, adding Force die no greater than Force rating. Spend a pip to move target one range band closer or to add a success to check.
Force Powers
Force Rating
3
Power
Move
Description
The Force user can move small objects via the power of the Force. The user may spend a pip 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
The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Strength x4
Spend a pip to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Range x3
Spend a pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude x4
Spend a pip to increase targets affected equal to Magnitude upgrades purchased.
Control
The Force user can hurl objects to damage targets by making a Discipline check combined with a Move power check, dealing damage equal to 10x Silhouette (Silhouette 0 does 5 damage).
Control
The user can perform fine manipulation of items, allowing him to do whatever the user could normally do with his hands at range with this power.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend a pip to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade
Effect
Control
When making a skill check to determine Initiative, the Force user may roll a Foresee power check as part of the pool. He may spend a pip to gain 1 success per point on the check.
Strength
Spend a pip to pick out specific details equal to Strength upgrades purchased.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor, or saps his foe of vital energy. Heal: Spend a pip to heal a number of Wounds equal to Intellect on an Engaged living creature (including user). Harm: Spend a pip to inflict a number of wounds equal to Intellect (ignoring Soak) on an Engaged living target. The user gains 1 Conflict.
Upgrade
Effect
Power
Sense
Description
The Force user may sense the Force interacting with the world around him. The user may spend a pip to sense all living things within Short range (including sentient and non-sentient beings). The user may spend a pip to sense the current emotional state of one living target with whom he is Engaged.
Upgrade
Effect
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten. The user may spend 2 pips to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance. The user may spend a pip and succeed at a 2p Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade
Effect
Power
Misdirect
Description
The Force user creatures illusions to fool those around them. The user may spend a pip to make a target at up to Short range unable to perceive a chosen person or object of Silhouette 1 or smaller. Until the beginning of the user's turn, the target cannot see or sense the hidden person or object.
Upgrade
Effect
Power
Manipulate
Description
The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems. The Force user may spend a pip to cause one vehicle or starship he is engaged with to recover one System Strain.
Upgrade
Effect
Power
Influence
Description
The Force user may attempt to guide, shape, and even twist the thoughts and feelings of others. The user may spend a pip to stress the mind of one living target he is Engaged with, inflicting 1 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 a pip and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for one round or five minutes.
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force. The user may spend a pip to ignore the effects of darkness or blindness and see normally at up to Medium range for the remainder of the round (or one minute). This allows the user to view everything most sentients could normally be able to see on a well lit day.
Upgrade
Effect
Power
Enhance
Description
The Force user can perform athletic feats beyond the original scope of their natural abilities. When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend a pip to gain a success or an advantage (user's choice) on the check.
Upgrade
Effect
Control
Enhance can be used with the Resilience skill.
Control
Take a Force leap action; make an Enhance power check. The user may spend a pip to jump horizontally to any location in Short range. (may not be activated multiple times)
Control
Enhance can be used with the Brawl skill.
Power
Ebb/Flow
Description
The Force user's action sap strength from his foes, or empower himself. Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend a pip to suffer 1 strain, the inflict 1 strain on all other engaged characters. The force user may not activate this multiple times. Flow: When the Force user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend a pip to heal 1 Strain. The Force user may not activate this multiple times.
Upgrade
Effect
Power
Psychometry
Description
The Force user can feel the echoes of the force within objects, gaining memories of it's past. The user may spend a pip to learn the general history of an object. This power may also be triggered as an incidental when the user touches an object for the first time at the DM's discretion.
Upgrade
Effect
Details
Spend a pip to pick out specific events and details equal to Detail upgrades purchased.
Control
When making a skill check to track a target, the Force user may roll a Psychometry power check as part of the pool. He may spend a pip to add a Success or an Advantage (your choice) on the check.