Breach 2, Cumbersome 3, Defensive 1, Sunder. May spend 4 advantages to prevent opponent from using the Parry talent.
Damage
12
Critical
4
Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder 1, Defensive +1.
Damage
7
Critical
2
49
554
8
Weapons & Armor
Jedi Battle Armour - Equipped
Lightsaber Pike - Equipped
Commlink - (Jedi - Ka'lee Saniru)
Macro-Binoculars x 1
Stimpack x 1
Backpack x 1 (Encumbrance limit +4)
Czerka Prototype Arms x 1
Personal Gear
Jedi Utility Belt: Contains 3 days of food, an emergency medpac, lightsaber maintenance kit, glow rod, comlink and aquata rebreather.
Lightsaber Maintenance Kit (IN BELT, NO ENCUMBERANCE): In addition to counting as a toolkit for the purposes of being able to perform most Mechanics checks, it adds 1 advantage result to any checks to repair, craft, modify lightsabers. Enc 2.
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Enduring
1
The character gains +1 soak value per rank of Enduring.
Conditioned
2
Remove 1 black die per rank of Conditioned from Athletics & Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Parry
4
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Jump Up
1
Once per round, may stand from seated or prone as an incidental.
Quick Draw
1
Once per round, draw or holster a weapon or accessible item as an incidental.
Quick Strike
2
Add 1 Blue die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Force Bond (Breezeblow)
1
+1 Blue die when within Engaged range by both Breezeblow and an enemy.
Reflect
1
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Force Powers
Force Rating
2
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Black Force Die / White Force Die): When guiding and shaping thoughts, only Black Force may be used to generate negative emotions such as rage, fear, and hatred. Only White Force die may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either Black Force Die or White Force Die.
The character may spend 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 one White and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Range
Spend one White force die to increase power’s range by a number of range bands equal to range upgrades purchased
Magnitude
Spend one White to increase targets affected equal to magnitude upgrades purchased.
Power
Force Move
Description
Upgrade
Effect
Power
FORESEE
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend 1 White Force Die to gain vague hints of events to come, up to a day into his future.
Upgrade
Effect
Range
Spend 1 White Force Die to increase power’s range by a number of range bands equal to Range upgrades purchased.
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 1 White Force Die to gain 1 success per point on the check.
Magnitude
Spend 1 White Force Die to increase targets affected equal to Magnitude upgrades purchased.
Control
Affected targets increase their ranged and melee defense by 2 for the first round of combat.
Strength
Spend 1 White Force Die to pick out specific details equal to Strength upgrades purchased.
Duration
Spend 1 White Force Die to increase the days into the future the user can see equal to Duration upgrades purchased.
Background
Motivation
Lava Planet Dwellers: Remove 2 setback dice from checks to resist arid or hot environmental conditions.