Lightsaber (The difficulty of Lightsaber
combat checks is Average
( <> <> ). the difficulty of
all melee attacks.)
Breach: ignore
Personal Gear
Disabled slave shock collar
Concealing robes (+1 black die against checks to notice/recognize)
10 Stimpacks (It takes a maneuver for a character to inject a stimpack into himself or another. Stimpacks are one use items, and they automatically heal 5 wounds. Characters can use stimpacks more than once, but each
use heals one fewer wound (so the second use heals four, the third use heals three, and so on). The sixth stimpack heals no wounds—the character is already too oversaturated with the medicine for it to have any effect. It takes a day for the character's body to process the stimpacks and to be able to use them at full effectiveness. See page 227 for more information).
Handheld comlink
Space suit (manuevering thrusters and spotlights and comlinks and magboots)
Adventure Backpack (+4 encumberance threshold)
Wilderness survival kit (includes a thermal cloak, a multitool or survival knife, a distress beacon, two emergency comlinks, a spool of wire, ration bars, a basic med-pac, two respirators, a water jug with filter, a glow rod, fifty meters of high-tensile microfiber line, ten ration packs, and an emergency flare gun. 3 enc.)
Lorrdian gemstone (ligntsaber’s damage up to 7 and its critical rating to 2, and the lightsaber gains the Breach 1, Defensive 1, and Sunder weapon qualities.
Spice flower (+1 force rating for ten minutes, but also hallucinations).
Critical Injuries & Conditions
Wookie rage
Strain: recover all after full night's rest, or at the end of the encounter you can make a discipline/cool check (no difficulty) and every success recovers 1 strain.
Talents
Name
Rank
Book & Page
Description
Parry
3
Warrior: Shii-Cho knight
When hit by a melee attack, suffer 3 strain to reduce damage by 2+ranks in parry.
Second Wind
2
Warrior: Shii-Cho knight
Once per encounter, use Second Wind incidental to recover strain equal to ranks in Second Wind.
Toughened
2
Warrior: Agressor + Shii-Cho knight
Gain +2 wound threshold
Multiple Oponents
1
Warrior: Shii-Cho knight
Add BOOST DIE to lightsabre, brawl, and melee checks when engaged with multiple opponents
Defensive training
1
Warrior: Shii-Cho knight
When making a lighsabre. melee, or brawl weapon, it gains the defensive quality equal to ranks in Defensive Training.
Sum Djem [FORCE]
1
Warrior: Shii-Cho knight
May spend 1 triumph OR 2 advantage with a successful Lightsabre check to disarm opponent
Natural Blademaster
1
Warrior: Shii-Cho knight
Once per session, reroll 1 lighsaber or melee check
Intimidating
1
Warrior: Aggressor
Suffer a number of strain to downgrade difficulty of Coercion checks or upgrade difficulty when targetted by Coercion checks by that number. Strain cannot exceed ranks in Intimidating.
Fearsome
2
Warrior: Aggressor
When an adversary becomes engaged with the character, may force the adversary to make a fear check with teh difficulty equal to the character's rank in Fearsome.
The Force is With Me
1
Wisdom of the Whills
Committing your body to the force strengthens you. Commit one force die to increase WOUND threshold by 4
Quick Draw
1
Shii-cho
Draw or holster weapon as an incidental
Sarlacc sweep
1
Warrior: Shii-Cho knight
Increase difficulty of lightsabre checks to
Grit
1
Warrior
+1 strain
+1 Force Point
1
Warrior: Aggressor
Plausible deniability
1
Warrior: Aggressor
Remove one black die per rank from all coercion and deception checks
(TO DO: 20 cost) Improved parry
0
Warrior: Shii-Cho knight
When parrying a hit that generated despair/3 threat, hit back with lightsaber/brawl/melee and deal base damage after the attack resolves
Force Powers
Force Rating
2
Power
Ebb/flow: base
Description
Upgrade
Effect
The Force user’s actions empower himself or sap strength from his foes.
Ebb: When the user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend a FORCE DIE to suffer 1 strain, then inflict 1 strain on all other engaged characters. The user may not activate this multiple times.
Flow: When the user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend F to heal 1 strain. The user may not activate this multiple times
Power
Ebb/flow: range
Description
Upgrade
Effect
Spend 2 FORCE DICE to affect all other characters at short range.
Power
Ebb/flow: control
Description
Upgrade
Effect
Ebb: When making a combined Ebb power check, may spend FORCE to
add t to any checks made by engaged opponents until the end of
next turn.
Flow: When making a combined Flow power check, may spend ONE FORCE to
add advantage to any checks using the same skill until the end of next turn.
Background
Padawan saved by Jedi Krassk M'ikosh, a Trandoshan who sacrificed himself to save Gungi on Alaris Prime. Instilled a respect for the nemesis culture/species.
Motivation
Spiritual: the Jedi code.
There is no emotion; there is peace.
There is no ignorance; there is knowledge.
There is no passion; There is serenity.
There is no death; there is only the Force.
A Jedi does not act for personal power or wealth but seeks knowledge and enlightenment.
A Jedi never acts from hatred, anger, fear, or aggression but acts when calm and at peace with the Force.
Jedi are the guardians of peace in the galaxy.
Jedi use the powers to defend and to protect, never to attack others.
Jedi respect life, in any form.
Jedi serve others rather than ruling over them, for the good of the galaxy.
Jedi seek to improve themselves through knowledge and training.
Wookiee Rage: When a Wookiee has suffered any wounds, he deals +1 damage to Brawl and Melee attacks. When a Wookiee is Critically Injured, he instead deals +2 damage to Brawl and Melee attacks.