Reinforced Gauntlets (Disorient 3: A disoriented character adds 1 black die to all checks he makes. Lasts number of rounds equal to disorient number.)
VibroKnucklers (Pierce 1: An attack made with this weapon ignores one point of soak for each rank of Pierce. Vicious 1: When this weapon scores a Critical Injury or Hit, the character adds ten times the Vicious rating to the Critical roll.) Add a setback die to any attempts to locate vibroknucklers concealed on an individual's body. Vibroknucklers cannot deal damage to a target's strain threshold.
Armored Clothing - As this armor is reasonably subtle, it takes a thorough search of an individual's person to detect that they're wearing it, an action that requires an Average difficulty Perception check (HP1, DF1, Soak1
Lightsaber
Personal Gear
current encumbrance = 1
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Grit
1
Each rank of Grit increases a character's strain threshold by one.
Iron Body
2
The character removes a setback die per rank of Iron Body from their Coordination and Resilience checks. The critical rating of the character's unarmed attacks is reduced by one per rank of Iron Body, to a minimum of 1.
Dense Musculature
1
Kyuzo are adapted for Phatrong's relatively high gravity, and can make impressive bounding leaps on most other worlds. Once per round as a maneuver, a Kyuzo may suffer 3 strain to leap horizontally or vertically to any location within medium range.
Martial Grace
1
Once per round, the character may suffer 2 strain to add additional damage equal to ranks in Coordination to one hit of a successful Brawl combat check.
Toughened
1
The character increases [their] wound threshold by two per rank of Toughened
Force Powers
Force Rating
2
Power
Enhance
Description
Enhance allows Force users to perform athletic feats beyond the original scope of their natural abilities. The basic power has one way of spending Force points:
Upgrade
Effect
Control - Can be used with Resilience
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend a Force point to gain a success or advantage result (their choice) on the check. (Remember, this counts as a normal Force power check in every way—it is simply combined with the overall skill check.)
Control - Can be used with Brawl
Power
Endure
Description
The basic power of Endure allows a Force user to temporarily ignore the effects of injury. The basic power has one way to commit Force dice:
Upgrade
Effect
Strength - The character increases the severity of Critical Injuries they can affect using Endure by one per Strength upgrade purchased.
When the character suffers a Critical Injury with a severity no greater than Easy difficulty, the character may activate Endure as an out-of-turn incidental, committing a Force die. While the Force die remains committed, the character ignores the effects of that Critical Injury. This means they do not apply any results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while the Force die remains committed. (The injury can still be healed.) When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated).