Concealing Robes(Encumbrance -1)
•Soak +1
•Add 1 setback die to opponent trying to
identify wearer.
Refined Cortosis Gauntlets
•While in combat with a lightsaber wielder,
may spend 3 threat results from an
opponent's combat roll targeting them to
short out the lightsaber. Alternatively, may
spend 3 advantage results from own combat
check to short out the opponent's lightsaber.
Holdout Blaster Pistol(Encumberance -1)
•Add one setback die to an opponent who is
trying to find the weapon.
Personal Gear
Jedi Utility Belt (Encumbrance +1)
•3 days of food
•emergency medpac
• Jedi multi-tool
•glow rod
•comlink
•aquata breather
•Respirator (Encumbrance -1)
•Hand Scanner
Medical Backpack (Encumbrance -2)
•Allows characters to attempt to heal others using Medicine checks without penalty.
•Also grants a boost die
•decrease the difficulty of any Medicine checks to heal Critical Injuries by 1 to a minimum of Easy.
Commlink
Stimpack
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Parry
cost 5
When hit by melee attack spend 3 strain to reduce damage by 2 plus Parry Ranks.
Soresu Technique
cost 10
Use INT on lightsaber skill checks.
Reflect
Cost 10
When hit by ranged attack spend 3 strain to reduce damage by 2 plus Reflect Ranks.
Grit
Cost 10
+1 Strain Threshold.
Defensive Circle
Cost 15
As an action, make a 3 difficulty die, Lightsaber (Intellect) check. The character, plus 1 ally within short range per success, gains X defense until the beginning of the next turn. X equals 1, plus 1 per 2 Advantage(symbol).
Parry
Cost 15
When hit by melee attack spend 3 strain to reduce damage by 2 plus Parry Ranks.
Defensive Stance
Cost 5
As a maneuver suffer strain equal to the number of ranks in Defensive Stance to increase the difficulty of all incoming melee attacks by an equal number for the next round.
Improved Parry
Cost 15
When parrying a hit that generated a dispair or 3 threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage), after original attack resolves.
Toughened
Cost 5
Gain +2 wound Threshold
Force Powers
Force Rating
1
Power
Move
Description
The Force user can move small objects via the power of the Force. The user may spend (light or dark side force die points) 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
Power
Sense
Description
The Force User can sense the Force interacting with the world around him. The user may spend (Light/Dark side force die points) to sense all living things within short range (including sentient and non-sentient beings). The user may spend (Light/Darkside force die points) to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Light/Dark use): When guiding and shaping thoughts, only Dark side points may be used to generate negative emotions such as rage, fear, and hatred. Only Light side points may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either Light or Dark side points. The character may spend Light or Dark side points to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade
Effect
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend light or dark points to heal a number of wounds equal to Intellect from an engaged living creature (including the user). The user may not activate this multiple times.
Harm: Spend light or dark points to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged target. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade
Effect
Range
Spend a light/dark force point to increase the powers range a number of band equal to the number of ranks in Range.
Background
Comfortable with Tech: Having been born on Corescant allowed Thion to encounter advanced technology and his Jedi teachers made sure that he'd be adept at various technological fields.
A Duty to Tradition: He was taken in by the Jedi as a baby so he had to learn about their traditions since he was small. The only breaks he got we're when his Master/Overseer would break the rules and take him out of the temple. Thion is now well versed in the various teaching of the force.
Motivation
He will protect others and listens to his friends and masters when coerced however doesn't like to get involved to much.