Critical Rating +2, Breach +1, Vicious +2, Sunder, Custom Reverse Grip (Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it.) ((Add 1 dark force point to any force power check.))
Enhanced Helmet Optics (Cancels the effect of darkness, smoke, or other environmental effects that obscure vision)
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Adversary 3
1
Upgrade the difficulty of any combat check targeting this character three times.
Durable 2
1
Subtract 20 from Critical Injury rolls made against the character.
Force Rating 4
1
Roll 4 force die to activate Force powers
Parry (Improved) 4
1
When struck by a melee attack but before applying Soak, suffer 3 Strain to reduce damage by 6. When parrying a hit that generated or 1 despair or 3 threat, may hit attacker once with Brawl, dealing base damage, after the original attack is resolved.
Reflect (Improved) 4
1
When struck by a ranged attack but before applying Soak, suffer 3 Strain to reduce damage by 6. When reflecting a hit that generated or 1 despair or 3 threat, may hit one target within Medium range dealing the same damage as the initial attack, after the original attack is resolved.
Saber Throw
1
Make a Lightsaber check against a target within medium range, adding force die up to Force rating. Spend 1 light/darkside point and 1 light/darkside point for lightsaber to return to hand.
I Have Waited So Long
1
After inflicting a Critical Hit or Injury in combat, the character may spend 1 advantage to add +10 to Critical Hit or Injury roll results.
Unbroken
1
Whenever the character makes a combat check with their lightsaber and generates a Critial Injury, they may also, as an incidental, activate one Force power they possess as if they have spent equal force points to the severity of the Critial Injury.
Stalker
1
At the beginning of each encounter, each enemy within Medium range must make a Hard (two challenge die, one difficulty die) fear check.
Force Powers
Force Rating
4
Power
Enhance
Description
When making an Athletics check, the character may roll an Enhance power check as part of the pool and may spend 1 dark/lightside point to get 1 success or 1 advantage on thte check.
Upgrade
Effect
Power
Choke
Description
The character may spend to immobilize a target within short range until the end of their next turn; may spend force points to inflict 1 Wound on the target, ignoring Soak and may do so multiple times. The character may also roll an opposed Discipline vs. Discipline check against the target, if the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per force points spent on the check.
Upgrade
Effect
Power
Move
Description
The character may hurl objects by making a Move Force Power check and rolling a ranged attack as part of the pool. The attack’s difficulty is equal to the Silhouette of the object being thrown (default is Silhouette 0) and only succeeds if they can also spend enough force points to move the object. The attack deals damage equal to the Silhouette of the object times 10 (Silhouette 0 deals 5 damage) plus one per success. To throw multiple objects, they must generate enough force points to move multiple objects, and must use rules for Auto-Fire to determine difficulty and targeting.
Upgrade
Effect
Power
Sense
Description
Spend force point to sense all living things within Medium range of the character (including animals and sentient beings).
Upgrade
Effect
Power
Unleash
Description
Make a Force power check targeting one enemy at SHort range, roll a ranged attack as part of the pool, using an Average (two difficulty dice) Discipline check instead of normal difficulty. If the check is successful and generates two darkside points, the attack deals 3 damage with a critical rating of 4, plus 1 additional damage per success. May spend 1 darkside point to increase damage by 3, or 1 avantage to inflict 1 strain on the target.