Crafting Bonus(es):
Disguised: Add a setback die to other characters' checks to identify the lightsaber hilt as such while it is not ignited.
Crystal(s):
Ghostfire Crystal: Wielder may spend four advantage results or a triumph result to prevent the target from using the Parry talent to reduce damage from this attack.
Attachments:
Walking Stick Disguise: Unless ignited, this weapon is completely indistinguishable from a regular walking stick, and a character must succeed on a Formidable difficulty Perception check or Vigilance check to notice that it is not. ̶T̶h̶e̶ ̶w̶e̶a̶p̶o̶n̶ ̶a̶l̶s̶o̶ ̶g̶a̶i̶n̶s̶ ̶t̶h̶e̶ ̶I̶n̶a̶c̶c̶u̶r̶a̶te 1 item̶ ̶q̶u̶a̶l̶i̶t̶y̶.̶ ̶I̶f̶ ̶t̶h̶e̶ weapo̶n̶ alr̶ea̶d̶y̶ ̶h̶a̶s̶ ̶t̶h̶e̶ ̶I̶naccur̶a̶t̶e̶ ̶qua̶l̶ity̶,̶ ̶i̶t̶s̶ ̶I̶n̶accura̶t̶e̶ ̶q̶u̶a̶lity̶ ̶i̶n̶cr̶e̶a̶s̶e̶s by 1̶.̶ (-1 Innacuracy Mod)
Cloaking Cloak:
Defense: 0
Soak: 1
HP: 1
Encumbrance: 4
Rarity: 8 (R)
A cloaking coat upgrades the difficulty of checks using sensors or electronic forms of detection to find an individual wearing it twice. Droids with an Intellect lower than the wearer's ranks in Computers are affected similarly when trying to detect the wearer.
When making skill checks, Kel Dors remove up to two setback dice imposed due to darkness.
Atmospheric Requirement
1
Kel Dors must wear a specialized mask to breathe and see outside of their native atmosphere. A Kel Dor character starts the game with an antitox breath mask and treats oxygen as a dangerous atmosphere with Rating 8. However, Kel Dors may survive in vacuum for up to five minutes before suffering its effects.
Parry
3
If wielding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 Strain to reduce damage by 2 plus ranks in Parry. 5
Nobodys Fool
1
May upgrade the difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Reflect
3
If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 Strain to reduce damage by 2 plus ranks in Reflect.
Grit
2
Gain +1 Strain Threshold.
Niman Technique
1
When making a check with the Lightsaber skill, the character may use Willpower instead of Brawn.
Defensive Training
2
When wielding a Lightsaber, Melee, or Brawl weapon, that weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Toughened
2
Gain +2 Wound Threshold
Sense Emotions
1
Add (blue) to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers.
Expert Tracker
1
Remove (Setback) per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Force Powers
Force Rating
1
Power
Foresight
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend (Force Pip) to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade
Effect
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend (Two Force Pips) to gain insight into the general location or direction of a person or object that he knows about. regardless of current distance.
The user may spend (Force Pip) and succeed at an Average ♦ ) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade
Effect
Power
Misdirect
Description
The Force user creates illusions to fool those around him.
The user may spend (Force Pip) to make a target at up to short range unable to perceive a chosen person or object of silhouette I or smaller. Until the beginning of
the user's next turn. the target cannot see or sense the hidden person or object.
Upgrade
Effect
Power
Sense
Description
The Force user can sense the Force interacling with the world around him.
The user may spend (Force Pip) to sense all living Things within short range (including sentient and non-senlient beings).
The user may spend (Force Pip) to sense the current emolional state of one living target with whom he is engaged.
Upgrade
Effect
Background
Comfortable with Tech:
Many of the worlds and cultures across the galaxy have
a high level of technological sophistication. Droids and
the HoloNet are tools that many sentients use on a
daily basis. Starships and repulsorlift craft are a common sight on many worlds, and characters are likely
comfortable using these fantastic devices. Most adult
individuals from these sorts of worlds enjoyed an education that included a solid grounding in engineering
and the hard sciences. This level of technological familiarity is considered the norm for the civilized galaxy.
Most of the planets from the Core Worlds to the
Outer Rim fall into this category. Even frontier and colonial worlds tend to have denizens familiar with standard galactic technologies, even if said technologies are rare or unavailable. These planets are typically a
part of wider galactic society. Citizens of these worlds
who wish to avoid technology must make a deliberate
effort to do so
One with the Force:
Some adepts are so deeply grounded in the Force
that it influences their every action. These characters
constantly perceive the world through its lens, and it
decides their every thought. Often. their education
has included a thorough grounding in Force philosophies, so that they choose to act with deliberate devotion to the light (or dark) side of the Force.
Motivation
Discovery (Ambition):
Seeking out and discovering new worlds, information, or the wondrous secrets hidden among the galaxy's counlless
stars drives this character's actions. More than anything. he wants to find and experience things nobody else has.
Destroy the Sith (Ambition):
Through ancient texts or diligent research. the character has learned of the Jedi's ancient enemies: the Sith. He has set out to defeat and destroy their order, or at the very least, do what he can to hinder them.
Duties
Emotional Strenght:
Enthusiasm: The character is always ready to try
something new. and he approaches all of his tasks, even
mundane ones, with excitement. He's not one to overthink
a situation, lest he miss a great new opportunity.
Emotional Weakness:
Recklessness: Of course. a little thought can go a long
way towards saving someone from a major mistake. which
this character may find out to his sorrow on more than one
occasion. Reckless behavior can leave him in dangerous
situations or at the mercy of more calculating individuals.
Description
Other Notes
Good - Light:
Additional Destiny Point at the Start of the Session
Flip a Destiny Point to remove an Allys Critical Injury once per session.
Light Side:
Free Light Pip
Boost Die to Presence/Willpower Checks
Strain when using Dark Pips