Cargo Clothing- Can hold up to 3 items of 1 encumbrance each. Attachments: Armor Insert[1 defence mod, soak modification failed] Turns any item under 2 soak into Armoured Clothing, Comlink, & Boot Blade
Broadsaber [Mephite Crystal] Increase damage from cyrstal installed by 1
1 Enc. 0 HP remaining
Attachments: Pistol Hilt, Mephite Crystal
Allows a Lightsaber to be used as a 6 damage 3 critical Stun damage only
Base Mephite Crystal
Model 4 "Thunderhead" Scattergun
3 Enc. 3 HP remaining
Attachments: Lightweight Frame
Lightweight Frame- reduce Encumbrance by 1
Star Talon Stored Items: 1 Fusion Lantern, 1 Slugthrower Pistol
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Toughened
FaD 99
Gain +2 wound threshold
Grit
FaD 99
Gain +1 string threshold
Prey on the Weak (2)
FaD 99
Add +1 damage two one hit of successful combat checks 100 disoriented targets per rank of Prey on the Weak
Crippling Blow
FaD 99
Increase the difficulty of the next combat check by 1 if check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter
Dedication
FaD 99
Gain +1 to a single Characteristic. This cannot bring a characteristic above 6.
Intimidating
KoF 27
May suffer a number of strain to downgrade difficulty of coercion check, or upgrade difficulty when targeted by coercion checks, buy an equal number. Strain suffered this way cannot exceed ranks in intimidating
Parry
KoF 27
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry
Fearsome
FaD CR 99
When an adversary becomes engaged with the character, the character May Force the adversary to make a fear check, what's the difficulty equal to the character's ranks in fearsome
Force Powers
Force Rating
1
Power
Heal/Harm
Description
The force user bolsters his ally with renewed vigor or saps his for of vital strength.
Heal (light side force user only): use [force die] to heal a number of wounds equal to intellect from an engaged living creature (including self).
Harm: use [force die] to inflict a number of wounds equal to intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict
Upgrade
Effect
Magnitude (2)
Spend 2 [Force die] to Effect 1 additional Target within range per rank of magnitude purchased
Mastery
Heal: Once per session, spend 4 [Force Die] to restore 1 target who died at the end of the user's last turn to life.
Harm:Once per session, When this power kills a target, restore one engaged character who died this encounter to life. Each character gains 7 Conflict.
Range
Spend 1 [Force Die] to increase power's range bands equal to Range upgrades purchased.
Strength
Heal: Spend 1 [Force die] to increase wounds healed per rank of Strength upgrades
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 Force generated from dark may be used to generate negative emotions such as rage, fear, and hatred. Only Force generated from light may be used to generate positive emotions such as peace, tranquility, and friendliness. other emotions such as confusion can be created from Force generated from either light or dark.
The character may spend Force to stress the mind of one living Target he is engaged with, inflecting one strain
Upgrade
Effect
Control
The force user may make an opposed discipline vs. Discipline check combined with an influence power check. If the user spins force and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue lasting for one round or 5 minutes
Power
Move
Description
The force user may move small objects via the power of the force.
the force user may spend force to move one object of silhouette zero that is within short-range up to his maximum range. The default maximum range is short range
Upgrade
Effect
Background
A former Acolyte during the Clone Wars, he was gunned down by a fully automatic shotgun, resulting in a broken lightsaber and a near death experience. Since then he has renounced the Dark side, viewing it as a weakness that is only a temporary boon
Motivation
Redemption
Morality
"50 Morality"
Description
Other Notes
[Destroyed]Panic Pistol (Slugthrower) while at engaged range, a character wielding a panic pistol does not add the plus one difficulty modifier for ranged attacks in melee. However the GM may spend two threat die to damage the weapon