Ceremonial Gold and White robes.
Standard Jedi Travel Robes.
Jedi Vector.
Two Training Lightsabers.
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Parry
4
FaD 149
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry.
Reflect
4
FaD 150
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Skilled Teacher
2
DoH 30
If an ally in short range has lower ranks in a skill than the character, the character may perform a Skilled Teacher incidental to suffer a number of Strain no greater than ranks of Skilled Teacher then add an equal number of successes to ally's next check.
Center of Being
1
FaD 140
Once per round, when wielding a lightsaber, the character can make a Center of Being maneuver. Until the beginning of his next turn, whenever an enemy makes a Melee attack targeting the character, the critical rating of the enemy's weapon counts as one higher per rank of Center of Being.
Improved Parry
1
FaD 149
When parrying a hit that generated a Despair or 3 Threats, you may hit the attacker once with a Lightsaber, Brawl, or Melee weapon (dealing base damage) after the original attack resolves.
Improved Reflect
1
FaD 150
When reflecting a hit that generated a Despair or 3 Threats, you may hit one target in medium range with the same damage as the initial hit, after the original attack resolves.
Sum Djem
1
FaD 152
May spend a Triumph or 2 Advantage with a successful Lightsaber check to disarm an opponent.
Force Rating
1
FaD 143
Permanently increase the character's Force Rating by 1
Force Powers
Force Rating
3
Power
Battle Meditation
Description
The force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend a force point to add one automatic success to all checks made by a number of engaged friendly targets up to his presence before the end of his next turn. If the user used any Dark Side Pips to generate Force Points, reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter.
Upgrade
Effect
Power
Enhance
Description
When making an Athletics check, a Force User may roll an Enhance Power Check as part of the pool.
The user may spend a Force Point to gain a Success or an Advantage (user's choice) on the check.
Upgrade
Effect
Control
When performing a Force Leap, the User may jump vertically in addition to jumping horizontally.
Control
Take a Force Leap action: make an Enhance Power Check. The User may spend a force point to jump horizontally to any location in Short range.
Power
Move
Description
The Force User can move small objects using the power of The Force.
The User may spend a Force Point 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
Magnitude
Spend a Force Point to increase targets affected equal to Magnitude upgrades purchased.
Strength
Spend a Force Point to increase silhouette able to be targeted equal to Strength upgrades purchased.
Power
Sense
Description
The Force User can sense the Force interacting with the world around them.
The User may spend a Force Point to sense all living things within Short Range (Including sentient and non-sentient beings)
The user may spend a force point to sense the current emotional state of one living target with whom he is Engaged.
Upgrade
Effect
Control
Ongoing effect: Commit one Force Dice. Once per round, when an attack targets the Force User, he upgrades the difficulty of the pool once.
Background
Motivation
Morality
Morality Score: 71
Moral Strength: Conviction
Moral Weakness: Obstinance
Description
Other Notes
Weapon Traits:
Accurate 1: Accurate weapons are easier to aim or wield, whether through design or technology. For each level of this trait, the attacker adds one Boost dice to his attack dice pools while using this weapon.
Breach 1: Weapons with Breach burn through the toughest armor; they are often heavy weapons or starship weapons.
Breach weapons ignore one point of armor for every rating of Breach (Meaning they also ignore 10 points of Soak for every rating of Breach.
Sunder: When activated the attacker chooses one item openly wielded by the target (such as a weapon, shield, or item on a belt). That item is damaged one step: To minor if undamaged, from minor to moderate, or from moderate to major. If a weapon already suffering Major damage is the target of a successful sunder, it is destroyed.
Sunder requires one Advantage to activate. If activated multiple times in the same attack, each activation can be applied multiple times against the same weapon, potentially taking a weapon from Undamaged to Destroyed in the same attack.
Lightweight: Decrease the Lightsaber's encumbrance by 1.
Personalized Design: When the crafter makes a successful Lightsaber check with this weapon, add an automatic success to the results. Ad an automatic Threat to lightsaber checks other characters make with this Lightsaber.
Mods:
Illum Crystal (2HP)
Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 2, and the lightsaber gains the breach 1 and sunder weapon qualities. If the crystla is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Paired Weapons (1HP)
Must be applied to two weapons at the same time. Reduces the Advantages required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.
Dantari Crystal (2HP)
Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 2, and the Lightsaber gains the Breach 1 and Sunder weapon qualities. When making a Force power check as part of a Combat check, a character using a lightsaber with a Dantari crystal may spend a Force Point to recover 2 strain. If the crystal is ever removed, the lightsaber loses these qualities and abilities, and it reverts to its previous base damage and critical rating.
Custom Grip (1HP)
Remove one Setback from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds two Setbacks to all combat checks made using it.
Gene-Lock (1HP)
This weapon functions only in the hands of its authorized owner.