Alliance tattoo on his right forearm.
Breach 1
Sunder
Accurate 1
Gain +1 strain threshold
Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
When hit by a Brawl, Melee or LS check, after damage calc, but before soak, suffer 3 strain to reduce damage by 2 plus ranks in Parry. (Inc, OOT) (Req LS or Melee)
When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.
Add :eB: to Melee and Lightsaber checks when engaged with only one opponent.
Spend :e!: or :e^::e^::e^: generated on a missed melee attack to upgrade difficulty of opponent's next attack targeting character by ranks in Feint.
Spend 1 Destiny Point to recover strain equal to Presence rating.
When parrying a hit that generate :e$: or :e%::e%::e%:, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage + talents & abilities) after original attack resolves.
When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
May spend :e!: or :e^::e^: with a successful Lightsaber check to disarm opponent.
Take the Makashi Finish action; Perform a Lightsaber (Presence) combat check against engaged target, adding :eF: no greater than Force rating. Spend :eLN: to add +10 to any resulting Critical Injury rolls.
Once per encounter, perform Makashi Flourish action. Make an Average (:eD::eD:) Lightsaber (Presence) check. 1 engaged opponent suffers strain equal to :e*:, and heal an equal amount of strain.
A common device found across the galaxy, comlinks come in a variety of forms depending on their function and user. Each allows for audio messaging between two parties though advanced models can transmit multiple users or network groups together. Personal comlinks are often small, hand-held cylinders capable of communicating over distances into low orbit. Some models are built into helmets and armor segments. Longer-range versions are usually carried as large satchels or in backpacks, and can reach across a planet and to ships in high orbit (or even elsewhere in the same star system). Most operate on a standard net of frequencies that can be adjusted as desired to elude detection.
Datapads are common on most technologically civilized planets, and are used to record, store, display, and organize almost any kind of data from basic text to holographic recordings. Most come with a small display screen, though some use holoprojectors and are small enough to be easily carried in one or two hands, depending on the model. They are commonly encoded or encrypted so that only the actual owner can operate them; some are even set to wipe all data if unauthorized users attempt access.
Models Include: Numerous Variants.
Stimpacks are auto-injection tubes filled with medicine, bacta, and painkillers. They are field-ready emergency health recovery products, and useful for quick healing in the field. There are countless makers of stimpacks, from Chiewab Amalgamated Pharmaceuticals to Athakam MedTech.
It takes a maneuver for a character to inject a stimpack in himself or another..Stimpacks are one-use items, and automatically heal 5 wounds. Characters can use stimpacks more than once, but each use heals one less wound (so the second use heals four, the third use heals three, and so on). The sixth stimpack heals no wounds—the character is already oversaturated with the medicine for it to have any effect. It takes a day for the character's body to process the stimpacks and for him to be able to use them at full effectiveness. See page 220 for more information.
Restraints come in many forms, but all are designed to keep a conscious prisoner subdued and manageable. Basic binder cuffs are strong enough to keep a Wookiee under control and are part of any bounty hunter's standard kit. Binders are made by a variety of different companies, such as Locris Syndicated Securities, although most follow the same basic design.
Breaking free of binders is often a matter of either sheer brawn or impressive agility and flexibility. The difficulty of each restraint is different depending on the make and model, but the most common restraints require a Daunting (:eD::eD::eD::eD:) Athletics or Coordination check to escape.
Models Include: Locris Syndicated Securities Bind-1.
The boy turned Rebel who was shot down during a clash with the Empire discovered a new destiny before him. He found an ancient temple to hide in after crashlanding. Here he discovered a pair of lightsabers. They called to him, without hesitation he grabbed them and used them as weapons to escape the grip of the Empire. He likes the weapons and loves branishing them in front of fellow Rebels to gain their approval.
Josef was a rebel from a very young age, and as soon as he could join the Rebel Alliance he leapt at the opportunity. While flying a mission his air speeder was shot down and he crashed into an ancient temple. There he discovered two lightsabers . With his weapons lost in the landing he used the lightsabers to fight his way home. He now seeks the secrets of his weapons to help take down the Empire.
Josef is a member of the Rebel Alliance assigned to Rebel Airspeeder patrol of Rebel Bases.
The characters bravery is quite remarkable. Whether facing down a charging rancor or racing into a burning building to save innocents, he is always willing to take risks to help others.
Hot blood, however, can easily lead to hot tempers. The character is quick to anger, and what he cannot deal with face-to-face can often frustrate him to the point of rage.