Stun Batons
Begun Training to Skilled
Electrocute an enemy with a Stun Baton
1 Day Cooldown
Successfully knock out a civilian with a Stun Baton.
1 Day Cooldown
Accidentally prolong the usage of your Stun Baton on an opponent, causing serious harm to them.
1 Day Cooldown
Electrocute yourself with a Stun Baton in a legitimate combat scenario.
1 Day Cooldown
Use a Stun Baton to knock out a target you did not want to cause serious harm to
1 Day Cooldown
Feat
Skilled to Proficient
Defeat an opponent by throwing your Stun Baton at them.
4 Day Cooldown
Help put down a riot/prison escape with your Stun Baton.
4 Day Cooldown
Stop a crime in progress using a Stun Baton.
4 Day Cooldown
Attempt to use a highly charged Stun Baton, and fail to do so, recognising you need a higher level of skill to do so.
4 Day Cooldown
Electrify an enemy with armour using a Stun Baton.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Successfully dual wield Stun Batons against an opponent.
1 Week Cooldown
Defeat an opponent in a legitimate combat encounter through repeated, short light shocks; wearing them down until they are defeated.
1 Week Cooldown
Overcharge your Stun Baton in the middle of combat, knocking out an opponent instantly.
1 Week Cooldown
Defeat an opponent much larger than yourself using only Stun Batons in a legitimate combat encounter.
1 Week Cooldown
Combine two Stun Batons into a single strike, knocking out an opponent extremely quickly with the combined charge.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Use a highly charged stun baton to clash with a Lightsaber.
3 Week Cooldown
Use a Stun Baton on the environment to electrocute an opponent in a legitimate combat encounter, knocking them out.
3 Week Cooldown
Ricochet your Stun Baton off a surface, causing it to hit an opponent in their head and knock them out, in a legitimate combat encounter.
3 Week Cooldown
Teach someone in Stun Batons to the level of Skilled.
3 Week Cooldown
Overcharge your regular Stun Baton to briefly clash with a lightsaber, using the opening to knock the opponent out.
3 Week Cooldown
Feat
Mastery to Extreme Mastery
In a legitimate combat encounter, defeat a lightsaber wielder of the same tier using a Stun Baton.
6 Week Cooldown
Stop a prison riot on your own with nothing but a Stun Baton, and with no speed advantage.
6 Week Cooldown
Convince a planetary police force to abandon all blaster weapons, and convince them to use Stun Batons instead.
6 Week Cooldown
Defeat an opponent immune to electricity with your Stun Baton in a legitimate combat encounter.
6 Week Cooldown
Take on 107 armed, competent Gang Members and win, using nothing but Stun Batons and with no strength or speed advantage.
6 Week Cooldown
Feat
Extreme Mastery to The Mastery
Take down an equal tiered Force User player character in a legitimate combat scenario using your Stun Baton, and take them alive for questioning.
9 Week Cooldown
Defeat an equal-tiered opponent with Stun Batons in a legitimate combat encounter while you are blind, and not using any vision-based substitute like Force Sight or Farsight.
9 Week Cooldown
Take down an equal tiered opponent in a legitimate combat encounter with activated Stun Batons, without electrocuting them once.
9 Week Cooldown
Use a Stun Baton to knock out a Tier 0.
9 Week Cooldown
Become a vigilante on a planet, using Stun Batons to do so.
9 Week Cooldown