Threshold | 13 |
Current | 0 |
Threshold | 27 |
Current | 0 |
Ranged | 3 |
Melee | 3 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | X | 0 | ||
Athletics (Br) | X | 1 | ||
Charm (Pr) | 0 | |||
Coercion (Will) | 0 | |||
Computers (Int) | 0 | |||
Cool (Pr) | X | 0 | ||
Coordination (Ag) | X | 0 | ||
Deception (Cun) | 0 | |||
Discipline (Will) | 0 | |||
Leadership (Pr) | 0 | |||
Mechanics (Int) | X | 0 | ||
Medicine (Int) | 0 | |||
Negotiation (Pr) | 0 | |||
Perception (Cun) | 2 | |||
Piloting: Planetary (Ag) | X | 5 | ||
Piloting: Space (Ag) | X | 3 | ||
Resilience (Br) | 0 | |||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | X | 0 | ||
Streetwise (Cun) | 0 | |||
Survival (Cun) | 0 | |||
Vigilance (Will) | 2 | |||
Brawl (Br) | 0 | |||
Gunnery (Ag) | X | 5 | ||
Lightsaber (Ag) | X | 5 | ||
Melee (Br) | 0 | |||
Ranged: Light (Ag) | X | 1 | ||
Ranged: Heavy (Ag) | X | 0 | ||
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | 0 | |||
Knowledge: Lore (Int) | X | 0 | ||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | 1 | |||
Knowledge: Xenology (Int) | 0 |
RGL-318 Rotary Grenade Launcher |
RangeMedium |
SkillGunnery |
|
Blast 6, Cumbersome 3, Limited Ammo 6 |
Damage8 |
Critical4 |
|
"Vengeful Revanent" (An's first lightsaber) |
RangeEngaged |
SkillLightsaber |
|
Defensive 3, Vicious 2, Sunder, Automatic Adv. against a single opponent, Blade Drain |
Damage11 |
Critical1 |
|
Equal Lefts |
RangeLong |
SkillRanged: Light |
|
Superior, Stun 3, Blast 5, Autofire, Disorient 3, Accurate 5, Pierce 4, one auto threat |
Damage15 |
Critical2 |
|
"A Monument To My Sins" |
RangeEngaged |
SkillLightsaber |
|
Lightweight, Two-Handed, Crossguard/ Defensive 1, 3 Auto Successes, 2 Auto Adv., Remove 1 Setback, Linked 1, Vicious 5, Breach 1, Sunder |
Damage13 |
Critical1 |
|
"The Cathedral" |
RangeExtreme |
SkillGunnery |
|
Accurate 4, Pierce 6, Knockdown, Auto Adv. |
Damage16 |
Critical2 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Grit | Rise of the Sepratists | Gain +1 Strain Threshold | |
Skilled Jockey | Rise of the Sepratists | Remove setback per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks. | |
Barrel Roll | Rise of the Sepratists | While piloting a vehicle or starship of Silhouette 3 or less, when hit by an attack, suffer 3 System Strain to reduce the damage of one hit by ranks in Piloting. | |
Full Throttle | Rise of the Sepratists | Take a Full Throttle action; make a 3 difficulty Piloting check to increase a vehicle's top Speed by 1 for a number of rounds equal to Cunning. | |
Improved Barrel Roll | Rise of the Sepratists | When the character takes the Barrel Roll incidental, reduce the damage of all hits of the attack by ranks in Piloting. | |
Natural Operator | Rise of the Sepratists | Once per session, may re-roll any one Piloting (Planetary) or Piloting (Space) check. | |
Dedication | Rise of the Sepratists | Gain +1 to a single characteristic. This cannot bring a characteristics above 6. | |
Fire Support | Rise of the Sepratists | After the character makes a successful combat check using a vehicle weapon, the next ally to make a check adds boost equal to ranks of Fire Support. | |
Let's Ride | Rise of the Sepratists | Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle as an incidental. | |
High-G Training | Rise of the Sepratists | When a starship or vehicle being piloted would suffer System Strain, may suffer Strain up to ranks in High-G Training to prevent an equal amount of System Strain. | |
Assault Drop | Rise of the Sepratists | Once per session, the character may perform the Assault Drop incidental to allow allies to embark or disembark from a vehicle or ship they are piloting as an out-of-turn incidental. | |
Grit 2 | Rise of the Sepratists | Gain +1 strain threshold | |
Clanker Killer | Rise of the Sepratists | Before rolling a combat check that targets a droid, remove boost up to the character's ranks in Clanker Killer from the pool, and add an equal number of success or advantage to the results. | |
Tricky Target | Rise of the Sepratists | Count vehicle or starship piloted as having a Silhouette 1 lower when being attacked. | |
Fire Support x2 | Rise of the Sepratists | After the character makes a successful combat check using a vehicle weapon, the next ally to make a check adds boost equal to ranks of Fire Support. | |
Mission Critical | Rise of the Sepratists | Once per session after rolling a Piloting check, but before resolving it, the character may spend Destiny Point to add success or advantage to the results equal to their ranks in that skill. | |
Master Pilot | Rise of the Sepratists | Once per round when driving a starship, may suffer 2 Strain to perform any action as a maneuver. | |
High-G Training 2 | Rise of the Sepratists | When a starship or vehicle being piloted would suffer System Strain, may suffer Strain up to ranks in High-G Training to prevent an equal amount of System Strain. | |
High-G Training 3 | Age of the Rebellion | When a starship or vehicle being piloted would suffer System Strain, may suffer Strain up to ranks in High-G Training to prevent an equal amount of System Strain. | |
Grit 3 | Age of the Rebellion | Gain +1 strain threshold | |
High-G Training 4 | Age of the Rebellion | When a starship or vehicle being piloted would suffer System Strain, may suffer Strain up to ranks in High-G Training to prevent an equal amount of System Strain. | |
Grit 4 | Age of the Rebellion | Gain +1 strain threshold | |
Grit 5 | Age of the Rebellion | Gain +1 strain threshold | |
High-G Training 5 | Age of the Rebellion | When a starship or vehicle being piloted would suffer System Strain, may suffer Strain up to ranks in High-G Training to prevent an equal amount of System Strain. | |
Uncanny Senses | Rise of the Sepratists | Add boost per rank of Uncanny Senses to app Perception checks. | |
Secrets of the Force | Rise of the Sepratists | Knowledge (Lore) and Lightsaber become career skills for the character. | |
Parry | Rise of the Sepratists | 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. | |
Reflect | Rise of the Sepratists | If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 Strain to reduce damage by 2 plus ranks in Reflect. | |
Koiogran Turn | Age of the Rebellion | When an opponent has gained the advantage on a starship or vehicle being piloted, may perform a Koiogran Turn maneuver to remove the effects. | |
Force Rating | Rise of the Sepratists | Gain +1 Force rating. | |
Dedication Agility 6 | Age of the Rebellion | Gain +1 to a single characteristic. This cannot bring a characteristics above 6. | |
Jump Up | Force and Destiny | Once per round, may stand from seated or prone as an incidental. | |
Ataru Technique | Force and Destiny | When making a check with the Lightsaber skill, the character may use Agility instead of Brawn. | |
Reflect 2 | Force and Destiny | If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 Strain to reduce damage by 2 plus ranks in Reflect. | |
Reflect 3 | Force and Destiny | If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 Strain to reduce damage by 2 plus ranks in Reflect. | |
Hawk Bat Swoop | Force and Destiny | Take the Hawk Bat Swoop action, make a Agility - Lightsaber combat check against a target within Short range, adding force dice up to Force rating. Spend force pip to Engage target and spend force pip to add adv. to the check. | |
Parry 2 | Force and Destiny | 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. | |
Saber Swarm | Force and Destiny | Perform a Saber Swarm maneuver, suffer 1 Strain to have the next Agility - Lightsaber combat check this turn gain the Linked quality equal to Force rating during check. | |
Saber Throw | Force and Destiny | Take the Saber Throw action, make a Lightsaber combat check as a ranged attack at a target within Medium range, adding force die no greater than Force Rating. Must spend force pip and succeed to hit the target, spend force pip to have the weapon return to hand. | |
Dedication | Force and Destiny | Gain +1 to a single characteristic. This cannot bring a characteristics above 6. | |
Conditioned | Force and Destiny | Remove setback per rank of Conditioned from all Athletics and Coordination checks. Reduce the damage and Strain suffered from falling by 1 per rank of Conditioned. | |
Balance | Force and Destiny | When the character heals Strain at the end of an encounter, he may add force die per Force rating. He recovers additional Strain equal to force pips generated. | |
Conditioned 2 | Force and Destiny | Remove setback per rank of Conditioned from all Athletics and Coordination checks. Reduce the damage and Strain suffered from falling by 1 per rank of Conditioned. | |
Dodge 1 | Force and Destiny | When targeted in combat, may use a Dodge incidental. Suffer Strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number. | |
Quick Strike | Force and Destiny | Add boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. | |
Parry 3 | Force and Destiny | 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. | |
Dodge 2 | Force and Destiny | When targeted in combat, may use a Dodge incidental. Suffer Strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number. |
Upgrade | Effect |
---|---|
Mastery |
Heal: Once per session, spend 4 force pips to restore one target who died after end of user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one Engaged character who died this encounter to life. Each character gains 7 Conflict. |
Control 2 |
Heal: Spend force pips to remove one status effect from target.
Harm: The user may spend force pips to heal wounds equal to Wounds inflicted on target. Healed character gains 1 Conflict. |
Basic Power |
Heal: Light side Force user only. Spend force pip to heal a number of Wounds equal to Intellect from an Engaged living creature (including user). (May not be activated multiple times.)
Harm: Spend force pip to inflict an number of Wounds equal to Intellect (ignoring Soak) on and Engaged living target. The user gains 1 Conflict. (May not be activated multiple times.) |
Strength |
Heal: Spend force pips to increase Wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend force pips to increase Wounds inflicted by 1 per rank of Strength upgrades purchased. |
Control |
Heal: If no dark side generated force pip, target heals Strain equal to Wounds healed.
Harm: If any darkside were used to generate force pips, user heals Strain equal to Wounds inflicted. |
Control |
Heal: May combine a 3 difficulty Medicine check with the Heal power check. If check succeeds, one target who heals wounds, also heals one Critical Injury.
Harm: May combine an opposed Medicine vs. Resilience check with the Harm power check. If check succeeds, one target who suffers wounds also suffers one Critical Injury (adding +10 to the roll per 2 adv. |
Magnitude x2 | Spend 2 force pips to affect one additional target within range per rank of Magnitude purchased. |