Threshold | 11 |
Current | 0 |
Threshold | 13 |
Current | 0 |
Ranged | 4 |
Melee | 4 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | X | 1 | ||
Charm (Pr) | X | 2 | ||
Coercion (Will) | 0 | |||
Computers (Int) | 0 | |||
Cool (Pr) | 0 | |||
Coordination (Ag) | X | 2 | ||
Deception (Cun) | X | 2 | ||
Discipline (Will) | X | 1 | ||
Leadership (Pr) | X | 0 | ||
Mechanics (Int) | 0 | |||
Medicine (Int) | 0 | |||
Negotiation (Pr) | X | 1 | ||
Perception (Cun) | X | 1 | ||
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | 0 | |||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 0 | |||
Streetwise (Cun) | X | 1 | ||
Survival (Cun) | 0 | |||
Vigilance (Will) | 0 | |||
Brawl (Br) | 0 | |||
Gunnery (Ag) | 0 | |||
Lightsaber (Ag) | X | 1 | ||
Melee (Br) | X | 0 | ||
Ranged: Light (Ag) | 0 | |||
Ranged: Heavy (Ag) | 0 | |||
Knowledge: Core Worlds (Int) | X | 0 | ||
Knowledge: Education (Int) | X | 0 | ||
Knowledge: Lore (Int) | X | 1 | ||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | 1 | |||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | 0 |
Superior Split Guard Lightsaber Tonfas |
RangeEngaged |
SkillLightsaber |
|
Breach 1, Defensive 2, Deflection 2, Sunder, Unwieldy 4; Generates one automatic Advantage on all checks related to its use, Reduce Advantage required by 1 to hit with secondary weapon when two-weapon fighting with the paired halves |
Damage7 |
Critical1 |
|
Refined Cyber-Cortosis Gauntlets |
RangeEngaged |
SkillBrawl |
|
Cortosis; provide + 1 Agility |
Damage3 |
Critical4 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Uncanny Senses (Rank 2) | Top Row & 4th Row, Force Sensitive Exile | The character adds 1 Boost per rank (2 total) of Uncanny Senses to all Perception checks. (Passive) | |
Distracting Behavior (Rank 1) | Top Row, Performer specialization | The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than her ranks in Cunning. If she does so, an equal number of adversaries or NPCs she is engaged with suffer one Threat on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting Behavior. The character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may be that she explains her tactics to the NPCs beforehand, or that they know her well enough to be used to her antics. (Maneuver) | |
Dodge (Rank 2) | Second Row, Performer specialSecond Row, Ataru Striker | When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge. (Active, Incidental, Out of turn) | |
Jump Up | Second Row, Performer specialization | Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental. (Active, Incidental) | |
Convincing Demeanor (Rank 1) | Second Row, Force Sensitive Exile | Remove 1 setback die per rank of Convincing Demeanor from any Deception or Skulduggery check. (Passive) | |
Sense Danger | Third Row, Force Sensitive Exile | Once per game session, the character may remove 2 setback dice from any one skill check. (Active, Incidental) | |
Street Smarts (Rank 1) | Fourth Row, Force Sensitive Exile | Remove 1 setback die per rank of Street Smarts from Streetwise or Knowledge(Underworld) checks) (Passive, ranked) | |
Insight | Top row, Force Sensitive Exile | Perception and Discipline become career skills if they are not already. (Passive) | |
Sense Emotions | Third Row, Force Sensitive Exile | The character adds 1 Boost to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers. (Passive) | |
Overwhelm Emotions | Second Row, Force Sensitive Exile | When the character performs a Charm, Coercion, or Deception check, she may include Force Dice equal to her Force rating. Each light side point adds 1 success to Charm checks. Each dark side point adds 1 success to Coercion or Deception checks. However, every Two Light side points adds 1 failure to Coercion or Deception checks, and every two dark side points add 1 failure to Charm checks. This does not apply to targets immune to Force powers. (Passive) | |
Ataru Technique | Second Row, Ataru Striker | When making a Lightsaber skill check, the character may use Agility instead of Brawn. (Passive) | |
Reflect (Improved, Rank 7) | Second & Third Row, Ataru Striker; Jedi Training; Lightsaber; Force & Destiny pg 150 | When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied), she may take the Reflect incidental. She suffers 2 strain and reduces the damage dealt by that hit by a number equal to 2 plus her ranks in Reflect. after the attack is resolved, the character may spend 1 Despair or 2 Threat to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The ranged attack’s hit must be one that is able to be reflected and redirected (generally only blaster weapons or other energy attacks fall into this category; anything else is subject to GM oversight). This reflected and redirected damage may not be used if the original attack incapacitates the character. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. (Active, Incidental, Out of Turn) | |
Hawkbat Swoop | Fourth Row, Ataru Striker | The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against one target within short range and adding a Force die no greater than Force rating to the pool. The character may spend a force point before resolving the success or failure of the check to engage the target immediately as an incidental, and may spend a force point to add Advantage to the check. If the character cannot move to engage the target, the attack automatically misses. (Active, Action) | |
Force Rating (Rank 1) | Fifth Row, Force Sensitive Exile | Each rank permanently increases Force rating by one. | |
Parry (Improved, Rank 3) | Lightsaber; Force & Destiny pg 149 | When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), the character may take a Parry incidental. He suffers 2 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. After the attack is resolved, the character may spend 1 Despair or 2 Threat to automatically hit the attacker once with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon’s base damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. (Active, Incidental, Out of Turn) | |
Quick Draw | First Row, Ataru Striker | Once per round on the character’s turn, she may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. (Active) | |
Conditioned (Rank 1) | First Row, Ataru Striker | The character removes 1 Setback per rank of Conditioned from her Athletics and Coordination checks. She reduces the damage and strain suffered from falling by 1 per rank of Coordination. (Passive) | |
Touch of Fate | Third Row, Force Sensitive Exile | Once per game session, the character may add 2 Boost to any one skill check. (Active, Incidental) | |
Dedication (Rank 1) | Fifth Row, Ataru Striker | Each rank permanently increases a single characteristic of the player's choice by 1 point. This cannot bring a characteristic above 6. (Passive) |
Upgrade | Effect |
---|---|
Basic | When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend a force point to gain Success or Advantage (her choice) on the check. (Remember, this counts as a normal Force power check in every way—it is simply combined with the overall skill check.) |
Upgrade | Effect |
---|---|
Basic | The user may spend a Force point to gain hints about what an individual within short range is likely to do in the near future. In structured gameplay, this knowledge does not typically extend beyond the end of the current encounter. |
Control (Rank 1) | When making a skill check to determine Initiative, the Force user may roll a Foresight power check as part of the pool. She may spend a force point to add automatic success to the first check she makes this encounter (after the Initiative check). The user may activate this multiple times, adding additional automatic success to the check each time. |
Duration (Rank 1) | Spend 2 Force points to have the bonuses granted by this power apply to all relevant checks for an additional number of rounds equal to the number of Duration upgrades purchased. The user may not activate this multiple times. |
Control (Rank 2) | When performing a Foresight power check as part of an Initiative check, the user may spend a force point to add automatic Advantage to the first check she makes this encounter (after the Initiative check). The user may activate this multiple times, adding additional automatic Advantage to the check each time. |
Upgrade | Effect |
---|---|
Basic | The user may spend a force point to move one object of silhouette 0 that is within short range up to her maximum range. The default maximum range is short range. The user may not activate this multiple times. |
Strength | Spend a force point to increase the maxmium sillouette of an object a character can move by a number equal to the number of Strength upgrades purchased. The user may activate this multiple times , increasing the sillouette of the objects she can move by this number each time. |
Control | The user gains the ability to move objects fast enough so as to be both difficult to dodge and capable of inflicting damage. Resulting impacts deal damage to both the target and the object being moved. The user makes a Force power check and rolls a ranged attack as part of the pool. The attack’s difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough force points to move the object. Silhouette 0 objects deal 5 damage, while other objects deal damage equal to ten times their silhouette. The number of targets affected by a single object is up to the GM, but in general, a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, he may do so by using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming. |
Range | Spend a force point to increase the maximum range at which the user can move objects by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time. However, remember the user must still spend Force points to activate the power’s actual effects. |
Upgrade | Effect |
---|---|
Control (Rank 1) | The user gains the ability to sense danger the moment before it strikes, allowing her to anticipate attacks and avoid incoming blows. This power gains the ongoing effect: Commit 1 Force. Once per round, when an attack targets the Force user, she upgrades the difficulty of the pool once. The user may not activate this multiple times. |
Basic |
The basic power has two ways to spend Force points:
First, the user may spend a force point to sense all living things within short range of herself (including animals and sentient beings). The user may not activate this multiple times. Second, the user may spend Force to sense the current emotional state of one living target with whom she is engaged. The user may not activate this multiple times. |
Control (Rank 1) | The user gains the ability to detect the surface thoughts of the target. This power gains the effect: Spend 1 Force, The user senses the current thoughts of one living target with whom she is engaged. The user may activate this multiple times. |
Upgrade | Effect |
---|---|
Basic |
Seek’s basic power allows Force users to find faraway things and to shatter sensory tricks that might hide their quarry. The basic power has two ways to spend Force points:
First, The user may spend 2 Force to gain insight into the general location or direction of a person or object that she knows about, regardless of its current distance from her. The user may not activate this multiple times. Second, The user may make an Average Vigilance check with the power check to see through all sensory misdirections confronting her, whether these come from technology or more esoteric sources. This power works against tricks such as cloaking fields, holograms, Force illusions, and even physical disguises, at the GM’s discretion, but has no direct effect on spoken or written lies. To successfully see past the deception, the character must spend 1 Force to activate the power and must succeed on the Average Vigilance check (or opposed Vigilance versus Discipline check if illusions are being created by another Force user). If the user succeeds, her supernatural senses pierce the falsehoods, letting her perceive the truth they conceal. |