Kren Sol by GiantDwarf

Saboteur, Sapper, Gadgeteer, Alchemist, Padawan
Force and Destiny

Threshold 15
Current 0
Threshold 14
Current 0
Ranged 3
Melee 3




Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) X 0
Computers (Int) X 0
Cool (Pr) X 1
Coordination (Ag) X 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) X 4
Medicine (Int) X 6
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 1
Resilience (Br) X 0
Skulduggery (Cun) X 0
Stealth (Ag) X 0
Streetwise (Cun) 0
Survival (Cun) X 0
Vigilance (Will) X 0
Brawl (Br) X 0
Gunnery (Ag) X 5
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 6
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 5


Grenade Launcher
Cumbersome 3, Limited Ammo 6


Weapons & Armor

Special Mando Armour
Z50 Grenade Launcher
Plasma Grenade (×24)
Inferno Grenade (×24)
Poison Gas Grenade (×24)

Personal Gear

Assets & Resources

Critical Injuries & Conditions


Name Rank Book & Page Description
Resolve Saboteur When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve to a minimum of 1.
Grit (2) Saboteur/Sapper Gain +1 strain threshold
Powerful Blast (4) Saboteur/Sapper Increase Blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast.
Rapid Recovery When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery
Master Grenadier Decrease the advantage cost to activate the Blast quality on any weapon used by 1 to a minimum of 1
Dedication (5) Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Selective Detonation When using a weapon with the Blast quality, spend an advantage to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.
Construction Specialist Remove setback equal to ranks in Construction Specialist from checks to construct defenses, positions, fortifications, and similar projects
Improvised Defenses May make an Average (pp) Survival check to fashion small defenses. It provides cover for up to 4 characters for the rest of the encounter.
Improvised Detonation Once per session, make a Hard (ppp) Mechanics check to perform the Improvised Detonation action and build an explosive device, dealing damage equal to ranks in Intellect + ranks in Mechanics + successes
Improvised Position The character may make a Hard (ppp) Mechanics check to construct a secure position. This provides cover for the group and its vehicles
Master Demolitionist When resolving an attack from a personal explosive or ordinance weapon, may spend an advantage or a triumph to have the weapon’s Blast quality act at short range, or medium if it already acts at short
Toughened (2) Gain +2 wound threshold
Jury Rigged (2) Choose 1 weapon, armor or other item and give it a permanent improvement while it remains in use.
Armor Master When wearing armor, increase total soak value by 1.
Tinkerer May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Deadly Accuracy When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill (Gunnery)
Stimpack Specialization Stimpacks heal 1 additional wound per rank of Stimpack Specialization
Blooded Add boost per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1
Knowledgeable Healing When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology)
Identify Ingredients After being exposed to a substance, as an out of turn incidental, may roll force dice no greater than Force rating. Spend two pips to immediately identify its composition and effect
Alchemical Arts (2) After making a check to craft a potion or talisman, may suffer strain up to twice ranks in Alchemical Arts. For every two strain, add light or dark pip to results.
Transmogrify When making a Crafting check, may add no greater than Force rating. Spend one pip to add success and spend two pips to add advantage to check
Improvised Concoctiom Once per session, as an action, make a Hard ( ) Knowledge (Xenology) check, adding force dice no greater than Force rating to create 1 dose of a poison or drug with rarity of Intellect + successes + pips spent or lower.
Force Rating (2) Gain +1 Force Rating
Quick Draw Once per round, may draw or stow an item as an incidental
Well Rounded Choose any 2 skills. They permanently become career skills for you (Gunnery, Cool)
Sense Danger Once per session, may add two setback to 1 NPC’s skill check.
Adaptable When making checks with no ranks, may spend a Destiny Point to remove a despair or threat equal to ranks in Cool
Improved Armor Master When wearing armor with 2 soak, increase defense by 1

Force Powers

Force Rating
Heal (light side force user only): Spend 🌓 to heal a number of wounds equal to intellect from an engaged living creature [including user]
Harm: Spend 🌓 to inflict a number of wounds equal to intellect (ignoring soak) or an angaged living target. The user gains 1 Conflict
Upgrade Effect
Control (Strain) Heal- If no z generated 🌓 target heals strain equal to wounds healed.
Harm- If any z were used to generate 🌓, user heals strain equal to wounds inflicted
Control (Power) Heal- Heal additional wounds equal to ranks in Medicine
Harm- Inflict additional wounds equal to ranks in Medicine
Magnitude (3) Spend 🌓🌓 to affect 1 additional target within range per rank of Magnitude purchased
Strength (2) Heal- spend 🌓 to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm--Spend 🌓 to increase wounds inflicted by 1 per rank of Strength upgrades purchased
Control (Crit) Heal- may make a heal power check combined with a Hard (ddd) Medicine check, if check succeeds, one target who heals wounds also heals one critical injury
Harm- May make a harm power check combined with an opposed Medicine vs resillience check, if check succeeds, one target who suffers wounds also suffers one Critical Injury (adding +10 to the roll per two advantage)
Control (Status Effect) Heal- Spend 🌓 to remove one status effect from target
Harm- The user may spend 🌓 to heal wounds equal to wounds inflicted on target. healed character gains 1 conflict
Range (2) Spend 🌓 to increase powers range by a number of range bands equal to range upgrades purchased.





Other Notes

Return to Top