Damen van Haar by HelmuthStahl

Species
Human (Pamarthean)
Career
Ace
Specializations
Starfighter Ace & Hunter
System
Force and Destiny

4
Threshold 12
Current 0
Threshold 12
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
4
2
3
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) X 0
Charm (Cun) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
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) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 5
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) X 0
Streetwise (Cun) 0
Survival (Cun) X 2
Vigilance (Will) X 3
Brawl (Br) X 0
Gunnery (Ag) X 2
Lightsaber (Ag) 0
Melee (Br) 1
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 2
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 1

Attacks

DH-17 Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun
Damage
7
Critical
3
BlasTech A-180 SO (Rifle)
Range
Medium
Skill
Ranged: Heavy
See below
Damage
7
Critical
3

260

Weapons & Armor

BlasTech A-180 SO
Type: Modular Blaster
Encumbrance: 1 (Base, Pistol); 2 (Rifle); 3 (Sniper) (3 Encumbrance when all attachments are carried)
Hard Points: 3 (Base, for additional attachments)
Special Abilities:
Sound Suppressor: Adds 2 Setback dice (■■) to Perception checks to hear the weapon’s report or locate the shooter by sound (all configurations). Blaster bolts remain visible.
Concealable Design: Adds 1 Setback die (■) to Perception checks to spot the weapon when concealed (pistol configuration only).
Modular Configurations: The A-180 can be reconfigured into one of three modes. Switching configurations takes 1 minute outside combat or 3 maneuvers in combat (1 to retrieve the attachment from the Covert Mission Sling, 1 to remove the current configuration, 1 to attach the new one). Attachments are stowed in the Covert Mission Sling (Encumbrance 1 each, total 2).
Configurations:

Pistol (Base):
Skill: Ranged (Light)
Damage: 6
Critical: 3
Range: Short
Qualities: Stun Setting, Accurate 1 (1 Boost die □ to attack rolls)

Rifle Configuration:
Skill: Ranged (Heavy)
Damage: 7
Critical: 3
Range: Medium
Qualities: Stun Setting, Firing Modes (choose one as an incidental before attacking):
Precision Mode: Accurate 1 (add 1 Boost die □ to attack rolls, reflecting the rifle’s stability).
Burst Fire Mode: Linked 1 (spend 2 Advantage ◆◆ to hit the same target again), but adds 1 Setback die (■) to the attack roll due to reduced accuracy from recoil.

Sniper Rifle: Configuration
Skill: Ranged (Heavy)
Damage: 8
Critical: 2
Range: Long
Qualities: Accurate 2 , Pierce 1 ), Cumbersome 2 (requires Brawn 2)

A280 SO (Spec Ops) Heavy Blaster Rifle
The A280 SO is a spec ops variant of the standard A280C Heavy Blaster Rifle, tailored for elite X-Wraith pilots. As established, it builds on the standard A280C stats A280C Heavy Blaster Rifle by adding precision and customization options, reflecting its role as a dedicated, powerful rifle. It sacrifices concealability for greater range, damage, and hard points compared to the A-180 SO’s rifle mode.
A280 SO (Spec Ops) Heavy Blaster Rifle
Type: Heavy Blaster Rifle
Skill: Ranged (Heavy)
Damage: 9
Critical: 3
Range: Medium
Encumbrance: 4
Hard Points: 4
Price: 1,500 credits
Rarity: 6
Special: Reliable (reduce difficulty of Mechanics checks to repair by 1), Accurate 1 (add 1 Boost die □ to attack rolls), Auto Fire

DLT-19S (Spec Ops) Sniper Rifle
Type: Sniper Rifle
Skill: Ranged (Heavy)
Damage: 9 (same as the standard DLT-19, reflecting its powerful blaster bolts)
Critical: 2 (improved from 3, emphasizing precision for a sniper role)
Range: Long (maintained for dedicated sniper use, enhanced by optics)
Encumbrance: 4 (reduced from 5, reflecting a more compact design)
Hard Points: 4 (increased from 3, aligning with the spec ops theme of customization)
Price: 2,000 credits (increased from the DLT-19’s 1,600 credits due to modifications)
Rarity: 7 (increased from 6, as a spec ops variant)
Special: Accurate 2 (2 Boost dice □□ to attack rolls, reflecting advanced targeting systems), Pierce 2 (bypasses 2 Soak, for armor penetration), Cumbersome 2 (requires Brawn 2, reduced from 3 for a more tactical design), Short-Range Penalty (add 1 Setback die ■ to attack rolls at Short Range)

Personal Gear

Covert Aviator’s Battle-Suit
The Covert Aviator’s Battle-Suit stat block remains unchanged from the previous version, as the Covert Mission Sling’s Encumbrance Threshold was already updated to +3, and no other adjustments were requested. I’ll include it for reference, ensuring all details are consistent.
Covert Aviator’s Battle-Suit
Type: Armored Flight Suit
Encumbrance: 3 (2 when worn)
Hard Points: 2
Defense: 1
Soak: 2
Special Abilities:
* Flight Interface: The suit’s integrated control module syncs with starfighter systems, granting one Boost die (□) to Piloting (Space) checks when piloting a starfighter (e.g., X-Wraith). Includes life support for vacuum or hostile environments (up to 12 hours of oxygen).
* Stealth Fabric: The matte-black, sensor-resistant fabric imposes one Setback die (■) on checks to detect the wearer with sensors or visual observation (e.g., Perception or Computers checks) when on the ground.
* Integrated Trauma Patch: Once per encounter, the wearer can use an action to activate an embedded trauma patch, healing 5 wounds (as a Stimpak, Edge of the Empire Core Rulebook, p. 185).
* Concealable Design: The form-fitting suit can be worn under disguises (e.g., civilian clothing, Imperial uniforms). When concealed, it imposes no penalty to Deception checks to pass as a non-combatant, and its Encumbrance is treated as 0 when not in use (e.g., under clothing).
* Covert Mission Sling: A sleek, sling-type pack integrated into the suit, worn over one shoulder, increases the wearer’s Encumbrance Threshold by 3 (between a Utility Belt’s +1 and a Backpack’s +4). The sling holds mission-specific gear (e.g., comlink, vibroknife, medpac, detonite charge) and can be grabbed from the cockpit as an incidental action. Its sensor-resistant fabric matches the suit, maintaining stealth.
Appearance Description: The Covert Aviator’s Battle-Suit is a sleek, form-fitting flight suit crafted for New Republic X-Wraith pilots. Its matte-black, sensor-resistant fabric shimmers faintly under light, designed to evade detection. Lightweight duraplast plates, molded to the chest and shoulders and back, provide combat protection while housing a compact control module—seamlessly integrated into the chest plate—that manages life support and starfighter systems, eliminating the bulky chest box of standard flight suits. The Covert Mission Sling, a slim, single-strap pack, drapes over one shoulder, with modular compartments for gear, blending into the suit’s silhouette. The suit’s low-profile design allows it to be concealed under disguises, making it ideal for covert operations in space or on the ground. Embedded trauma patches and reinforced stitching enhance survivability, while the overall aesthetic is sleek, tactical, and intimidatingly professional.
Description: Developed for elite X-Wraith pilots, the Covert Aviator’s Battle-Suit blends flight performance, stealth, and combat readiness. Its sensor-resistant fabric and lightweight armor protect against detection and blaster fire, while the integrated control module enhances starfighter control. The Covert Mission Sling provides quick-access storage for mission gear, grab-and-go ready from the cockpit. Trauma patches ensure survival in crashes or hostile environments, and the suit’s form-fitting design allows it to be hidden under disguises, making it a versatile asset for covert ops.
Notes:
* Encumbrance (3, 2 when worn): Balanced with the Rebel Flight Suit (Encumbrance 2, 1 when worn).
* Hard Points (2): Reflects modularity, comparable to Laminate Armor (3 Hard Points, higher Encumbrance).
* Defense (1), Soak (2): Matches Armored Clothing, balancing combat and stealth.
* Flight Interface: Boost die (□) to Piloting (Space) and 12-hour life support.
* Stealth Fabric: One Setback die (■) for detection checks.
* Integrated Trauma Patch: Heals 5 wounds once per encounter.
* Concealable Design: No Deception penalty when hidden, with Encumbrance 0 when concealed.
* Covert Mission Sling: +3 Encumbrance Threshold allows gear like a vibroknife (Encumbrance 1), detonite charge (Encumbrance 1), and comlink (Encumbrance 0).

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Skilled Jockey 1 Remove 1 setback from Piloting checks (Row 1).
Confidence 1 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If [they] decrease the difficulty to zero, [they] do not have to make a Discipline check.
Rapid Reaction 1 Suffer strain to add successes to initiative
Touch of Fate 1 add ■■ (two Boost dice) to any one check once per session.
Hunter 1 Add Force dice to checks vs. beasts/foes, commit for upgrades
Expert Tracker 1 Reduce tracking time by half
Keen Eyed 1 Remove setbacks from Perception/Vigilance
Soft Spot 1 Flip Destiny Point to add damage equal to Cunning
Dedication 1
Intuitive Evasion 1 Force talent. When piloting a vehicle of silhouette 5 or smaller, the character may take the Intuitive Evasion maneuver, suffering 1 strain and committing a number of Force dice no greater than [their] Force rating or [their] ranks of Intuitive Evasion. [They] then upgrade the difficulty of combat checks targeting [their] vehicle by an equal amount. The character suffers 1 strain at the beginning of each of [their] turns in which these dice remain committed.
Solid Repairs 1 Whenever the character repairs hull trauma on a starship or vehicle, [they] repair one additional hull trauma per rank of Solid Repairs.
Situational Awareness 1 When in a starship or vehicle with functional coms, allies within short range add a boost die to their Perception and Vigilance checks. Allies within close range add two boost dice instead. This talent operates on planetary scale, not personal scale.

Force Powers

Force Rating
1
Power
Sense
Description
he user may spend a Force point (◑) to sense all living things within short range of [themself] (including animals and sentient beings). The user may not activate this multiple times.
The user may spend a Force point (◑) to sense the current emotional state of one living target with whom [they] are engaged. The user may not activate this multiple times.
Upgrade Effect
This allows [them] to perceive life and read emotions. The basic power has two ways to spend Force points
Power
Enhance
Description
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 a success or advantage result (their 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
Enhance allows Force users to perform athletic feats beyond the original scope of their natural abilities.
Power
influence (only on animals)
Description
The user spends a Force point (◑) to stress the mind of one living target [they] are engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Upgrade Effect
The most basic form of Influence does not allow the Force user to guide or shape the thoughts of others. [They] can merely strain their mind, inflicting stress and exhaustion. The basic power has one effect that can be triggered multiple times on the same or different targets:

Background

Motivation

Morality

Description

Other Notes

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