Threshold | 18 |
Current | 0 |
Threshold | 24 |
Current | 0 |
Ranged | 0 |
Melee | 0 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | X | 2 | ||
Charm (Pr) | X | 1 | ||
Coercion (Will) | 0 | |||
Computers (Int) | 0 | |||
Cool (Pr) | X | 2 | ||
Coordination (Ag) | X | 1 | ||
Deception (Cun) | 0 | |||
Discipline (Will) | X | 4 | ||
Leadership (Pr) | 0 | |||
Mechanics (Int) | 0 | |||
Medicine (Int) | 0 | |||
Negotiation (Pr) | 0 | |||
Perception (Cun) | 0 | |||
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | X | 3 | ||
Resilience (Br) | X | 1 | ||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 0 | |||
Streetwise (Cun) | 0 | |||
Survival (Cun) | 0 | |||
Vigilance (Will) | X | 3 | ||
Brawl (Br) | 0 | |||
Gunnery (Ag) | 0 | |||
Lightsaber (Will) | X | 5 | ||
Melee (Br) | 0 | |||
Ranged: Light (Ag) | 1 | |||
Ranged: Heavy (Ag) | 0 | |||
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | X | 3 | ||
Knowledge: Lore (Int) | X | 3 | ||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | 0 |
Precision Crossguard Saber |
RangeEngaged |
SkillLightsaber |
|
Breach 1, Sunder, Vicious 1, Defensive 1, Accurate 1, Personalized |
Damage10 |
Critical2 |
|
Precision Disguised Saber |
RangeEngaged |
SkillLightsaber |
|
Breach 1, Sunder, Accurate 1, Personalized |
Damage10 |
Critical2 |
|
Toranmade Pistol |
RangeMedium |
SkillRanged: Light |
|
Pierce 2 |
Damage7 |
Critical3 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Parry | 5 | hit by melee, suffer 3 strain to reduce wounds by 2+ranks in parry | |
Toughened | 2 | +4 to wounds threshold | |
Grit | 7 | +1 to strain threshold | |
Reflect | 4 | hit by ranged attack, suffer 3 strain to reduce wounds by 2+ranks in reflect | |
Well Rounded | 1 | Choose 2 skills to become career skills: chosen skills-piloting (space) and xenology | |
Sense Danger | 1 | Once per game, may remove 2 setback die from 1 check. | |
Quick Draw | 1 | access weapon as an incidental | |
Force Rating | 2 | Gain +1 Force Rating | |
Adaptable | 1 | When resolving a skill check they have no ranks in, may spend 1 destiny point to remove despair or threat up to an amount equal to ranks in cool | |
Dedication | 2 | upgrade characteristic per rank | |
Jump Up | 1 | Once per round, may stand from seated or prone position as an incidental. | |
Nobody's Fool | 3 | May upgrade difficulty of incoming charm, deception, or coercion check once per rank of Nobody's fool. | |
Niman Technique | 1 | Use willpower for saber instead of brawn | |
Defensive Training | 2 | Increase defense by ranks in defensive training when wielding a ligthsaber, melee, or brawl weapon | |
Sense Emotions | Add boost to all charm, coercion, and deception checks unless the target is immune to all force powers | ||
Sud Djem | 1 | ||
Draw Closer | 1 | Action to peform Lightsaber (willpower) check against a 1 silouhette 1 target. Add force die to check and spend light or dark to move target closer by one range band for each point or one success for each point. | |
Center of Being | 2 | Take CoB manuever, until next turn all attacks increase crit rating by 1 per rank of CoB | |
Improved Center of Being | 1 | Suffer 1 point of strain to do Center of Being | |
Force Assault | 1 | ||
Force Rating (Niman) | 1 | ||
Researcher | 3 | remove setback die =to ranks from knowledge checks. Research time cut in half per rank | |
Balance | 1 | When healing strain, add force die to heal strain equal to points generated. | |
Will of the force | 1 | Once per round, after failing a check, may convert 1 dark side destiny point to the light side | |
Force Rating (Knight | 1 | ||
Dedication (knight | 1 | Willpower to 6 | |
Improved Nobody's Fool | 1 | Spend 1 despair or 2 threat to inflict strain equal to ranks in Nobody's Fool | |
The Force is my ally | 1 | Once per session, 2 strain to perform a force power as a manuever | |
Powerful Ally | 1 | Spend a destiny point to use the basic version of a force power you don't have access to or apply a control upgrade to a force power you have already purchased. | |
There is No Try | 1 | Once per session before an ally rolls, character can spend 1 destiny point to allow them to succeed with 1 success and no other results | |
Force Rating (Master) | 1 | ||
Dedication (Master) | 1 | +1 intelligence | |
Confidence | 1 | ||
Knowledge Specialization (Education, Lore) | 2 | spend triumph to gain additional successes equal to ranks in knowledge specialization | |
preemptive avoidance | 1 | may spend 1 destiny point to disengage as an out of turn incidental | |
Improved Reflect | 1 | If attack generates 1 despair or 3 threat, may target 1 creature in medium range, dealing same damage as initial hit, after the original attack resolves | |
Improved Parry | 1 | If attack generates 1 despair or 3 threat, may make brawl, melee, and lightsaber check against the target, after the attack resolves. Dealing base damage. |
Upgrade | Effect |
---|---|
Magnitude (3) | Can spend light or dark side points to increase targets affected equal to the ranks of Magnitude purchased |
Range (3)-medium | Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased. |
Strength (4) | Spend light or dark side points to increase silhouette able to be targeted = to strength upgrades |
Control (3) |
1)hurl objects using ranged combat check combined with a move power check, deals damage = 10 x silhouette
2) can pull objects out of opponent's grasp or secure mountings 3) perform fine manipulation of items |
Upgrade | Effect |
---|---|
Control (1) | roll force pips when rolling intiative |
Upgrade | Effect |
---|---|
1) Take a force leap action. Make an enhance force power check. The user may spend light or dark to horizontally jump to any location within short range.
2) jump vertically as well as horizontally 3) make force leap as a manuever instead of an action 4) used with coordination 5) used with resilience 6) used with piloting (planetary) 7) used with piloting (space) 8) Ongoing effect. Commit force die. The user increases his agility die by 1 (max 6) |
|
Range | Spend light or dark to increase the power's range equal to range upgrades purchased |
Upgrade | Effect |
---|---|
Upgrade | Effect |
---|---|
Control | ongoing effect: Commit force die, once per round, when an attack targets the force user, upgrade the difficulty of the incoming attack pool by one |
Strength | upgrade the pool twice instead of once |
Duration | Sense's ongoing effects may be triggered one more time in a round |
Upgrade | Effect |
---|---|
Control (2) |
-spend force pips to make out fine details on a single object up to medium range
-add force die to vigilance and perception checks, spend pips for success or advantage |