Zia Ten - Heroic by OleanderSky

Species
Human
Career
Spy
Specializations
Slicer, F-S Emergent, Shadow, Soresu Defender, Warleader, Sentry
System
Force and Destiny

4
Threshold 20
Current 0
Threshold 27
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

2
4
5
5
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 1 -sFFFFF
Charm (Pr) 0 (FFFFF)
Coercion (Will) 1 (FFFFF)
Computers (Int) X 5 cybernetic
Cool (Pr) X 1
Coordination (Ag) X 1 -sFFFFF(bb)
Deception (Cun) X 2 (FFFFF)
Discipline (Will) X 5 b
Leadership (Pr) X 1 (FFFFF)
Mechanics (Int) 0
Medicine (Int) X 2
Negotiation (Pr) 0 (FFFFF)
Perception (Cun) X 2 bbbb
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0 FFFFF
Skulduggery (Cun) X 1
Stealth (Ag) X 3 (bbbbbb)(bb)
Streetwise (Cun) X 1 -s
Survival (Cun) X 1 b
Vigilance (Will) X 1 bbbb
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Int) X 2
Melee (Br) 0
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 1
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 1 -s
Knowledge: Warfare (Int) X 1
Knowledge: Xenology (Int) 1

Attacks

Nova Viper
Range
Medium
Skill
Ranged: Light
Accurate 2, Pierce 2, Stun Setting
Damage
9
Critical
3
DR-45 "Dragoon" Cavalry Blaster
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
8
Critical
3
TT-24G
Range
Long
Skill
Ranged: Light
Stun Setting (medium), Pierce 3, Accurate 1
Damage
7
Critical
2
Caliginous Sword
Range
Engaged
Skill
Lightsaber
Defensive 1, Pierce 5, custom grip, Vicious 3
Damage
+3
Critical
2
Custom Training Sword (ornate)
Range
Engaged
Skill
Lightsaber
Disorient 2, Defensive 2, Accurate 1, Stun Damage
Damage
+2
Critical
6
Ancient Sword
Range
Engaged
Skill
Lightsaber
Defensive 1
Damage
+2
Critical
3
Basic Lightsaber [mod]
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, (personalized), [Custom Grip, Accurate 1]
Damage
9
Critical
1

2320

Weapons & Armor

DR-45 "Dragoon" Cavalry Blaster (Enc. 1)
Damage 8, Crit 3, HP 3
Accurate 1, Stun Setting
[Attachment: Magnetic Weapon Tether. May recover weapon as an incidental within engaged range. Tether Mod: Failed]
[HP 0 Attachment: Combat Tested. Owner adds 1 Boost die to Discipline checks. Tested Mod: Add 1 Boost die to checks to resist fear.]
[Attachment: Environmental Adaptation Kit. Prevent weapon from breaking down due to a hostile environment. (Cold)]
-----
[Attachment: Environmental Adaptation Kit. Prevent weapon from breaking down due to a hostile environment. (Cold)]
[HP 0 Attachment: Combat Tested. Owner adds 1 Boost die to Discipline checks. Tested Mod: Add 1 Boost die to checks to resist fear.]
-----
TT-24G Highpoint Holdout Blaster, the Platonic Ideal of a Ridiculous Holdout
Encumbrance: 1 Hard Points: 2
Rarity: 6 Price: 350
Type: Energy Weapon
Categories: Blaster, Blaster Pistol, Holdout Blaster, Pistol, Ranged
Damage: 7 Range: Long Critical: 2
Skill: Ranged - Light
Qualities: Stun Setting (Medium Range), Accurate 1, Pierce 3, Difficult to Repair
[Attachment: Electronic Sighting System. Allows the shooter to aim once per round as an incidental at short range. Decrease the difficulty to locate the shooter in low light conditions by 1. ESS Mod: Accurate +1]
[Attachment: Custom Grip. Remove 1 setback die from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it. Grip Mod: Accurate +1.]
_____
[HP 1 Attachment: Blaster Suppressor.]
_____
Cargo Clothing with Armor Inserts (Enc. 3 negated when worn) (Negates up to three Enc. 1 items)
[Modified: Total of 2 Soak, 2 Defense, Hard check to notice inclusion]
-----
Jedi Battle Armor (Enc. 5)
Soak 2, Defense 1, HP 6
(Reverse Engineered, +1 setback to identification as Jedi armor due to cosmetic alteration)
[HP 0 Attachment: Multi-band Comlink. A long-range comlink is integrated into the helmet.]
[HP 1 Attachment: Vacuum Sealed.]
[HP 1 Attachment: Omnican 3 Integrated Scanner. While wearing his helmet, the user benefits from a general purpose scanner and adds 1 boost to Perception checks made to detect movement or hidden enemies. Mod: Perception Skill +1.]
[HP 1 Attachment: Amphibious Modification. Mod: 2x +2 hours of life support.]
[HP 1 Attachment: Reflec Shadowskin. Add 1 advantage result to Stealth checks. Mod: 1x Innate Stalker talent. Mod: 1x Add 2 setback dice to Perception checks made to find wearer. Additional Setback mod failed.]
[HP 1 Attachment: Heating System. Reduces difficulty of resilience checks due to the cold by 1. Removes 2 setback dice imposed due to extreme cold.]
-----
Zia's Lightsaber (Enc 1)
Damage 9, Crit 1, HP 5
Breach 1, Sunder
Crafted: Personalized, Diguised (When the crafter makes a successful Lightsaber check with this weapon add one automatic success. Add one automatic threat to Lightsaber checks other characters make with this weapon.) (Add one setback to checks to identify the lightsaber hilt as such while it is not ignited.)
[HP 2 Attachment: Dantari Crystal w/all mods]
[HP 1 Attachment: Shadowsheath. Increases difficulty to find the concealed weapon by 2]
[HP 1 Attachment: Hilt Masking Kit. Add 2 automatic failure results to attempts to identify or find the lightsaber. Hilt Mod: 2x Add 1 automatic failure results to attempts to identify or find the lightsaber.]
[HP 1 Attachment: Custom Grip. Remove 1 setback die from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it. Grip Mod: Accurate 1.]
Cumulative modifications: Add 4 automatic failures to attempts to identify or find the lightsaber. Increase the difficulty to find the concealed weapon by 2. Add one success on successful lightsaber checks by crafter, one threat on all other users. Remove/add setback(s). Accurate 1.
May spend force points when making a force power check as part of a combat check to regain 2 strain.
-----
Reinforced Clothing (Enc. 2 negated when worn)
Soak 2, HP 0
Insulated vs Heat and Cold (+ Boost die when resisting effects of heat and cold)
Embellishment Stealth: + Advantage to Stealth rolls
Integrated Breath Mask
Leg Brace: Reduce damage taken from falling by 10, and Critical Hits suffered from falling by 20
Smuggling Compartment: Checks made to find items hidden in the armor is opposed to the wearer’s Skulduggery. The armor can hide up to 2 encumbrance worth of items.
Extra Storage x2 (Increase Encumbrance limit by 2)
Mirror Finish 1
-----
Ancient Sword (Jian) (Enc. 3)
Damage +2, Crit 2, HP 1
Defensive 1
-----
Custom Sword (Enc. 2)
Damage +3, Crit 3, HP 0
Defensive 2
-----
Custom Training Sword (Enc. 2)
Damage +2, Crit 6, HP 1
Disorient 2, Defensive, Stun Damage
-----
Custom Training Sword (ornate) (Enc. 1)
Damage+2, Crit 6, Hard Point 2,
Disorient 2, Defensive 2, Accurate 1, Mirror Finish (Carved with beautiful patterns) 2, Stun Damage
-----
Caliginous Sword (kilij)
Skill: Lightsaber
Dam: +3
Crit: 2
Range: Engaged
Enc: 0
HP: 0
Custom grip (can be altered by force user with a diff 2 discipline force check), Unwieldy 4, Pierce 5, Vicious 3, Cortosis, Defensive 1, Superior
(Crits: 1)
------
Raider Arms Model-1 "Nova Viper" Blaster Pistol
-----
Merr-Sonn Model 31 Palm Stunner [Stunning an unaware target requires a skulduggery vs resilience check. Success automatically incapacitates a minion or deals 12 damage to strain threshold. Each success rolled increases damage by 1.] (Enc. 1)
-----
2X (I) EC-17 Holdout blaster pistol (easy to conceal) (HP 2) (Enc. 1)
1X Concealment Holster [adds 1 setback die to Perception checks made to discover hidden weapon] (Enc. 0)
-----
(I) TT-24 Holdout Blaster
-----
Training emitter
Knockout Grenade (Enc. 1)
Adverse Environmental Gear (Enc. 2 negated when worn)
Holdout Blaster Pistol (Enc 2)
Heavy Clothing (Enc. 1)
Combat Knife (Enc. 1)
-----
Caliginous Armour
Encumbrance: 3
Hard Points: 0
Rarity: - (NA)
Price: (NA)
Categories: Full Body, Hard, Full Body, Sealable
Soak: 3
Melee Def: 2
Ranged Def: 1
Qualities: Superior, Cortosis, Vacuum Sealed, Custom Fit, Quick Shed, Amphibious Adaptation, Heat & Cold regulation, Spikes
-While wearing the Armour increase: Brawn by 1; Strain by 4
-Innate Talent (Durable : 2 Ranks)
-Increases Defense value by 1 when User is Force Sensitive
-Quick Shed. User may wear and remove armor in 1 manoeuvre
-Custom fit, remove 2 setbacks and add 2 boosts for any athletics, coordination and stealth checks
-Amphibious Adaptation
-Heat & Cold regulation
-Spikes: When hit by a Melee/Brawl/Lightsaber attack, may use 3 disadvantages to deal 6 damage to attacker.
-----
Avi'ssha's Lightsaber (Enc 1)
Damage 7, Crit 2, HP 6
Breach 1, Sunder, Defensive 1
Crafted: Personalized, Customizable, Disguised (When the crafter makes a successful Lightsaber check with this weapon add one automatic success. Add one automatic threat to Lightsaber checks other characters make with this weapon.) (Add one setback to checks to identify the lightsaber hilt as such while it is not ignited.)
[HP 3 attachment: Solari crystal w/Improved reflect mod, others not attempted]
Reduce strain taken when using the Reflect incidental by 1.
Reduce cost of 'Improved Reflect' by 1 disadvantage
The crystal becomes useless if its user drops below 50 morality.

Linking Lightsabers
A rare and unique modification mainly used on lightsabers. Can be attached to a pair of lightsabers, balancing them perfectly for duel-wielding and allowing them to attach at the base to form a double-bladed lightsaber.

Can only be applied to two basic lightsabers or two shoto lightsabers.

As a manoeuvre, the user can join the weapons to form a single double bladed lightsaber (+0 Damage, - Crit, 2 Encumbrance, Engaged, Lightsaber, Linked 1, Unwieldy 3), or separate into the two base lightsabers. When joined into a double bladed lightsaber, pick one of the original lightsabers and use the crystal for the double bladed lightsaber. Only attachments that match on both sabers apply while joined.
Hard Points Required: 1 (Per weapon)
Price: 1000 credits (for the pair); Rarity 5

Personal Gear

Crafted Cybernetic Brain Implant
+ 1 Rank in Computers
Integrated Simple tool: Integrated Slicer tools
Unobtrusive 5: Add 1 Setback die per rank to check to determine that the character has the cybernetic installed
Ion Shielded: Does not shut down when affected by weapons w/ the Ion quality
Tailored: if built for a specific being, does not require a check to be installed in that being.

Neuro-Saav Cyborg/Droid Interface

Backpack (Enc. increase +4)
Utility Belt (Enc. increase +1) [Attachment: Concealed Climbing Cord]
MK III Modular Backpack w/6x Extra Pockets (Enc. increase +8)
Load-Bearing Gear (Enc. Increase +3)
Rim Excursions INC. Military Belt Pouch [stimpacks] (Enc. 0)
Extra Reload (Enc. 1)
Concealed Escape Kit
Commlink - handheld (Enc. 0)
Earbud Commlink (Enc. 0)
Mem-Stik (5) (Enc. 0)
Restraining Bolt (2) (Enc. 0)
Outlaw Tech Databreaker (Enc. 1)
Reed whistle
Forgery Tools
Authentication Tools
Lockpicks (Enc. 1)
[Compact 2, +v Skullduggery, +Rank Skullduggery]
Custom Slicer Gear +v Computers (Enc 1)
Datapad (4) (Enc. 1 per)
Security Sweeper
Lightsaber Maintenance Kit (Enc. 2)
Verpine Bond Gauntlets (Enc. 1) [Grant their users 1 boost die to checks made to handle volatile materials or perform delicate work.]
Physician's Kit (Enc. 2)
Emergency Medpac (Enc. 1)
Stimpack (10)
Binders (Enc. 0)
Restraining Bolt (2)
Electrosnare
Climbing Gear
Canteen
Anti-Grav Chute (Naboo)
Sporting Macrobinoculars (Enc. 1)
Recon Remote (Enc. 1)
Glow Rod (Enc. 1)
Scanner Goggles
Field Rations (4)
Fire Paste (5) (Enc. 0)
Fusion Lantern
Thermal Cloak - snow camo (Enc. 2)
Disguise Kit (Enc. 2)
Holographic Costume
1 Imperial NCO (Navy), 2 Imperial Officer (Navy), 3 ISB officer, 4 Imperial technician, 5 nice core world suit, 6 banal mid rim clothing, 7 cocktail dress, 8 evening gown
False credentials [Genna Malhor]
Raion idols
Backgammon set
Tea set
Green cocktail gown
Teal evening gown
Nice core-world clothing
Wedding ring (+v to negotiation checks)
Banal Apparel - mid rim style
Concealing robes - poncho
Concealing robes - outer rim spacer
Swimsuit
Shyriiwook to Basic dictionary
Books
Datapad game cartridge
Flimsii
Pen
Hand-carved pen
Bracelet
Wedding holo
Family holo

(Accidental deletion, stuff is probably missing)

Tooka-cat harness w/charm
Tooka-cat supplies
Tooka-cat plush toy
Loth-cat plush toy

Darth Dulag's holocron
Master Vale Gawyn's holocron
Sith robes
Books - Star charts, Hyperspace War, combat forms, Jensaarai, book from home

Portable DataVac
A plain rectangular brick of durable composite the size of a large datapad, this high-density storage device is designed for one thing: holding as much data as the designer could fit in the allotted volume, and transferring it into or out of itself at high rates of speed. A simple port array under one water/spacetight sealed end accepts practically any widely known port design or adapter. Encumbrance 1(0), [Enhanced Performance: durability, Enhanced Performance: storage space]

Leadership training tool
Encumbrance 6, Remove 4 setback dice, add 2 advantages

Token of Resistance: Carved Bone of a Sith
Often worn on a necklace as a starburst of metallic shards, this fetish acts to dampen Force powers used to sway the wearer's thinking. For those who fear the mind tricks of olden days, it is essential to preserve an individual's sense of self.
The red bone is carved with intricate runes and designs.
Whenever the user is targeted by an opposed social skill check where a Force power was used either to perform or augment the check, they may choose to have the opposing character roll 2 fewer Force dice as part of the check. If this means there are not enough Force dice for the check to be made or the power to activate, the check automatically fails.
Growing Power III: If the talisman is used to oppose an enemy's skill check or an enemy must perform a skill check due to the talisman's activation, that check's difficulty is increased by 1.
Invigorating I: The user recovers 1 strain after using the talisman.
Noticeable: Force users add □ to any checks made to determine that the talisman is an actual alchemically crafted item and not merely decorative jewelry or an ornamental keepsake
Empowered by Evil: The User suffers 2 Conflict after using the talisman

Assets & Resources

Ledger:

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Codebreaker 2 AoR 99, F&D 94 Remove 1 setback die per rank in Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
Defensive Slicing 1 AoR 99 When defending computer systems, add 1 setback die per rank of Defensive Slicing to opponents' checks.
Natural Programmer AoR 99 Once per session, may re-roll any 1 Computers or Astrogation check.
Technical Aptitude 1 AoR 99 Reduce time needed to complete computer-related tasks by 25% per rank.
Grit 14 AoR 99/293, F&D 94/97, KtP 29, EV Gain +1 strain threshold.
Bypass Security 1 AoR 99 Remove 1 setback die per rank of Bypass Security from checks made to disable a security device or open a locked door.
Resolve 1 AoR 99 When involuntarily suffering strain, suffer 1 less strain per rank of Resolve, to a minimum of 1.
Dedication (Intellect, Int, Cunning, Agility, Willpower) 3 AoR 99/293, F&D 94/77, KtP 29 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Mental Fortress AoR 99 Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.
Master Slicer AoR 99 Once per round, may take a Master Slicer incidental to suffer 2 strain and decrease difficulty of Computers or other slicing checks by 1, to a minimum Easy (1 Purple).
Spirits of the Raion HR Add 1 boost die to all Discipline and Survival checks.
Indistinguishable 1 AoR 293 Upgrade difficulty of checks to identify character once per rank of Indistinguishable.
Sleight of Mind 6 AoR 293, F&D 94, EV Add 1 boost die to all Stealth checks unless the opposition is immune to Force powers.
Touch of Fate AoR 293 Once per session, add 2 boost dice to any one check.
Balance AoR 293 When the character recovers from strain at the end of each encounter, he may roll his Force rating in Force dice. He regains additional strain equal to the number of Light Side gained from the Force Die.
Force Rating 3 AoR 293, F&D 94, KtP 29 Gain +1 Force Rating.
Sense Danger AoR 293 Once per session, remove 2 setback dice from any one check.
Uncanny Senses 4 AoR 293//KtP 29 Add 1 boost die per rank to all Perception checks.
Toughened 4 AoR 293, F&D 77, EV Gain +2 wound threshold.
Now You See Me F&D 94 Once per session, take Now You See Me action. Make a Hard Deception check to make a number of NPCs equal to Cunning within medium range forget about character.
Master of Shadows F&D 94 Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by one.
Uncanny Reactions 4 AoR 293, EV Add 1 boost die per rank to all Vigilance checks.
Well Rounded (Core Worlds, Vigilance) 1 F&D 94 Choose any 2 skills. They permanently become career skills.
Anatomy Lessons F&D 94 After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
Insight AoR 293 Perception and Discipline become career skills.
Shroud F&D 94 The character may spend 1 Destiny Point to make himself undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter.
Parry 4 F&D 77 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Soresu Technique F&D 77 When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.
Confidence 3 F&D 77, HR May decrease difficulty of Discipline checks to avoid fear by 1 rank per rank of Confidence.
Supreme Parry F&D 77 If the user did not make a combat check during his previous turn, may suffer 1 strain to use parry.
Defensive Stance 1 F&D 77 One per round on the character’s turn, the character may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character’s next turn, upgrade the difficulty of all melee combat checks targeting the character a number of time equal to the strain suffered by the character in this way.
Reflect 5 F&D 77, EV When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. (Requires a lightsaber)
Prime Positions 2 KtP 29 When this character or an ally in short range takes cover, he increases soak by one per rank of Prime Positions until he leaves that cover.
Careful Planning 1 KtP 29 Once per game session, the character can choose to introduce a “fact” or additional context directing into the narrative as if he had spent a Destiny Point.
Blind Spot KtP 29 This character and allies within short range add an Advantage to combat checks while benefiting from cover.
Prophetic Aim KtP 29 When benefiting from an aim maneuver, Despair from this character's Ranged (Heavy) and Ranged (Light) checks cannot cause attacks to his allies engaged with the target.
Improved Parry F&D 77 When parrying a hit that generated Despair or 3 threat may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Dodge 2 F&D 94, EV When targeted by a combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks in Dodge, then upgrade the difficulty of the check by that number.
Conditioned 1 EV Remove 1 setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Impossible Fall EV Once per session, perform the Impossible Fall incidental when falling, make a Force power check, and spend o/●o/● to decrease the fall by one range band and land somewhere safe. Spend o/● to decrease distance by one additional range band (may be done multiple times).
Constant Vigilance EV May always use Vigilance when making checks to determine initiative
Improved Reflect F&D 77, EV When parrying a hit that generated Despair or 3 threat may hit one target in medium range with the same damage as the initial hit, after the original attack resolves.
Suppressing Fire 1 KtP 29 The character and each ally within short range may spend an advantage result on their failed combat checks to inflict 1 strain on their respective targets per rank of Suppressing Fire. Each character can only activate this effect once per round.
Natural Rogue* 1 HR Once per game session, the character may reroll any one Skulduggery or Stealth check.
Natural Exorcist* 1 HR
Street Smarts 1 The character removes a setback dice per rank of Street Smarts from their Streetwise and Knowledge (Underworld) checks.

Force Powers

Force Rating
5
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (o/● use): When guiding and shaping thoughts, only ● may be used to generate negative emotions such as rage, fear, and hatred. Only o may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions or simple commands such as confusion can be generated with either o or ●.
The character may spend o/● to stress the mind of one living target he is engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by 1 each time.
Upgrade Effect
Duration [2] Spend o/● to increase duration by a number of rounds (or minutes) equal to Duration upgrades purchased.
Strength [1] When stressing the mind of a target, the character inflicts 2 strain.
Control (Emotion/Belief) The Force user may make an opposed Discipline vs Discipline check combined with an Influence power check. If the user spends o/● and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Range [II] Spend o/● to increase the power's range by a number of range bands equal to Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Magnitude [III] Spend o/● to increase targets affected equal to Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets multiple times.
Control (Skills) When making a Coercion, Charm, Deception, Leadership or Negotiation check, the Force user may roll an Influence power check as part of his dice pool. He may spend o/● to gain Success or Advantage (user's choice) on the check.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend o/● to sense all living things within short range (including sentient and non-sentient beings).
The user may spend o/● to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control (Sense Thoughts) Spend o/● The Force user senses the current thoughts of one living target with whom he is engaged. The user may not activate this multiple times.
Range [3] Spend o/● to increase power's range by a number of range bands equal to Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Control (Upgrade Difficulty) Ongoing effect: Commit 1 Force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once. The user may not activate this multiple times.
Duration Sense's ongoing effects can be triggered one additional time per round.
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Magnitude Spend o/● to increase the number of targets affected by the power equal to Magnitude upgrades purchased.
Control (Skill) Ongoing effect: Commit 1 Force die. Once per round, when the Force user makes a combat check, he upgrades the ability of that check once.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed energy or saps his foe of vital energy.
Heal (light side Force user only): Spend o/● to heal a number of wounds equal to Intellect from an engaged living creature (including user). This counts as a use of a stimpack on the affected target. The user may not activate this multiple times.
Harm: Spend o/● to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade Effect
Control: Strain Heal: If no ● generated o/● target heals strain equal to wounds healed. Harm: If any ● were used to generate o/● user heals strain equal to wounds inflicted.
Control: Status Heal: Spend o/● to remove one status effect from target. Harm: The user may spend o/● to heal wounds equal to wounds inflicted on target. Healed character gains 1 conflict.
Mastery See long text image.
Strength Heal: Spend o/● to increase wounds healed by 1 per rank of Strength upgrades purchased. Harm: Spend o/● to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend o/● to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum is short range. The user may not activate this multiple times.
Upgrade Effect
Strength [1] Spend o/● to increase silhouette able to be targeted equal to Strength upgrades purchased. The user may activate this multiple times, increasing the silhouette of the objects he can move by this number each time.
Control (pull) The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Control (hurl) 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 (using the Discipline skill) as part of the pool. The attack's difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty. The attack only suceeds if the user can also spend enough o/● to move the object. Silhouette 0 objects deal 5 damage, while other objects deal damage equal to ten times their silhouette. This attack follows all the rules for ranged attacks, including ranged defense and aiming.
Range [1] Spend o/● to increase power's range by a number of range equal to Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force.
The user may spend o/● to ignore the effects of darkness or blindness and see normally up to medium range for the remainder of the round (or for one minute). This allows user to view everything most sentients could normally be able to see on a well lit day.
Upgrade Effect
Duration [1] Spend o/● to increase duration by a number of rounds (or minutes) equal to Duration upgrades purchased.
Control (Fine Details) Spend o/● to make out fine details on a single object within medium range. The user may activate this multiple times, increasing the number of objects by one each time.
Control (Transparent) Spend o/● to see through a single object within medium range.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance Power Check as part of the pool.
The user may spend o/● to gain Success or Advantage (user's choice) on the check.
Upgrade Effect
Control (Leap Horizontal) Take a Force Leap Action. Make an Enhance Power Check. The user may spend o/● to jump horizontally to any location in short range. The user may not activate this multiple times.
Control (Resilience) Enhance can be used with the Resilience skill.
Control (Leap Vertical) When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control (Coordination) Enhance can be used with the Coordination skill.
Range Spend o/● to increase power's range by a number of range bands equal to range upgrades purchased. The user may not activate this multiple times.
Power
Alter
Description
Upgrade Effect
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend o/● o/● to gain insight into the general location or direction
The user may spend o/● and
Upgrade Effect
Magnitude Spend o/● to gain one additional detail per Magnitude upgrade purchased.

Background

Relationship with the Empire: Visionary Opportunist
Joining the Rebellion: The New Recruit
Spy: Enemies
Languages: Basic, Binary, Arkanian, Raion, Sith, High Sith, Huttese

Motivation

Connection: Intelligence

Morality

Compassion/Hatred: 71

Description

Other Notes

https://docs.google.com/document/d/1rTy87zOHKY_dupi0kNVHM8IlEdwwF-eZ5STPz8V9z-8/edit?usp=sharing

Slicer
■ ■ □ □ Codebreaker//Grit
■ ■ ■ ■ Defensive Slicing//Technical Aptitude//Grit//Bypass Security
■ □ □ ■ Natural Programmer//Grit
□ □ □ ■ Resolve
□ ■ ■ ■ Master Slicer//Mental Fortress//Dedication

Force-Sensitive Emergent
■ ■ □ ■ Insight//Uncanny Senses////Grit
■ ■ ■ ■ Uncanny Reactions//Toughened//Sleight of Mind//Sleight of Mind
■ ■ ■ ■ Uncanny Senses//Uncanny Reactions//Grit//Indistinguishable
■ ■ ■ ■ Toughened//Sense Danger//Touch of Fate//Balance
□ □ ■ ■ Force Rating//Dedication

Shadow
■ ■ □ □ Sleight of Mind//Street Smarts
■ ■ ■ □ Well Rounded//Mental Fortress//Grit
■ ■ ■ ■ Shroud//Dodge//Sleight of Mind//Grit
□ ■ ■ ■ Codebreaker//Now You See Me//Dodge
■ ■ ■ ■ Force Rating//Anatomy Lessons//Master of Shadows//Dedication

Soresu Defender
■ ■ ■ ■ Parry//Parry//Toughened//Defensive Stance
■ ■ ■ ■ Soresu Technique//Reflect//Grit//Grit
■ ■ □ ■ Confidence//Improved Parry//Parry
■ ■ ■ □ Parry//Reflect//Reflect
■ ■ ■ □ Supreme Parry//Dedication//Improved Reflect

Warleader
■ ■ ■ ■ Prime Positions//Suppressing Fire//Grit//Uncanny Senses
■ ■ ■ □ Grit//Careful Planning//Sense Danger
□ ■ ■ □ Grit//Uncanny Senses
□ ■ ■ □ Prime Positions//Blind Spot
□ ■ ■ ■ Dedication//Force Rating//Prophetic Aim

Sentry
■ ■ ■ ■ Toughened //Reflect/Grit//Conditioned
■ ■ ■ ■ Uncanny Reactions//Grit//Reflect//Uncanny Reactions
■ □ □ ■ Sleight of Mind//Impossible Fall
□ □ ■ ■ Constant Vigilance//Sleight of Mind
■ ■ ■ ■ Force Rating//Improved Reflect//Dodge//Dedication

Return to Top