Threshold | 21 |
Current | 0 |
Threshold | 18 |
Current | 0 |
Ranged | 1 |
Melee | 1 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | 2 | -ss | ||
Charm (Pr) | 0 | |||
Coercion (Will) | X | 5 | ||
Computers (Int) | X | 0 | ||
Cool (Pr) | X | 0 | ||
Coordination (Ag) | 0 | -ss | ||
Deception (Cun) | 0 | |||
Discipline (Will) | X | 5 | ||
Leadership (Pr) | X | 5 | bbb -ss | |
Mechanics (Int) | 0 | |||
Medicine (Int) | X | 0 | ||
Negotiation (Pr) | 0 | |||
Perception (Cun) | X | 5 | ||
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | X | 0 | ||
Resilience (Br) | 2 | |||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 1 | |||
Streetwise (Cun) | 0 | |||
Survival (Cun) | 0 | |||
Vigilance (Will) | X | 0 | ||
Brawl (Br) | X | 0 | ||
Gunnery (Ag) | 0 | |||
Lightsaber (Br) | 0 | |||
Melee (Br) | X | 5 | ||
Ranged: Light (Ag) | X | 0 | ||
Ranged: Heavy (Ag) | X | 5 | ||
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) | X | 5 | ||
Knowledge: Xenology (Int) | 0 |
DH-X Heavy Blaster Rifle |
RangeLong |
SkillRanged: Heavy |
|
Accurate 1, Cumbersome 3, Pierce 6 |
Damage13 |
Critical2 |
|
Crowbar |
RangeEngaged |
SkillMelee |
|
Concussive 1, Defensive 3, Deflect 3, Disorient 2, Knockdown, Pierce 1, Sunder, Two-handed |
Damage10 |
Critical5 |
|
Vibro-weapon |
RangeEngaged |
SkillMelee |
|
One-handed, Pierce 4, Sunder, Vicious 4 |
Damage6 |
Critical1 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Body Guard (Improved) | 4 | Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom he is engaged. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character's next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character. Once per session, when an ally protected by character's Body Guard maneuver would suffer a hit from a combat check, the character may choose to suffer the hit instead of the ally. | |
Brace ((Strength Enhancing System)) | 2 | As a maneuver, the character may Brace himself. This allows a character to remove a Setback per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult. | |
Coordinated Assault | The character may make a Coordinated Assault maneuver. If he does so, a number of allies engaged with him equal to his ranks in Leadership gain Advantage on combat checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per additional rank of Coordinated Assault. | ||
Encouraging Words | When an engaged ally fails a check, the character may suffer 1 strain. If he does, he may assist the next check that ally makes this encounter as an out of turn incidental. | ||
Formation Tactics (Improved) | The character may take the Formation Tactics action by making an Average Leadership check. If successful, he may choose a number of allies within short range equal to Successes generated. The difficulty of attacks against these allies is upgraded once until the end of his next round. The effects of this action do not stack. The character may also spend a Triumph or 6 Advantages to have the effect last until end of encounter. | ||
Master Instructor | Once per round as an out of turn incidental, the character may suffer 2 strain to allow an ally within short range to count as having the same number of ranks in the Discipline skill as the character for the next Discipline check the ally makes. | ||
Master Strategist | Once per phase during during a mass combat, the character may suffer 2 strain to decrease the diffuculty of the next Mass Combat check once. | ||
Natural Instructor | Once per game session, the character may reroll any one Discipline or Leadership check. | ||
Natural Scholar | Once per game session, the character may reroll any one Knowledge skill check. | ||
Targeted Firepower | Once per session the character may take the Targeted Firepower action by identifying one detected enemy character, vehicle, starship or structure and making a Hard Knowledge (Warfare) check. If successful, for the remainder of the encounter all allies within short range of the character add automatic Advantages to their combat attacks against that target equal to Successes that the character gained in the check. | ||
By the Book | 3 | Once per encounter, before making a combat ceck, the character may suffer two strain to add automatic Advantages to the result equal to his ranks in By the Book. | |
Command | 3 | The character gains Boost die per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add Boost die per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command). | |
Conditioned | 2 | Remove a Setback die per rank of Conditioned from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1 per rank of Conditioned. | |
Dedication [Agility][Presence][Willpower][Cunning] | 4 | Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. | |
Grit | 5 | Each rank of Grit increases a character's strain threshold by one. | |
Know the Enemy | The character may choose to use the Knowledge (Warfare) skill when making checks to determine Initiative | ||
Knowledge Specialization [Warfare] | When the character first acquires this talent, he may choose one Knowledge skill. When making checks with that skill, he may spend Triumph to gain additional Success equal to his ranks in Knowledge Specialization. | ||
Physical Training | The character adds a Boost die per rank of Physical Training to his Athletics and Resilience checks. | ||
Ready for Anything | 2 | Remove a Setback die per rank of Ready for Anything from mass combat made while the character is acting on the side of the acting force and the character's Cool or Vigilance checks to determine Initiative order. | |
Tactical Combat Training | Melee and Ranged (Heavy) become career skills. | ||
Blooded ((Cybernetic Respirator)) | The character adds a Boost die per rank of Blooded to his checks to resist or recover from the effects of poisons, venoms, and other toxins. Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of Blooded to a minimum of one. | ||
Toughened | 4 | The character increases his wound threshold by two per rank of Toughened. | |
Side Step | 2 | Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character. | |
Swift | The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers). | ||
Commanding Presence | 2 | The character removes Setback die per rank of Commanding Presence from his Leadership and Cool checks. | |
Confidence | 2 | The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check. | |
Improved Field Commander | The character may take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to twice his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. In addition, he may spend Triumph generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter. | ||
Natural Leader | Once per game session, the character may reroll any one Cool or Leadership check. |