Threshold | 22 |
Current | 16 |
Threshold | 17 |
Current | 17 |
Ranged | 1 |
Melee | 1 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | X | 1 | ||
Charm (Pr) | 0 | |||
Coercion (Will) | 0 | |||
Computers (Int) | 0 | |||
Cool (Pr) | X | 0 | ||
Coordination (Ag) | X | 0 | ||
Deception (Cun) | 0 | |||
Discipline (Will) | X | 1 | ||
Leadership (Pr) | 0 | |||
Mechanics (Int) | 1 | |||
Medicine (Int) | 0 | |||
Negotiation (Pr) | 0 | |||
Perception (Cun) | X | 1 | ||
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | X | 2 | ||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 1 | |||
Streetwise (Cun) | 0 | |||
Survival (Cun) | X | 0 | ||
Vigilance (Will) | 0 | |||
Brawl (Br) | X | 2 | ||
Gunnery (Ag) | 0 | |||
Lightsaber (Br) | X | 2 | ||
Melee (Br) | X | 2 | ||
Ranged: Light (Ag) | 0 | |||
Ranged: Heavy (Ag) | 0 | |||
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) | 0 |
Contained Energy Axe |
RangeEngaged |
SkillLightsaber |
|
Breach 1, Cumbersome 3, Sunder, Vicious 3 |
Damage+3 |
Critical2 |
|
basic lightsaber |
RangeEngaged |
SkillLightsaber |
|
Breach 1, Sunder |
Damage6 |
Critical2 |
|
Crossguard saber |
RangeEngaged |
SkillLightsaber |
|
Breach 1, Sunder, defensive 1 |
Damage7 |
Critical2 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Toughened | 4 | kof p.25 | gain +2 wound threshold |
Grit | 3 | kof p.25 | Each rank of Grit increases a character's strain threshold by one. |
durable | 3 | kof p.25 | The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one. |
hard headed | 2 | kof p.25 | On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The character makes a Daunting Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy. |
unstoppable | 1 | kof p.25 | If the percentile roll made when the character receives a Critical Injury is 1 or is reduced to 1, the character does not receive the Critical Injury and suffers none of the effects. |
headbutt | 1 | kof p.25 | Once per encounter, the character may perform the Headbutt incidental. The character suffers 2 wounds and selects one engaged non-vehicle target with a silhouette of up to one higher than the character's. The target is knocked prone and is disoriented until the end of the next round. |
enduring | 1 | kof p.25 | The character gains +1 soak value per rank of Enduring. |
hard headed (improved) | 1 | kof p.25 | The character may use the Hard Headed action to recover from being incapacitated due to exceeding their strain threshold. On their next turn after being incapacitated, the character may make a Formidable Discipline check. If the check is successful, they decrease their strain to one below their strain threshold. The difficulty of this check decreases by one per rank of Hard Headed after the first, to a minimum of Easy. |
indomitable will | 1 | kof p.25 | Force talent. Once per encounter, the character may perform the Indomitable Will maneuver, suffering 3 strain to commit a number of Force dice up to their Force rating. While Force dice remain committed, reduce all damage the character suffers by an amount equal to the committed Force dice, and the character suffers 1 strain at the beginning of each of their turns. |
toughened (improved) | 1 | kof p.25 | Once per session, the character may heal a number of wounds equal to their ranks in Toughened. |
heroic fortitude | 1 | kof p.25 | The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn- or Agility-related checks until the end of the encounter. [They] still suffer from the injury itself. |
dedication | 1 | kof p.25 | gain +1 to a single characteristic. This cannot bring a characteristic above six. |
power from pain | 1 | kof p.25 | Force talent. Once per session, the character may spend a Destiny Point to gain +1 Force rating for each Critical Injury the character is suffering, until the end of the encounter. A character who has purchased this talent automatically gains 1 Conflict at the beginning of each game session. |
parry | 1 | kof p.25 | When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. |
Upgrade | Effect |
---|---|
control | The Force user can pull objects out of secure mountings or out of an opponent's grasp. |
range |
Spend light or dark side point to increase the maximum
range at which the user can move objects by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time. However, remember the user must still spend Force points to activate the power’s actual effects. |
control |
The Force user can hurl objects to damage targets, by making a ranged
combat check combined with a Move power check, dealing damage equal to 10 times silhouette |
control |
The character can perform fine manipulation of items, allowing him
to do whatever he could normally do with his hands via this power at this power’s range. |