Threshold | 16 |
Current | 0 |
Threshold | 18 |
Current | 0 |
Ranged | 0 |
Melee | 4 |
Skill | Career? | Rank | Roll | Adj. |
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Astrogation (Int) | 0 |
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Athletics (Br) | 0 |
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Charm (Pr) | 2 |
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Coercion (Will) | 5 |
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Computers (Int) | 0 |
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Cool (Pr) | X | 3 |
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Coordination (Ag) | 0 |
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Deception (Cun) | 2 |
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Discipline (Will) | X | 5 |
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Leadership (Pr) | X | 2 |
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Mechanics (Int) | 0 |
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Medicine (Int) | 1 |
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Negotiation (Pr) | X | 4 |
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Perception (Cun) | X | 2 |
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Piloting: Planetary (Ag) | 0 |
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Piloting: Space (Ag) | 0 |
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Resilience (Br) | 0 |
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Skulduggery (Cun) | 0 |
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Stealth (Ag) | 0 |
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Streetwise (Cun) | 0 |
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Survival (Cun) | 0 |
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Vigilance (Will) | 1 |
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Brawl (Br) | 0 |
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Gunnery (Ag) | 0 |
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Lightsaber (Will) | X | 5 |
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Melee (Br) | 0 |
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Ranged: Light (Ag) | 0 |
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Ranged: Heavy (Ag) | 0 |
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Knowledge: Core Worlds (Int) | 0 |
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Knowledge: Education (Int) | X | 3 |
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Knowledge: Lore (Int) | X | 3 |
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Knowledge: Outer Rim (Int) | 0 |
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Knowledge: Underworld (Int) | 0 |
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Knowledge: Warfare (Int) | 0 |
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Knowledge: Xenology (Int) | X | 3 |
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Lightsaber w/ Solari Crystal |
RangeEngaged |
SkillLightsaber |
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Breach 1, Defensive 2, Sunder, Stun 2 |
Damage7 |
Critical2 |
|
Shoto |
RangeEngaged |
SkillLightsaber |
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Accurate 1, Breach 1, Defensive 2, Sunder |
Damage5 |
Critical2 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Sense Emotions | 1 | Disciples of Harmony | Add a Boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. |
Savvy Negotiator | 3 | Disciples of Harmony | Remove 1 Setback die per rank of Savvy Negotiator from all Negotiation and Streetwise checks |
Grit | 3 | Disciples of Harmony 2; Core Rulebook 1 | Gain +1 Strain threshold |
Nobody's Fool | 3 | Disciples of Harmony 2; Core Rulebook 1 | Upgrade difficulty of incoming Charm, Coercion, and Deception checks once per rank of Nobody's Fool. |
Congenial | 1 | Disciples of Harmony | May suffer a number of Strain to downgrade difficulty o Charm or Negotiation checks or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial. |
Toughened | 2 | Disciples of Harmony | Gain +2 wound threshold. |
Reflect | 5 | Disciples of Harmony 2; Core Rulebook 3 | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
Parry | 4 | Disciples of Harmony 1; Core Rulebook 3 | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Improved Sunder | 1 | Disciples of Harmony | Each Advantage spent to activate a weapon's Sunder quality damages an item two steps instead o one. |
Calming Aura | 1 | Disciples of Harmony | When an opponent targets character with a Force power, reduce Force points generated by 1. |
Crucial Point | 1 | Disciples of Harmony | Once per session, the character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain. |
Force Rating | 2 | Disciples of Harmony | Gain +1 Force rating. |
Improved Savvy Negotiator | 1 | Disciples of Harmony | Make a Hard Negotiation check to convince on ebystander per rank of Savvy Neogtiator to see one of an opponent's points as maliciously unreasonable. |
Dedication | 2 | Disciples of Harmony | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Aggressive Negotiations | 1 | Disciples of Harmony | Once per session, perform a Hard Lightsaber check to decrease the difficulty of all Negotiation checks for the rest of the encounter by 2. |
Niman Technique | 1 | Core Rulebook | When making a Lightsaber skill check, the character may use Willpower instead of Brawn. |
Defensive Training | 2 | Core Rulebook | When making a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training. |
Sum Djem | 1 | Core Rulebook | May spend 1 Triumph or 2 Advantage with successful Lightsaber check to disarm opponent. |
Draw Closer | 1 | Core Rulebook | Perform Draw Closer action: make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding Force Dice no greater than Force rating to check. Spend Force points to move target one range band closer or to add 1 Success to check. |
Centerof Being | 1 | Core Rulebook | Take a Center of Being maneuver: until the beginning fo next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being. |
Force Assault | 1 | Spend 1 Triumph of 3 Advantage on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver. | |
Improved Center of Being | 1 | Suffer 1 strain to perform Center of Being maneuver as an incidental |
Upgrade | Effect |
---|---|
Range 3 | Spend 1 FP to increase power's range by a number of range bands equal to Range upgrades purchased |
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 Force user can pull objects out of secure mountings or out of an opponent's grasp |
Magnitude 4 | Spend 1 FP to increase targets affected equal to Magnitude upgrades purchased. |
Strength 4 | Spend 1 FP to increase silhouette able to be targeted equal to Strength upgrades purchased. |
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 |
Upgrade | Effect |
---|---|
Range 3 | Spend 1 FP to increase power's range by a number of range bands equal to Range upgrades purchased |
Magnitude 3 | Spend 1 FP to increase targets affected equal to Magnitude upgrades purchased |
Duration 4 | Spend 1 FP to increase duration by number of rounds or minutes equal to Duration upgrades purchased. |
Strength | When stressing the mind of a target, the character inflicts 2 strain |
Control | The Force user may make an opposed Discipline vs Discipline check combined with an Influence power check. If the user spends 1 FP 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. |
Control | When making a Coercion, Charm, Deception, Leadership, or Neegotiation check, the Force user may roll and Influence power check as part of his dice pool. He may spend 1 FP to gain Successes or Advantages on the check. |