Cape Jennis by ayo9
Specializations
Seer/Pilot
System
Force and Destiny
Characteristics
Skills
Skill |
Career? |
Rank |
Roll |
Adj. |
Astrogation (Int) |
X |
2 |
|
|
Athletics (Br) |
|
0 |
|
|
Charm (Pr) |
X |
0 |
|
|
Coercion (Will) |
X |
0 |
|
|
Computers (Int) |
|
0 |
|
|
Cool (Pr) |
|
0 |
|
|
Coordination (Ag) |
|
0 |
|
|
Deception (Cun) |
|
0 |
|
|
Discipline (Will) |
X |
0 |
|
|
Leadership (Pr) |
|
0 |
|
|
Mechanics (Int) |
|
1 |
|
|
Medicine (Int) |
|
0 |
|
|
Negotiation (Pr) |
|
0 |
|
|
Perception (Cun) |
X |
2 |
|
|
Piloting: Planetary (Ag) |
X |
2 |
|
|
Piloting: Space (Ag) |
X |
2 |
|
|
Resilience (Br) |
|
0 |
|
|
Skulduggery (Cun) |
|
0 |
|
|
Stealth (Ag) |
|
0 |
|
|
Streetwise (Cun) |
|
0 |
|
|
Survival (Cun) |
X |
0 |
|
|
Vigilance (Will) |
X |
3 |
|
|
Brawl (Br) |
|
0 |
|
|
Gunnery (Ag) |
X |
2 |
|
|
Lightsaber (Br) |
|
0 |
|
|
Melee (Br) |
|
1 |
|
|
Ranged: Light (Ag) |
|
0 |
|
|
Ranged: Heavy (Ag) |
|
0 |
|
|
Knowledge: Core Worlds (Int) |
|
0 |
|
|
Knowledge: Education (Int) |
|
0 |
|
|
Knowledge: Lore (Int) |
X |
3 |
|
|
Knowledge: Outer Rim (Int) |
X |
0 |
|
|
Knowledge: Underworld (Int) |
|
0 |
|
|
Knowledge: Warfare (Int) |
|
0 |
|
|
Knowledge: Xenology (Int) |
|
0 |
|
|
Attacks
Sword Cane |
Range
Engaged |
Skill
Melee |
|
Defensive 1
|
Damage
2 |
Critical
3 |
Weapons & Armor
Beskar'gam - Encumbrance 6, HP 5, Soak 2, Defense 1
Sword Cane
Critical Injuries & Conditions
Impaired Seer - like Sifo-Dyas
Talents
Name |
Rank |
Book & Page |
Description |
Seer - Uncanny Reaction |
2 |
|
Add two blue to vigilance checks |
Seer- Keen Eyed |
1 |
|
Remove black from vigilance and perception - decrease time used to search by half |
Seer - Forewarning |
1 |
|
Perform the Forewarning action to increase characters within medium range by force rating # |
Force Powers
Power
Forsee
Description
May spend lightside/darkside to see vague hints of personal future
Upgrade |
Effect |
Magnitude 1 |
spend lightside/darkside spend lightside/darkside to increase those affected |
Strength 2 |
spend lightside/darkside for more details |
Control 1 |
Initiative - may spend lightside/darkside to add a success to roll |
Duration 2 |
Spend lightside/darkside to increase # of days forseen |