Threshold | 20 |
Current | 20 |
Threshold | 17 |
Current | 17 |
Ranged | 1 |
Melee | 1 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | 0 | |||
Charm (Pr) | 0 | |||
Coercion (Will) | 0 | |||
Computers (Int) | 3 | |||
Cool (Pr) | X | 0 | ||
Coordination (Ag) | 1 | |||
Deception (Cun) | 0 | |||
Discipline (Will) | X | 2 | ||
Leadership (Pr) | 0 | |||
Mechanics (Int) | X | 4 | ||
Medicine (Int) | 0 | |||
Negotiation (Pr) | 0 | |||
Perception (Cun) | 0 | |||
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | X | 1 | ||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 0 | |||
Streetwise (Cun) | 0 | |||
Survival (Cun) | 0 | |||
Vigilance (Will) | X | 1 | ||
Brawl (Br) | X | 1 | ||
Gunnery (Ag) | 0 | |||
Lightsaber (Int) | X | 4 | ||
Melee (Br) | X | 2 | ||
Ranged: Light (Ag) | 0 | |||
Ranged: Heavy (Ag) | 0 | |||
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | 1 | |||
Knowledge: Lore (Int) | X | 2 | ||
Knowledge: Outer Rim (Int) | X | 1 | ||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | 1 | |||
Knowledge: Xenology (Int) | 0 |
Tail |
RangeEngaged |
SkillBrawl |
|
Disorient 2, Knockdown 1 |
Damage4 |
Critical5 |
|
Training saber |
RangeEngaged |
SkillLightsaber |
|
stun |
Damage6 |
Critical |
|
Multi-Goo Gun |
RangeShort |
SkillRanged: Light |
|
Disorient 1, Ensnare 4, Knockdown |
Damage2 |
Critical |
|
Lifebender- Selonian Glaive |
RangeEngaged |
SkillMelee |
|
cumbersome 1, pierce 4, defensive 1, accurate 2, deflection 1, cortosis, sunder |
Damage6 |
Critical3 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Dark vision | Remove all setbacks due to darkness (other than absolute dark) | ||
Gearhead | 2 | Remove 1 setback/rank from Mechanics checks, 1/2 credit price to add mods to attachments | |
Inventor | 2 | When constructing new items or modifying attachments, add 1 boost or remove 1 setback/rank | |
Grit | 4 | Gain +1 strain threshold | |
Mental Tools | 1 | Always count as having the right tools for the job when performing Mechanics checks | |
Toughened | 3 | Gain +2 Wound Threshold | |
Armor Master | 1 | When wearing armor, increase total soak value by 1 | |
Improved Armor Master | 1 | When wearing armor with soak of 2 or higher, increase defense by 1 | |
Supreme Armor Master | 1 | Req armor w/ soak of 2 or higher Once/round, may suffer 3 strain to take the Armor Master incidental; reduce the next Critical Injury suffered by 10/point, to a minimum of 1 | |
Dedication | 1 | Armorer- Increase Int to 4 | |
Tinkerer | 1 | May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once | |
Parry | 3 | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry | |
Soresu Technique | 1 | When making a check using the lightsaber skill, the character may use Intellect instead of Brawn | |
Reflect | 3 | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect | |
defensive stance | 1 | Once/round, may perform defensive stance maneuver and suffer a number of strain to upgrade all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive stance | |
Imbue Item | 1 | Take the Imbue Item maneuver, suffer 1 strain and commit a Force die to grant one weapon, piece of armor, or item an improvement while the Force die remains committed. Suffer 1 strain every round the Force die remains committed | |
Force Rating | 1 | Gain +1 Force Rating | |
Comprehend Technology | 1 | Take Comprehend Technology action, make an average (2 purple) Knowledge (Education) check to use Force rating as ranks in skills to use a single item | |
Saber Throw | 1 | Perform Saber Throw action- make lightsaber combat check as ranged attack at target within medium range, adding Force dice no greater than Force rating. Must spend pips and succeed to hit target, spend pips to have weapon return to hand. | |
Defensive Circle | 1 | May take the Defensive Circle action, make a Hard (3 purple) Lightsaber Intellect check. The character, plus one ally within short range per success, gains 1 defense plus 1 defense per 2 advantages | |
Improved Parry | 1 | When parrying a hit that generated a despair or 3 threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves | |
Improved Reflect | 1 | When reflecting a hit that generated a despair or 3 threat, may hit one target in medium range with the same damage as the initial hit after the original attack resolves | |
Dedication | 1 | Soresu Defender- up Int to 5 | |
Falling Avalanche | 1 | Incidental- Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn | |
Reinforce Item | 1 | Take the Reinforce Item maneuver, commit 2 Force dice to grant one weapon or piece of armor user is engaged with Cortosis quality while 2 Force dice remains committed. Suffer 3 strain every round 2 Force dice remains committed. | |
Strategic Form | 1 | May take the Strategic Form action, make a hard (3 purple) lightsaber (intellect) check rolling Force dice no greater than Force rating. If successful, 1 target within short range may only attack character for 1 round. Spend Force points to extend effect for 1 target for 1 |
Upgrade | Effect |
---|---|
Control | Ongoing Effect: Commit a Force die. Increase the system strain threshold of vehicle or starship at engaged range by 3 per Force die committed. |
Control | When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend light/dark pip to gain success or advantage (user's choice) on the check. |
Control | Ongoing Effect: Commit a Force die. One damaged weapon or item counts as being undamaged |
Range x3 | Spend Force pips to increase the power's range by a number of range bands equal to Range upgrades purchased. |
Mastery | When performing a Manipulate power check as part of a Mechanics skill check, the user may spend 2 pips to gain a triumph on the check. |
Control | May spend 1 Force pip to heal a number of wounds equal to their Int in an engaged droid |
Strength | When using this power, spend light/dark pip to cause targets to recover 1 additional strain or system strain, or heal 1 additional wound for every Strength upgrade purchased. |
Upgrade | Effect |
---|---|
Strength x2 | Spend 1 Force pip to increase silhouette able to be targeted equal to strength upgrades purchased |
Magnitude x2 | Spend 1 Force pip to increase targets affected equal to magnitude upgrades purchased. |
Range x3 | Spend 1 Force pip 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 Discipline check combined with a Move power check, dealing damage equal to 10xsilhouette |
Control | The Force user can pull objects out of secure mountings, or out of an opponent's grasp |
Control | The character can perform fine manipulation of items, allowing them to do whatever they would normally with their hands via this power at this power's range. |
Upgrade | Effect |
---|---|
Range | Spend Force pips to increase power's range by a number of range bands equal to Range upgrades purchased |
Magnitude x2 | spend 2 Force pips to affect 1 additional target within range per rank of Magnitude purchased |
Upgrade | Effect |
---|---|
Duration x2 | Unmatched Heroism lasts for 1 additional round |
Destiny | Umatched Heroism costs 1 Destiny Point instead of 2 |
Endurance | Reduce the strain cost to become the target of an attack with Unmatched Heroism by 1 |