Threshold | 26 |
Current | 0 |
Threshold | 19 |
Current | 0 |
Ranged | 2 |
Melee | 1 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | X | 0 | ||
Charm (Pr) | 0 | |||
Coercion (Will) | X | 1 | ||
Computers (Int) | 0 | |||
Cool (Pr) | 0 | |||
Coordination (Ag) | 0 | |||
Deception (Cun) | 5 | |||
Discipline (Will) | X | 5 | ||
Leadership (Pr) | 0 | |||
Mechanics (Int) | 0 | |||
Medicine (Int) | 0 | |||
Negotiation (Pr) | 0 | |||
Perception (Cun) | 0 | |||
Piloting: Planetary (Ag) | X | 0 | ||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | X | 2 | ||
Skulduggery (Cun) | 4 | |||
Stealth (Ag) | X | 3 | ||
Streetwise (Cun) | 4 | |||
Survival (Cun) | X | 4 | ||
Vigilance (Will) | X | 2 | ||
Brawl (Br) | X | 0 | ||
Gunnery (Ag) | 0 | |||
Lightsaber (Br) | 0 | |||
Melee (Br) | X | 4 | ||
Ranged: Light (Ag) | 0 | |||
Ranged: Heavy (Ag) | X | 2 | ||
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | 0 | |||
Knowledge: Lore (Int) | X | 5 | ||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | 0 |
Duskblade improved Ichor Blade (Talon) |
RangeEngaged |
SkillMelee |
|
Pierce 4 , Sunder, Defensive 1 Cortosis, Superior |
Damage5+ |
Critical1 |
|
Nightsister Energy bow |
RangeMedium |
SkillRanged: Heavy |
|
Pierce 4, Unwieldy 3, Vicious 2 |
Damage8 |
Critical2 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Outdoorsman (Racial) | 1 | FaD core page 149 | The character removes 1 setback dice per rank of outdoorsman from his checks to move through or to manage terrian or enviromental effect decrease overland travel times by 50% |
Nightsister - Witchcraft (5 exp) | 1 | CoR page 31 | Character gains force rating 1 |
Nightsister - Summon item (5 exp) | 1 | CoR page 31 | As a maneuver, the character can summon or dimss a ritually prepered item. |
Nightsister - Ichor Blade (10 exp) | 1 | CoR page 31 | The character chooses on Melee or Brawl weapon they possess which gains the cortosis and pierce 2 qualities and reduces critcal rating by 1. If the weapon is destoryed or lost you can apply it again to a new weapon |
Nightsister - Improved Ichor Blade (15 exp) | 1 | CoR page 31 | The chosen weapon also gains sunder quality and defensive 1 quality and increases its damage by 2 |
Nightsister - Ichor Transfusion (20 exp) | 1 | CoR page 31 | Once per per encounter. the character may perform the inchor transfusion maneuver to heal any number of Strain by suffering that number of Wounds +1. The character may instead heal any number of wounds by suffering that many Strain +1 |
Nightsister - Ichor Reserve (25 exp) | 1 | CoR page 31 | Once per sessopm, as a maneuver, the character may suffer 2 strian to increase force rating by 1 until the end of the encounter. |
Nightsister - Force Rating (25 5exp) | 1 | CoR page 31 | gain +1 force rating |
Nightsister - Grit ( 5exp) | 1 | CoR page 31 | Gain +1 strain threashold |
Nightsister - Intimidating (10exp) | 1 | CoR page 31 | May suffer a number of strian to downgrade diffculty of coercion checks or upgrade the difficutly when targeted by coercions checks by an equal number strain suffered this way cannot exceed ranks in intimidating |
Nightsister - Grit (15 exp) | 1 | CoR page 31 | Gain +1 strain threashold |
Nightsister - Sixth Sense (15 exp) | 1 | CoR page 31 | Gain +1 ranged defence |
Nightsister - toughened (10exp) | 1 | CoR page 31 | |
Nightsister - intimidating (20 exp) | 2 | CoR page 31 | |
Nightsister - dedication (25 exp) | 1 | CoR page 31 | |
Nightsister - survivor's insincts (20 exp) | 1 | CoR page 31 | |
Nightsister - Force of Will (25 exp) | 1 | CoR page 31 | |
Nightsister - Sense advantage (10 exp) | 1 | CoR page 31 | |
Marauder - Toughened (5 exp) | 1 | ||
Marauder - Frenzied Attack (5 exp) | 1 | ||
Marauder - Feral Strength (5 exp) | 1 | ||
Magus - healing trance (5 exp) | 1 | ||
Marauder - Lethal blows (5 exp) | 1 | ||
Magus - toughened (5 exp) | 1 | ||
Marauder - Toughened (10 exp) | 1 | ||
Marauder - Feral Strength (10 exp) | 1 | ||
Magus - Confidence (5 exp) | 1 | ||
Magus - Channel agony (10 exp) | 1 | ||
Marauder - Lethal blows (15 exp) | 1 | ||
Magus - Sercet lore (10 exp) | 1 | ||
Marauder - Enduring (15 exp) | 1 | ||
Magus - Resplve (15 exp) | 1 | ||
Magus - Knowledge is power (15 exp) | 1 | ||
Magus - Secert lore (15 exp) | 1 | ||
Magus - Toughened (20 exp) | 1 | ||
Magus - Transmogrify (25 exp) | 1 | ||
Magus - Dedication (25 exp) | 1 | ||
Magus - Force rating (25 exp) | 1 | ||
Seer - uncanny reaction (5 exp) | 1 | ||
Seer - grit (5 exp) | 1 | ||
Seer - Keen eyed (10 exp) | 1 | ||
Seer - Grit (15 exp) | 1 | ||
Seer - Sense Danger (15 exp) | 1 | ||
Seer - Force Rating ( 20 exp) | 1 | ||
Battle scar - dodge | 1 | ||
Seer - Force is My Ally | 1 | ||
Seer -Expert Tracker | 1 | ||
Seer - Toughned | 1 | ||
Seer - Premetive aviodance | 1 | ||
Seer - Dodge | 1 | ||
Seer Natural mystic | 1 | ||
jedi knight Grit (5 exp) | 1 | ||
jedi knight Grit (5 exp) | 1 | ||
jedi knight jump up (5 exp) | 1 | ||
Jedi Knight Parry ( 10 exp) | 1 | ||
jedi knight reflect | 1 | ||
jedi knight improved reflect | 1 | ||
jedi knight improved parry | 1 | ||
Magus Mind of matter | 1 |
Upgrade | Effect |
---|---|
Duration | Sense's ongoing effects may be triggered one additional time per round |
control | Ongoing effect commit force dice, once per round when making a combat force user they upgrade the ability of the check once |
Control | Ongoing effect commit force dice, once per round when an attack targets the force user they upgrade the difficulty of the pool once |
Strength | When using sense's ongoing effects, upgrade the pool twice instead of once |
Basic |
may spend force point to sense all living things within short range (including sentient and not sentient beings)
The user may spend force point to sense current emotional state of one living target wiith whom they are engaged. |
Upgrade | Effect |
---|---|
Control | The user can perform a force leap as a maneuver instead of an action |
Range | Spend force point to increase power's range by a number of range bands equal to range upgrades purchased. |
Control | Enhance can be used with the resilience skill |
Control | take a force leap action. make an enhance power check. The user may spend force point to jump horizontally to any location in short range. |
Control | When performing a Force leap, the user can jump vertically in addition to jumping horizontally. |
Basic | When making an Athletics check, the force user may roll an enhance power check as part of the pool, the user may spend force point to gain success or advantage on the check |
Upgrade | Effect |
---|---|
Magnitude | Spend 1 force point to gain one additional detail per magnitude upgrade purchased. |
Magnitude | Spend 1 force point to gain one additional detail per magnitude upgrade purchased. |
Magnitude | Spend 1 force point to gain one additional detail per magnitude upgrade purchased. |
Control | Ongoing effect commit 1 force dice to upgrade ability of Vigilance and perception checks once |
Basic |
The user may spend 2 force points to gain insight into the general location or direction of a person or object that he knows about regardless of current distance.
The user may spend 1 force point and succeed at an average (2 purple) vigilance check (or opposed vigliance vs disipline check) to see through illusions |
Upgrade | Effect |
---|---|
Duration | Spend force point to increase days into the future the user may see equal to the duration upgrades purchased. |
Control | When making a skill check to determine initiative, the force user may roll a foresee power check as part of the pool. He may spend force points to gain success per point on the check. |
Control | Affected targets increase their ranged and melee defense by 2 for the first round of combat |
Magnitude | Spend force points to increase targets affected equal to magnitude upgrades purchased. |
Strength | Spend force point to pick out specific details equal to strength upgrades purchased. |
Basic | the user may spend force points to gain vague hints of events to come up to a day into his own personal future |
Upgrade | Effect |
---|---|
Range | Spend 2 force points to increase power's range by a number of range bands equal to upgrades purchased. |
Basic | Protect the user makes a protect power check and rolls 2 purple discipline check. spend 2 force points to reduce damage from an energy based weapon that hits himself or a engaged character equal to willpower +1 per success. Dark side users may only protect themselves (may not be activated multiple times.) |
Control |
Protect: Spend 1 force point to allow the power to protect against all types of attack.
Unleash: Spend 1 force point to give the attack ensnare 2. |
Strength | Spend force point to decrease damage or add damage equal to the ranks of Strength upgrades purchased. |
Strength | Spend force point to decrease damage or add damage equal to the ranks of Strength upgrades purchased. |
Strength | Spend force point to decrease damage or add damage equal to the ranks of Strength upgrades purchased. |
Strength | Spend force point to decrease damage or add damage equal to the ranks of Strength upgrades purchased. |
Control |
Protect: Light side force users may spend a destiny point to use protect as an out of turn incidental once per session.
Unleash: Dark side force users may spend a destiny point to use unleash as a maneuver once per session. |
Control |
Protect: Spend advantage to gain defense equal to advantage spent.
Unleash: Spend advantage to inflict 1 strain on target. |
Magnitude | Spend 1 force point to affect one additional target within range per rank of magnitude upgrades. |
Magnitude | Spend 1 force point to affect one additional target within range per rank of magnitude upgrades. |
Mastery |
Protect: Light side force users may spend 2 force points to reflect all attacks they reduce to 0 damage, dealing damage equal to the initial attack to the attacker.
Unleash: Dark side force users may spend force point to reduce the critical rating to the attack to 1. |
Range | Spend 2 force points to increase power's range by a number of range bands equal to upgrades purchased. |
Range | Spend 2 force points to increase power's range by a number of range bands equal to upgrades purchased. |
Duration |
Protect: if no dark side points used the power reduces damage of all attacks until the beginning of users next turn.
Unleash: spend force point to give the attack burn 2. |
Upgrade | Effect |
---|---|
Range | Spend 1 force point to increase powers range by a number of range bands equal to range upgrades purchased. |
Range | Spend 1 force point to increase powers range by a number of range bands equal to range upgrades purchased. |
Mastery | When the user is making a bind power check. if the check was not already opposed, the user may roll an opposed discipline vs discipline against one target of the power. if no darkside points were used to generate force points and the user succeeds on the check he may immediately stagger the target until the end of his next turn. If any dark side were used to generate force points and the check succeeds the target suffers a critical injury adding +10 to the roll per force point spent on the check |
Range | Spend 1 force point to increase powers range by a number of range bands equal to range upgrades purchased. |
Magnitude | Spend 2 force points to affect one additional target within range per rank of magnitude purchased. |
Magnitude | Spend 2 force points to affect one additional target within range per rank of magnitude purchased. |
Basic | The user may spend 1 force point to immobilize a target within short range until the end of the users next turn, if the user used any dark side pips to generate force points the target suffers 1 wound per force point spend on the check (ignoring soak) (may not be activated multiply times) |
Control | Spend 1 force point to move the target one range band closer or farther away |
Strength | Spend 1 force point to disorient the target for a number of rounds equal to strength upgrades purchased. |
Magnitude | Spend 2 force points to affect one additional target within range per rank of magnitude purchased. |
Upgrade | Effect |
---|---|
Control | The force user can pull objects out of secure mountings or out of an opponent's grasp. |
Base | the user may spend 1 force point to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short |
Magnitude | Spend 1 force point to increase targets affected equal to magnitude upgrades purchased. |
Range | Spend 1 force point to increase power's range by a number of range bands equal to range upgrades purchased. |
Range | Spend 1 force point to increase power's range by a number of range bands equal to range upgrades purchased. |
Magnitude | Spend 1 force point to increase targets affected equal to magnitude upgrades purchased. |
Strength | Spend 1 force point to increase silhouette able to be targeted equal to strength 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. |
Strength | Spend 1 force point to increase silhouette able to be targeted equal to strength upgrades purchased |