Underworld Contact: Rax Calder
Personal Contact: Eris Tal
Personal Contact: ????
Critical Injuries & Conditions
118: Blinded
80: Overpowered
93: At the Brink
Talents
Name
Rank
Book & Page
Description
Green Nikto
1
Gain a boost die to Athletics checks made to climb trees and other surfaces their claws can pierce.
Toughened
2
Gain +2 Wound threshold.
Intimidating
1
May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
Fearsome
1
When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome.
Street Smarts
1
Remove 1 setback die per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
Stunning Blow
1
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Natural Enforcer
1
Once per session, may reroll any 1 Coercion or Streetwise check.
Armor Spikes
1
Increases the armor's encumbrance by +1[1] or +2[2]. When the wearer suffers a hit from a Melee, Brawl, or Lightsaber check, after the attack is resolved, the character may spend three threat results or a despair result to automatically inflict one hit for 7 damage on the attacker.
Thermal Shielding System
1
Reduces the difficulty of Resilience checks made to resist the effects of fire and extreme heat by one. Removes up to two setback dice added to checks due to extreme fire or heat.
Talk The Talk
1
When making a Knowledge skill check, the character may spend 1 Destiny Point to substitute. Knowledge (Underworld) or Streetwise for the required skill.
Loom
1
When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds an advantage per rank in Coercion to the ally's check.
Defensive Stance
1
Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance.
Force Powers
Force Rating
1
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend Light Side or Dark Side pips to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade
Effect
Range 3
Spend Light Side or Dark Side points to increase power's range by a number of range bands equal to Range upgrades purchased.
Control
The Force user can pull objects out of secure mountings or out of an opponent’s grace.
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.
Magnitude 2
Spend Light Side or Dark Side points to increase targets affected equal to Magnitude 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 10 times silhouette.
Strength 2
Spend Light Side or Dark Side pips to increase silhouette able to be targeted equal to Strength upgrades purchased.
Power
Sense
Description
The user may spend a Force point (◑) to sense all living things within short range of [themself] (including animals and sentient beings). The user may not activate this multiple times.
The user may spend a Force point (◑) to sense the current emotional state of one living target with whom [they] are engaged. The user may not activate this multiple times.
Upgrade
Effect
Duration
Sense's effects may be triggered one additional time per round.
Range 1
Spend a Force point (◑) to increase the range at which the character senses living things 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.
Control 1
The user gains the ability to sense danger the moment before it strikes, allowing [them] to anticipate attacks and avoid incoming blows. This power gains the ongoing effect: Commit a Force die. Once per round, when an attack targets the Force user, [they] upgrade the difficulty of the pool once. The user may not activate this multiple times.
Control
The user gains the ability to detect the surface thoughts of the target. This power gains the effect: Spend a Force point (◑). The user senses the current thoughts of one living target with whom [they] are engaged. The user may activate this multiple times.
Strength
When using Sense's effects, upgrade the pool twice, instead of once.
Control
The Force user's ability to anticipate danger allows [them] to anticipate the actions of [their] opponents while [they] take the offensive, making [their] own blows harder to avoid. This power gains the ongoing effect: Commit a Force die. Once per round, when the Force user makes a combat check, [they] upgrade the ability of the pool once. The user may not activate this multiple times.