Underworld Contact: Rax Calder
Personal Contact: Eris Tal
Personal Contact: ????
Critical Injuries & Conditions
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
1
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.
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
Strength 2
Spend Light Side or Dark Side pips to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range 2
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 hurl objects to damage targets, by making a Discipline 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 grace.
Magnitude 2
Spend Light Side or Dark Side points to increase targets affected equal to Magnitude upgrades purchased.