Threshold | 15 |
Current | 0 |
Threshold | 20 |
Current | 0 |
Ranged | 4 |
Melee | 2 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | X | 1 | ||
Athletics (Br) | 0 | |||
Charm (Pr) | 0 | |||
Coercion (Will) | 0 | |||
Computers (Int) | X | 6 | ||
Cool (Pr) | 0 | |||
Coordination (Ag) | 0 | |||
Deception (Cun) | X | 3 | ||
Discipline (Will) | X | 3 | ||
Leadership (Pr) | 0 | |||
Mechanics (Int) | X | 6 | ||
Medicine (Int) | X | 2 | ||
Negotiation (Pr) | 0 | |||
Perception (Cun) | X | 2 | ||
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | X | 0 | ||
Resilience (Br) | 0 | |||
Skulduggery (Cun) | X | 2 | ||
Stealth (Ag) | X | 1 | ||
Streetwise (Cun) | X | 1 | ||
Survival (Cun) | 0 | |||
Vigilance (Will) | 0 | |||
Brawl (Br) | X | 0 | ||
Gunnery (Ag) | 0 | |||
Lightsaber (Br) | 0 | |||
Melee (Br) | 0 | |||
Ranged: Light (Ag) | X | 2 | ||
Ranged: Heavy (Ag) | 0 | |||
Knowledge: Core Worlds (Int) | X | 0 | ||
Knowledge: Education (Int) | X | 2 | ||
Knowledge: Lore (Int) | 0 | |||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | X | 0 | ||
Knowledge: Warfare (Int) | X | 2 | ||
Knowledge: Xenology (Int) | 0 |
Trast's Cool New Pistol |
RangeLong |
SkillRanged: Light |
|
Accurate 3, Pierce 3, Superior, Stun Setting |
Damage11 |
Critical3 |
|
Custom Shield |
RangeEngaged |
SkillBrawl |
|
Defensive 1, Deflection 3, Magnetic Tether with Quick Draw |
Damage1 |
Critical5 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Mental Tools | The character always counts as having the right tools for the job when performing Mechanics checks. | ||
Technical Aptitude | 3 | Reduces time needed to complete Computer-related tasks by 25% per rank. | |
Grit | 7 | Each rank of Grit increases a character’s strain threshold by 1 | |
Defensive Slicing | 3 | When attempting to defend a computer system against intrusion (or when an opponent attempts to slice a computer owned or programmed by the character), the character adds • per rank of Defensive Slicing to his opponent's checks. | |
Mental Fortress | The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Intellect or Cunning-related checks until the end of the encounter. He still suffers from the injury itself. | ||
Comprehend Technology | Once per session, the character may take the Comprehend Technology action, making an Average (PP ) Knowledge (Education) check to intuitively understand one weapon, armor set, or other piece of personal gear. Success means that for the remainder of the encounter, when the character makes any skill checks to use or repair the item, he may count his ranks in the applicable skill as equal to his current Force rating. | ||
Solid Repairs | 4 | The character repairs + 1 hull trauma per rank of Solid Repairs whenever he repairs a vehicle or starship. | |
Convincing Demeanor | 1 | Remove (Setback) per rank of Convincing Demeanor from any Deception or Skulduggery check. | |
Dedication | 5 | 2 (Int), 1 (Agi), 1 (Cunn), 1 (Brawn) | Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
Codebreaker | 3 | The character removes (Setback) from any attempt to break codes or decrypt communications equal to his ranks in Codebreaker. In addition, the character decreases the difficulty of Computers or Intellect checks made to break codes or decrypt communications by one. This does not increase with additional ranks of Codebreaker. | |
Natural Tinkerer | Once per game session, the character may reroll any one Mechanics check. | ||
Inventor | 3 | When constructing new items or modifying existing attachments (see Chapter V: Gear and Equipment), the character may choose to add (Boost) or remove (Setback) from the check per rank of Inventor. | |
Street Smarts | 1 | Remove (Setback) per rank of Street Smarts from any Streetwise or Knowledge (Underworld) checks the character attempts. | |
Dodge | 1 | When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge. | |
Sleight of Mind | 2 | The character adds (Boost) per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force powers. | |
Master Artisan | Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of his next Mechanics check (or his next check to build or mod an item) by one, to a minimum of Easy. | ||
Now You See Me | Once per session, the character may take the Now You See Me action, making a Hard Deception check. If successful, a number of NPCs equal to his Cunning within medium range forget any interactions they had with the character during the last thirty minutes. At the GM ’s discretion, multiple Threat or a Despair may give the NPC's in question unpleasant side effects, such as confusion, nightmares, or a persistent and maddening suspicion that they’ve forgotten something important. | ||
Master of Shadows | Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy. | ||
Researcher | 3 | The character removes (Setback) per rank of Researcher from his Knowledge checks. Researching takes 50 % less time (this does not increase with additional ranks of Researcher). | |
Valuable Facts | Once per encounter, the character may take a Valuable Facts action, making an (Average) Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation). If successful, the character may add (Triumph) to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation for why the information the character learned is instrumental in the success of the ally’s check. | ||
Researcher (Improved) | When the character makes a successful Knowledge check to gain information, he and his allies gain automatic (Advantage) per rank of Researcher to checks they make to act on that knowledge until the end of his next turn. | ||
Know It All | Once per session, the character may, as if he had spent a Destiny Point, perfectly recall one important fact he previously learned. If the character’s controlling player does not remember the specifics of the fact the player wishes to have the character recall, the Game Master should remind him of the relevant facts (provided the character has actually encountered the information) | ||
Gearhead | 2 | The character removes (Setback) per rank of Gearhead from his Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50 (this does not increase with additional ranks of Gearhead). | |
Bad Motivator | Once per game session, the character may take a Bad Motivator action to make a (Hard) Mechanics check. If successful, one device (subject to the GM's approval) spontaneously fails due to the character's involvement, or because it was about to fail anyway and the character noticed it (this is the character's decision). | ||
Fine Tuning | 4 | Whenever a character reduces the amount of strain a starship or vehicle suffers, he reduces one additional strain per rank of Fine Tuning. | |
Anatomy Lessons | After a successful attack with a personal (nonstarship/vehicle) weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one hit of the attack. | ||
Indistinguishable | 2 | The character's appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable. | |
Knowledge Specialization | 2 | Education | When the character first acquires this talent, he may choose one Knowledge skill. When making checks with that skill, he may spend Triumph to gain additional Successes equal to his ranks in Knowledge Specialization. |
Natural Programmer | Once per game session, the character may reroll any one Computer or Astrogation check. | ||
Contraption | Once per game session, the character can take a Contraption action. With a successful Hard Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. Triumph may be spent to allow the tools to be recovered to be reused later. | ||
Redundant Systems | Once per game session, the character can take a Redundant Systems action to make a Easy Mechanics check. If successful, the character may harvest components from a functioning device to repair a broken one, without breaking the functioning device. This allows the character to repair a broken device without having required spare parts, raw materials, or repair kits (the initial check does not suffer penalties for lacking repair kits, either). This only works, however, if the functioning device is at least the same size and technological level as the device being repaired (it's impossible to repair a starship with a blaster pistol). | ||
Stroke of Genius | Once per game session, the character can choose to make one skill check using Intellect, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his intelligence is helping him overcome this challenge. | ||
Resolve | 3 | When the character suffers strain, he suffers one less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss. | |
Second Wind | 2 | Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind. | |
Rapid Recovery | 2 | When the character recovers strain after an encounter has concluded, he recovers one additional strain per rank in Rapid Recovery. | |
Powerful Blast | 1 | The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast. | |
Skilled Slicer | When making a Computers check, the character may spend Triumph to gain some measure of control over the target system. Any further Computers checks within this system can be made as maneuvers. | ||
Master Slicer | Once per round, the character may perform a Master Slicer incidental to suffer two strain and decrease the difficulty of the next Computers or other slicing-related check by one, to a minimum of Easy. | ||
Time To Go | The character may spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion. This may be performed out of turn. This incidental occurs after the character determines he would be hit by the blast, but before damage is applied. | ||
Bypass Security | 2 | Remove Setback equal to the character’s ranks in Bypass Security from Skulduggery or Computers skill checks made to disable a security device or open a locked door. | |
Tinkerer | 1 | 1 (Custom Pistol) | The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one. |
Speaks Binary | 1 | The character grants Boost per rank of Speaks Binary to any tasks he directs a non-player droid to perform. | |
Utility Belt | The character may spend one Destiny Point to perform a Utility Belt incidental to produce a previously undocumented—but essential—small tool from his utility belt, satchel, or pockets, with a rarity no greater than (4). This cannot be a weapon unless the weapon has the Limited Ammo 1 quality. | ||
Respected Scholar | 1 | The character downgrades the difficulty of checks to interact with institutions of learning by one per rank of Respected Scholar. | |
Natural Scholar | Once per game session, the character may reroll any one Knowledge check. | ||
Intense Focus | 1 | Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once. | |
Careful Planning | Once per game session, the character can choose to introduce a "fact" or additional context directly into the narrative as if he had spent a Destiny Point. | ||
Defensive Slicing (Improved) | When attempting to defend a computer system against intrusion, the character upgrades the difficulty of an opponent's dice pool a number of times equal to his rank of Defensive Slicing. This replaces the usual benefits from Defensive Slicing. | ||
Hold Together | The character may spend one Destiny Point to make a Hold Together incidental immediately after a vehicle or starship he has repaired this encounter takes damage resulting in hull trauma. The character explains why the apparently serious damage was in fact superficial, and the damage from the attack becomes system strain instead. |
Upgrade | Effect |
---|---|
Control: Item Damage | Ongoing effect: Commit Force Die. One damaged weapon or item counts as being undamaged. |
Control: Increase System Strain | Ongoing effect: Commit Force Die. Increase the system strain threshold of 1 vehicle or starship at engaged range by 3 per Force Die committed. |
Control: Mechanics | When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend Force Point to gain Success or Advantage (user's choice) on the check. |
Range (1) | Spend Force Points to increase the maximum range at which the user can move objects 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: Heal Droid | The user may spend Force Point to heal a number of wounds equal to his Intellect in an engaged droid. |
Mastery | When performing a Manipulate power check as part of a Mechanics skill check, the user may spend 2 Force Points to gain a Triumph on the check. The user may not activate this multiple times. |
Upgrade | Effect |
---|---|
Control | The Force user gains the ability to enhance his arguments and charisma via the Force. When making a Coercion, Charm, Deception, Leadership, or Negotiation check, he may roll an Influence Power check as part of the pool. He may spend Force Point to gain Success or Advantage (user's choice) per point on his check. This counts as a normal Force Power check in every way—it is simply combined with the overall skill check |
Range (1) | Spend Force Point to increase the power's range by a number of range bands equal to Range upgrades purchased. |
Upgrade | Effect |
---|---|
Control | Enhance can be used with the Coordination skill. |
Control | Enhance can be used with the Resilience skill. |
Control | Enhance can be used with the Piloting (Space) skill. |
Control | Enhance can be used with the Piloting (Planetary) skill. |
Upgrade | Effect |
---|---|
Control: Magnitude | 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. If this power is used to manipulate something such as a control board, the controls count as an object of silhouette 0. |
Control: Pull | The Force user can pull objects out of secure mountings or out of an opponent's grasp. |
Control: Hurl | The Force user can hurl objects to inflict damage. Resulting impacts deal damage to both target and the object being moved. The user makes a Force power check and rolls a ranged attack as part of the pool. The attack's difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough Force Points to move the object. Silhouette 0 objects deal 5 damage, while other objects deal damage equal to 10 times their silhouette. The number of targets affected by a single object is up to the GM, but in general a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, he may do so using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming. |
Range (2) | Spend Force Points to increase the maximum range at which the user can move objects 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. |
Magnitude (1) | Spend Force Points to increase the number of targets affected by an amount equal to the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets by this number each time. |
Strength (2) | Spend Force Points to increase the maximum silhouette of objects a character can move by number equal to the number of Strength upgrades purchased. The user may activate this multiple times, increasing the silhouette of the objects he can move by this number each time. |