Threshold | 20 |
Current | 0 |
Threshold | 20 |
Current | 0 |
Ranged | 4 |
Melee | 4 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | X | 3 | ||
Athletics (Br) | 0 | +1 green | ||
Charm (Pr) | 1 | 1 Upgrade | ||
Coercion (Will) | X | 2 | ||
Computers (Int) | X | 1 | ||
Cool (Pr) | X | 3 | ||
Coordination (Ag) | 0 | |||
Deception (Cun) | 0 | 1 Upgrade | ||
Discipline (Will) | X | 3 | ||
Leadership (Pr) | X | 5 | 1 Upgrade, remove 4 setback | |
Mechanics (Int) | 2 | |||
Medicine (Int) | 0 | |||
Negotiation (Pr) | X | 2 | Smoothtalker | |
Perception (Cun) | X | 1 | Remove Environmental setbacks | |
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | 0 | +1 brawn | ||
Skulduggery (Cun) | X | 1 | ||
Stealth (Ag) | 0 | |||
Streetwise (Cun) | 1 | |||
Survival (Cun) | 0 | |||
Vigilance (Will) | X | 1 | Remove Environmental setbacks | |
Brawl (Br) | X | 0 | +1 brawn, Remove Environmental setbacks | |
Gunnery (Ag) | 0 | Remove Environmental setbacks | ||
Lightsaber (Br) | 0 | +1 brawn, Remove Environmental setbacks | ||
Melee (Br) | X | 0 | +1 brawn, Remove Environmental setbacks | |
Ranged: Light (Ag) | X | 2 | Remove Environmental setbacks | |
Ranged: Heavy (Ag) | X | 0 | Remove Environmental setbacks | |
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | X | 1 | ||
Knowledge: Lore (Int) | 0 | |||
Knowledge: Outer Rim (Int) | X | 1 | ||
Knowledge: Underworld (Int) | 1 | |||
Knowledge: Warfare (Int) | X | 3 | ||
Knowledge: Xenology (Int) | 0 |
Blaster Pistol |
RangeMedium |
SkillRanged: Light |
|
Stun Setting |
Damage6 |
Critical3 |
|
Needles Breath |
RangeMedium |
SkillRanged: Light |
|
Accurate 2, Auto-Fire, Pierce 1, Stun Setting, Cumbersome 1 |
Damage8 |
Critical3 |
|
Riot Shield |
RangeEngaged |
SkillBrawl |
|
Cumbersome 3, Defensive 2, Deflection 2, Disorient 1 |
Damage+0 |
Critical6 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Commanding Presence | 4 | Core 75 | The character removes setback per rank of Commanding Presence from his Leadership and Cool checks. |
Side Step | 2 | Core 75 | Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incom- ing ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character. |
Toughened | 5 | Core 75 | The character increases his wound threshold by two per rank of Toughened. |
Swift | 1 | Core 75 | The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers). |
Body Guard | 2 | Core 75 | Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom he is engaged. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character's next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character. |
Confidence | 1 | Core 75 | The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check. |
Field commander | 1 | Core 75 | The character may take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter. |
Improved field commander | 1 | Core 75 | When taking a Field Commander action, the character may affect allies equal to twice his Presence. In addition, he may spend Triumphs generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver. |
Solid Repairs | 2 | Core 73 | Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs. |
Rapid Reaction | 2 | Core 73 | The character may suffer a number of strain to add an equal number of Successes to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction. |
Dedication | 3 | Core 75 | Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. (Presence, Willpower, Cunning) |
Command | 2 | Core 73 | The character gains boost dice per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add boost dice per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command). |
Fire Control | 1 | Core 73 | When in a starship or vehicle, the character can make a Fire Control maneuver. If he does so, all combat checks from the starship or vehicle count the silhouette of the target as one higher than normal until the beginning of the character's next turn. This effect does not stack with multiple uses of the Fire Control maneuver. |
Galaxy Mapper | 2 | Core 73 | The character removes setback per rank of Galaxy Mapper from his Astrogation checks. In addition, Astrogation checks take 50% less time (this does not increase with additional ranks of Galaxy Mapper). |
Grit | 5 | Core 73 | Each rank of Grit increases a character's strain threshold by one. |
Known Schematic | 1 | Core 73 | Once per game session, the character may spend a maneuver to make a Hard Knowledge (Education) check Success means he is familiar with a building or capital ship's design. He now knows the location of critical components or facilities within the ship or vehicle, as well as his own location. He can also plan unconventional routes around obstacles. Additional Success, Advantage, or Triumph results can reveal other useful information at the GM's discretion. |
Natural Leader | 1 | Core 75 | Once per session, may reroll any 1 Cool or Leadership check |
Familiar Sun | 1 | Core 73 | Once per session, may perform a familiar suns maneuver, make a hard knowledge (outer rim) or (core worlds) check to reveal the current type of planatary environment and other useful information. |
Tactical Combat Training | 1 | Core 101 | Melee and Ranged Heavy become career skills |
Intense Focus | 1 | Core 81 | Before making skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once. |
Wheel and Deal | 1 | Core 81 | When selling goods legally, gain 10% more credits per rank of Wheel and Deal. |
Know Somebody | 2 | Core 81 | Once per game session, when attempting to purchase a legally available item, the character may reduce its rarity by one step per rank of Know Somebody. |
Smooth Talker | 1 | Core 81 | When first acquired, choose 1 skill: Charm. Coercion, Deception, or Negotiation. When making checks with that skill, spend triumph to gain additional successes equal to ranks in Smooth Talker. [Negotiation] |
Sound Investments | 2 | Core 81 | At the beginning of each game session, the character gains credits equal to his ranks in Sound Investments times 100. How this money is earned is up to the player and GM, and could be actual investments, business dealings, or even a small legal or illegal side business. The GM can also decide that the current events of the adventure may make these funds temporarily unavailable. |
Bought Info | 1 | Core 81 | When required to make a Knowledge skill check, the character can instead make a Bought Info action. He spends a number of credits equal to 50 times the difficulty of the check and counts as succeeding on the check with one uncanceled success. At the GM's discretion, the character may not be able to use this ability if the information sought is particularly hard to find, or if the character is in a situation where he could not purchase information (such as marooned on a planet with no access to the HoloNet). |
Natural Negotiator | 1 | Core 81 | Once per session, may reroll any 1 Cool or Negotiation check. |