Threshold | 17 |
Current | 16 |
Threshold | 9 |
Current | 8 |
Ranged | 0 |
Melee | 0 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | X | 3 | ||
Charm (Cun) | 0 | |||
Coercion (Will) | X | 5 | ||
Computers (Int) | 0 | |||
Cool (Pr) | X | 5 | ||
Coordination (Ag) | 0 | |||
Deception (Cun) | 0 | |||
Discipline (Will) | X | 4 | ||
Leadership (Pr) | 0 | |||
Mechanics (Int) | 0 | |||
Medicine (Int) | 2 | |||
Negotiation (Pr) | 0 | |||
Perception (Cun) | X | 5 | ||
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | 1 | |||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 0 | |||
Streetwise (Cun) | 0 | |||
Survival (Cun) | X | 3 | ||
Vigilance (Will) | 0 | |||
Brawl (Br) | X | 3 | ||
Gunnery (Ag) | 0 | |||
Lightsaber (Br) | X | 5 | ||
Melee (Br) | X | 2 | ||
Ranged: Light (Ag) | 0 | |||
Ranged: Heavy (Ag) | 0 | |||
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | 0 | |||
Knowledge: Lore (Int) | 0 | |||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | 0 |
Great Lightsaber |
RangeEngaged |
SkillLightsaber |
|
Breach 1, Cumbersome 3, Sunder, Crystal Damage +1 |
Damage7 |
Critical2 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Large | 1 | Dowutins have a silhouette of 2, chosen at character creation. | |
Dowutin | 1 | Special Abilities: Resilience +1 | |
Immovable | 1 | Dowutins who suffer the immobilized condition, are knocked prone, or are otherwise moved against their will may, as an out-of-turn incidental suffer 3 strain to avoid the effect. Dowutins that are of silhouette 2 suffer only 1 strain | |
Toughened | 1 | Gain +2 wound threshold. | |
Parry | 3 | When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. | |
Intimidating | 2 | When attempting a Coercion check, the character may suffer strain to downgrade the difficulty of the check equal strain suffered. While the target of a Coercion check, you may suffer strain to upgrade the difficulty of the check equal to the strain suffered. This number cannot exceed ranks in Intimidating. | |
Grit | 1 | Gain +1 strain threshold. | |
Inner Peace | 2 | Once per encounter, the character may convert a number of dark side Destiny Points equal to the character's ranks in Inner Peace to light side Destiny Points. The character reduces the amount of Conflict they gain at the end of the session by 1 plus 1 per Destiny Point converted. | |
Juyo Savagery | 1 | When the character inflicts a Critical Injury with a Lightsaber combat check, add +5 to the Critical Injury roll for each dark side Destiny Point in the Destiny pool. A character who has purchased this talent automatically gains 1 Conflict at the beginning of each game session. | |
Embrace Your Hate | 2 | After making a successful Brawl, Lightsaber, or Melee combat check, the character may spend one Destiny Point and then gain Conflict equal to the number of dark side Destiny Points in the Destiny pool to add an equal amount of damage to one hit of the attack. The character may use this ability once per encounter for each rank of Embrace Your Hate. A character who has purchased one or more ranks of this talent automatically gains 1 Conflict at the beginning of a game session. | |
Vapaad Control | 1 | When making a Lightsaber combat check, the character may suffer 1 strain to downgrade the difficulty of the check a number of times equal to the number of light side Destiny Points in the Destiny pool. | |
Lethal Blows | 2 | The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. | |
Balance | 1 | When the character recovers from strain at the end of each encounter, they may roll Force dice no greater than their Force rating. They recover additional strain equal to the Force points generated. | |
Quick Strike | 2 | The character adds a boost dice per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter. | |
Dedication | 1 | ||
Multiple Opponents | 1 | The character adds a boost dice to their Brawl, Melee, and Lightsaber combat checks when engaged with multiple opponents. This includes single groups of multiple minions. |
Upgrade | Effect |
---|---|
Magnitude | Spend 2 Dark or Light to affect 1 additional target within range per rank of Magnitude purchased. (+3 / Long) |
Control |
Heal: May make a Heal power check combined with a Hard ( 3 purple) Medicine
check. If check succeeds, one target who heals wounds also heals one Critical Injury. Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers one Critical Injury (adding +10 to the roll per 2 advantage). |
Control 3 |
Heal: Spend Dark or Light to remove one status effect from target.
Harm: The user may spend to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. |
Strength |
Heal: Spend to increase wounds healed by 1 per rank of Strength upgrades
purchased. (+2) Harm: Spend to increase wounds inflicted by 1 per rank of Strength upgrades purchased. |
Mastery |
Heal: Once per session, spend to restore 1 target, who died after end of user’s last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict. |
Range | Spend 1 Dark or Light to increase power’s range by a number of range bands equal to Range upgrades purchased. (+2 / Medium) |