Threshold | 18 |
Current | 0 |
Threshold | 17 |
Current | 0 |
Ranged | 4 |
Melee | 4 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | 0 | |||
Charm (Pr) | 0 | |||
Coercion (Will) | 0 | |||
Computers (Int) | X | 2 | ||
Cool (Pr) | 2 | |||
Coordination (Ag) | 0 | |||
Deception (Cun) | X | 2 | ||
Discipline (Will) | 1 | |||
Leadership (Pr) | 0 | |||
Mechanics (Int) | 0 | |||
Medicine (Int) | 0 | |||
Negotiation (Pr) | 0 | |||
Perception (Cun) | X | 2 | ||
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | 0 | |||
Skulduggery (Cun) | X | 1 | ||
Stealth (Ag) | X | 3 | ||
Streetwise (Int) | X | 1 | ||
Survival (Int) | 0 | |||
Vigilance (Will) | 0 | |||
Brawl (Br) | 0 | |||
Gunnery (Ag) | 0 | |||
Lightsaber (Ag) | X | 3 | ||
Melee (Br) | 0 | |||
Ranged: Light (Ag) | X | 3 | ||
Ranged: Heavy (Ag) | 0 | |||
Knowledge: Core Worlds (Int) | X | 1 | ||
Knowledge: Education (Int) | 0 | |||
Knowledge: Lore (Int) | 0 | |||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | X | 2 | ||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | 0 |
Lightsaber |
RangeEngaged |
SkillLightsaber |
|
Breach 1, Sunder |
Damage8 |
Critical2 |
|
BlasTech DH-17 |
RangeMedium |
SkillRanged: Light |
|
Stun setting |
Damage6 |
Critical3 |
|
WP-19 Incendiary Grenade |
RangeShort |
Skill |
|
Blast 8, Burn 4 |
Damage8 |
Critical3 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Indistinguishable | 2 | Shadow | Upgrade difficulty of checks to identify character once per rank of indistinguishable |
Codebreaker | 2 | Shadow | Remove ■ per rank of Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1 |
Grit | 4 | Shien Expert/Shadow/Artisan | Gain +1 strain threshold |
Sleight of Mind | 1 | Shadow | Add □ to all Stealth checks unless the opposition is immune to Force powers. |
Conditioned | 1 | Shadow | Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
Parry | 2 | Shien Expert | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Toughened | 1 | Shien Expert | Gain +2 wound threshold |
Street Smarts | 1 | Shadow | Remove ■ per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks. |
Shien Technique | 1 | Shien Expert | When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn |
Now You See Me | 1 | Shadow | Once per session, take Now You See Me action. Make a Hard (♦♦♦) Deception check to make a number of NPCs equal to Cunning within medium range forget about character. |
Anatomy Lessons | 1 | Shadow | After making a succesful attack, may spend 1 Destiny Point to add damage equal to intellect to one hit. |
Reflect | 3 | Shien Expert | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
Djem So Deflection | 1 | Shien Expert | After using Reflect, may spend 1 Destiny Point to perform Move maneuver as out-of-turn incidental to close distance with or engage opponent. |
Improved Reflect | 1 | Shien Expert | When reflecting a hit that generated (despair) or (threat) <5; (threat), may hit one target in medium range with the same damage as the initial hit, after original attack resolves. |
Unmatched Vigilance | 1 | Sentinel Signature | Once per game session at the beginning of a structured encounter, the character may spend 2 Destiny Points. If he does so, he determines the initiative order of the first round of the encounter. Characters still make checks to determine initiative, but these results will only apply after Unmatched Vigilance's effects end. |
Group Preparation | 1 | Sentinel Signature | All NPCs add (6) to their combat checks targeting any PC who has not yet taken a turn in the current round. |
Duration | 2 | Sentinel Signature | The Intitiative order the base ability establishes lasts 1 additional round per Duration upgrade purchased. |
Destiny | 1 | Sentinel Signature | To activate the Unmatched Vigilance base ability, the character only needs to spend 1 Destiny Point instead of the normal 2. |
Combat Readiness | 1 | Sentinel Signature | After activating Unmatched Vigilance, the character may immediatley perform 1 free maneuver. |
Combat Preparation | 1 | Sentinel Signature | When the character activates Unmatched Vigilance, he may choose to introduce a "fact" or additional context directly into the narrative as if he had spent a Destiny Point |
Always Alert | 1 | Sentinel Signature | After activating Unmatched Vigilance, the character may choose to use either Cool or Vigilance for his initiative check. |
Group Vigilance | 1 | Sentinel Signature | All PCs add (6) to their combat checks targetting any NPC who has already taken a turn during the current round. |
Master of Shadows | 1 | Shadow | Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulldugger check by 1. |
Dedication | 1 | Shadow | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Dodge | 2 | Shadow | When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number. |
Falling Avalanche | 1 | Shien Expert | Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn. |
Solid Repairs | 2 | Artisan | When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of Solid Repairs. |
Inventor | 1 | Artisan | When constructing new items or modifying attachments, add (boost) or remove (setback), per rank of Inventor |
Upgrade | Effect |
---|---|
Strength--Rank 4 | Spend (X) to increase silhouette able to be targeted equal to Strength upgrades purchased |
Magnitude--Rank 4 | Spend (X) to increase targets affected equal to Magnitude upgrades purchased |
Control | The Force user can pull objects out of secure mountings or out of an opponent's grasp. |
Range--Rank 3 | Spend (X) 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 ranged combat check combined with a Move power check dealing damage equal to 10 times silhouette. |
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. |
Upgrade | Effect |
---|---|
Control--Rank 2 | The user may alter the perceived appearance of the chosen person or object instead of hiding it. May use this power to force the target to percieve a single illusory person or object. |
Strength--Rank 4 | Spend (X) (X) to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade threshold. |
Mastery | Spend (X) (X) to obscure additional objects or create illusions equal to Cunning plus Deception |
Magnitude--Rank 2 | Spend (X) to affect additional targets equal to Presence per rank of Magnitude purchased. |
Duration | Commit (O) (O) to sustain this power while the beguiled target remains in range |
Control | Commit one or more (O) Add (8) per (O) to all combat checks targetting Force user. |
Range--Rank 3 | Spend (X) to increase power's range by a number of range bands equal to Range upgrades purchased. |
Upgrade | Effect |
---|---|
Strength--Rank 1 | When using this power, spend (X) to cause targets to recover 1 additional strain or system strain, or heal 1 additional wound for every Strength upgrade purchased. |
Control--Rank 1 | Ongoing effect: Commit (8). Increase the system strain threshold of 1 vehicle or starship at engaged range by 3 per (8) committed. |
Range--Rank 1 | Spend (X) to increase the power's range by a number of range bands equal to Range upgrades purchased. |
Upgrade | Effect |
---|---|
Control--Rank 2 |
Rank 1:
Heal: If no (Dark Side) generated (Force) target heals strain equal to wounds healed. Harm: If any (Dark Side) were used to generate (Force) user heals strain equal to wounds inflicted. Rank 2: Heal: Spend (Force) to remove one status effect from target. Harm: The user may spend (Force) to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. |
Strength--Rank 1 |
Rank 1:
Heal: Spend (Force) to increase wounds healed by 1 per rank of Strength upgrades purchased. Harm: Spend (Force) to increase wounds inflicted by 1 per rank of Strength upgrades purchased. |
Mastery |
Heal: Once per session, spend (4x Force) 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 |