Threshold | 17 |
Current | 0 |
Threshold | 24 |
Current | 0 |
Ranged | 1 |
Melee | 1 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 4 | |||
Athletics (Br) | 0 | |||
Charm (Pr) | 4 | |||
Coercion (Will) | 5 | |||
Computers (Int) | 4 | |||
Cool (Pr) | 3 | |||
Coordination (Ag) | 4 | |||
Deception (Cun) | 0 | |||
Discipline (Will) | 6 | |||
Leadership (Pr) | 5 | |||
Mechanics (Int) | 5 | |||
Medicine (Int) | 0 | |||
Negotiation (Pr) | 4 | |||
Perception (Cun) | 0 | |||
Piloting: Planetary (Ag) | 2 | |||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | 0 | |||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 0 | |||
Streetwise (Cun) | 0 | |||
Survival (Cun) | 0 | |||
Vigilance (Will) | 3 | |||
Brawl (Br) | 0 | |||
Gunnery (Ag) | 3 | |||
Lightsaber (Will) | 5 | |||
Melee (Br) | 2 | |||
Ranged: Light (Ag) | 2 | |||
Ranged: Heavy (Ag) | 0 | |||
Knowledge: Core Worlds (Int) | 3 | |||
Knowledge: Education (Int) | 6 | |||
Knowledge: Lore (Int) | 6 | |||
Knowledge: Outer Rim (Int) | 5 | |||
Knowledge: Underworld (Int) | 2 | |||
Knowledge: Warfare (Int) | 5 | |||
Knowledge: Xenology (Int) | 3 |
Purple Lightsaber |
RangeEngaged |
SkillLightsaber |
|
Damage +9, Critical Rating +1, Breach +1, Vicious +1, Sunder |
Damage9 |
Critical3 |
|
Red Lightsaber |
RangeEngaged |
SkillLightsaber |
|
Damage +6, Critical Rating +2, Breach +1, Vicious +2, Sunder Quality. Add 1 dark force point to any force power check. |
Damage6 |
Critical4 |
|
Unleash (Force Lightning) |
RangeExtreme |
SkillRanged: Light |
|
Ensnare 2, Burn 2 |
Damage10 |
Critical4 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Parry | 5 | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. | |
Toughened | 3 | The character increases their wound threshold by two per rank of Toughnened. | |
Quick Draw | 1 | Once per round on the character’s turn, they may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. | |
Grit | 8 | The character increases their strain threshold by one per rank of Grit. | |
Reflect | 5 | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. | |
Sense Danger | 1 | Once per game session, the character may remove two Setback Dice from any one skill check. | |
Learning Opportunity | 1 | Once per round, the character may spend 3 advantage from a check they fail to upgrade the ability of their next check once. | |
Force Rating | 3 | Each rank permanently increases Force rating by one. | |
Adaptable | 1 | When resolving a check that uses a skill in which they have no ranks, the character may spend one destiny point to remove threat or despair equal to their ranks in Cool. | |
Something to Prove | 1 | Once per session, suffer 3 strain to reroll a failed check. If the check succeeds, the character heals the 4 strain. | |
Temple Training | 1 | Before making a Lightsaber skill check, the character may spend one Destiny point to add damage to the attack equal to their ranks in Knowledge (Lore). | |
Technical Aptitude | 1 | Reduce time needed to complete Computers related tasks by 25% per rank. | |
Inventor | 1 | When constructing new items or modifying attachments, add boost die or remove setback die per rank of Inventor. | |
Solid Repairs | 3 | Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs. | |
Intuitive Improvements | 1 | When making check to craft or repair item, may add force die no greater than force rating to check. Spend light/darkside points to increase hard points by 1, to max of +2. | |
Jump Up | 1 | Once per round on the character’s turn, the character may stand up from prone or a seated position as an Incidental. | |
Researcher | 2 | The character removes a setback die per rank of Researcher from all Knowledge checks. Researching takes 50% less time (this does not increase with multiple ranks of researcher). | |
Sense Emotions | 1 | Add boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. | |
Improved Reflect | 1 | When reflecting a hit that generated 1 despair or 3 threat, may hit one target in medium range with the same damage as the initial hit, after the original attack resolves. | |
Improved Parry | 1 | When parrying a hit that generated 1 despair or 3 threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after ongoing attack resolves. | |
Balance | 1 | When the character recover from strain at the end of each encounter, they may roll their force rating in force dice. They regain additional strain equal to the number of light side points gained from the force die. | |
Circle of Shelter | 1 | When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit. | |
Side by Side | 1 | While the character and one or more engaged allies are wielding lightsabers, add 1 threat to all combat checks that target the character or those allies. | |
Will of the Force | 1 | Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point. | |
Guardian of the Republic | 1 | After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round. | |
Saber Throw | 1 | Perform Saber Throw action; make Lightsaber combat check as ranged attack at a target within medium range, adding force die no greater than force rating. Must spend 1 light/darkside point and succeed to hit target, spend 1 light/darkside point to have weapon return to hand. | |
Commanding Presence | 2 | The character removes a Setback die per rank of Commanding Presence from their Leadership and Cool checks. | |
Command | 1 | Gain a boost die when making Leadership checks for other checks to inspire, lead, or rally an audience per rank of Command. Inspired targets also add a boost die per rank to the subsequent Discipline checks they make over the twenty-four hours. This does not increase with additional ranks of Command. | |
Fall Back! | 1 | While engaged with an opponent, the character may suffer a number of strain up to their Leadership rank to allow an equal number of allies engaged with that opponent to immediately disengage as an out-of-turn incidental. | |
Stand Firm! | 1 | As an action, make a Hard (Three challenge die) Leadership check. Choose one ally per success, who increase their wound threshold by the characte's Presence until the end of the Encounter. | |
Preemptive Intervention | 1 | Immediately after an opponent moves to engage with an ally within short range, the character may spend one Destiny Point to engage that opponent as an out-of-turn incidental. | |
Enhanced Leader | 1 | When making a Leadership check, add force die no greater than Force rating, spend light/darkside points to add successes or advantages to the result. | |
Inspiring Kill | 1 | The character may spend 1 Destiny Point to take the Inspiring Kill manuver after incapacitating or inflicting a Critical Injury. Roll force die no greater than force rating and spend 1 light/darkside points to heal 2 strain from each ally within medium range. | |
Knowledge is Strength | 1 | Once per session when making a check, the character may increase their Force Rating by their ranks in Knowledge (Warfare). | |
Exemplar of the Republic | 1 | Add force die to mass combat check up to Force rating and spend light/darkside points to add successes or advantage to the result. |
Upgrade | Effect |
---|---|
Control | The force user can perform fine manipulation of items, allowing them to do whatever they normally could do with their hands via this power at this power's range. |
Strength (4) | Spend light/darkside points to increase silhouette able to be targeted equal to Strength upgrades purchased. |
Magnitude (4) | Spend light/darkside to increase targets affected equal to Magnitude upgrades purchased. |
Range (3) | Spend light/darkside to increase powers 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. |
Upgrade | Effect |
---|---|
Duration | Sense's ongoing effects may be triggered one additional time per round. |
Control | Ongoing effect: Commit force die. Once per round when the force user makes a combat check, they upgrade the ability of that check once. |
Control |
Effect: Spend 1 light/darkside point
The force user senses the current thoughts of one living target with whom they are engaged. |
Range (2) | Spend light/darkside to increase powers range by a number of range bands equal to range upgrades purchased. |
Control | Ongoing effect: Commit 1 force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once. |
Magnitude (2) | Spend light/darkside to increase targets affected equal to Magnitude upgrades purchased. |
Strength | When using Sense's ongoing effects, upgrade the pool twice, instead of once. |
Upgrade | Effect |
---|---|
Magnitude (3) | Spend light/darkside to increase targets affected equal to Magnitude upgrades purchased. |
Duration (4) | Spend light/darkside points to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased. |
Control | The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends light/darkside points and succeeds on the check, they can force the target into adopting an emotional state or believe something untrue, lasting for 1 round or 5 minutes. |
Control | When making a Coercion, Charm, Deception, Leadership, or Negotiation chec, the Force user may roll an Influence power check as part of the dice pool. He may spend light/darkside points to gain successes or advantage on the check. |
Range | Spend light/darkside to increase powers range by a number of range bands equal to range upgrades purchased. |
Upgrade | Effect |
---|---|
Mastery | When the user is making a Bind power check, if the check was not already opposed, the user may roll and opposed Discipline vs. Disciplne check against one target of the power. If no darkside points were used to generate the force points, and the user succeeds on the check, he may immediately stagger the target until the end of the user's next turn. If any darkside points were used to generate force points and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per force point spend on the check. |
Control | Spend 1 light/dark side point to move the target one range band closer or farther away. |
Magnitude (3) | Spend 2 light/darkside points to increase targets affected equal to Magnitude upgrades purchased. |
Strength (3) | Spend light/darkside points to disorient the targets for a number of rounds equal to Strength upgrades purchased. |
Range (3) | Spend light/darkside point to increase powers range by a number of range bands equal to range upgrades purchased. |
Mastery | When the user is making a Bind power check, if the check was not already opposed, the user may roll and opposed Discipline vs. Disciplne check against one target of the power. If no darkside points were used to generate the force points, and the user succeeds on the check, he may immediately stagger the target until the end of the user's next turn. If any darkside points were used to generate force points and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per force point spend on the check. |
Control | Commit three force die to sustain the ongoing effects of the power on each affected target. |
Control | Spend light/darkside point. When a target affected by Bind takes an action, that target suffers strain equal to your Willpower. |
Upgrade | Effect |
---|---|
Range | Spend light/darkside point to increase powers range by a number of range bands equal to range upgrades purchased. |
Control | When performing a Force Leap, the user can jump vertically in addition to jumping horizontally. |
Control | The user can perform force leap as a maneuver instead of an action. |
Control | Take a Force Leap action. Make an Enhance power check. The user may spend light/darkside points to jump horizontally to any location in short range. |
Upgrade | Effect |
---|---|
Strength (4) | Spend 1 light/darkside point to decrease damage or add damage equal to ranks of Strength purchased. |
Duration |
Protect: If no darkside points used to generate force points, the power reduces damage of all attacks hitting the target.
Unleash: Spend 1 light/darkside point to give the attack Burn 2. |
Mastery |
Protect: Light side force users may spend 2 light/darkside points to reflect all attacks they reduce to 0 damage, dealing damage equal to initial attack to attacker.
Unleash: Dark side force users may spend 1 light/darkside point to reduce critical rating of the attack to 1. |
Control |
Protect: Spend 1 dark/lightside point to allow power to protect against all types of attack.
Unleash: Spend 1 dark/lightside point to give the attack Ensnare 2. |
Magnitude (2) | Spend 1 light/darkside point to increase targets affected equal to Magnitude upgrades purchased. |
Control |
Protect: Spend 1 advantage to gain defense equal to advantage spend.
Unleash: Spend 1 advantage to inflict 1 strain on target. |
Range (3) | Spend 2 light/darkside points to increase powers range by a number of range bands equal to range upgrades purchased. |