Threshold | 15 |
Current | 0 |
Threshold | 13 |
Current | 7 |
Ranged | 3 |
Melee | 3 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | 0 | |||
Charm (Pr) | 0 | |||
Coercion (Will) | X | 3 | ||
Computers (Int) | 0 | |||
Cool (Pr) | X | 4 | ||
Coordination (Ag) | X | 1 | ||
Deception (Cun) | X | 0 | ||
Discipline (Will) | 0 | 2b | ||
Leadership (Pr) | 0 | |||
Mechanics (Int) | X | 0 | ||
Medicine (Int) | 0 | |||
Negotiation (Pr) | 0 | |||
Perception (Cun) | X | 0 | 1b | |
Piloting: Planetary (Ag) | X | 2 | ||
Piloting: Space (Ag) | X | 1 | ||
Resilience (Br) | 0 | |||
Skulduggery (Cun) | X | 0 | ||
Stealth (Ag) | 0 | |||
Streetwise (Cun) | X | 0 | ||
Survival (Cun) | 0 | |||
Vigilance (Will) | X | 2 | ||
Brawl (Br) | 0 | |||
Gunnery (Ag) | 0 | |||
Lightsaber (Br) | 0 | |||
Melee (Br) | 0 | |||
Ranged: Light (Ag) | X | 4 | ||
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) | X | 1 | ||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | 0 |
Concussion Grenade |
RangeMedium |
SkillRanged: Light |
|
Blast 8, Concussive 2, Disorient 5 (Short) |
Damage10 |
Critical5 |
|
Concealable Disc Launcher (Single) |
RangeShort |
SkillRanged: Light |
|
Pierce 1, Vicious 1, LA4, Poison |
Damage6 |
Critical3 |
|
Concealable Disc Launcher (Fan) |
RangeShort |
SkillRanged: Light |
|
Pierce 1, Vicious 1, Blast 6, LA1, Poison |
Damage6 |
Critical3 |
|
Energy Buckler |
RangeEngaged |
SkillMelee |
|
Deflection 1, Defensive 1, Concussive 1 |
Damage2 |
Critical5 |
|
Shaped Thermal Grenade |
RangeShort |
SkillRanged: Light |
|
Breach 2, Vicious 5 |
Damage20 |
Critical2 |
|
Jetpack Rocket |
RangeLong |
SkillRanged: Heavy |
|
Breach 1, Blast 10, Inaccurate1, Prepare 1, LA1 |
Damage15 |
Critical3 |
|
Flechette Rocket (Three) |
RangeMedium |
SkillRanged: Light |
|
Blast 5, Vicious 2 |
Damage6 |
Critical2 |
|
WESTAR-35 |
RangeMedium |
SkillRanged: Light |
|
Accurate 1, Stun Setting, Custom Grip |
Damage6 |
Critical2 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Quickdraw | 1 | Edge CRB 141 | Once per round, draw or holster an easily accessible item as an incidental. Reduce time to prepare or stow items by one maneuver. |
Quickdraw (Improved) | 1 | FC 33 | Can Quickdraw twice in a round |
Rapid Reaction | 2 | Edge CRB 141 | Can spend 2 Strain on Initiative checks to add 2 Success |
Sorry About the Mess | 1 | FC 33 | Reduce crit rating by 1 against targets who have not acted yet |
Call 'Em | 1 | FC 32 | Do not add setback die to called shots |
Dodge | 1 | Edge CRB 135 | Spend 1 Strain to upgrade incoming combat check by 1 |
Lethal Blows | 1 | Edge CRB 138 | +10 to Critical Injuries inflicted |
Guns Blazing | 1 | FC 33 | Suffer 2 Strain to avoid the difficulty increase of a Ranged (Light) check using TWF |
Spitfire | 1 | FC 33 | May allocate additional TWF hits to other targets within range |
Dedication | 2 | Edge CRB 134 | +1 Agility, +1 WP |
Natural Marksman | 1 | Edge CRB 139 | Once per Session, may re-roll a Ranged (Light) or (Heavy) check |
Armor Master (Improved) | 1 | Edge CRB 132 | Increase Soak of Armor by 1, Add +1 Defense to Soak 2+ Armor |
Intimidating | 1 | Edge CRB 137 | Suffer 1 Strain to upgrade incoming or downgrade outgoing Coercion checks by 1. |
Deadly Accuracy | 1 | Edge CRB 134 | +4 Damage to one Ranged (Light) hit per attack |
Side Step | 2 | Edge CRB 142 | Maneuver to suffer 2 Strain to upgrade incoming Ranged checks twice |
Jump Up | 1 | Edge CRB 138 | Once per round, may stand up from a Prone or Seated position as an incidental |
Jeptack Expertise | 1 | CotR 41 | May spend ADV to recover jetpack System Strain |
Point Blank | 1 | Edge CRB | +1 damage to Engaged and Short ranged Ranged(Light) or (Heavy) attacks |
Conditioned | 1 | CotR 38 | -1blk to Athletics and Coordination checks, -1 Damage and Strain from falling. |
To the Death | 1 | CotR 40 | Once per session, Maneuver to suffer up to 4 Strain to add +40 to outgoing and incoming Critical Injuries until the end of the encounter |