Threshold | 20 |
Current | 0 |
Threshold | 20 |
Current | 1 |
Ranged | 3 |
Melee | 3 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | X | 0 | ||
Athletics (Br) | X | 0 | ||
Charm (Pr) | X | 5 | ||
Coercion (Will) | 0 | |||
Computers (Int) | 0 | |||
Cool (Pr) | X | 4 | ||
Coordination (Ag) | X | 0 | ||
Deception (Cun) | X | 3 | ||
Discipline (Will) | X | 5 | ||
Leadership (Pr) | X | 5 | ||
Mechanics (Int) | 0 | |||
Medicine (Int) | 0 | |||
Negotiation (Pr) | X | 3 | ||
Perception (Cun) | X | 3 | ||
Piloting: Planetary (Ag) | X | 0 | ||
Piloting: Space (Ag) | X | 2 | ||
Resilience (Br) | X | 0 | ||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | X | 3 | ||
Streetwise (Cun) | 0 | |||
Survival (Cun) | 0 | |||
Vigilance (Will) | X | 3 | ||
Brawl (Br) | X | 0 | ||
Gunnery (Ag) | X | 0 | ||
Lightsaber (Ag) | X | 5 | ||
Melee (Br) | X | 0 | ||
Ranged: Light (Ag) | X | 3 | ||
Ranged: Heavy (Ag) | X | 5 | ||
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | 0 | |||
Knowledge: Lore (Int) | X | 5 | ||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | X | 5 | ||
Knowledge: Xenology (Int) | 0 |
Rin's Broadsaber |
RangeEngaged |
SkillLightsaber |
|
Base Modifier: Damage +11, Critical Rating +1, Breach +1, Vicious +4, Sunder Quality. Unwieldy 3 |
Damage11 |
Critical1 |
|
GALAAR-15 Blaster Carbine |
RangeLong |
SkillRanged: Heavy |
|
Stun setting. Accurate + 2, Innate Prescient Shot Talent" the Superior quality, Character must have force rating of 1 or higher and knowledge of the mechanism to use the weapon. |
Damage10 |
Critical2 |
|
Philaxian Phase-Knife |
RangeEngaged |
SkillLightsaber |
|
Pierce 4, Vicious 1 When thrown using the Saber Throw talent, may spend 2 advantages (instead of force) to have the weapon return to their hand. |
Damage+2 |
Critical3 |
|
Training Stick |
RangeEngaged |
SkillLightsaber |
|
Add 3 setback dice to realize the stick is a weapon. |
Damage+1 |
Critical5 |
|
Coronet Arms H-7 "Equalizer" Blaster Pistol |
RangeMedium |
SkillRanged: Light |
|
Stun Setting, Superior HP3 |
Damage7 |
Critical2 |
Name | Rank | Book & Page | Description |
---|---|---|---|
SECOND WIND | 1 | Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. | |
SIDE STEP | 1 | Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step. | |
POINT BLANK | 1 | Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at close range or engaged. | |
CONFIDENCE | 1 | May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence | |
STRONG ARM | 1 | Treat thrown weapons as if they had 1 greater range. | |
NATURAL MARKSMAN | 1 | Once per session, may re-roll any 1 Ranged (Light) or Ranged (Heavy) check. | |
COMMAND | 1 | Add boost per rank of Command when making Leadership checks. Affected targets add boost to Discipline checks for next 24 hours | |
GRIT | 6 | Gain +1 strain threshold | |
TRUE AIM | 2 | Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim. | |
DEDICATION | 3 | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. | |
ATARU TECHNIQUE | When making a check using the Lightsaber skill, the character may use Agility instead of Brawn. | ||
CONDITIONED | 1 | Remove Setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. | |
PARRY | 4 | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. | |
DODGE | 2 | 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. | |
QUICK STRIKE | 2 | Add Boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. | |
REFLECT | 3 | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. | |
JUMP UP | Once per round, may stand from seated or prone as an incidental. | ||
QUICK DRAW | 2 | Once per round, draw or holster a weapon or accessible item as an incidental. | |
IMPROVED PARRY | When parrying a hit that generated Despair or three threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves. | ||
HAWK BAT SWOOP | Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against the target within short range, adding Force dice no greater than Force rating. Spend Force Pip to engage target and spend Force Pip to add Advantage to check | ||
SABER THROW | Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding Force Die no greater than Force rating. Must spend Force Pip and succeed to hit target; spend Foece Pip to have weapon return to hand. | ||
INSIGHT | Perception and Discipline become career skills. | ||
UNCANNY REACTIONS | 2 | Add Boost per rank of Uncanny Reactions to all Vigilance checks. | |
UNCANNY SENSES | 2 | Add Boost per rank of Uncanny Senses to all Perception checks. | |
TOUGHENED | 3 | Gain +2 wound threshold. | |
INDISTINGUISHABLE | 2 | Upgrade difficulty of checks to identify character once per rank of Indistinguishable | |
SLEIGHT OF MIND | 3 | Add Boost to all Stealth checks unless the opposition is immune to Force powers. | |
TOUCH OF FATE | Once per session, add Two Boost die to any 1 check. | ||
BALANCE | When the character heals strain at the end of the encounter, he may add Force die Force Rating. He regains additional strain equal to Light Side Pips generated | ||
FORCE RATING | 5 | Gain +1 Force Rating. | |
KILL WITH KINDNESS | 1 | Remove Setback per rank of Kill with Kindness from all Charm and Leadership checks | |
RESEARCHER | 1 | Removes per rank of Researcher from all Knowledge checks. Researching a subject takes half the time. | |
SMOOTH TALKER | 1 | When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend Triumph to gain additional Success equal to ranks in Smooth Talker | |
PREEMPTIVE AVOIDANCE | 1 | May spend 1 Destiny Point to disengage from engaged enemy as an out-of-turn incidenta | |
knowledge specialisation | 1 | When acquired, choose 1 Knowledge skill. When making that skill check, may spend result to gain additional successes equal to ranks in Knowledge Specialization | |
SABER SWARM | 1 | Perform the Saber Swarm maneuver, suffer 1 strain to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during turn. | |
THE FORCE IS MY ALLIY | 1 | Once per session, may suffer 2 strain to perform Force power action as maneuver. | |
Command | 1 | Add boost per rank of command when making leadership checks. affected targets add boost to discipline cheques for the next 24 hours | |
Stand firm! | 1 | As an action, make a hard (3 purple dice) leadership check. choose one ally per Success, who increase their wound threshold by the characters Presence until the end of the encounter | |
Natural champion | 1 | Once per session, may reroll any one leadership or light Sabre check | |
Fall back! | 1 | while engaged with an opponent. the character may suffer a number of strain up to leadership to allow an equal number of allies engaged with the opponent to immediately disengage as an out of turn incidental. | |
Enhanced leader | 1 | when making a leadership check. add forced dice no greater than force rating. spend force pips to add success or advantage to the result. | |
Exemplar of the Republic | 1 | Add force dice to mass combat check up to Force rating and spend force pips to add success or advantage to the result. | |
Fall back! | 1 | While engaged with an opponent, the character may suffer number of strain up to their leadership to allow an equal number of allies engaged with that opponent to immediately disengage as an out of turn incidental | |
Commanding presence | 1 | Removed setback dice per rank of Commanding presence from leadership and cool checks | |
Preemptive intervention | 1 | Immediately after opponents move to engage an within short-range, the character May spend one Destiny Point to engage the opponent as an out of turn incidental. | |
WELL ROUNDED | 1 | Choose any 2 skills. They permanently become career skills. | |
SHROUD | 1 | The character may spend 1 Destiny Point to make himself undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter. |
Upgrade | Effect |
---|---|
CONTROL | The character can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power’s range |
MAGNITUDE 4 | Spend Force pip to increase targets affected equal to magnitude upgrades purchased. |
RANGE 3 | Spend Force pips 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 Discipline check combined with a Move power check, dealing damage equal to 10 times silhouette. |
CONTROL | The Force user can pull objects out of secure mountings, or out of an opponent’s grasp |
STRENGTH 4 | Spend Force pips to increase silhouette able to be targeted equal to strength upgrades purchased. |
Upgrade | Effect |
---|---|
RANGE 3 |
Spend force pip to increase power’s range by a number of range bands equal to range upgrades purchased.
|
CONTROL | When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence Power check as part of his dice pool. He may spend Force pip to gain success or advantage (user’s choice) on the check. |
DURATION 4 | Spend force pip to increase duration by a number of rounds (or minutes) equal to duration upgrades purchased. |
MAGNITUDE 3 | Spend Force pip to increase targets affected equal to magnitude upgrades purchased. |
CONTROL | The Force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user sends Force pip and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes. |
Upgrade | Effect |
---|---|
STRENGTH 3 | Spend Force pip to disorient the target for a number of rounds equal to Strength upgrades purchased. |
MAGNITUDE 3 | Spend two Force pips to affect 1 additional target within range per rank of Magnitude purchased. |
RANGE 3 | Spend Force pip to increase power’s 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 an opposed Discipline vs. Discipline check against one target of the power. If no Dark Side Pip were used to generate force pip and the user succeeds on the check, he may immediately stagger the target until the end of his next turn. If any Dark Side Pip were used to generate force pip and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per spent on the check. |
CONTROL 2 | Spend Force pip, whenever a target affected by Bind takes an action, that target suffers strain equal to Willpower. |
Upgrade | Effect |
---|---|
CONTROL | Take a Force Leap action: make a Enhance power check. The user may spend Force to jump horizontally to any location in short range |
CONTROL | The user can perform a Force Leap as a maneuver instead of an action. |
RANGE | Spend Force pip to increase power’s 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. |
Upgrade | Effect |
---|---|
DURATION |
Protect: If no dark side pip generated force pip, the power reduces damage of all attacks hitting the target.
Unleash: Spend force pip to give the attack Burn 2 |
RANGE 3 |
Spend two force pips to increase power’s range by a number of range bands equal to Range upgrades purchased.
|
MAGNITUDE 2 |
Spend force pip to affect 1 additional target within range per rank of Magnitude purchased.
|
MASTERY |
Protect: Light side Force users may spend two force pips to reflect all attacks they reduce to 0 damage, dealing damage equal to initial attack to attacker.
Unleash: Dark side Force users may spend force pip to reduce critical rating of attacks to 1. |
CONTROL |
Protect: Light side Force users may spend 1 Destiny Point to use Protect as an out-of-turn incidental once per session.
Unleash: Dark side Force users may spend 1 Destiny Point to use Unleash as a maneuver once per session. |
CONTROL |
Protect: Spend Advantage to gain defense equal to spent.
Unleash: Spend Advantage to inflict 1 strain on target. |
STRENGTH 4 | Spend force pip to decrease damage or add damage equal to ranks of Strength purchased. |
Upgrade | Effect |
---|---|
CONTROL |
Sense’s ongoing effects may be triggered one additional time per
round. |
CONTROL |
Ongoing effect: Commit force die. Once per round, when an attack
targets the Force user, he upgrades the difficulty of the pool once. |
CONTROL | When using Sense’s ongoing effects, upgrade the pool twice, instead of once. |
CONTROL | Effect: Spend force pip. The Force user senses the current thoughts of one living target with whom he is engaged |
RANGE 3 | Spend Force pip to increase power’s range by a number of range bands equal to range upgrades purchased |
MAGNITUDE 3 | Spend Force pip to increase targets affected equal to magnitude upgrades purchased. |
CONTROL |
Ongoing effect: Commit force die. Once per round, when the Force user
makes a combat check, he upgrades the ability of that check once |
Upgrade | Effect |
---|---|
CONTROL | Enhance can be used with the Piloting (Planetary) skill. |
CONTROL | Ongoing effect: Commit Force die. The user increases his Agility characteristic by 1 (to a maximum of 6). |
CONTROL | The user can perform a Force Leap as a maneuver instead of an action. |
CONTROL | When performing a Force Leap, the user can jump vertically in addition to jumping horizontally. |
CONTROL | Enhance can be used with the Coordination skill. |
RANGE | Spend force pip to increase power’s range by a number of range bands equal to Range upgrades purchased. |
CONTROL | Enhance can be used with the Piloting (Space) skill. |
CONTROL | Take a Force Leap action: make a Enhance power check. The user may spend force pip to jump horizontally to any location in short range. |
Upgrade | Effect |
---|---|