Threshold | 15 |
Current | 0 |
Threshold | 18 |
Current | 4 |
Ranged | 4 |
Melee | 4 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | X | 1 | wwww | |
Charm (Pr) | X | 0 | b | |
Coercion (Will) | X | 0 | b | |
Computers (Int) | 0 | |||
Cool (Pr) | X | 1 | ||
Coordination (Ag) | X | 0 | wwww | |
Deception (Cun) | X | 1 | b | |
Discipline (Will) | X | 3 | ||
Leadership (Pr) | X | 0 | b | |
Mechanics (Int) | X | 2 | ||
Medicine (Int) | 0 | |||
Negotiation (Pr) | X | 0 | b | |
Perception (Cun) | X | 1 | ||
Piloting: Planetary (Ag) | 0 | wwww | ||
Piloting: Space (Ag) | X | 1 | wwww | |
Resilience (Br) | 0 | wwww | ||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 1 | |||
Streetwise (Cun) | 0 | |||
Survival (Cun) | 0 | |||
Vigilance (Will) | X | 1 | ||
Brawl (Br) | 0 | wwww | ||
Gunnery (Ag) | 0 | |||
Lightsaber (Br) | X | 4 | ||
Melee (Br) | 0 | |||
Ranged: Light (Ag) | X | 2 | ||
Ranged: Heavy (Ag) | 0 | |||
Knowledge: Core Worlds (Int) | X | 0 | ||
Knowledge: Education (Int) | X | 1 | ||
Knowledge: Lore (Int) | X | 1 | ||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | 0 |
Heavy Blaster Pistol |
RangeMedium |
SkillRanged: Light |
|
Stun Setting |
Damage7 |
Critical3 |
|
Bringer of Serenity (Solari) |
RangeEngaged |
SkillLightsaber |
|
Linked 1, Unwieldy 3, Defensive 3, Sunder, Breach 1, Reduce strain taken when using the Reflect incidental by 1, can be split into two seperate blades as a maneuver but loses the linked and unwieldy qualities. |
Damage8 |
Critical2 |
|
ASP-9 "Vrelt" Autopistol |
RangeShort |
SkillRanged: Light |
|
Autofire |
Damage4 |
Critical5 |
|
Stun Grenade |
RangeShort |
SkillRanged: Light |
|
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage |
Damage8 |
CriticalN/A |
|
Stun Gloves |
RangeEngaged |
SkillBrawl |
|
Stun Only |
Damage+2 |
Critical4 |
|
Bringer of Serenity (Varpeline) |
RangeEngaged |
SkillLightsaber |
|
Linked 1, Defensive 2, Unwieldy 3, Vicious 3, Breach 1, Sunder, May spend two critical results to inflict the maimed crit, can be split into two seperate blades as a maneuver but loses the linked and unwieldy qualities. |
Damage9 |
Critical3 |
|
Claw |
RangeEngaged |
SkillMelee |
|
Vicous 5, Pierce 3, |
Damage+3 |
Critical1 |
|
Krayt's Breath |
RangeLong |
SkillRanged: Light |
|
Vicious 5 |
Damage6 |
Critical2 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Quick Draw | 1 | Once per round, draw or holster a weapon as an incidental. | |
Well Rounded | 1 | Choose any two skills, they permanately become career skills. (Light Ranged / Perception) | |
Sense Danger | 1 | Once per game, remove any two setbacks from any 1 check. | |
Force Rating | 3 | Gain +1 Force Rating | |
Toughened | 1 | Gain +2 Wound Threshold | |
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 one despair or to remove threat equal to their ranks in cool. | |
Parry | 3 | When hit by an incoming melee attack, may suffer 3 strain to reduce damage by 2 plus ranks in parry. | |
Researcher | 2 | Remove setback per rank of researcher for all knowledge checks. Researching subjects takes half the time. | |
Sense Emotions | 1 | Add boost to all charm, coercion, and deception checks unless the target is immune to force powers. | |
Balance | 1 | When the character heals strain at the end of the encounter, may add force die per rank of FR. Pip may be used to recover additional strain. | |
Will of the Force | 1 | Once per round, after failing a skill check, may convert one dark side destiny point to a light side destiny point | |
Dedication | 2 | +2 Willpower | |
Something to Prove | 1 | Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, recover 4 strain. | |
Jump Up | 1 | Once per round, may jump up from prone as an incidental. | |
Circle of Shelter | 1 | May use parry or reflect incidental on a attack against an engaged ally. | |
Reflect | 2 | When hit by an incoming ranged attack, may suffer 3 strain to reduce damage by 2 plus ranks in reflect | |
Improved Reflect | 1 | When a ranged attack hits you with 3 threat or a despair, may hit one target within medium range with the same damage as the initial attack after the original attack resolves. | |
Guardian of the Republic | 1 | After the character uses the reflect or parry incidental on an ally, that ally can not be targeted by combat checks for the rest of the round. | |
Well Rounded | 1 | Deception and Coercion become career skills | |
Encouraging Words | 1 | After an engaged ally fails a check, may suffer 1 strain to assist that ally's next check this encounter as an out-of-turn incidental. | |
Nobody's Fool | 1 | May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool. | |
Grit | 2 | +1 Strain Threshold | |
Skilled Teacher | 1 | If an ally has lower skill ranks than the character, may perform a skilled teacher incindental, suffer strain equal to ranks in skilled teacher and add success to that allies skill check | |
Master Instructor | 1 | Once per round as an out of turn incidental, may suffer 2 strain to allow an ally to use character's ranks in discipline for the next discipline check the ally makes. | |
Once a Leaner | 1 | As an action, suffer 4 strain and let one ally within short range increase their force rating by the characters force rating until the end of the characters next turn. | |
Now the Master | 1 | Once per session, choose any force talent or force power that any character in the current encounter posseses. Until the end of the encoutner, gain that talent or force power. | |
Wise Warrior | 1 | ||
Grit | 1 | +1 Strain Threshold | |
Dedication | 1 | +1 Willpower | |
Nobody's Fool | 1 | May upgrade difficulty of incoming charm, coercion, or deception checks once per rank of nobody's fool. | |
Nobody's Fool Improved | 1 | ||
The Force is my Ally | 1 | Once per session, may suffer 2 strain to perform a force power as a maneuver. | |
Powerful Ally | 1 | The character may spend a Destiny Point to use the basic version of a Force power they have not purchased or apply the effects of a control upgrdae to a power they have. |
Upgrade | Effect |
---|---|
Strength | Can Spend one pip to upgrade the silhouette by the amount of strength upgrades purchased |
Range | Spend pip to increase power’s range by a number of range bands equal to range upgrades purchased. |
Magnitude |
Spend pip to increase targets
affected equal to magnitude upgrades purchased. |
Strength | Can Spend one pip to upgrade the silhouette by the amount of strength upgrades purchased |
Strength | Can Spend one pip to upgrade the silhouette by the amount of strength upgrades purchased |
Magnitude |
Spend pip to increase targets
affected equal to magnitude upgrades purchased. |
Range | Spend pip 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 ten times the silhouette of the object. |
Control | The Force user can pull objects out of secure mountings, or out of an opponent’s grasp. |
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. |
Strength | Can Spend one pip to upgrade the silhouette by the amount of strength upgrades purchased |
Magnitude |
Spend pip to increase targets
affected equal to magnitude upgrades purchased. |
Upgrade | Effect |
---|---|
Control | Can be uses with brawl |
Control | Can be used with resilience |
Control |
Enhance can be used with
the Coordination skill. |
Control | May make a Force leap action and spend pip to jump anywhere horizontally within short range. |
Control | Enhance can be used with the Piloting Space Skill |
Control | Enhance can be used with the Piloting Planetary Skill |
Control | May perform Force Leap as a maneuver instead of an action. |
Control | Can jump vertically as well as horizontally. |
Range | May spend a pip to increase the range to Medium |
Upgrade | Effect |
---|---|
Control |
The Force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user spends light 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. |
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 pip to gain success or advantage (user’s choice) on the check. |
Upgrade | Effect |
---|---|
Strength | May pick out one specific detail with one pip. |
Upgrade | Effect |
---|---|
Control |
Effect: Spend light pip The Force user senses the current thoughts of
one living target with whom he is engaged. |
Control | Commit FR. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once |
Sense | When using Sense’s ongoing effects, upgrade the pool twice, instead of once. |
Duration | Sense's ongoing effects may be triggered one additional time per round. |
Upgrade | Effect |
---|---|
Upgrade | Effect |
---|---|
Range |
Spend
FF to affect all other characters at short range. |
Control |
Ebb:
When making a combined Ebb power check , may spend F to add t to any checks made by engaged opponents until the end of next turn. Flow: When making a combined Flow power check , may spend F to add a to any checks using the same skill until the end of next turn. |
Control |
Ebb:
Once per session, if a target suffered at least 5 strain from this power, add Despair to the target’s next chek. Flow: Once per session, if the user healed at least 5 strain from this power, add Triumph to the user’s next check. |
Strength |
The Force user may spend
F to increase the strain healed or inflicted. |
Control |
Ebb:
When making a combined Ebb power check , may spend F to add f to any checks made by engaged opponents until the end of next turn. Flow: When making a combined Flow power check , may spend F to add s to any checks using the same skill until the end of next turn. |
Strength |
The Force user may spend
F to increase the f or s added by 1. |
Upgrade | Effect |
---|---|
Control |
May spend 1 adv to gain 1 defense
Spend 1 adv to inflict 1 strain on the target |