Threshold | 18 |
Current | 0 |
Threshold | 23 |
Current | 0 |
Ranged | 1 |
Melee | 2 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | X | 0 | ||
Athletics (Br) | 0 | |||
Charm (Pr) | 0 | |||
Coercion (Will) | 0 | |||
Computers (Int) | X | 2 | ||
Cool (Pr) | 0 | |||
Coordination (Ag) | X | 0 | ||
Deception (Cun) | X | 0 | ||
Discipline (Will) | X | 5 | ||
Leadership (Pr) | 0 | |||
Mechanics (Int) | X | 0 | ||
Medicine (Int) | 0 | |||
Negotiation (Pr) | 0 | |||
Perception (Cun) | X | 1 | ||
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | 0 | |||
Skulduggery (Cun) | X | 1 | ||
Stealth (Ag) | X | 2 | ||
Streetwise (Cun) | X | 2 | ||
Survival (Cun) | 0 | |||
Vigilance (Will) | X | 1 | ||
Brawl (Br) | 0 | |||
Gunnery (Ag) | 0 | |||
Lightsaber (Int) | X | 4 | ||
Melee (Br) | 0 | |||
Ranged: Light (Ag) | X | 2 | ||
Ranged: Heavy (Ag) | 0 | |||
Knowledge: Core Worlds (Int) | X | 0 | ||
Knowledge: Education (Int) | X | 0 | ||
Knowledge: Lore (Int) | X | 0 | ||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | X | 0 | ||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | 0 |
Lightsaber (Azure) |
RangeEngaged |
SkillLightsaber |
|
Defensive 1, Breach 1, Sunder, Dualphase, Superior, Thisspiasian Stabilising coils, Crossguard, Emitter, Disorient 1 |
Damage9 |
Critical3 |
|
Vengeance |
RangeShort |
SkillRanged: Light |
|
Pierce 4, accurate 1, innaccurate 1, Limited Ammo 6 |
Damage14 |
Critical3 |
|
Divine Blade |
RangeEngaged |
SkillLightsaber |
|
Superior, Advantageous. |
Damage+2 |
Critical2 |
|
Concussion Grenade (X2) |
RangeShort |
SkillRanged: Light |
|
Blast 8, Concussion 2, Disorient 5, Limited Ammo 1 |
Damage10 |
Critical5 |
|
Sonic Grenade (X2) |
RangeShort |
SkillRanged: Light |
|
Blast 8, Disorient 5, Stun Damage, limited ammo 1 |
Damage10 |
Critical4 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Slight of Mind | Add a boost dice to all Stealth checks unless the opposition is immune to Force powers. (Ranked 3) | ||
Well Rounded | Select two non-career skills they become permanently become Career skills | ||
Shroud | Spend 1 Destiny point, until the end of the encounter the character is undetectable by Force powers and his/her powers are undetectable | ||
Codebreaker | Remove a setback dice per rank of Codebreaker to decrypt communications or break codes. In addition decrease the difficulity of checks to break codes or decrypt communications by 1. (Ranked 3) | ||
Grit | Increase strain threshold by 1. (Ranked | ||
Indistinguishable | Upgrade difficulty to identify this character by 1 per rank. (Ranked 2) | ||
Dodge | When targeted by a combat check, the player can take an incidential to suffer strain per ranks of Dodge. Upgrade the difficulty of the check per ranks of Dodge. (Ranked 4) | ||
Now you see me | Once per session make a 3 purple difficulty check, to make a number of NPC's equal to the players cunning forget about that character. | ||
Anatomy Lessons | After making a successful attack, the player may spend a destiny point to add damage equal to the players intelligence. | ||
Force Rating | Increase the player's force rating by 1 (Ranked 3) | ||
Master of Shadows | Once per round, suffer 2 strain to decrease a Stealth or Skullduggery check by 1. | ||
Dedication | Increase a chosen Characteristic by 1 (Ranked 3, Intel X2, Brawl.) | ||
Technical Aptitude | Reduce time needed to complete a computer check by 25% per rank of Technical Aptitude. (Ranked 1) | ||
Bypass Security | Remove setback dice per rank when opening a locked door or disabling a security device. (Ranked 1). | ||
Defensive Slicing | When defending computer systems add 1 setback dice to an opponent's checks. (Ranked 1) | ||
Parry | When attacked by a melee attack, suffer 3 strain reduce the damage by 2 plus ranks in Parry. (Ranked 5) | ||
Toughened | Increase Wound threshold by 2 (ranked 3) | ||
Soresu Technique | When using a lightsaber you may use the intelligence characteristic instead. | ||
Reflect | When hit by a ranged attack, suffer 3 strain reduce the damage by 2 plus ranks in Reflect. (Ranked 5) | ||
Improved Parry | When parrying a hit that generated a Despair or 3 Threat, you may deal the base damage on the weapon from a Lightsaber, Brawl or Melee weapon after the attack resolves. | ||
Defensive Circle | Action: Make a 3 purple Lightsaber Intelligence check. The character plus 1 ally within short range per success, gains X defence until the beginning of your next turn. (X being 1 plus for every 2 advantage generated.) | ||
Improved Reflect | When reflecting a hit that generated a Despair or 3 Threat, one enemy within medium range suffers the same damage generated. | ||
Conditioned | Remove 1 setback dice per rank from coordination and Althletics checks. In addition reduce damage dealt by falling from 1 strain and wound, for every rank. (Ranked 1) | ||
Uncanny Reactions | Add boost dice per rank to all vigilance checks. (Ranked 3) | ||
Fear the Shadows | Action: Make a 3 purple difficulty deception check, on a success make a minion group or Rival flee the encounter. (Note: Enemies must be able to flee) | ||
Constant Vigilance | Always use Vigilance when making Initiative checks. | ||
Defensive Stance | Once per round as a manuever, suffer strain equal to ranks in this talent upgrade all melee attacks to this character equal to the strain lost until the end of the round. (Ranked 1) | ||
Keen Eyed | (Ranked 1) Remove • per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half. | ||
Sense Danger | Once per session, remove ••from any check. | ||
Sense Advantage | Once per session, may add ••to an NPC's skill check. | ||
Expert Tracker | (Ranked 1) Remove • per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half |
Upgrade | Effect |
---|---|
Duration | Commit 2 force rating, to sustain this power while the beguiled target remains in range |
Control | May use this power to force the target to perceive a single illusory person or object. |
Control | The user may alter the perceived appearance of the chosen person or object instead of hiding it. |
Strength | Spend 2 Light or dark, to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased. (Ranked 1) |
Range | Spend light or dark side to increase power’s range by a number of range bands equal to Range upgrades purchased. (Ranked 1) |
Upgrade | Effect |
---|---|
Duration | Sense’s ongoing effects may be triggered one additional time per round. |
Control | Commit 1 force rating. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once. |
Strength | When using Sense’s ongoing effects, upgrade the pool twice, instead of once. |
Upgrade | Effect |
---|---|
Range | Spend light or dark side to increase power’s range by a number of range bands equal to Range upgrades purchased. (Ranked 1) |
Strength | Spend 1 light or dark, to disorient the target for a number of rounds equal to Strength upgrades purchased. (Ranked 1) |
Upgrade | Effect |
---|---|
Control | The Force user can pull objects out of secure mountings or out of an opponent’s grasp. |
Strength | Spend 1 light or dark to increase silhouette able to be targeted equal to Strength upgrades purchased. |
Range | Spend light or dark side to increase power’s range by a number of range bands equal to Range upgrades purchased. (Ranked 2) |
Control | The Force user can hurl objects to damage targets, by making a Discipline ranged combat check combined with a Move Power check, dealing damage equal to 10 times silhouette. |
Upgrade | Effect |
---|---|
Range | (Ranked 3) Spend light or dark side to increase power’s range by a number of range bands equal to Range upgrades purchased. |
Control | Whenever a Force user targets a character affected by Suppress with a hostile force power, if that opponent used dark on the check, he or she suffers strain equal to the users rank of Discipline. |
Control | Once per session, you may spent 1 destiny point to to use this power as an out of turn incidental. |
Duration | Ongoing effect: Commit a Force dice to sustain ongoing effects of the power on each affected target while within range. |
Control | Commit one or more Force dice: When an opponent targets the user with a Force power. after the opponent generates Light or Dark reduce the total Light and Dark generated by 1 per Force Dice committed to a minimum of 0. |
Strength | (Ranked 2) Spend Light or dark to add additional failure equal to Strength upgrades purchased to hostile force Powers. |