Threshold | 18 |
Current | 0 |
Threshold | 21 |
Current | 2 |
Ranged | 4 |
Melee | 4 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | 0 | Enhance | ||
Charm (Pr) | X | 4 | Influence | |
Coercion (Will) | 1 | Influence | ||
Computers (Int) | 0 | |||
Cool (Pr) | X | 3 | ||
Coordination (Ag) | X | 0 | Enhance | |
Deception (Cun) | 2 | Influence | ||
Discipline (Will) | X | 3 | Protect/Unleash/Influence, Jerserra's Influence for Fear | |
Leadership (Pr) | 0 | Influence | ||
Mechanics (Int) | X | 0 | ||
Medicine (Int) | X | 0 | ||
Negotiation (Pr) | 0 | Influence | ||
Perception (Cun) | X | 2 | Seek | |
Piloting: Planetary (Ag) | X | 2 | Enhance | |
Piloting: Space (Ag) | X | 3 | Enhance | |
Resilience (Br) | X | 0 | Enhance | |
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | X | 3 | ||
Streetwise (Cun) | 0 | |||
Survival (Cun) | X | 0 | ||
Vigilance (Will) | X | 1 | Seek | |
Brawl (Br) | 0 | Enhance | ||
Gunnery (Ag) | 0 | |||
Lightsaber (Pr) | X | 6 | ||
Melee (Br) | X | 0 | ||
Ranged: Light (Ag) | X | 0 | ||
Ranged: Heavy (Ag) | X | 0 | ||
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | 0 | |||
Knowledge: Lore (Int) | X | 2 | ||
Knowledge: Outer Rim (Int) | X | 2 | ||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | X | 2 |
Kraken's Saber |
RangeEngaged |
SkillLightsaber |
|
Breach 1, Sunder, Disorient 3, Vicious 5 |
Damage6 |
Critical2 |
|
Boot Blade |
RangeEngaged |
SkillMelee |
|
Damage1 |
Critical2 |
||
Inquisitor Double-Bladed Lightsaber |
RangeEngaged |
SkillLightsaber |
|
Breach 1, Linked 1, Disorient +4, Sunder, Vicious +8, Unwieldy 3, Add 1 automatic advantage to lightsaber combat checks when engaged with a single opponent. Damage +1, Add 4 automatic failure results to attempts to identify or find the lightsaber. |
Damage8 |
Critical2 |
|
Crossguard Lightsaber |
RangeEngaged |
SkillLightsaber |
|
Vicious +3, Breach +1, Sunder Quality, When attacked, may spend 3 disadvantages from opponent check to cause them to become disarmed. Add 1 automatic advantage to lightsaber combat checks when engaged with a single opponent. |
Damage6 |
Critical2 |
|
E-11D Blaster Carbine |
RangeMedium |
SkillRanged: Heavy |
|
Stun Setting |
Damage9 |
Critical3 |
Name | Rank | Book & Page | Description |
---|---|---|---|
(MANEUVER) Summon Item | 1 | Nightsister | Summon or Dismiss a ritually prepared item |
(INNATE) Essential Kill | 1 | Executioner | When making a non gunnery combat check, you may add force die no greater than your force rating to the check. You may spend 1 force pip to add an advantage, or 2 force pips to add a triumph (your choice) to the result. |
(MANEUVER) Precise aim | 1 | Executioner | Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim then reduce target's melee and ranged defense by that number. |
(MANEUVER) Ichor Transfusion | 1 | Nightsister | Once per encounter, you may perform the Ichor Transfusion maneuver to heal any number of strain by suffering that number of wounds +1. The character may instead heal any number of wounds by suffering that number of strain +1 |
(INNATE) Keen Eyed | 1 | Pathfinder | Remove 1 setback die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half. |
(MANEUVER) Ichor Reserve | 1 | Nightsister | Once per session as a maneuver, you may suffer 2 strain to increase Force rating by 1 until the end of the encounter. |
(INCIDENTAL) Animal Empathy | 1 | Pathfinder | When making checks to handle or tame animals, add force die no greater than force rating to the check. Spend force points to add success or advantage to the check |
(MANEUVER) Marked For Death | 1 | Executioner | Take the Marked For Death maneuver, committing 1 force die, add 2 advantage to combat checks against target while force die remains committed, but cannot use this talent again until the original target is incapacitated or the session ends. |
(INNATE) Animal Bond | 1 | Pathfinder | Develop long-term bond with single animal of silhouette no greater than half force rating rounded down |
(ACTION) Saber Throw | 1 | Armorer | 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 pips and succeed to hit target. Spend force pips to have weapon return to hand. |
(ACTION) Comprehend Technology | 1 | Armorer | Take Comprehend Technology action: make an Average Knowledge (Education) check to use Force rating as ranks in skills to use single item. |
(ACTION) Makashi Flourish | 1 | Makashi Duelist | Once per encounter, perform Makashi Flourish action. Make an Average Lightsaber check 1 engaged opponent suffers strain equal to successes and heal an equal amount of strain |
(INNATE) Tinkerer | 1 | Armorer | May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once. |
(ACTION) Makashi Finish | 1 | Makashi Duelist | Take the Makashi Finish action. Perform a Lightsaber combat check against engaged target, adding force pips no greater than force rating. Spend force pips to add +10 to any resulting Critical Injury rolls |
(MANEUVER) Imbue Item | 1 | Armorer | Take the Imbue item maneuver; suffer 1 strain and commit 1 force die to grand one weapon, piece of armor, or item an improvement while die remains committed. Suffer 1 strain every round die remains committed. |
(REACTION) Reflect | 1 | Shien Expert | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect |
(ACTION) Hunters Quarry | 1 | Executioner | Take Hunter's Quarry action, make a hard survival check to upgrade the ability of all attacks made against a target at long range until the end of the characters next turn. |
(INCIDENTAL) Intense Presence | 1 | Makashi Duelist | Spend 1 Destiny Point to recover strain equal to presence rating |
(INNATE) Street Smarts | 1 | Shien Expert | Remove setback die per rank of Street Smarts from street-wise and Knowledge (Underworld) checks. |
(INCIDENTAL) Sum Djem | 1 | Makashi Duelist | May spend 1 Triumph or 2 Advantage with successful Lightsaber check to disarm opponent |
(INCIDENTAL) Quick Draw | 1 | Executioner | Once per round, draw or holster a weapon or accessible item as an incidental |
(INCIDENTAL) Intimidating | 1 | Nightsister | May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks by an equal number. Strain suffered this way cannot exceed ranks in Intimidating |
(INCIDENTAL) Improved Parry | 1 | Makashi Duelist | 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. |
(INCIDENTAL) Survivor's Instincts | 1 | Nightsister | Once per session when you suffer a Critical Injury, spend 1 Destiny Point. Then, the attacker must roll two results for the Critical injury and you choose which will apply to you. |
(INCIDENTAL) Force of Will | 1 | Nightsister | Once per session, make one skill check using Willpower rather than the characteristic linked to that skill. |
(INCIDENTAL) Mind Over Matter | 1 | Executioner | The character may spend one destiny point to recover strain equal to your willpower rating |
(INCIDENTAL) Deathblow | 1 | Executioner | After making a successful attack with a non-starship/vehicle weapon, you may spend 1 Destiny Point to add damage equal to your Willpower to one hit of the successful attack. |
(REACTION) Resist Disarm | 1 | Makashi Duelist | Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed |
REACTION) Parry | 4 | Makashi Duelist | When hit by a melee attack, suffer 3 strain to reduce damage by (5) |
(INNATE) Makashi Technique | 1 | Makashi Duelist | When making a check using the Lightsaber skill the character may use Presence instead of Brawn |
(INNATE) Tundra Dweller | 1 | Pantoran | Remove 1 setback dice imposed by cold environmental conditions. |
(INNATE) Duelist's Training | 1 | Makashi Duelist | Add 1 Boost Die to Melee and Lightsaber checks when engaged with only 1 opponent |
(INNATE) Defensive Training | 1 | Makashi Duelist | When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training |
(INNATE) Toughened | 1 | Executioner | Gain +2 Wound Threshold |
(INNATE) Lethal Blows | 3 | Executioner | Add +10 per rank of lethal blows to any Critical Injury rolls inflicted on opponents |
(INNATE) Quick Strike | 1 | Executioner | Add Boost Die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter |
Upgrade | Effect |
---|---|
Control - Protect | Light side Force users may spend 1 Destiny Point to use Protect as an out of turn incidental once per session |
Magnitude 1 | Spend 1 force pip to affect 1 additional target within ranger per rank of magnitude purchased |
Strength 2 | Spend force pips to decrease damage by 2 |
Range 2 | Spend 2 force points to increase power's range by 2 |
Upgrade | Effect |
---|---|
Range 2 | Spend 2 force points to increase power's range by 2 |
Strength 2 | Spend force pips to increase damage by 2 |
Upgrade | Effect |
---|---|
Strength 4 | Spend force pips to increase silhouette able to be targeted equal to Strength upgrade purchase |
Range 2 | spend 2 force points to increase power's range by a number of range bands equal to Range upgrades purchased |
Control 3 | You can perform fine manipulation of items, allowing you to do whatever you could normally do with your hands via this power at this power's range. |
Control 2 | The Force user can pull objects out of secure mountings or out of an opponents grasp |
Control 1 | 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 |
---|---|
Magnitude 1 | Spend force points to increase the maximum encumbrance of the item that can be conjured by 2 per Magnitude upgrade purchased |
Duration 1 | Commit 1 force die to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range. |
Upgrade | Effect |
---|---|
Control | The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends force pips and succeeds on the check, they can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes. |
Strength | When stressing the mind of a target, the character inflicts 2 strain. |
Magnitude 2 | Spend 1 force pip to increase targets affected equal to Magnitude upgrades purchased |
Duration 2 | Spend force points to increase duration by number of rounds (or minutes) equal to Duration 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 their dice pool. They may spend force pips to gain successes or advantages (users choice) on the check. |
Upgrade | Effect |
---|---|
Magnitude 3 | Spend one force pip to gain one additional detail, up to 3 |
Control | Ongoing Effect: Commit one Force Die, Upgrade the ability of Vigilance and Perception Checks once. |
Upgrade | Effect |
---|---|
Control | Enhance can be used with the Resilience skill |
Control | When performing a Force Leap, the user can jump vertically in addition to jumping horizontally. |
Control | Enhance can be used with the Piloting (Space) skill |
Control | Enhance can be used with the Piloting (Planetary) skill |
Control | Take a Force Leap action: Make an Enhance Power Check. The user may spend force pips to jump horizontally to any location within short range. |
Control | Enhance can be used with the Coordination skill |
Control | You can perform the Force Leap as a maneuver instead of an action |
Range | Spend 1 force pip to increase power's range to medium |
Control | Enhance can be used with the Brawl skill |
Upgrade | Effect |
---|---|
Range 1 | Spend 1 force pip to increase the power's range by a number of range bands equal to Range upgrades purchased. |
Control 1 | When making a Fear check, the Force User can roll a Jeserra's Influence Power Check as part of the pool. The user may spend force pips to gain success or advantage (user's choice) on the check. |
Strength 1 | The Force User may spend a force pip to increase the difficulty of the fear check by a number of times equal to Strength upgrades purchased |
Mastery 1 | Once per session, after a target fails a fear check caused by this power, the Force user may have the target perform one action as an out of turn incidental. The force user gains 3 conflict |
Magnitude 1 | Spend 1 force pip to increase the number of targets affected by a number equal to Magnitude upgrades purchased (1) |
Upgrade | Effect |
---|---|
Strength 2 | Spend force pips to pick out specific details equal to Strength upgrades purchased. |
Duration 2 | Spent force pips to increase the days into the future the user can see equal to Duration upgrades purchased (2). |