Ashla is a beautiful Orange skinned Togruta female. Her face markings are large white spots on her face and she has long Montrals and Leeku. She also bears white markings on her arms and upper legs. She is t ypically dressed in more tribal performer attire
Species Features
When performing the assist maneuver, Togrutas grant instead of .
2
126
136
00
30
2
3
2
3
3
3
Name
Skill
Damage
Crit
Range
Qualities
Basic Lightsaber
Lightsaber
6
2
Engaged
Breach 1, Sunder
Lightsaber
6
2
Engaged
basic-lightsaber-hilt-5400
9300
5
1
5
Qualities
Breach 1
Sunder
9000
10
0
Ilum Crystal
The kyber crystals found deep within the caves of the icy planet Hum were prized by the Jedi as some of the best crystals for constructing a lightsaber. Ilum featured heavily in Jedi tradition, with young Padawans traveling there as part of their training to commune with the Force and use its guidance to seek out the crystal that would go into the construction of their first lightsaber.
Models Include: None.
<font size=1>Please see page 197 of the Force and Destiny Core Rulebook for details.</font>
May spend to make a small patch of terrain within the power's area of effect impassable terrain. This patch is no more than 3 meters across, nature of the terrain is up to the user, may be a mass of solid rock, impenetrable morass of twisting underbrush, or a bubbling pit of steam and superheated water. Lasts the duration of the power. May be activated multipled times, choosing a new patch of terrain to affect each time.
Passive
Control (Impass)
May spend to make a small patch of terrain within the power's area of effect impassable terrain. This patch is no more than 3 meters across, nature of the terrain is up to the user, may be a mass of solid rock, impenetrable morass of twisting underbrush, or a bubbling pit of steam and superheated water. Lasts the duration of the power. May be activated multipled times, choosing a new patch of terrain to affect each time.
Passive
Strength
Spend to select number of targets equal to number of Strength upgrades. These targets ignore this power's effects. May activate this multiple times, increasing the number of targets that can ignore this power's effects by this number each time.
Passive
Strength
Spend to select number of targets equal to number of Strength upgrades. These targets ignore this power's effects. May activate this multiple times, increasing the number of targets that can ignore this power's effects by this number each time.
Passive
Control (Diff)
May spend to upgrade difficulty of all checks made by opponents while in the power's area of effect once. Lasts the duration of the power.
Passive
Control (Diff)
May spend to upgrade difficulty of all checks made by opponents while in the power's area of effect once. Lasts the duration of the power.
Passive
Control (Corrosive)
May spend to create a corrosive atmosphere in a small area within the power's area of effect. This area is no more than 3 meters across. The rating of the corrosive atmosphere is equal to the force user's current Force rating. Lasts duration of the power, may activate multiple time choosing a new patch of terrain each time.
Passive
Control (Corrosive)
May spend to create a corrosive atmosphere in a small area within the power's area of effect. This area is no more than 3 meters across. The rating of the corrosive atmosphere is equal to the force user's current Force rating. Lasts duration of the power, may activate multiple time choosing a new patch of terrain each time.
Passive
Mastery
When user activates this power without spending generated from results, add to all other Force power checks made within this power's area of effect for the duration of the power. Opposite for spent.
Passive
Mastery
When user activates this power without spending generated from results, add to all other Force power checks made within this power's area of effect for the duration of the power. Opposite for spent.
Passive
Strength
Spend to select number of targets equal to number of Strength upgrades. These targets ignore this power's effects. May activate this multiple times, increasing the number of targets that can ignore this power's effects by this number each time.
Passive
Strength
Spend to select number of targets equal to number of Strength upgrades. These targets ignore this power's effects. May activate this multiple times, increasing the number of targets that can ignore this power's effects by this number each time.
Passive
Alter Basic Power
Alter allows the user to tap into the Living Force of their surroundings, manipulating the nearby environs. The basic power has two uses, both of which can only be used in natural terrain that can change form easily, such as dirt, sand, mud and thick vegetation.May spend to make all terrain currently within short range difficult terrain until the end of their next turn. Must be touching the ground to manifest this power, may not activate this multiple times.May spend to make all terrain currently within short range normal terrain until the end of their next turn. Must be touching the ground to manifest this power, may not activate this multiple times.
Passive
Alter Basic Power
Alter allows the user to tap into the Living Force of their surroundings, manipulating the nearby environs. The basic power has two uses, both of which can only be used in natural terrain that can change form easily, such as dirt, sand, mud and thick vegetation.May spend to make all terrain currently within short range difficult terrain until the end of their next turn. Must be touching the ground to manifest this power, may not activate this multiple times.May spend to make all terrain currently within short range normal terrain until the end of their next turn. Must be touching the ground to manifest this power, may not activate this multiple times.
Passive
Control (Food)
May spend and make Average () Survival check to locate food, water, and other critical supplies within extreme range. GM may determine there are no such supplies available. May not activate multiple times.
Passive
Control (Food)
May spend and make Average () Survival check to locate food, water, and other critical supplies within extreme range. GM may determine there are no such supplies available. May not activate multiple times.
Passive
Range
May spend to increase range of affected area by number of range bands equal to Range upgrades purchased. May activate multiple times, increasing range by this number each time.
Passive
Range
May spend to increase range of affected area by number of range bands equal to Range upgrades purchased. May activate multiple times, increasing range by this number each time.
Passive
Control (Conceal)
May spend to give characters within short range concealment, adding or to appropriate checks. Lasts the duration of the power, may not activate multiple times.
Passive
Control (Conceal)
May spend to give characters within short range concealment, adding or to appropriate checks. Lasts the duration of the power, may not activate multiple times.
Passive
Control (Senses)
May spend to share the senses of non-sentient animals and similar creatures within range of the power. Add to perception and Vigilance checks. At GM's discretion, may learn or notice things they could not normally perceive, lasts duration of the power, may not activate multiple times.
Passive
Control (Senses)
May spend to share the senses of non-sentient animals and similar creatures within range of the power. Add to perception and Vigilance checks. At GM's discretion, may learn or notice things they could not normally perceive, lasts duration of the power, may not activate multiple times.
Passive
Control (Firm)
This power can affect firm natural terrain such as packed earth, stone , or ice.
Passive
Control (Firm)
This power can affect firm natural terrain such as packed earth, stone , or ice.
Passive
Duration
Gains the ongoing effect: Commit after activating basic power to sustain its effects as long as the user remains in area affected.
Passive
Duration
Gains the ongoing effect: Commit after activating basic power to sustain its effects as long as the user remains in area affected.
Passive
Strength
Spend to select number of targets equal to number of Strength upgrades. These targets ignore this power's effects. May activate this multiple times, increasing the number of targets that can ignore this power's effects by this number each time.
Passive
Strength
Spend to select number of targets equal to number of Strength upgrades. These targets ignore this power's effects. May activate this multiple times, increasing the number of targets that can ignore this power's effects by this number each time.
Passive
Range
May spend to increase range of affected area by number of range bands equal to Range upgrades purchased. May activate multiple times, increasing range by this number each time.
Passive
Range
May spend to increase range of affected area by number of range bands equal to Range upgrades purchased. May activate multiple times, increasing range by this number each time.
Enhance
Passive
Enhance Basic Power
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend to gain or (user's choice) on the check.
<font size=1>Please see page 288 of Force and Destiny for details.</font>
10 XP
Passive
Enhance Basic Power
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend to gain or (user's choice) on the check.
<font size=1>Please see page 288 of Force and Destiny for details.</font>
10 XP
Passive
Control: Coordination
Enhance can be used with the Coordination skill.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
5 XP
Passive
Control: Coordination
Enhance can be used with the Coordination skill.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
5 XP
Passive
Control: Resilience
Enhance can be used with the Resilience skill.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
5 XP
Passive
Control: Resilience
Enhance can be used with the Resilience skill.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
5 XP
Passive
Control: Force Leap (Horizontal)
Take a Force Leap action: Make an Enhanced power check. The user may spend to jump horizontally to any location in short range.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Control: Force Leap (Horizontal)
Take a Force Leap action: Make an Enhanced power check. The user may spend to jump horizontally to any location in short range.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Control: Piloting - Planetary
Enhance can be used with the Piloting (Planetary) skill.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
5 XP
Passive
Control: Piloting - Planetary
Enhance can be used with the Piloting (Planetary) skill.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
5 XP
Passive
Control: Brawl
Enhance can be used with the Brawl skill.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
5 XP
Passive
Control: Brawl
Enhance can be used with the Brawl skill.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
5 XP
Passive
Control: Force Leap (Vertical)
When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Control: Force Leap (Vertical)
When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Control: Piloting - Space
Enhance can be used with the Piloting (Space) skill.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
5 XP
Passive
Control: Piloting - Space
Enhance can be used with the Piloting (Space) skill.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
5 XP
Passive
Control: Brawn
Ongoing Effect: Commit . The user increases his Brawn characteristic by 1 (to maximum of 6).
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Control: Brawn
Ongoing Effect: Commit . The user increases his Brawn characteristic by 1 (to maximum of 6).
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Control: Agility
Ongoing Effect: Commit . The user increases his Agility characteristic by 1 (to a maximum of 6).
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Control: Agility
Ongoing Effect: Commit . The user increases his Agility characteristic by 1 (to a maximum of 6).
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Control: Force Leap (Maneuver)
The user can perform Force Leap as a maneuver instead of an action.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Passive
Control: Force Leap (Maneuver)
The user can perform Force Leap as a maneuver instead of an action.
<font size=1>Please see page 289 of Force and Destiny for details.</font>
10 XP
Move
Passive
Move Basic Power
The Force user can move small objects via the power of the Force.
The user may spend to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
<font size=1>Please see page 283 of Edge of the Empire for details.</font>
10 XP
Passive
Move Basic Power
The Force user can move small objects via the power of the Force.
The user may spend to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
<font size=1>Please see page 283 of Edge of the Empire for details.</font>
10 XP
Passive
Strength
Spend to increase silhouette able to be targeted equal to Strength upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
20 XP
Passive
Strength
Spend to increase silhouette able to be targeted equal to Strength upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
20 XP
Passive
Control: Manipulate
The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power's range.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
15 XP
Passive
Control: Manipulate
The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power's range.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
15 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
<font size=1>Please see page 285 of Edge of the Empire for details.</font>
10 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
<font size=1>Please see page 285 of Edge of the Empire for details.</font>
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
15 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
15 XP
Passive
Control: Pull
The Force user can pull objects out of secure mountings or out of an opponent's grasp.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
5 XP
Passive
Control: Pull
The Force user can pull objects out of secure mountings or out of an opponent's grasp.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
5 XP
Passive
Strength
Spend to increase silhouette able to be targeted equal to Strength upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
15 XP
Passive
Strength
Spend to increase silhouette able to be targeted equal to Strength upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
15 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
<font size=1>Please see page 285 of Edge of the Empire for details.</font>
10 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
<font size=1>Please see page 285 of Edge of the Empire for details.</font>
10 XP
Passive
Control: Hurl
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.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
10 XP
Passive
Control: Hurl
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.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
10 XP
Passive
Strength
Spend to increase silhouette able to be targeted equal to Strength upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
10 XP
Passive
Strength
Spend to increase silhouette able to be targeted equal to Strength upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
10 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
<font size=1>Please see page 285 of Edge of the Empire for details.</font>
5 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
<font size=1>Please see page 285 of Edge of the Empire for details.</font>
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
5 XP
Passive
Strength
Spend to increase silhouette able to be targeted equal to Strength upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
10 XP
Passive
Strength
Spend to increase silhouette able to be targeted equal to Strength upgrades purchased.
<font size=1>Please see page 284 of Edge of the Empire for details.</font>
10 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
<font size=1>Please see page 285 of Edge of the Empire for details.</font>
5 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
<font size=1>Please see page 285 of Edge of the Empire for details.</font>
5 XP
Sense
Passive
Sense Basic Power
The Force user can sense the Force interacting with the world around him.
The user may spend to sense all living things within short range (including sentient and non-sentient beings).
The user may spend to sense the current emotional state of one living target with whom he is engaged.
<font size=1>Please see page 280 of Edge of the Empire for details.</font>
10 XP
Passive
Sense Basic Power
The Force user can sense the Force interacting with the world around him.
The user may spend to sense all living things within short range (including sentient and non-sentient beings).
The user may spend to sense the current emotional state of one living target with whom he is engaged.
<font size=1>Please see page 280 of Edge of the Empire for details.</font>
10 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to magnitude upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to magnitude upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Control: Upgrade Ability
Ongoing Effect: Commit . Once per round, when the Force user makes a combat check, he upgrades the ability of that check once.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Control: Upgrade Ability
Ongoing Effect: Commit . Once per round, when the Force user makes a combat check, he upgrades the ability of that check once.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to magnitude upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to magnitude upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Strength
When using Sense's ongoing effects, upgrade the pool twice, instead of once.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Strength
When using Sense's ongoing effects, upgrade the pool twice, instead of once.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to magnitude upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
5 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to magnitude upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
5 XP
Passive
Duration
Sense's ongoing effect may be triggered one additional time per round.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Duration
Sense's ongoing effect may be triggered one additional time per round.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Control: Sense Thoughts
Effect: Spend . The Force user senses the current thoughts of one living target with whom he is engaged.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Control: Sense Thoughts
Effect: Spend . The Force user senses the current thoughts of one living target with whom he is engaged.
<font size=1>Please see page 281 of Edge of the Empire for details.</font>
10 XP
Passive
Control: Upgrade Difficulty
Ongoing Effect: Commit . Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
<font size=1>Please see page 280 of Edge of the Empire for details.</font>
10 XP
Passive
Control: Upgrade Difficulty
Ongoing Effect: Commit . Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
<font size=1>Please see page 280 of Edge of the Empire for details.</font>
10 XP
Nightsister
Passive
Sense Advantage
Once per session, may add to 1 NPC's skill check.
10 XP
Passive
Sense Advantage
Once per session, may add to 1 NPC's skill check.
10 XP
Passive
Witchcraft
The character gains Force rating 1.
Ranked
5 XP
Passive
Witchcraft
The character gains Force rating 1.
Ranked
5 XP
Maneuver
Summon Item
As a maneuver, the character can summon or dismiss a ritually prepared item.
5 XP
Maneuver
Summon Item
As a maneuver, the character can summon or dismiss a ritually prepared item.
5 XP
Passive
Grit
Gain +1 strain threshold
Ranked
5 XP
Passive
Grit
Gain +1 strain threshold
Ranked
5 XP
Passive
Expert Tracker
Remove per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Ranked
5 XP
Passive
Expert Tracker
Remove per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Ranked
5 XP
Passive
Ichor Blade
The character chooses one Melee or Brawl weapon they possess, which gains the Cortosis and Pierce 2 qualities and reduces its critical rating by 1 to a minimum of 1. If the weapon is
ever lost or destroyed, the character can apply Ichor Blade to a new weapon.
10 XP
Passive
Ichor Blade
The character chooses one Melee or Brawl weapon they possess, which gains the Cortosis and Pierce 2 qualities and reduces its critical rating by 1 to a minimum of 1. If the weapon is
ever lost or destroyed, the character can apply Ichor Blade to a new weapon.
10 XP
Passive
Intimidating
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.
Ranked
10 XP
Passive
Intimidating
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.
Ranked
10 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
10 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
10 XP
Passive
Balance
When the character heals strain at the end of the encounter, he may add per Force Rating. He recovers additional strain equal to generated.
15 XP
Passive
Balance
When the character heals strain at the end of the encounter, he may add per Force Rating. He recovers additional strain equal to generated.
15 XP
Passive
Improved Ichor Blade
The chosen weapon also gains the Sunder quality and Defensive 1 quality, and increases its damage by 2.
15 XP
Passive
Improved Ichor Blade
The chosen weapon also gains the Sunder quality and Defensive 1 quality, and increases its damage by 2.
15 XP
Passive
Grit
Gain +1 strain threshold
Ranked
15 XP
Passive
Grit
Gain +1 strain threshold
Ranked
15 XP
Passive
Sixth Sense
Gain +1 ranged defense.
15 XP
Passive
Sixth Sense
Gain +1 ranged defense.
15 XP
Passive
Coven
May take the Coven maneuver. On the character’s next Force power check, they may reroll one for each ally with Coven within
short range.
20 XP
Passive
Coven
May take the Coven maneuver. On the character’s next Force power check, they may reroll one for each ally with Coven within
short range.
20 XP
Maneuver
Ichor Transfusion
Once per encounter, the character 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.
20 XP
Maneuver
Ichor Transfusion
Once per encounter, the character 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.
20 XP
Passive
Survivor's Instincts
Once per session when the character suffers a Critical Injury, spend 1 Destiny Point. Then, the attacker must roll two results for the Critical Injury and the player chooses which will apply
to their character.
20 XP
Passive
Survivor's Instincts
Once per session when the character suffers a Critical Injury, spend 1 Destiny Point. Then, the attacker must roll two results for the Critical Injury and the player chooses which will apply
to their character.
20 XP
Passive
Intimidating
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.
Ranked
20 XP
Passive
Intimidating
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.
Ranked
20 XP
Passive
Force Rating
Gain +1 Force Rating.
Ranked
25 XP
Passive
Force Rating
Gain +1 Force Rating.
Ranked
25 XP
Maneuver
Ichor Reserve
Once per session as a maneuver, the character may suffer 2 strain to increase Force rating by 1 until the end of the encounter.
25 XP
Maneuver
Ichor Reserve
Once per session as a maneuver, the character may suffer 2 strain to increase Force rating by 1 until the end of the encounter.
25 XP
Passive
Force of Will
Once per session, make one skill check using Willpower rather than the characteristic linked to that skill.
25 XP
Passive
Force of Will
Once per session, make one skill check using Willpower rather than the characteristic linked to that skill.
25 XP
Passive
Dedication
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Ranked
25 XP
Passive
Dedication
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Ranked
25 XP
Padawan
Passive
Parry
When hit by a Brawl, Melee or LS check, after damage calc, but before soak, suffer 3 strain to reduce damage by 2 plus ranks in Parry. (Inc, OOT) (Req LS or Melee)
Ranked
5 XP
Passive
Parry
When hit by a Brawl, Melee or LS check, after damage calc, but before soak, suffer 3 strain to reduce damage by 2 plus ranks in Parry. (Inc, OOT) (Req LS or Melee)
Ranked
5 XP
Passive
Quick Draw
Once per round, draw or holster a weapon or accessible item as an incidental.
5 XP
Passive
Quick Draw
Once per round, draw or holster a weapon or accessible item as an incidental.
5 XP
Passive
Grit
Gain +1 strain threshold
Ranked
5 XP
Passive
Grit
Gain +1 strain threshold
Ranked
5 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
10 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
10 XP
Passive
Reflect
Once per hit by a ranged attack, after damage & before soak , suffer 3 strain to reduce damage by 2 plus ranks in Reflect. (Inc, OOT)
Ranked
10 XP
Passive
Reflect
Once per hit by a ranged attack, after damage & before soak , suffer 3 strain to reduce damage by 2 plus ranks in Reflect. (Inc, OOT)
Ranked
10 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
5 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
5 XP
Passive
Well Rounded
Choose any 2 skills. They permanently become career skills.
Ranked
10 XP
Passive
Well Rounded
Choose any 2 skills. They permanently become career skills.
Ranked
10 XP
Passive
Sense Danger
Once per session, remove from any 1 check.
10 XP
Passive
Sense Danger
Once per session, remove from any 1 check.
10 XP
Passive
Parry
When hit by a Brawl, Melee or LS check, after damage calc, but before soak, suffer 3 strain to reduce damage by 2 plus ranks in Parry. (Inc, OOT) (Req LS or Melee)
Ranked
15 XP
Passive
Parry
When hit by a Brawl, Melee or LS check, after damage calc, but before soak, suffer 3 strain to reduce damage by 2 plus ranks in Parry. (Inc, OOT) (Req LS or Melee)
Ranked
15 XP
Incidental
Learning Opportunity
Please see page 40 of the Rise of the Separatists Sourcebook for details.
15 XP
Incidental
Learning Opportunity
Please see page 40 of the Rise of the Separatists Sourcebook for details.
15 XP
Passive
Valuable Facts
Once per encounter, perform a Valuable Facts action: make an Average () Knowledge check. If successful, add to one ally's skill check during the encounter.
15 XP
Passive
Valuable Facts
Once per encounter, perform a Valuable Facts action: make an Average () Knowledge check. If successful, add to one ally's skill check during the encounter.
15 XP
Passive
Force Rating
Gain +1 Force Rating.
Ranked
15 XP
Passive
Force Rating
Gain +1 Force Rating.
Ranked
15 XP
Passive
Reflect
Once per hit by a ranged attack, after damage & before soak , suffer 3 strain to reduce damage by 2 plus ranks in Reflect. (Inc, OOT)
Ranked
20 XP
Passive
Reflect
Once per hit by a ranged attack, after damage & before soak , suffer 3 strain to reduce damage by 2 plus ranks in Reflect. (Inc, OOT)
Ranked
20 XP
Passive
Grit
Gain +1 strain threshold
Ranked
20 XP
Passive
Grit
Gain +1 strain threshold
Ranked
20 XP
Incidental
Something to Prove
Please see page 42 of the Rise of the Separatists Sourcebook for details.
20 XP
Incidental
Something to Prove
Please see page 42 of the Rise of the Separatists Sourcebook for details.
20 XP
Incidental
Adaptable
Please see page 37 of the Rise of the Separatists Sourcebook for details.
20 XP
Incidental
Adaptable
Please see page 37 of the Rise of the Separatists Sourcebook for details.
20 XP
Incidental
Beginner's Luck
Please see page 37 of the Rise of the Separatists Sourcebook for details.
25 XP
Incidental
Beginner's Luck
Please see page 37 of the Rise of the Separatists Sourcebook for details.
25 XP
Action
Temple Training
Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks
in Knowledge (Lore).
25 XP
Action
Temple Training
Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks
in Knowledge (Lore).
25 XP
Incidental
Sincerest Flattery
Please see page 42 of the Rise of the Separatists Sourcebook for details.
25 XP
Incidental
Sincerest Flattery
Please see page 42 of the Rise of the Separatists Sourcebook for details.
25 XP
Passive
Dedication
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Ranked
25 XP
Passive
Dedication
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Ranked
25 XP
Name
Soak
Defense
Qualities
Performer's Attire
0
0
performers-attire-6147
50
4
0
0
0
0
Qualities
Name
Quantity
Encum
Rarity
Price
Antidote Set
1
1
5
250
1
antidote-set-5588
250
5
1
Qualities
Antidote Set
Poisoning is not a common concern for most citizens, but for certain high-value persons of interest, poisoning is an all-too-real hazard. Small, portable antidote sets offer a degree of protection, providing an assortment of single-use vials of antidotes to common poisons. Almost every major medical corporation offers some version of the portable antidote set, and some even sell regional variants.
A character using an antidote set reduces the difficulty of any check to resist a poison by two (to a minimum of Easy ()). If he does not know which poison was used, he must make a Hard () Knowledge (Underworld) check to make an educated guess at the poison based on region, its qualities, and other evidence at his disposal to benefit from this item.
<font size=1>Please see page 50 of the Desperate Allies Sourcebook for details.</font>
Healer's Kit
1
2
0
0
1
healers-kit-5100
0
0
2
Qualities
Healer's Kit
Those who live on the fringes of society, whether by choice or by circumstance, tend to be more hardy and skillful than the typical galactic citizen. Resourceful and self-reliant, these individuals often live days or even weeks from civilization, and must rely on what they can find or make by hand for daily survival. A healer's kit is simply a collection of local natural medicines kept together in a case or pouch. Depending on the users and the environments in which they live, it might contain plant back and leaves, mosses, various herbs and other natural healing agents found in the environment.
Rather than being purchased, a character must fashion her own container and equip the empty pack with native medicinal items through a Hard ( ) Survival check. A healer's kit allows the character to use the Medicine skill to heal herself or other individuals without penalty as described on page 123 of the Force and Destiny Core Rulebook. The GM may spend on a Medicine check when a character is using the healer's kit to indicate that some or all of the medicinal items have been exhausted in the attempt, in such a case, the healer's kit cannot be used again until the character spends some time restocking and makes an Average ( ) Survival check.
Comlink (handheld)
1
0
0
25
1
comlink-handheld-5520
25
0
0
Qualities
Comlink (handheld)
A common device found across the galaxy, comlinks come in a variety of forms depending on their function and user. Each allows for audio messaging between two parties though advanced models can transmit multiple users or network groups together. Personal comlinks are often small, hand-held cylinders capable of communicating over distances into low orbit. Some models are built into helmets and armor segments. Longer-range versions are usually carried as large satchels or in backpacks, and can reach across a planet and to ships in high orbit (or even elsewhere in the same star system). Most operate on a standard net of frequencies that can be adjusted as desired to elude detection.
<font size=1>Please see page 171 of Edge of the Empire for details.</font>
Stimpack
2
0
1
25
2
stimpack-5825
25
1
0
Qualities
Stimpack
Stimpacks are auto-injection tubes filled with medicine, bacta, and painkillers. They are field-ready emergency health recovery products, and useful for quick healing in the field. There are countless makers of stimpacks, from Chiewab Amalgamated Pharmaceuticals to Athakam MedTech.
It takes a maneuver for a character to inject a stimpack in himself or another..Stimpacks are one-use items, and automatically heal 5 wounds. Characters can use stimpacks more than once, but each use heals one less wound (so the second use heals four, the third use heals three, and so on). The sixth stimpack heals no wounds—the character is already oversaturated with the medicine for it to have any effect. It takes a day for the character's body to process the stimpacks and for him to be able to use them at full effectiveness. See page 220 for more information.
Models Include: Numerous Variants.
<font size=1>Please see page 177 of Edge of the Empire for details.</font>
Water Purifier
1
1
2
50
1
water-purifier-8631
50
2
1
Qualities
Water Purifier
Water purifiers are made by countless wilderness supply and outfitting companies throughout the galaxy. They use a number of different technologies to achieve the same goal; safe uncontaminated drinking water. Some are simple polycarbonate containers that use pumps or gravity to push water through a filter to clean it of microorganisms. Others use chemicals, ionization or ultraviolet light to kill microorganisms, deadly viruses, and toxins. In ten minutes, a typical water purifier can treat enough water to fulfil one sentient's needed for one day of rigorous activity.
Survivalist Mess Kit
1
0
3
10
1
Survivalist Mess Kit
10
3
0
Qualities
Survival Equipment Inc. Survivalist Mess Kit
The Survivalist by SEI is one of the most popular compact mess kits in the galaxy. Designed for the weight-conscious solo traveler, the Survivalist contains a number of pots and pans, a plate, an insulated cup, and eating utensils, all in one compact unit. All of the cookware is rugged and coated with a nonstick cooking surface to aid in both cooking and cleaning. The pieces all fit together and nest inside the deepest pot, making the kit easy to carry and stow. Many military and paramilitary groups throughout the galxay buy these in bulk to issue to their personnel as part of their standard kit.
Climbing Gear
1
1
2
50
1
climbing-gear-7287
50
2
1
Qualities
Climbing Gear
Though climbing gear is usually used in wilderness areas away from artificial turbolifts or simple stairs, it also can be useful in gaining entry to higher reaches through clandestine means. Most gear includes a spooled length of syntherope or liquid cable, with a hook or some other attachment to secure the line. The Pretormin Environmental Basic kit also includes four quick-adhesion pitons that can securely attach to almost any surface.
<font size=1>Please see page 180 of Edge of the Empire for details.</font>
Ration Pack
3
0
0
5
3
ration-pack-4603
5
0
0
Qualities
Ration Pack
As bland and flavorless as the life of an Imperial stormtrooper, ration packs are a common item on smaller ships used to augment or replace actual galley fare. Each can be easily reconstituted into a full meal through built-in heat infusers and limited hydration. Most ships include emergency ration packs in case of disasters such as hard landings or engine failures, and while not all are actually made for the Imperial Army, most follow the same standard make. Understandably, ration packs are one-use items.
Models Include: Imperial Army Ration Packs.
<font size=1>Please see page 179 of Edge of the Empire for details.</font>
Background
Motivation
Desire, Fear, Strength, Flaw
Name
Amount
Description
Triggered
Criminal
20
As a former Jedi Youngling and Padawan from the Clone Wars, Ashla is on the run from the Galactic Empire and viewed as a Criminal. Some in the underworld threaten her with turning her in if she will not perform the missions they require.
20
As a former Jedi Youngling and Padawan from the Clone Wars, Ashla is on the run from the Galactic Empire and viewed as a Criminal. Some in the underworld threaten her with turning her in if she will not perform the missions they require.
Emotional Strength
Emotional Weakness
Session Conflict
Value
Triggered
Caution
Fear
0
50
Caution
Fear
0
50
Caution (Strength)
The character possesses commendable prudence, willing to always look before he leaps into a new situation. His forward-thinking ways may have saved his fellows from dangerous situations on numerous occasions.
<font size=1>Please see page 50 of the Force and Destiny Core Rulebook for details.</font>
Fear (Weakness)
The line between caution and fear is a thin one. Sometimes the character spends too much time concerned about the potential problems of a situation to act in that situation at all. At other times, his caution causes him to flee when danger presents itself, through bolder action might reap real rewards.
<font size=1>Please see page 50 of the Force and Destiny Core Rulebook for details.</font>