May be thrown using Ranged (Light) up to short range. It gains the limited ammo quality. Rolling 3 advantages allows the thrower to recover the shield from a ricochet.
0
260
360
1411
Name
D100
Severity
Result
Foresee
Passive
Duration
Spend to increase days into the future the user may see equal to Duration upgrades purchased
Ranked
5 XP
Passive
Duration
Spend to increase days into the future the user may see equal to Duration upgrades purchased
Ranked
5 XP
Passive
Control
When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend to gain per point on the check
10 XP
Passive
Control
When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend to gain per point on the check
10 XP
Incidental
Strength
Spend to pick out specific details equal to Strength upgrades purchased.
Ranked
5 XP
Incidental
Strength
Spend to pick out specific details equal to Strength upgrades purchased.
Ranked
5 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
Ranked
5 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
Ranked
5 XP
Passive
Range
Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Ranked
5 XP
Passive
Range
Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Ranked
5 XP
Incidental
Control
Affected targets increase their ranged and melee defences by 2 for the first round of combat.
10 XP
Incidental
Control
Affected targets increase their ranged and melee defences by 2 for the first round of combat.
10 XP
Passive
Duration
Spend to increase days
into the future the user may see equal to Duration upgrades purchased.
Ranked
5 XP
Passive
Duration
Spend to increase days
into the future the user may see equal to Duration upgrades purchased.
Ranked
5 XP
Incidental
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
Ranked
5 XP
Incidental
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
Ranked
5 XP
Passive
Range
Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Ranked
5 XP
Passive
Range
Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Ranked
5 XP
Passive
Range
Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Ranked
5 XP
Passive
Range
Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Ranked
5 XP
Passive
Strength
Spend to pick out specific details equal to Strength upgrades purchased.
Ranked
5 XP
Passive
Strength
Spend to pick out specific details equal to Strength upgrades purchased.
Ranked
5 XP
Passive
Control
When performing a Foresee power check as part of an initiative check, the Force user may spend to allow affected targets to take one free manoeuvre before the first round of combat begins.
15 XP
Passive
Control
When performing a Foresee power check as part of an initiative check, the Force user may spend to allow affected targets to take one free manoeuvre before the first round of combat begins.
15 XP
Passive
Foresee Basic Power
The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend to gain vague hints of events to come up to a day into his future.
10 XP
Passive
Foresee Basic Power
The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend to gain vague hints of events to come up to a day into his future.
10 XP
Hermit
Passive
Shroud
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.
25 XP
Passive
Shroud
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.
25 XP
Passive
Force Rating
Gain +1 Force Rating.
25 XP
Passive
Force Rating
Gain +1 Force Rating.
25 XP
Action
Natural Outdoorsman
Once per session, reroll any 1
Resilience or Survival check.
25 XP
Action
Natural Outdoorsman
Once per session, reroll any 1
Resilience or Survival check.
25 XP
Passive
Grit
Gain +1 strain threshold.
25 XP
Passive
Grit
Gain +1 strain threshold.
25 XP
Action
Force Connection
When the character
performs a Survival or
Knowledge (Xenology) skill
check, he may roll no
greater than his Force rating. The character may spend to add or (character's choice) to the result.
20 XP
Action
Force Connection
When the character
performs a Survival or
Knowledge (Xenology) skill
check, he may roll no
greater than his Force rating. The character may spend to add or (character's choice) to the result.
20 XP
Passive
Harass
Whenever the character's bonded animal makes a successful combat check against a target, it may forgo
inflicting damage to upgrade the difficulty of the
next check once instead.
20 XP
Passive
Harass
Whenever the character's bonded animal makes a successful combat check against a target, it may forgo
inflicting damage to upgrade the difficulty of the
next check once instead.
20 XP
Maneuver
Improved Animal Bond
When spending a maneuver
to direct a bonded animal,
the character may suffer 1
strain to add to the animal's next check.
20 XP
Maneuver
Improved Animal Bond
When spending a maneuver
to direct a bonded animal,
the character may suffer 1
strain to add to the animal's next check.
20 XP
Passive
Force Rating
Gain +1 Force Rating.
20 XP
Passive
Force Rating
Gain +1 Force Rating.
20 XP
Passive
Grit
Gain +1 strain threshold.
15 XP
Passive
Grit
Gain +1 strain threshold.
15 XP
Incidental
Survival of the Fittest
Once per session, when
making a single check, the
character may treat his Force
rating as being equal to ranks in Survival.
15 XP
Incidental
Survival of the Fittest
Once per session, when
making a single check, the
character may treat his Force
rating as being equal to ranks in Survival.
15 XP
Passive
Conditioned
Remove per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Ranked
15 XP
Passive
Conditioned
Remove per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Ranked
15 XP
Passive
Enduring
Gain +1 soak value.
15 XP
Passive
Enduring
Gain +1 soak value.
15 XP
Passive
Animal Bond
Develop long-term bond with single animal of silhouette no greater than half Force rating rounded down.
Passive
Animal Bond
Develop long-term bond with single animal of silhouette no greater than half Force rating rounded down.
Action
Menace
Character guides bonded
animal to perform Menace
Maneuver: Enemy within short range of the bonded
animal adds to next Combat checks made against the character.
10 XP
Action
Menace
Character guides bonded
animal to perform Menace
Maneuver: Enemy within short range of the bonded
animal adds to next Combat checks made against the character.
10 XP
Passive
Grit
Gain +1 strain threshold.
Ranked
10 XP
Passive
Grit
Gain +1 strain threshold.
Ranked
10 XP
Passive
Conditioned
Remove per rank of Conditioned from Athletics
and Coordination checks.
Reduce the damage and strain suffered from falling by
1 per rank of Conditioned.
Ranked
10 XP
Passive
Conditioned
Remove per rank of Conditioned from Athletics
and Coordination checks.
Reduce the damage and strain suffered from falling by
1 per rank of Conditioned.
Ranked
10 XP
Incidental
One With Nature
When in the wilderness, the
character may make a Simple (-) Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter.
5 XP
Incidental
One With Nature
When in the wilderness, the
character may make a Simple (-) Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter.
5 XP
Passive
Grit
Gain +1 strain threshold.
5 XP
Passive
Grit
Gain +1 strain threshold.
5 XP
Action
Soothing Tone
Once per encounter, when
riding a beast, take a Soothing Tone action; make an Average ( ) Knowledge (Xenology) check to allow a beast to recover strain (or wounds if it has no strain threshold) equal to .
5 XP
Action
Soothing Tone
Once per encounter, when
riding a beast, take a Soothing Tone action; make an Average ( ) Knowledge (Xenology) check to allow a beast to recover strain (or wounds if it has no strain threshold) equal to .
5 XP
Incidental
Forager
Remove up to from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
5 XP
Incidental
Forager
Remove up to from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
5 XP
Ataru Striker
Passive
Dodge
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.
20 XP
Passive
Dodge
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.
20 XP
Passive
Improved Parry
When parrying a hit that generated or ,
may hit attacker once with lightsaber, Brawl, or Melee
weapon (dealing base damage) after original attack resolves.
15 XP
Passive
Improved Parry
When parrying a hit that generated or ,
may hit attacker once with lightsaber, Brawl, or Melee
weapon (dealing base damage) after original attack resolves.
15 XP
Passive
Parry
When hit by a melee attack, suffer 3 strain to reduce
damage by 2 plus ranks in Parry.
15 XP
Passive
Parry
When hit by a melee attack, suffer 3 strain to reduce
damage by 2 plus ranks in Parry.
15 XP
Passive
Reflect
When hit by a ranged attack, suffer 3 strain to reduce
damage by 2 plus ranks in Reflect.
15 XP
Passive
Reflect
When hit by a ranged attack, suffer 3 strain to reduce
damage by 2 plus ranks in Reflect.
15 XP
Passive
Quick Strike
Add per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
15 XP
Passive
Quick Strike
Add per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
15 XP
Passive
Quick Strike
Add per rank of Quick Strike to combat checks
against targets that have not acted yet this encounter.
10 XP
Passive
Quick Strike
Add per rank of Quick Strike to combat checks
against targets that have not acted yet this encounter.
10 XP
Passive
Ataru Technique
When making a check using the Lightsaber skill, the
character may use Agility instead of Brawn.
10 XP
Passive
Ataru Technique
When making a check using the Lightsaber skill, the
character may use Agility instead of Brawn.
10 XP
Action
Reflect
When hit by a ranged attack, suffer 3 strain to reduce
damage by 2 plus ranks in Reflect.
10 XP
Action
Reflect
When hit by a ranged attack, suffer 3 strain to reduce
damage by 2 plus ranks in Reflect.
10 XP
Passive
Dodge
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.
10 XP
Passive
Dodge
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.
10 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
Conditioned
Remove per rank of Conditioned from Athletics
and Coordination checks. Reduce the damage and
strain suffered from falling by 1 per rank of Conditioned.
5 XP
Passive
Conditioned
Remove per rank of Conditioned from Athletics
and Coordination checks. Reduce the damage and
strain suffered from falling by 1 per rank of Conditioned.
5 XP
Action
Jump Up
Once per round, may stand from seated or prone as an incidental.
5 XP
Action
Jump Up
Once per round, may stand from seated or prone as an incidental.
5 XP
Action
Parry
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry
Ranked
5 XP
Action
Parry
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry
Ranked
5 XP
Passive
Balance
When the character heals strain at the end of the
encounter, he may add Force Rating. He regains
additional strain equal to generated.
25 XP
Passive
Balance
When the character heals strain at the end of the
encounter, he may add Force Rating. He regains
additional strain equal to generated.
25 XP
Passive
Saber Throw
Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding no greater than Force rating. Must spend and succeed to hit target; spend to have weapon return to hand.
25 XP
Passive
Saber Throw
Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding no greater than Force rating. Must spend and succeed to hit target; spend to have weapon return to hand.
25 XP
Passive
Dedication
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
25 XP
Passive
Dedication
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
25 XP
Passive
Parry
When hit by a melee attack, suffer 3 strain to reduce
damage by 2 plus ranks in Parry.
25 XP
Passive
Parry
When hit by a melee attack, suffer 3 strain to reduce
damage by 2 plus ranks in Parry.
25 XP
Passive
Conditioned
Remove per rank of Conditioned from Athletics
and Coordination checks. Reduce the damage and
strain suffered from falling by 1 per rank of Conditioned.
20 XP
Passive
Conditioned
Remove per rank of Conditioned from Athletics
and Coordination checks. Reduce the damage and
strain suffered from falling by 1 per rank of Conditioned.
20 XP
Passive
Saber Swarm
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.
20 XP
Passive
Saber Swarm
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.
20 XP
Passive
Hawk Bat Swoop
Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against the target within short range, adding no greater than Force rating. Spend to engage target and spend to add to check.
20 XP
Passive
Hawk Bat Swoop
Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against the target within short range, adding no greater than Force rating. Spend to engage target and spend to add to check.
20 XP
Name
Soak
Defense
Qualities
Concealing Robes
1
0
9293
150
2
1
0
1
0
Qualities
Padded Armor
4
0
Padded Armor
4815
500
0
4
0
4
0
Qualities
Padded Armor
Name
Quantity
Encum
Rarity
Price
Backpack
1
0
0
50
1
backpack-7145
50
0
0
Qualities
Concealment Holster/Sheath
1
0
3
40
1
concealment-holstersheath-3544
40
3
0
Qualities
Surveyor's Bag
1
0
1
50
1
surveyors-bag-1827
50
1
0
Qualities
Medpack
1
1
0
100
1
medpack-6895
100
0
1
Qualities
Cybernetic Arm, Mod VI
1
0
6
10000
1
8668
10000
6
0
Qualities
+1 Agility
Background
Motivation
Desire, Fear, Strength, Flaw
Emotional Strength
Emotional Weakness
Session Conflict
Value
Triggered
Independence
Coldness
0
50
Independence
Coldness
0
50
The character believes in relying on himself and then strives to accomplish it. The harder the task, the more willing the character is to take it on, and the greater the triumph when he finally succeeds.
Self-reliance can slip into isolation if one is not careful. A cold character doesn't just desire to rely only on himself, but has nothing but disinterest for anyone else. If they can't help themselves, why should he aid them?