As an action, may suffer 3 strain and make an Average ( ) Resilience check to change appearance to match a previously-observed silhouette 1 character. Observer must make an opposed Perception vs. Deception check to detect that something is amiss.
2
159
1312
00
20
2
2
2
4
2
4
Name
Skill
Damage
Crit
Range
Qualities
Lancer
Ranged - Light
5
4
Long
Accurate 1, Pierce 2
Ranged - Light
5
4
Long
8895
1000
5
1
3
Qualities
Accurate 1
Pierce 2
Field Commander
Leadership
0
0
Medium
Field Commander Base Difficulty
Leadership
0
0
Medium
3058
0
0
0
0
Qualities
Field Commander Base Difficulty
On a success, a number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
(Improved): Field Commander action affects allies equal to double Presence, and may spend to allow allies to suffer 1 strain and perform 1 free action instead.
Shield
Melee
2
5
Engaged
Deflection 2, Defense 2
Melee
2
5
Engaged
4890
10
0
1
4
Qualities
Deflection 2
Defense 2
Crafted by Loril.
Inspiring Rhetoric
Leadership
0
0
Medium
Inspiring Rhetoric Base Difficulty
Leadership
0
0
Medium
1880
0
0
0
0
Qualities
Inspiring Rhetoric Base Difficulty
One ally for each in Short range recovers 1 Strain. Spend for one effected ally to recover 1 additional Strain.
(Improved): Each ally affected by Inspiring Rhetoric gains on all skill checks for a number of rounds equal to ranks in Leadership.
Stun Cloak (Koromondain SVT-300)
Brawl
7
3
Medium
Limited Ammo 3, Stun Damage
Brawl
7
3
Medium
1499
1500
5
2
0
Qualities
Limited Ammo 3
Stun Damage
This cloak appears as any other thermal cloak with a metallic sheen, but is laced with a series of conductive fibers that may focus an electric discharge into an attacker.
When wearer is hit by a melee or brawl attack, attacker suffers 7 strain damage, consuming one of the cloak's payload.
Reloading the power source takes 3 minutes.
0
395
3908
76
Name
D100
Severity
Result
Influence (Free)
Passive
Control: Emotion/Belief
The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends 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.
10 XP
Passive
Control: Emotion/Belief
The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends 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.
10 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
5 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
5 XP
Passive
Control: Skills
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 to gain or (user's choice) on the check.
15 XP
Passive
Control: Skills
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 to gain or (user's choice) on the check.
15 XP
Passive
Strength
When stressing the mind of a target, the character inflicts 2 strain.
10 XP
Passive
Strength
When stressing the mind of a target, the character inflicts 2 strain.
10 XP
Passive
Duration
Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
5 XP
Passive
Duration
Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
5 XP
Passive
Duration
Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
5 XP
Passive
Duration
Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
5 XP
Passive
Duration
Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
5 XP
Passive
Duration
Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
5 XP
Passive
Duration
Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
5 XP
Passive
Duration
Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
5 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
5 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
5 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
10 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
10 XP
Passive
Influence
The character may attempt to guide, shape, and even twist the thoughts and feelings of other.
Special Rule (/ use): When guiding and shaping thoughts, only generated from may be used to generate negative emotions such as rage, fear, and hatred. Only generated from may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from generated from either or .
The character may spend to stress the mind of one living target he is engaged with, inflicting 1 strain.
Passive
Influence
The character may attempt to guide, shape, and even twist the thoughts and feelings of other.
Special Rule (/ use): When guiding and shaping thoughts, only generated from may be used to generate negative emotions such as rage, fear, and hatred. Only generated from may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from generated from either or .
The character may spend to stress the mind of one living target he is engaged with, inflicting 1 strain.
Enhance (Free)
Action
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.
10 XP
Action
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.
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.
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.
Passive
Control: Resilience
Enhance can be used with the Resilience skill.
5 XP
Passive
Control: Resilience
Enhance can be used with the Resilience skill.
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
10 XP
Passive
Control: Force Leap (Maneuver)
The user can perform Force Leap as a maneuver instead of an action.
10 XP
Passive
Control: Force Leap (Maneuver)
The user can perform Force Leap as a maneuver instead of an action.
10 XP
Passive
Control: Brawn
Ongoing Effect: Commit . The user increases his Brawn characteristic by 1 (to maximum of 6).
10 XP
Passive
Control: Brawn
Ongoing Effect: Commit . The user increases his Brawn characteristic by 1 (to maximum of 6).
10 XP
Passive
Control: Brawl
Enhance can be used with the Brawl skill.
5 XP
Passive
Control: Brawl
Enhance can be used with the Brawl skill.
5 XP
Passive
Control: Agility
Ongoing Effect: Commit . The user increases his Agility characteristic by 1 (to a maximum of 6).
10 XP
Passive
Control: Agility
Ongoing Effect: Commit . The user increases his Agility characteristic by 1 (to a maximum of 6).
10 XP
Passive
Control: Coordination
Enhance can be used with the Coordination skill.
5 XP
Passive
Control: Coordination
Enhance can be used with the Coordination skill.
5 XP
Passive
Control: Planetary
Enhance can be used with the Piloting [Planetary] skill.
5 XP
Passive
Control: Planetary
Enhance can be used with the Piloting [Planetary] skill.
5 XP
Passive
Control: Space
Enhance can be used with the Piloting [Space] skill.
5 XP
Passive
Control: Space
Enhance can be used with the Piloting [Space] skill.
5 XP
Passive
Control: Force Leap (Vertical)
When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
10 XP
Passive
Control: Force Leap (Vertical)
When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
10 XP
Misdirect (Not yet taken)
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
10 XP
Action
Misdirect Basic Power
The Force user creates illusions to fool those around him.
The user may spend to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
15 XP
Action
Misdirect Basic Power
The Force user creates illusions to fool those around him.
The user may spend to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
15 XP
Passive
Control: Appearance
The user may alter the perceived appearance of the chosen person or object instead of hiding it.
10 XP
Passive
Control: Appearance
The user may alter the perceived appearance of the chosen person or object instead of hiding it.
10 XP
Passive
Control: Illusion
May use this power to force the target to perceive a single illusory person of object.
15 XP
Passive
Control: Illusion
May use this power to force the target to perceive a single illusory person of object.
15 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
5 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
15 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
15 XP
Action
Control: Combat
Commit one or more . Add per to all combat checks targeting Force user.
15 XP
Action
Control: Combat
Commit one or more . Add per to all combat checks targeting Force user.
15 XP
Passive
Magnitude
Spend to affect additional targets equal to Presence per rank of Magnitude purchased.
10 XP
Passive
Magnitude
Spend to affect additional targets equal to Presence per rank of Magnitude purchased.
10 XP
Passive
Magnitude
Spend to affect additional targets equal to Presence per rank of Magnitude purchased.
10 XP
Passive
Magnitude
Spend to affect additional targets equal to Presence per rank of Magnitude purchased.
10 XP
Passive
Strength
Spend to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
5 XP
Passive
Strength
Spend to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
5 XP
Passive
Strength
Spend to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
10 XP
Passive
Strength
Spend to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
10 XP
Passive
Strength
Spend to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
15 XP
Passive
Strength
Spend to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
15 XP
Passive
Strength
Spend to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
15 XP
Passive
Strength
Spend to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
15 XP
Passive
Mastery
Spend to obscure additional objects or create illusions equal to Cunning plus Deception.
20 XP
Passive
Mastery
Spend to obscure additional objects or create illusions equal to Cunning plus Deception.
20 XP
Incidental
Duration
Commit to sustain this power while the beguiled target remains in range.
5 XP
Incidental
Duration
Commit to sustain this power while the beguiled target remains in range.
5 XP
Move (Free)
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
Control (Secure Mountings)
The Force user can pull objects out of secure mountings, or out of an opponent’s grasp.
5 XP
Passive
Control (Secure Mountings)
The Force user can pull objects out of secure mountings, or out of an opponent’s grasp.
5 XP
Action
Control (Hurl)
The Force user can hurl objects fast enough to damage targets.
Make a Discipline check combined with a Move power check, difficulty = Silhouette of object being hurled. (Silhouette 0 objects base damage is 5)
Dealing damage equal to 10 x Silhouette + .
This attack has a Critical rating of 4 and has the Auto-Fire quality.
This attack can benefit from Aim and uses Melee Defense and can be Parried.
10 XP
Action
Control (Hurl)
The Force user can hurl objects fast enough to damage targets.
Make a Discipline check combined with a Move power check, difficulty = Silhouette of object being hurled. (Silhouette 0 objects base damage is 5)
Dealing damage equal to 10 x Silhouette + .
This attack has a Critical rating of 4 and has the Auto-Fire quality.
This attack can benefit from Aim and uses Melee Defense and can be Parried.
10 XP
Passive
Control (Fine Manipulation)
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.
15 XP
Passive
Control (Fine Manipulation)
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.
15 XP
Action
Base 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.
Action
Base 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.
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
5 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
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
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
Ranked
10 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
Ranked
10 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
Ranked
10 XP
Passive
Magnitude
Spend to increase targets affected equal to Magnitude upgrades purchased.
Ranked
10 XP
Passive
Strength
Spend to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Ranked
10 XP
Passive
Strength
Spend to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Ranked
10 XP
Passive
Strength
Spend to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Ranked
10 XP
Passive
Strength
Spend to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Ranked
10 XP
Passive
Strength
Spend to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Ranked
15 XP
Passive
Strength
Spend to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Ranked
15 XP
Passive
Strength
Spend to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Ranked
20 XP
Passive
Strength
Spend to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Ranked
20 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
15 XP
Passive
Range
Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Ranked
15 XP
Sense (Free)
Passive
Strength
When using Sense's ongoing effects, upgrade the pool twice, instead of once.
10 XP
Passive
Strength
When using Sense's ongoing effects, upgrade the pool twice, instead of once.
10 XP
Passive
Duration
Sense's ongoing effects may be triggered one additional time per round.
10 XP
Passive
Duration
Sense's ongoing effects may be triggered one additional time per round.
10 XP
Action
Control (Offense)
Ongoing effect: Commit . Once per round, when making a combat check, he upgrades the ability of that check once.
10 XP
Action
Control (Offense)
Ongoing effect: Commit . Once per round, when making a combat check, he upgrades the ability of that check once.
10 XP
Action
Control (Defense)
Ongoing effect: Commit . Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
10 XP
Action
Control (Defense)
Ongoing effect: Commit . Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
10 XP
Passive
Control (Sense Thoughts)
Spend . The Force user senses the current thoughts of one living target with whom he is engaged.
10 XP
Passive
Control (Sense Thoughts)
Spend . The Force user senses the current thoughts of one living target with whom he is engaged.
10 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to Magnitude upgrades purchased.
Ranked
10 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to Magnitude upgrades purchased.
Ranked
10 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to Magnitude upgrades purchased.
Ranked
10 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to Magnitude upgrades purchased.
Ranked
10 XP
Passive
Magnitude
Spend to increase number of targets affected by power equal to Magnitude upgrades purchased.
Ranked
5 XP
Passive
Magnitude
Spend to increase number of targets affected by power 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
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
Ranked
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
Ranked
10 XP
Passive
Range
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
Ranked
10 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
Action
Base 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.
Action
Base 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.
Battle Meditation (Free)
Passive
Mastery
If no were used to generate , choose one skill. While affected by the power, each affected character counts as having the same number of ranks in the chosen skill as the affected character with the most ranks in the skill.
If the user used any to generate , each affected character must make an Easy [] Discipline check if he wishes to resist obeying orders.
25 XP
Passive
Mastery
If no were used to generate , choose one skill. While affected by the power, each affected character counts as having the same number of ranks in the chosen skill as the affected character with the most ranks in the skill.
If the user used any to generate , each affected character must make an Easy [] Discipline check if he wishes to resist obeying orders.
25 XP
Incidental
Duration
Commit to sustain the ongoing effects of the power on each affected target while they remain in range.
25 XP
Incidental
Duration
Commit to sustain the ongoing effects of the power on each affected target while they remain in range.
25 XP
Passive
Strength
Spend to add one additional automatic to affected character's checks.
(May be activated multiple times.)
10 XP
Passive
Strength
Spend to add one additional automatic to affected character's checks.
(May be activated multiple times.)
10 XP
Action
Control (Orders)
When making a Battle Meditation power check, the user may make an Easy [] Leadership check as part of the pool. If the user is able to activate the power and succeeds the check, he may send simple orders as part of the power.
10 XP
Action
Control (Orders)
When making a Battle Meditation power check, the user may make an Easy [] Leadership check as part of the pool. If the user is able to activate the power and succeeds the check, he may send simple orders as part of the power.
10 XP
Passive
Battle Meditation (Free)
The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend to add one automatic to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any to generate , reduce the target's Willpower by 1 (to a minimum of 1) until the end of the encounter.
Passive
Battle Meditation (Free)
The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend to add one automatic to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any to generate , reduce the target's Willpower by 1 (to a minimum of 1) until the end of the encounter.
Passive
Magnitude
Spend to affect a number of additional targets equal to Presence per rank of Magnitude upgrades purchased.
Ranked
5 XP
Passive
Magnitude
Spend to affect a number of additional targets equal to Presence per rank of Magnitude upgrades purchased.
Ranked
5 XP
Passive
Magnitude
Spend to affect a number of additional targets equal to Presence per rank of Magnitude upgrades purchased.
Ranked
10 XP
Passive
Magnitude
Spend to affect a number of additional targets equal to Presence per rank of Magnitude upgrades purchased.
Ranked
10 XP
Passive
Magnitude
Spend to affect a number of additional targets equal to Presence per rank of Magnitude upgrades purchased.
Ranked
15 XP
Passive
Magnitude
Spend to affect a number of additional targets equal to Presence per rank of Magnitude upgrades purchased.
Ranked
15 XP
Passive
Magnitude
Spend to affect a number of additional targets equal to Presence per rank of Magnitude upgrades purchased.
Ranked
20 XP
Passive
Magnitude
Spend to affect a number of additional targets equal to Presence per rank of Magnitude upgrades purchased.
Ranked
20 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
10 XP
Passive
Range
Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Ranked
10 XP
Passive
Range
Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Ranked
15 XP
Passive
Range
Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Ranked
15 XP
Passive
Control (Range)
May suffer 4 strain to change the range of power and add range upgrades to planetary scale.
20 XP
Passive
Control (Range)
May suffer 4 strain to change the range of power and add range upgrades to planetary scale.
20 XP
Peacekeeper
Incidental
Second Wind
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Ranked
10 XP
Incidental
Second Wind
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Ranked
10 XP
Incidental
Natural Leader
Once per session, may reroll any 1 Cool or Leadership check.
25 XP
Incidental
Natural Leader
Once per session, may reroll any 1 Cool or Leadership check.
25 XP
Passive
Force Rating
Gain +1 Force Rating.
Ranked
25 XP
Passive
Force Rating
Gain +1 Force Rating.
Ranked
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
Maneuver
Unity Assault
If a missed combat check generates or , may spend to perform Force power targeting allies as a maneuver.
25 XP
Maneuver
Unity Assault
If a missed combat check generates or , may spend to perform Force power targeting allies as a maneuver.
25 XP
Passive
Field Commander (Improved)
Field Commander action affects allies equal to double Presence, and may spend to allow allies to suffer 1 strain and perform 1 free action instead.
20 XP
Passive
Field Commander (Improved)
Field Commander action affects allies equal to double Presence, and may spend to allow allies to suffer 1 strain and perform 1 free action instead.
20 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
20 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
20 XP
Incidental
Second Wind
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Ranked
20 XP
Incidental
Second Wind
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Ranked
20 XP
Incidental
Steely Nerves
Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
20 XP
Incidental
Steely Nerves
Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
20 XP
Action
Field Commander
Take the Field Commander action; make a Average () Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
15 XP
Action
Field Commander
Take the Field Commander action; make a Average () Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
15 XP
Passive
Command
Add per rank of Command when making Leadership checks. Affected targets add to Discipline checks for next 24 hours.
Ranked
15 XP
Passive
Command
Add per rank of Command when making Leadership checks. Affected targets add to Discipline checks for next 24 hours.
Ranked
15 XP
Passive
Enhanced Leader
When making a Leadership check, add no greater than Force rating. Spend to add or to the result.
15 XP
Passive
Enhanced Leader
When making a Leadership check, add no greater than Force rating. Spend to add or to the result.
15 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
15 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
15 XP
Passive
Confidence
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Ranked
10 XP
Passive
Confidence
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Ranked
10 XP
Passive
Command
Add per rank of Command when making Leadership checks. Affected targets add to Discipline checks for next 24 hours.
Ranked
5 XP
Passive
Command
Add per rank of Command when making Leadership checks. Affected targets add to Discipline checks for next 24 hours.
Ranked
5 XP
Passive
Confidence
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Ranked
5 XP
Passive
Confidence
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Ranked
5 XP
Incidental
Second Wind
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Ranked
5 XP
Incidental
Second Wind
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Ranked
5 XP
Passive
Commanding Presence
Remove per rank of Commanding Presence from Leadership and Cool checks.
Ranked
5 XP
Passive
Commanding Presence
Remove per rank of Commanding Presence from Leadership and Cool checks.
Ranked
5 XP
Passive
Commanding Presence
Remove per rank of Commanding Presence from Leadership and Cool checks.
Ranked
10 XP
Passive
Commanding Presence
Remove per rank of Commanding Presence from Leadership and Cool checks.
Ranked
10 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
10 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
10 XP
Prophet
Action
Font of Power
Once per session, may take the Font of Power action. Until the end of the encounter, characters within Medium range add automatic or to checks based on alignment.
25 XP
Action
Font of Power
Once per session, may take the Font of Power action. Until the end of the encounter, characters within Medium range add automatic or to checks based on alignment.
25 XP
Passive
Rapid Recovery
When healing Strain after an encounter, heal 1 additional Strain per rank of Rapid Recovery.
Ranked
5 XP
Passive
Rapid Recovery
When healing Strain after an encounter, heal 1 additional Strain per rank of Rapid Recovery.
Ranked
5 XP
Passive
Rapid Recovery
When healing Strain after an encounter, heal 1 additional Strain per rank of Rapid Recovery.
Ranked
10 XP
Passive
Rapid Recovery
When healing Strain after an encounter, heal 1 additional Strain per rank of Rapid Recovery.
Ranked
10 XP
Passive
Rapid Recovery
When healing Strain after an encounter, heal 1 additional Strain per rank of Rapid Recovery.
Ranked
15 XP
Passive
Rapid Recovery
When healing Strain after an encounter, heal 1 additional Strain per rank of Rapid Recovery.
Ranked
15 XP
Action
Scathing Tirade
Take the Scathing Tirade action; make a Coercion check. One enemy for each in Short range suffers 1 Strain. Spend for one affected enemy to suffer 1 additional Strain.
10 XP
Action
Scathing Tirade
Take the Scathing Tirade action; make a Coercion check. One enemy for each in Short range suffers 1 Strain. Spend for one affected enemy to suffer 1 additional Strain.
10 XP
Action
Inspiring Rhetoric
Take the Inspiring Rhetoric action; make a Leadership check. One ally for each in Short range recovers 1 Strain. Spend for one effected ally to recover 1 additional Strain.
10 XP
Action
Inspiring Rhetoric
Take the Inspiring Rhetoric action; make a Leadership check. One ally for each in Short range recovers 1 Strain. Spend for one effected ally to recover 1 additional Strain.
10 XP
Passive
Plausible Deniability
Remove per rank of Plausible Deniability from all Coercion and Deception checks.
Ranked
10 XP
Passive
Plausible Deniability
Remove per rank of Plausible Deniability from all Coercion and Deception checks.
Ranked
10 XP
Passive
Congenial
As an incidental, suffer Strain up to ranks in Congenial to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted by the same, by an equal number.
Ranked
5 XP
Passive
Congenial
As an incidental, suffer Strain up to ranks in Congenial to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted by the same, by an equal number.
Ranked
5 XP
Passive
Congenial
As an incidental, suffer Strain up to ranks in Congenial to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted by the same, by an equal number.
Ranked
20 XP
Passive
Congenial
As an incidental, suffer Strain up to ranks in Congenial to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted by the same, by an equal number.
Ranked
20 XP
Incidental
Twisted Words
When targeted by a social check, may spend or and suffer 1 Strain as an out-of-turn incidental to inflict Strain equal to ranks in Coercion onto the speaker.
15 XP
Incidental
Twisted Words
When targeted by a social check, may spend or and suffer 1 Strain as an out-of-turn incidental to inflict Strain equal to ranks in Coercion onto the speaker.
15 XP
Passive
Improved Inspiring Rhetoric
Each ally affected by Inspiring Rhetoric gains on all skill checks for a number of rounds equal to ranks in Leadership.
20 XP
Passive
Improved Inspiring Rhetoric
Each ally affected by Inspiring Rhetoric gains on all skill checks for a number of rounds equal to ranks in Leadership.
20 XP
Passive
Fearsome
When an enemy becomes Engaged with the character, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.
Ranked
20 XP
Passive
Fearsome
When an enemy becomes Engaged with the character, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.
Ranked
20 XP
Passive
Improved Overwhelming Aura
Characters affected by Overwhelming Aura add automatic to fear checks the character causes and automatic to fear checks not caused by the character.
25 XP
Passive
Improved Overwhelming Aura
Characters affected by Overwhelming Aura add automatic to fear checks the character causes and automatic to fear checks not caused by the character.
25 XP
Passive
Force Rating
Gain +1 Force Rating.
Ranked
25 XP
Passive
Force Rating
Gain +1 Force Rating.
Ranked
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
Grit
Gain +1 Strain Threshold.
Ranked
5 XP
Passive
Grit
Gain +1 Strain Threshold.
Ranked
5 XP
Passive
Grit
Gain +1 Strain Threshold.
Ranked
15 XP
Passive
Grit
Gain +1 Strain Threshold.
Ranked
15 XP
Passive
Grit
Gain +1 Strain Threshold.
Ranked
20 XP
Passive
Grit
Gain +1 Strain Threshold.
Ranked
20 XP
Action
Overwhelming Aura
Suffer 1 Strain and commit no greater than Force Rating or ranks in Overwhelming Aura. Add to social checks equal to committed. Add equal to committed to enemy social checks within Short range.
Ranked
5 XP
Action
Overwhelming Aura
Suffer 1 Strain and commit no greater than Force Rating or ranks in Overwhelming Aura. Add to social checks equal to committed. Add equal to committed to enemy social checks within Short range.
Ranked
5 XP
Action
Overwhelming Aura
Suffer 1 Strain and commit no greater than Force Rating or ranks in Overwhelming Aura. Add to social checks equal to committed. Add equal to committed to enemy social checks within Short range.
Ranked
15 XP
Action
Overwhelming Aura
Suffer 1 Strain and commit no greater than Force Rating or ranks in Overwhelming Aura. Add to social checks equal to committed. Add equal to committed to enemy social checks within Short range.
Ranked
15 XP
Name
Soak
Defense
Qualities
Holographic Costume (On Ship)
0
1
To record a new outfit, a character must make an __Easy__ ( :eD: ) __Computers check__ while in possession of a garmet to be recorded., Alternatively, a __Daunting__ ( :eD: :eD: :eD: :eD: ) __Computers check__ may create a facsimile of a garment that is not on hand., Stores 10 outfits.
holographic-costume-4639
750
8
2
0
0
1
Qualities
To record a new outfit, a character must make an __Easy__ ( :eD: ) __Computers check__ while in possession of a garmet to be recorded.
Alternatively, a __Daunting__ ( :eD: :eD: :eD: :eD: ) __Computers check__ may create a facsimile of a garment that is not on hand.
Stores 10 outfits.
Customizable Armor
1
0
Appearance
3987
500
4
4
4
1
0
Qualities
Appearance
450
3
0
to detect clothing is armored.
Modifiers
Set stats of armor to 1 soak 1 defense
Name
Quantity
Encum
Rarity
Price
Electrobinoculars
1
1
1
250
1
electrobinoculars-9438
250
1
1
Qualities
Electrobinoculars are, at their most basic, a pair of
macrobinoculars with one or more integrated optical enhancement systems, such as long-range digital
zoom, passive light amplification, thermal imaging,
ultrasound imaging, and the like. They are commonly
equipped with filters to adjust for exceedingly high
levels of light, and many are equipped with recording
and playback systems for the collection of data.
Electrobinoculars allow the user to see normally in
low light or extremely bright conditions. They also provide
magnification of targets up to ten kilometers away.
When using electrobinoculars, characters may also remove imposed due to long range or poor light.
Scanner Goggles
1
0
3
150
1
scanner-goggles-9437
150
3
0
Qualities
When worn, scanner goggles allow the wearer to see normally in dark conditions.
Collar-Amp
1
0
1
50
1
collar-amp-2289
50
1
0
Qualities
The Collar-Amp can boost the wearer's voice so that he can be heard up to long or extreme range (this depends on terrain, environmental conditions, and even the weather).
Earbud Comlink
1
0
5
75
1
earbud-comlink-4028
75
5
0
Qualities
Earbud comlinks have a usable range of long. Noticing that an individual is wearing an earbud comlink requires a Hard ( ) Perception check.
Stimpack
2
0
1
25
2
stimpack-5674
25
1
0
Qualities
Flask (Canteen)
1
1
1
7
1
canteen-1215
7
1
1
Qualities
This standard container is constructed from rugged synthetics and housed in a canvas cover available in a variety of uniform specifications and camouflage patterns. The military-issue canteen holds 1.5 liters of liquid and features an integrated filtration system that can purify water.
Corellian Whiskey
0
1
2
25
0
corellian-whiskey-bottle-3761
25
2
1
Qualities
A popular alcoholic drink from Corellia, distilled anywhere from three to twenty times and aged for several years in wooden casks. Corellian whiskey is characterized by a smooth, woody, slightly spicy flavor and relatively high alcohol content. With production methods strictly controlled by the government, only whiskeys distilled according to specific processes on Corellia and a few colony worlds can carry the label of Corellian whiskey. As such, Corellian whiskey is difficult to come by outside of the Corellian Sector and tends to be pricey.
The Necklace of Feels
1
0
4
300
1
the-necklace-of-feels-6814
300
4
0
Qualities
Protective Amulet
When activated by an enemy, that enemy suffers 1 Strain and I recover 1 Strain.
User may ignore environmental effects such as fire, acid, and corrosive atmosphere. Always act as if in a standard gravity field and breath normally underwater and in a vacuum. Burn quality cannot be activated against user.
Datapad
1
1
1
75
1
datapad-5348
75
1
1
Qualities
Datapads are common on most technologically civilized planets, and are used to record, store, display, and organize almost any kind of data from basic text to holographic recordings. Most come with a small display screen, though some use holoprojectors and are small enough to be easily carried in one or two hands, depending on the model. They are commonly encoded or encrypted so that only the actual owner can operate them; some are even set to wipe all data if unauthorized users attempt access.
Mercantiler Datapad (Outer Rim)(On ship)
1
1
3
250
1
backpack-6293
250
3
1
Qualities
When used within the region for which it is programmed—Core Worlds, Inner Rim, Mid Rim, or specific Outer Rim territories—the Mercantiler datapad grants to any Negotiation skill checks made to buy or sell goods. These datapads grant no bonuses outside of their specific region.
Backpack
1
0
1
50
1
backpack-5272
50
1
0
Qualities
+4 Enc Threshold
Backpacks increase the character's encumbrance threshold by 4.
Suspicious Imperial Code Cylinder (Stored on Ship as trophy?)
1
0
0
0
1
4447
0
0
0
Qualities
Taken off the body of the female Inquisitor that threatened us.
Piece of Power Crystal
1
2
0
0
1
4476
0
0
2
Qualities
It is roughly the size of a fist and has a faint green shine to it. One edge is jagged, as if it were broken off of something much much bigger.
As you look upon the shard you feel a distinct presence in the Force, one like you've never experienced before. You feel drawn into the stone, like it offers some sort of irresistible opportunity.
Case of Corellian Whiskey (25/25) (Stored on Ship)
1
20
2
500
1
9004
500
2
20
Qualities
A popular alcoholic drink from Corellia, distilled anywhere from three to twenty times and aged for several years in wooden casks. Corellian whiskey is characterized by a smooth, woody, slightly spicy flavor and relatively high alcohol content. With production methods strictly controlled by the government, only whiskeys distilled according to specific processes on Corellia and a few colony worlds can carry the label of Corellian whiskey. As such, Corellian whiskey is difficult to come by outside of the Corellian Sector and tends to be pricey.
Whyren's Reserve (Stored on Ship)
2
1
4
100
2
1671
100
4
1
Qualities
Whyren's Reserve, an expensive label aged for up to two decades, is considered the finest Corellian whiskey available and often traded on the black market.
Background
Motivation
Desire, Fear, Strength, Flaw
Emotional Strength
Emotional Weakness
Session Conflict
Value
Triggered
Trust
Guardedness
0
53
Trust
Guardedness
0
53
This character believes in giving everyone the benefit of the doubt. The good that comes from trusting others builds communities and provides emotional support.
This character has been betrayed one too many times and refuses to allow it to happen again. Why expect better of a person when there is no reward for doing so?