Name | Skill | Damage | Crit | Range | Qualities | ||
---|---|---|---|---|---|---|---|
Lightsaber | Lightsaber | 10 | 2 | Engaged | Vicious 1, Breach 2, Sunder 2 | ||
Lightsaber 10 2 Engaged basic-lightsaber-3076 9300 10 1 5 Qualities
two handed +10 base damage upgrade difficulty of mental attacks vicious 1 sundering 1 breach 1 | |||||||
Crossguard Saber | Lightsaber | 7 | 3 | Medium | Pommel Cap, Dragite Crystal | ||
Lightsaber 7 3 Medium 9758 9500 10 1 4 Qualities
Breach 1 Sunder Defensive 1 Concussive 1 Disorient 1 Stun 2 14000 7 2 Concussive 1 Disorient 1 Sunder Damage increase to 7 Critical increase to 3 Modifiers0 2 1 Stun 2 Modifiers | |||||||
Ancient Saber | Lightsaber | 10 | 1 | Engaged | Breach 1, Sunder , Vicious 2 | ||
Lightsaber 10 1 Engaged 4107 0 0 0 0 Qualities
Ignores Cortosis |
Name | D100 | Severity | Result |
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Battle Meditation | ||
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 Strength Spend to add one additional automatic to affected characters' checks. 10 XP Passive Strength Spend to add one additional automatic to affected characters' checks. 10 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 15 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 15 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 Passive Duration Commit to sustain the ongoing effects of the power on each affected target while it remains in range. 25 XP Passive Duration Commit to sustain the ongoing effects of the power on each affected target while it remains in range. 25 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 20 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 20 XP Passive Control Planetary Scale May suffer 4 strain to change the range of the power and range upgrades to planetary scale. 20 XP Passive Control Planetary Scale May suffer 4 strain to change the range of the power and range upgrades to planetary scale. 20 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 (DI) 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 (DI) Discipline check if he wishes to resist obeying orders. 25 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 5 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude 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 Battle Meditation Basic Power The Force user directs allies in battle, making them more effective as a coordinated unit. The use may spend to add one automatic to all checks made by a number of engaged friendly targets to up his Presence before the end of his next turn. If the user used any to generate , reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter. 15 XP Passive Battle Meditation Basic Power The Force user directs allies in battle, making them more effective as a coordinated unit. The use may spend to add one automatic to all checks made by a number of engaged friendly targets to up his Presence before the end of his next turn. If the user used any to generate , reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter. 15 XP Passive 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 on the check, he may send simple orders as part of his power. 10 XP Passive 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 on the check, he may send simple orders as part of his power. 10 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 10 XP Passive Magnitude Spend to affect a number of additional targets equal to Presence per rank of Magnitude purchased. 10 XP | ||
Move | ||
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. 10 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. 10 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 Passive Control: Pull The Force user can pull objects out of secure mountings or out of an opponent's grasp. 5 XP Passive Control: Pull The Force user can pull objects out of secure mountings or out of an opponent's grasp. 5 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. 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. 10 XP Passive Magnitude Spend to increase targets affected equal to Magnitude upgrades purchased. 15 XP Passive Magnitude Spend to increase targets affected equal to Magnitude upgrades purchased. 15 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 Strength Spend to increase silhouette able to be targeted equal to Strength upgrades purchased. 20 XP Passive Strength Spend to increase silhouette able to be targeted equal to Strength upgrades purchased. 20 XP Passive Strength Spend to increase silhouette able to be targeted equal to Strength upgrades purchased. 15 XP Passive Strength Spend to increase silhouette able to be targeted equal to Strength upgrades purchased. 15 XP Passive Strength Spend to increase silhouette able to be targeted equal to Strength upgrades purchased. 10 XP Passive Strength Spend to increase silhouette able to be targeted equal to Strength upgrades purchased. 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 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 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 Strength Spend to increase silhouette able to be targeted equal to Strength upgrades purchased. 10 XP Passive Strength Spend to increase silhouette able to be targeted equal to Strength upgrades purchased. 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 5 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 5 XP | ||
Heal/Harm | ||
Passive Range Spend to increase power's range by a number of range bands equal to Range 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 20 XP Action Heal/Harm Basic Power The Force user bolsters his ally with renewed vigor or saps his foe of vital energy. Heal (light side Force user only): Spend to heal a number of wounds equal to Intellect from an engaged living creature (including user). Harm: Spend to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict 10 XP Action Heal/Harm Basic Power The Force user bolsters his ally with renewed vigor or saps his foe of vital energy. Heal (light side Force user only): Spend to heal a number of wounds equal to Intellect from an engaged living creature (including user). Harm: Spend to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict 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 Heal: Heal additional wounds equal to ranks in Medicine. Harm: Inflict additional wounds equal to ranks in Medicine. Ranked 20 XP Passive Control Heal: Heal additional wounds equal to ranks in Medicine. Harm: Inflict additional wounds equal to ranks in Medicine. Ranked 20 XP Passive Magnitude Spend to affect I additional target within range per rank of Magnitude purchased. Ranked 5 XP Passive Magnitude Spend to affect I additional target within range per rank of Magnitude purchased. Ranked 5 XP Passive Magnitude Spend to affect I additional target within range per rank of Magnitude purchased. Ranked 10 XP Passive Magnitude Spend to affect I additional target within range per rank of Magnitude purchased. Ranked 10 XP Passive Control Heal: May make a Heal power check combined with a Hard ( ) Medicine check. If check succeeds, one target who heals wounds also heals one Critical Injury. Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check If check succeeds, one target who suffers wounds also suffers one Critical Injury (adding + 10 to the roll per ) 20 XP Passive Control Heal: May make a Heal power check combined with a Hard ( ) Medicine check. If check succeeds, one target who heals wounds also heals one Critical Injury. Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check If check succeeds, one target who suffers wounds also suffers one Critical Injury (adding + 10 to the roll per ) 20 XP Passive Magnitude Spend to affect I additional target within range per rank of Magnitude purchased. Ranked 5 XP Passive Magnitude Spend to affect I additional target within range per rank of Magnitude purchased. Ranked 5 XP Passive Control Heal: If no generated target heals strain equal to wounds healed. Harm: If any were used to generate user heals strain equal to wounds inflicted. 20 XP Passive Control Heal: If no generated target heals strain equal to wounds healed. Harm: If any were used to generate user heals strain equal to wounds inflicted. 20 XP Passive Strength Heal: Spend to increase wounds healed by I per rank of Strength upgrades purchased. Harm: Spend to increase wounds inflicted by t per rank of Strength upgrades purchased. Ranked 15 XP Passive Strength Heal: Spend to increase wounds healed by I per rank of Strength upgrades purchased. Harm: Spend to increase wounds inflicted by t per rank of Strength upgrades purchased. Ranked 15 XP Passive Mastery Heal: Once per session, spend to restore 1 target who died after end of user's last turn to life. Harm: Once per session, when this power kills a target, may restore one engaged character who. died this encounter to life. Each character gains 7 Conflict 20 XP Passive Mastery Heal: Once per session, spend to restore 1 target who died after end of user's last turn to life. Harm: Once per session, when this power kills a target, may restore one engaged character who. died this encounter to life. Each character gains 7 Conflict 20 XP Passive Control Heal: Spend to remove one status effect from target. Harm: The user may spend to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. 15 XP Passive Control Heal: Spend to remove one status effect from target. Harm: The user may spend to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. 15 XP Passive Strength Heal: Spend to increase wounds healed by I per rank of Strength upgrades purchased. Harm: Spend to increase wounds inflicted by t per rank of Strength upgrades purchased. Ranked 15 XP Passive Strength Heal: Spend to increase wounds healed by I per rank of Strength upgrades purchased. Harm: Spend to increase wounds inflicted by t per rank of Strength upgrades purchased. Ranked 15 XP | ||
Force-Sensitive Outcast | ||
Passive Grit Each rank of Grit increases a character's strain thresh-old by one. Ranked 25 XP Passive Grit Each rank of Grit increases a character's strain thresh-old by one. Ranked 25 XP Passive Force Rating Each rank permanently increases Force rating by one. Ranked 25 XP Passive Force Rating Each rank permanently increases Force rating by one. Ranked 25 XP Passive Uncanny Reactions The character adds □ per rank of Uncanny Reactions to his Vigilance checks. Ranked 5 XP Passive Uncanny Reactions The character adds □ per rank of Uncanny Reactions to his Vigilance checks. Ranked 5 XP Passive Sense Emotions he character adds to all Charm, Coercion, and Decep-tion checks unless the target is immune to Force Powers. 5 XP Passive Sense Emotions he character adds to all Charm, Coercion, and Decep-tion checks unless the target is immune to Force Powers. 5 XP Passive Prey on the Weak The character deals +1 damage to one hit on all successful combat checks against disoriented targets per rank of prey on the week. Ranked 20 XP Passive Prey on the Weak The character deals +1 damage to one hit on all successful combat checks against disoriented targets per rank of prey on the week. Ranked 20 XP Incidental Parry When the character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage calculation, but before soak is applied, the character may take the parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in parry. This may only be used once per hit and when the character is wielding a lightsaber or melee weapon Ranked 15 XP Incidental Parry When the character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage calculation, but before soak is applied, the character may take the parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in parry. This may only be used once per hit and when the character is wielding a lightsaber or melee weapon Ranked 15 XP Incidental Renegade Form When the character purchases this talent, they choose one character. They may use this characteristic in place of brawn when making lightsaber checks. 15 XP Incidental Renegade Form When the character purchases this talent, they choose one character. They may use this characteristic in place of brawn when making lightsaber checks. 15 XP Passive Prey on the Weak The character deals +1 damage to one hit on all successful combat checks against disoriented targets per rank of prey on the week. Ranked 15 XP Passive Prey on the Weak The character deals +1 damage to one hit on all successful combat checks against disoriented targets per rank of prey on the week. Ranked 15 XP Passive Disorient After hitting with a combat check, the character may spend to disorient his foe (see page 218). Disoriented targets add to all skill checks. The tar-get is disoriented for a number of rounds equal to the attacker's ranks in Disorient. Ranked 15 XP Passive Disorient After hitting with a combat check, the character may spend to disorient his foe (see page 218). Disoriented targets add to all skill checks. The tar-get is disoriented for a number of rounds equal to the attacker's ranks in Disorient. Ranked 15 XP Passive Secrets of the Force Knowledge (lore) and lightsaber become career skills for the character. 10 XP Passive Secrets of the Force Knowledge (lore) and lightsaber become career skills for the character. 10 XP Passive Disorient After hitting with a combat check, the character may spend to disorient his foe (see page 218). Disoriented targets add to all skill checks. The tar-get is disoriented for a number of rounds equal to the attacker's ranks in Disorient. Ranked 10 XP Passive Disorient After hitting with a combat check, the character may spend to disorient his foe (see page 218). Disoriented targets add to all skill checks. The tar-get is disoriented for a number of rounds equal to the attacker's ranks in Disorient. Ranked 10 XP Passive Quick Strike When performing a combat check during combat, the character adds per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter. Ranked 10 XP Passive Quick Strike When performing a combat check during combat, the character adds per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter. Ranked 10 XP Incidental Quick Draw Once per round on the character's turn, he may draw or holster an easily accessible weapon as an inci-dental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly pre-pare or stow, by one maneuver. 10 XP Incidental Quick Draw Once per round on the character's turn, he may draw or holster an easily accessible weapon as an inci-dental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly pre-pare or stow, by one maneuver. 10 XP Passive Uncanny Senses The character adds per rank of Uncanny Senses to all Perception checks Ranked 5 XP Passive Uncanny Senses The character adds per rank of Uncanny Senses to all Perception checks Ranked 5 XP Passive Grit Each rank of Grit increases a character's strain thresh-old by one. Ranked 5 XP Passive Grit Each rank of Grit increases a character's strain thresh-old by one. Ranked 5 XP Passive Dedication Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. Ranked 25 XP Passive Dedication Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. Ranked 25 XP Incidental Reflect When the character suffers a hit from a Ranged (Light), Ranged (Pleavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. Ranked 20 XP Incidental Reflect When the character suffers a hit from a Ranged (Light), Ranged (Pleavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. Ranked 20 XP Incidental Parry When the character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage calculation, but before soak is applied, the character may take the parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in parry. This may only be used once per hit and when the character is wielding a lightsaber or melee weapon Ranked 20 XP Incidental Parry When the character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage calculation, but before soak is applied, the character may take the parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in parry. This may only be used once per hit and when the character is wielding a lightsaber or melee weapon Ranked 20 XP Passive Sorry About the Mess The character decreases the critical rating of any nonstarship weapon they wield by 1 (minimum of 1) against targets that have not yet acted this encounter 20 XP Passive Sorry About the Mess The character decreases the critical rating of any nonstarship weapon they wield by 1 (minimum of 1) against targets that have not yet acted this encounter 20 XP Incidental Ravage Once per encounter, the character may suffer 3 strain to add up to their current force rating to a combat check targeting an engaged opponent. The character may spend to add or to the results of the check. If the rules of morality in Force and Destiny are in use, a character who has bought this talent gains 1 conflict at the beginning of each game session. 25 XP Incidental Ravage Once per encounter, the character may suffer 3 strain to add up to their current force rating to a combat check targeting an engaged opponent. The character may spend to add or to the results of the check. If the rules of morality in Force and Destiny are in use, a character who has bought this talent gains 1 conflict at the beginning of each game session. 25 XP | ||
Padawan | ||
Incidental Parry When the character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage calculation, but before soak is applied, the character may take the parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in parry. This may only be used once per hit and when the character is wielding a lightsaber or melee weapon Ranked 5 XP Incidental Parry When the character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage calculation, but before soak is applied, the character may take the parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in parry. This may only be used once per hit and when the character is wielding a lightsaber or melee weapon Ranked 5 XP Passive Toughened The character increases his wound threshold by two per rank of Toughened. Ranked 5 XP Passive Toughened The character increases his wound threshold by two per rank of Toughened. Ranked 5 XP Incidental Quick Draw Once per round on the character's turn, he may draw or holster an easily accessible weapon as an inci-dental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly pre-pare or stow, by one maneuver. 5 XP Incidental Quick Draw Once per round on the character's turn, he may draw or holster an easily accessible weapon as an inci-dental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly pre-pare or stow, by one maneuver. 5 XP Passive Grit Each rank of Grit increases a character's strain thresh-old by one. Ranked 5 XP Passive Grit Each rank of Grit increases a character's strain thresh-old by one. Ranked 5 XP Passive Toughened The character increases his wound threshold by two per rank of Toughened. Ranked 10 XP Passive Toughened The character increases his wound threshold by two per rank of Toughened. Ranked 10 XP Incidental Reflect When the character suffers a hit from a Ranged (Light), Ranged (Pleavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. Ranked 10 XP Incidental Reflect When the character suffers a hit from a Ranged (Light), Ranged (Pleavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. Ranked 10 XP Passive Well Rounded The character chooses any two skills. They perma-nently become career skills. Ranked 10 XP Passive Well Rounded The character chooses any two skills. They perma-nently become career skills. Ranked 10 XP Incidental Sense Danger Once per game session, the character may remove from any one skill check. 10 XP Incidental Sense Danger Once per game session, the character may remove from any one skill check. 10 XP Incidental Parry When the character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage calculation, but before soak is applied, the character may take the parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in parry. This may only be used once per hit and when the character is wielding a lightsaber or melee weapon Ranked 15 XP Incidental Parry When the character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage calculation, but before soak is applied, the character may take the parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in parry. This may only be used once per hit and when the character is wielding a lightsaber or melee weapon Ranked 15 XP Incidental Learning Opportunity Once per round, a character may spend on failed check to upgrade the ability of their next check once 15 XP Incidental Learning Opportunity Once per round, a character may spend on failed check to upgrade the ability of their next check once 15 XP Action Valuable Facts Once per encounter, the character may take a Valuable Facts action, making an Average Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation). If successful, the character may add to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation for why the information the character learned is instrumental in the success of the ally’s check. 15 XP Action Valuable Facts Once per encounter, the character may take a Valuable Facts action, making an Average Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation). If successful, the character may add to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation for why the information the character learned is instrumental in the success of the ally’s check. 15 XP Passive Force Rating Each rank permanently increases Force rating by one. Ranked 15 XP Passive Force Rating Each rank permanently increases Force rating by one. Ranked 15 XP Incidental Reflect When the character suffers a hit from a Ranged (Light), Ranged (Pleavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. Ranked 20 XP Incidental Reflect When the character suffers a hit from a Ranged (Light), Ranged (Pleavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. Ranked 20 XP Passive Grit Each rank of Grit increases a character's strain thresh-old by one. Ranked 20 XP Passive Grit Each rank of Grit increases a character's strain thresh-old by one. Ranked 20 XP Incidental Something to Prove Once per session, a character can suffer 4 strain in order to reroll a failed check. If the check succeeds, the character heals 4 strain. 20 XP Incidental Something to Prove Once per session, a character can suffer 4 strain in order to reroll a failed check. If the check succeeds, the character heals 4 strain. 20 XP Incidental Adaptable When resolving a check that uses a skill in which they have no ranks, the character may spend one destiny point to remove from the check or to remove equal to their ranks in Cool from the check 20 XP Incidental Adaptable When resolving a check that uses a skill in which they have no ranks, the character may spend one destiny point to remove from the check or to remove equal to their ranks in Cool from the check 20 XP Incidental Beginner's Luck Once per session when the character makes a check, the character may add equal to the number of light side destiny points in the destiny pool 25 XP Incidental Beginner's Luck Once per session when the character makes a check, the character may add equal to the number of light side destiny points in the destiny pool 25 XP Incidental 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 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 Once per encounter, when the character makes a check using a skill that another character has previously used in the encounter, they add 25 XP Incidental Sincerest Flattery Once per encounter, when the character makes a check using a skill that another character has previously used in the encounter, they add 25 XP Passive Dedication Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. Ranked 25 XP Passive Dedication Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. Ranked 25 XP | ||
Jedi Knight | ||
Passive Grit Gain +1 strain threshold. 5 XP Passive Grit Gain +1 strain threshold. 5 XP Incidental Jump Up Once per round, you may stand up from seated or prone as an incidental. 5 XP Incidental Jump Up Once per round, you may stand up from seated or prone as an incidental. 5 XP Passive Grit Gain +1 strain threshold. 5 XP Passive Grit Gain +1 strain threshold. 5 XP Passive Researcher Remove per rank of researcher from Knowledge checks. Researching a subject takes half the time. Ranked 5 XP Passive Researcher Remove per rank of researcher from Knowledge checks. Researching a subject takes half the time. Ranked 5 XP Incidental Parry When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry. Ranked 10 XP Incidental Parry When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry. Ranked 10 XP Incidental Parry When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry. Ranked 10 XP Incidental Parry When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry. Ranked 10 XP Passive Sense Emotions Add to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. 10 XP Passive Sense Emotions Add to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. 10 XP Passive Researcher Remove per rank of researcher from Knowledge checks. Researching a subject takes half the time. Ranked 10 XP Passive Researcher Remove per rank of researcher from Knowledge checks. Researching a subject takes half the time. Ranked 10 XP Passive Balance When the character heals strain at the end of an encounter, they may add per Force Rating. They recover additional strain for each generated. . 15 XP Passive Balance When the character heals strain at the end of an encounter, they may add per Force Rating. They recover additional strain for each generated. . 15 XP Passive Reflect When hit by a ranged attack, suffer 3 strain to reduce the damage by 2 plus ranks in Ranked. Ranked 15 XP Passive Reflect When hit by a ranged attack, suffer 3 strain to reduce the damage by 2 plus ranks in Ranked. Ranked 15 XP Passive Improved Reflect When reflecting a ranged attack that generated or , you may hit one target at medium range with the same damage as the initial hit, after the original attack resolves. 15 XP Passive Improved Reflect When reflecting a ranged attack that generated or , you may hit one target at medium range with the same damage as the initial hit, after the original attack resolves. 15 XP Passive Improved Parry When parrying a hit that generated or , you may hit the 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 , you may hit the attacker once with lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves. 15 XP Incidental Circle of Shelter When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit. 20 XP Incidental Circle of Shelter When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit. 20 XP Passive Reflect When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in reflect. Ranked 20 XP Passive Reflect When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in reflect. Ranked 20 XP Passive Will of the Force Once per round after failing a skill check, the character may convert one darkside destiny point to a lightside destiny point. 20 XP Passive Will of the Force Once per round after failing a skill check, the character may convert one darkside destiny point to a lightside destiny point. 20 XP Passive Force Rating Gain +1 Force rating. 25 XP Passive Force Rating Gain +1 Force rating. 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 Side by Side While the character and one or more engaged allies are wielding lightsabers, add to all combat checks that targets the character or the allies. 20 XP Passive Side by Side While the character and one or more engaged allies are wielding lightsabers, add to all combat checks that targets the character or the allies. 20 XP Passive Guardian of the Republic After the character uses Parry or Reflect to reduce damage from an ally, that ally cannot be targeted by combat checks for the rest of the round. 25 XP Passive Guardian of the Republic After the character uses Parry or Reflect to reduce damage from an ally, that ally cannot be targeted by combat checks for the rest of the round. 25 XP Action Saber Throw Perform saber throw action; make lightsaber combat check as a 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 Action Saber Throw Perform saber throw action; make lightsaber combat check as a 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 | ||
Jedi Master | ||
Incidental There is No Try Once per session before an ally rolls dice for a check, the character may spend 1 Destiny Point to allow the ally to automatically succeed at the check with one and no other results. 25 XP Incidental There is No Try Once per session before an ally rolls dice for a check, the character may spend 1 Destiny Point to allow the ally to automatically succeed at the check with one and no other results. 25 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 Passive Nobody's Fool May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool. Ranked 5 XP Passive Nobody's Fool May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool. Ranked 5 XP Passive Researcher Remove per rank of Researcher for Knowledge checks. Researching a subject takes half the time. Ranked 5 XP Passive Researcher Remove per rank of Researcher for Knowledge checks. Researching a subject takes half the time. Ranked 5 XP Maneuver Center of Being Take a Center of Being maneuver. Until the beginning of the next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being. Ranked 5 XP Maneuver Center of Being Take a Center of Being maneuver. Until the beginning of the next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being. Ranked 5 XP Passive Improved Confidence May spend on fear checks to give allies in short range additional on the same fear checks. 10 XP Passive Improved Confidence May spend on fear checks to give allies in short range additional on the same fear checks. 10 XP Incidental Improved Nobody's Fool May spend vor from incoming Charm, Coercion, or Deception checks to inflict strain to opponent equal to the ranks of Nobody's fool. 10 XP Incidental Improved Nobody's Fool May spend vor from incoming Charm, Coercion, or Deception checks to inflict strain to opponent equal to the ranks of Nobody's fool. 10 XP Passive Improved Researcher On a successful Knowledge check, character and allies gain an automatic per rank in Researcher on checks to act on those facts util the end of the character's next turn. 10 XP Passive Improved Researcher On a successful Knowledge check, character and allies gain an automatic per rank in Researcher on checks to act on those facts util the end of the character's next turn. 10 XP Maneuver Center of Being Take a Center of Being maneuver. Until the beginning of the next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being. Ranked 10 XP Maneuver Center of Being Take a Center of Being maneuver. Until the beginning of the next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being. Ranked 10 XP Passive Improved Center of Being Suffer 1 strain to perform Center of Being maneuver as an incidental. 15 XP Passive Improved Center of Being Suffer 1 strain to perform Center of Being maneuver as an incidental. 15 XP Passive Sum Djem May spend or with successful lightsaber check to disarm opponent. 15 XP Passive Sum Djem May spend or with successful lightsaber check to disarm opponent. 15 XP Maneuver Flows Through All Things The character may perform a maneuver to recover strain equal to their force rating. 15 XP Maneuver Flows Through All Things The character may perform a maneuver to recover strain equal to their force rating. 15 XP Passive The Force is my Ally Once per session, may suffer 2 strain to perform Force power action as maneuver. 15 XP Passive The Force is my Ally Once per session, may suffer 2 strain to perform Force power action as maneuver. 15 XP Maneuver Bound Together Perform the Bound Together maneuver. Until the character's next turn, when the character or an ally within short range suffers strain, they reduce the number by the current amount of light side destiny points. 20 XP Maneuver Bound Together Perform the Bound Together maneuver. Until the character's next turn, when the character or an ally within short range suffers strain, they reduce the number by the current amount of light side destiny points. 20 XP Action Powerful Ally The character can spend a Destiny Point to use the basic version of a Force power they have not purchased or apply the effects of a control upgrade to a power they have purchased. 20 XP Action Powerful Ally The character can spend a Destiny Point to use the basic version of a Force power they have not purchased or apply the effects of a control upgrade to a power they have purchased. 20 XP Passive Dedication Gain +1 to a single characteristic. This cannot bring a character trait above 6. 20 XP Passive Dedication Gain +1 to a single characteristic. This cannot bring a character trait above 6. 20 XP Action Forewarning Perform the Forewarning action. All allies within medium range increase defense by character's Force rating until they act in the encounter. 20 XP Action Forewarning Perform the Forewarning action. All allies within medium range increase defense by character's Force rating until they act in the encounter. 20 XP Passive Master of the Order The character can spend 2 Destiny Points in a single action. 25 XP Passive Master of the Order The character can spend 2 Destiny Points in a single action. 25 XP Passive Force Rating Gain +1 Force Rating. 25 XP Passive Force Rating Gain +1 Force Rating. 25 XP Passive Supreme Center of Being When the character performs a Center of Being maneuver, the effects apply to ranged attacks as well. 25 XP Passive Supreme Center of Being When the character performs a Center of Being maneuver, the effects apply to ranged attacks as well. 25 XP |
Name | Soak | Defense | Qualities | ||
---|---|---|---|---|---|
Smuggler's Trenchcoat | 1 | 1 | |||
smugglers-trenchcoat-3280 1650 7 3 0 1 1 Qualities | |||||
Jedi Battle Armor | 2 | 1 | Jedi Battle Armor, brawn adjustment, Brawn adjuistment 2 | ||
7414 7500 9 5 5 2 1 Qualities
0 5500 2 Brawn +1 Brace +1 Modifiers2500 4 2 +1 melee defense Modifiers0 0 1 Modifiers |
Name | Quantity | Encum | Rarity | Price | ||
---|---|---|---|---|---|---|
Medpac | 1 | 2 | 2 | 400 | ||
1 medpac-2923 400 2 2 QualitiesMedpac
| ||||||
Stimpack | 1 | 0 | 1 | 25 | ||
1 stimpack-7383 25 1 0 QualitiesStimpack
| ||||||
Backpack | 1 | 0 | 1 | 50 | ||
1 backpack-4747 50 1 0 QualitiesBackpack
| ||||||
Hunting Goggles | 1 | 0 | 5 | 600 | ||
1 hunting-goggles-3124 600 5 0 QualitiesHunting Goggles
| ||||||
Imperial Intelligence Badge | 1 | 0 | 2 | 0 | ||
1 imperial-intelligence-badge-2803 0 2 0 QualitiesImperial Intelligence Badge
| ||||||
Utility Belt | 1 | 0 | 0 | 25 | ||
1 utility-belt-4096 25 0 0 QualitiesUtility Belt
| ||||||
Comlink (long range) | 1 | 2 | 1 | 200 | ||
1 comlink-long-range-6359 200 1 2 QualitiesComlink (long range)
| ||||||
Datapad | 1 | 1 | 1 | 75 | ||
1 datapad-3470 75 1 1 QualitiesDatapad
| ||||||
Canteen | 1 | 1 | 1 | 7 | ||
1 canteen-2748 7 1 1 QualitiesCanteen
| ||||||
Krayt Dragon Venom | 0 | 0 | 0 | 0 | ||
0 3004 0 0 0 Qualities | ||||||
Revan holocrons | 0 | 0 | 0 | 0 | ||
0 4607 0 0 0 Qualities |
Background | ||
Motivation | ||
Desire, Fear, Strength, Flaw | ||
Name | Amount | Description | Triggered | |
---|---|---|---|---|
Rule Breaker | 10 | |||
10 | ||||
Bad Reputation | 10 | |||
10 | ||||
Disgraced | 5 | |||
5 | ||||
Criminal | 5 | |||
5 | ||||
Exiled | 5 | |||
5 |
Name | Amount | Description | Triggered | ||
---|---|---|---|---|---|
Enemy Demoralization | 10 | ||||
10 | |||||
Clear Skies | 10 | ||||
10 | |||||
Combat Victory | 10 | ||||
10 |
Emotional Strength | Emotional Weakness | Session Conflict | Value | Triggered | ||
---|---|---|---|---|---|---|
0 | 100 | |||||
0 100 |
General | ||