Skill | Rnk | CS | ↑ Xp | Dice |
---|---|---|---|---|
Astrogation (Int) | ★ | 5 | dd | |
Athletics (Br) | 5 | ★ | 30 | dcccc |
Charm (Pr) | 10 | dd | ||
Coercion (Will) | 5 | 35 | ddddc | |
Computers (Int) | 10 | dd | ||
Cool (Pr) | 5 | ★ | 30 | dddcc |
Coordination (Ag) | 5 | 35 | ddccc | |
Deception (Cun) | 10 | ddd |
Skill | Rnk | CS | ↑ Xp | Dice |
---|---|---|---|---|
Discipline (Will) | 10 | d | ||
Leadership (Pr) | 10 | dd | ||
Mechanics (Int) | 5 | 35 | dddcc | |
Medicine (Int) | 5 | 35 | dddcc | |
Negotiation (Pr) | 10 | dd | ||
Perception (Cun) | 5 | ★ | 30 | ddccc |
Piloting, Planetary (Ag) | 5 | 35 | ddccc | |
Piloting, Space (Ag) | 10 | ddd |
Skill | Rnk | CS | ↑ Xp | Dice |
---|---|---|---|---|
Resilience (Br) | 10 | dddd | ||
Skulduggery (Cun) | 10 | ddd | ||
Stealth (Ag) | 5 | 35 | ddccc | |
Streetwise (Cun) | 10 | ddd | ||
Survival (Cun) | 5 | ★ | 30 | ddccc |
Vigilance (Will) | 10 | d |
Skill | Rnk | CS | ↑ Xp | Dice |
---|---|---|---|---|
Brawl (Br) | 5 | 35 | dcccc | |
Gunnery (Ag) |   | 10 | ddd | |
Lightsaber (Br) | 5 | ★ | 30 | dcccc |
Melee (Br) | 5 | ★ | 30 | dcccc |
Ranged, Light (Ag) |   | 10 | ddd | |
Ranged, Heavy (Ag) |   | 10 | ddd |
Skill | Rnk | CS | ↑ Xp | Dice |
---|---|---|---|---|
Core Worlds (Int) | 10 | dd | ||
Education (Int) | 10 | dd | ||
Lore (Int) | 5 | 35 | dddcc | |
Lore, Jedi (Int) | 5 | N/A | dddcc | |
Lore, Sith (Int) | 5 | N/A | dddcc | |
Outer Rim (Int) | 10 | dd | ||
Underworld (Int) | 10 | dd | ||
Xenology (Int) | 10 | dd |
Skill | Rnk | ↑ Xp |
---|---|---|
Mindful Assessment (Initiative) | 0 | 10 |
0 | 10 | |
0 | 10 | |
0 | 10 | |
0 | 10 |
Weapon | Carried? | Skill | Dmg | Crit | Range | Enc | Notes |
---|---|---|---|---|---|---|---|
Triple-Bladed Broadshotosaber Hilt | ★ | Lightsaber | 0 | 0 | Engaged | 1 | Qualities: Accurate 1, Linked 1, Unwieldy 5, Superior Hands: One- or Two-Handed Features: 1 Damage for Crystal(s) -1 Mod 1 Damage for Crystal(s) +1 Mod Costs 1 Maneuver to disengage a section of the Hilt A Character with Force Move Basic Power can add [FO] equal to their Force Rating to any Combat Checks involving this weapon. User may spend [FP] as [AD] to activate linked or duel-wielding A Character with Force Move Control: Manipulate can commit one [FO] to |
Ghostfire Crystal | ★ | Lightsaber | 8 | 2 | Engaged | 0 | Qualities: Breach 1, Sunder, Defensive 2 Features: Wielder may spend [AD][AD][AD][AD] or [TR] to prevent the target from using the Parry talent to reduce damage from this attack |
Krayt Dragon Pearl | ★ | Lightsaber | 10 | 1 | Engaged | 0 | Qualities: Breach 1, Sunder, Vicious 4 |
Mephite Crystal | ★ | Lightsaber | 11 | 1 | Engaged | 0 | Qualities: Breach 1, Sunder, Vicious 1 Features: Force-Sensitive Characters using Force Powers to sense their surroundings automatically detect a lightsaber with this crystal. |
Mandalorian Wrist-Laser | ★ | Ranged - Heavy | 8 | 3 | Long | Qualities: Stun Setting, Pierce 5 Features:Can only be repaired, upgraded, and modified by a Mandalorian Armorsmith. Built-In Attachments: Removed Safety Features Reverse Enginering Droid Targeting System(Add [BO] to one Ranged Combat Check per encounter, Suffer 3 strain to remove [DE] from Ranged Combat Checks.) Enhanced XCiter(3 Quality Pierce Mods) Combat Tested(Add [BO] to check to resist fear) |
|
Mandalorian Wrist-Flammer | ★ | Ranged - Heavy | 9 | 2 | Short | Qualities: Blast 8, Burn 3, Limited Ammo 1, Superior Features: When triggering Burn quality, may apply it to any target hit by the attack GM may spend [TH][TH] or [DE] to apply the Burn quality to any ally hit by the attack Built-In Attachments: Set Trigger(Adds [SU] to the first combat check made with this weapon each encounter) Superior Weapon Customization Combat Tested(Add [BO] to check to resist fear) Removed Safety Features Reverse Engineering Enviromental Adaption Kit |
|
Mandalorian Wrist Rocket Launcher | ★ | Ranged - Heavy | 10 | 4 | Long | Qualities: Blast 5, Concussive 3, Disorient 3, Guided 3, Limited Ammo 3 Features: Up to three micro-rockets can be loaded into the launcher at once. Use the fired rockets profil, but the launcher's range, if longer. Can only be repaired, upgraded, and modified by a Mandalorian Armorsmith. Built-In Attachments: Removed Safety Features Combat Tested(Add [BO] to check to resist fear) |
|
Mandalorian Wrist Shock Whipcord Thrower | ★ | Ranged - Light | 3 | 5 | Medium | Qualities: Ensnare 2, Stun Setting, Superior Features: Can only be repaired, upgrade, and modified by a Mandalorian Armorsmith. Cord can be disengaged to hogtie the target Built-In Attachments: Superior Weapon Customization Combat Tested(Add [BO] to check to resist fear) Reverse Engineering Magnetic Weapon Tether |
Armor | Worn? | Def (Mel) | Def (Rng) | Soak | Enc | Notes |
---|---|---|---|---|---|---|
Mandalorian Beskar Helmet | ★ | 1 | 1 | 1 | 1 | Features: Vacuum Sealed(uses Amphibious Air tanks) Add [BO] to Presence Skill Checks Add [BO] to Cunning Skill Checks Add [SE] to Agility Skill Checks Can only be repaired, upgrade, and modified by a Mandalorian Armorsmith. Built-In Attachments: Cortosis Weave Attachment Amphibious Attachment(2 Increase Oxygen supply by two hours) Custom Fit Attachment(Remove an additional [SE] from Athletics and Stealth Checks) Helmet Comlink In-Helmet Scanner |
Mandalorian Beskar Full Suit | ★ | 2 | 2 | 4 | 11 | Qualities: Armor Master Talent Improved Armor Master Talent Superior Armor Master Talent Features: Add [SE][SE] to Brawn Skill Checks Add [SE][SE] to Athletic Skill Checks Add [BO] to Brawn Skill Checks Add [SE][SE][SE] to Agility Skill Checks Add [SE] to Coordination Skill Checks Add [BO] to Presence Skill Checks Add [BO] to Cunning Skill Checks Easy ([DI]) Mechanics check to add/remove weights. -3 Encumberance, can be done twice. At the GM's discretion. Training while wearing the weights might help a character develop physical fitness or adapt to high-gravity environments. Can only be repaired, upgrade, and modified by a Mandalorian Armorsmith. Built-In Attachments: Custom Fitted Attachment(Remove an additional [SE] from Athletics and Stealth Checks) Cortosis Weave Attachment |
Mandalorian Utility Belt | ★ | 0 | 0 | 0 | 1 | Features: Increases encumberance threshold by 3 per pouch attachment, Maximum of 4 Pouches Power Unit is used to power the systems of the Mandalorian's Armor. Can only be repaired, upgrade, and modified by a Mandalorian Armorsmith. Built-In Attachments: Power Unit Cortosis Weave Attachment 4 Pouches |
Mandalorian Beskar Jetpack | ★ | 1 | 1 | 1 | 2 | Features: Allows a person to function as a Silhouette 1, Speed 3, Handling 1, System Strain 4 Vehicle that can operate anywhere Requires Piloting - Planetary Difficulty of actions performed while flying decreased by ranks in Coordination. Requires Starship fuel Canisters for refueling. Can only be repaired, upgrade, and modified by a Mandalorian Armorsmith. Built-In Attachments: Cortosis Weave Attachment |
Concealing Robes | ★ | 0 | 0 | 1 | 1 | Features: Add [SE] to checks to notice or recognize an individual wearing concealing robes. |
Mandalorian Beskar Cybernetic Arm (Brawn / Brawl, or Agility / Athletics) | ★ | 1 | 1 | 1 | 4 | Damage: Brawn + Ranks in Brawl Range: Engaged Critical: Brawn - Ranks in Brawl Skill: Brawl Qualities: Vicious 1, Pierce 2 Features: 1 Characteristic (Brawn or Agility) Mod Can only be repaired, upgraded, and modified by a Mandalorian Armorsmith. Can be used as a brawl weapon when unarmed. Add [BO] to any Brawl Combat Checks or Athletic Checks involving the enhanced arm. [DE] Causes the Arm to short-out temperarily, dealing 5 strain to the User. Built-In Attachments: Hidden Compartment for Mandalorian Wrist Weapons(Maximum of 3 can be installed at once, +1 Encumbrance per weapon) Cortosis Weave Attachment Custom Fitted Attachment |
Talent | Rank | Type | Lookup | Notes |
---|---|---|---|---|
Parry | 7 | Active | pg. 149 F&D | When the Character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage is calculated(but before soak is applied), the Character may take a Parry incidental. He/She suffers 3 strain and reduces damage dealt by that hit by a number equal to 2 plus his/her ranks in Parry. This Talent may only be used Once per Hit and when the user is wielding a Melee or Lightsaber weapon. |
Second Wind | 2 | Active | pg. 151 F&D | Once per Encounter, the Character may use a Second Wind Incidental to recover an amount of Strain equal to his ranks in Second Wind |
Toughened | 4 | Passive | pg. 153 F&D | The Character increases his/her strain threshold by 2 per rank of Toughened |
Conditioned | 1 | Passive | pg. 141 F&D | The Characters removes [SE] per rank of Conditioned from his Athletics and Coordination checks. He also reduces damage and strain suffered from falling by 1 per rank of Coordination. |
Multiple Opponenets | Passive | pg. 147 F&D | The Character adds [BO] to his Brawl, Melee, and Lightsaber combat checks when engaged with multiple opponents. This includes single groups of multiple minions. | |
Durable | 2 | Passive | pg. 142 F&D | The Character may reduce a Critical Injury result he/she suffers by 10 per rank of Durable, to a minimum of 1. |
Quick Draw | Active | pg. 149 F&D | Once per round, on the Characters turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This Talent also reduces the amount of time to draw or stow a weapon that usually requires more than one turn to properly prepare or stow, by one maneuver. | |
Grit | 4 | Passive | pg. 144 F&D | Each rank of Grit increases a Characters strain threshold by 1. |
Defensive Training | 1 | Passive | pg. 141 F&D | When the Character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character's ranks in Defensive Training.(This replaces any ranks in Defensive the weapon already has.) |
Natural Blademaster | Active | pg. 147 F&D | Once per game session, the Character may reroll any one Lightsaber or Melee check. | |
Sarlacc Sweep | Active | pg. 151 F&D | FORCE TALENT: The Character may take a Sarlacc Sweep action, making a Lightsaber combat check with +1 difficulty against one engaged target. The Character may spend [AD][AD] generated by this combat check to hit one additional target, paying [AD][AD] for each additional hit. When performing Sarlacc Sweep action, the Character must always target the opponent with the highest difficulty and highest defense.(GM discretion on ties) | |
Sum Djem | Passive | pg. 152 F&D | FORCE TALENT: When the character makes a successful Lightsaber combat check, he may spend [TR] or [AD][AD] to disarm his opponent (with GM's approval). The disarmed weapon lands anywhere within short-range of the engagement. (Characters Choice) | |
Center of Being | 1 | Active | pg. 140 F&D | FORCE TALENT: Once per round, when wielding a Lightsaber, the Character can make a Center of Being Maneuver. Until the beginning of his next turn, whenever an enemy makes a Melee attack targeting the Character, the critical rating of the enemy's weapon counts as one higher per rank of Center of Being. |
Dedication | 3 | Passive | pg. 141 F&D | Each rank permanently increases a single characteristic of the player's choice by 1 point. This Cannot bring a Characteristic above 6. (Choices: Agility, Willpower*2) |
Parry (Improved) | Passive | pg. 149 F&D | When the Characters suffers a hit from a Brawl, Melee, or Lightsaber combat check and uses the Parry incidental to reduce the damage from the hit, after the attack is resolved, the Character may spend [DE] or [TH][TH][TH] to automatically hit the attacker once with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon's base damage plus any damage from applicable talents or abilities. This talent my not be used if the original attack incapacitates the Character. | |
Intimidating | 4 | Active | pg. 145 F&D | When attempting a Coercion check, the Character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his/her ranks in Intimidating. When the Character is a target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed the ranks in Intimidating. |
Plausible Deniability | 1 | Passive | pg. 149 F&D | The Character removes [SE] per rank of Plausible Deniability from his Coercion and Deception checks. |
Fearsome | 3 | Passive | pg. 142 F&D | When an adversary becomes engaged with the Character, the Character may force the adversary to make a fear check(see page 326 F&D), with the difficulty equal to the Character's ranks in Fearsome. At the GM's discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circumstances. |