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Knight Below

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Cha’ele
Species: Mirialan
Advancements: 4 (Veteran)
Agility: d8
Smarts: d6
Strength: d6
Spirit: d8
Vigor: d6
Pace: 6 +1d6
Parry: 6 (7 with lightsabers)
Toughness: 9 (4)
Power Points: 10
SKILLS:
Academics d6, Athletics d6, Common Knowledge d6,
Healing d6, Intimidation d6, Fighting d8, Notice d8,
Persuasion d8, Shooting d6, Stealth d4, Use Force d8.
HINDRANCES:
Code of Honor: Jedi (Major), Heroic (Major), Loyal (Minor),
Vow: Preserve the Jedi Order (Minor)
EDGES:
Charismatic, Force Sensitive (Light Side), Jedi Knight,
Trademark Weapons (Lightsaber).
FORCE POWERS:
Battle Strike, Empathy, Vital Transfer.
SPECIAL ABILITIES:
Mind Link – You can create a telepathic connection
between yourself and others by spend 1 Mind Link
point per target, lasting 30 minutes (you have 15
Mind Link Points, which regenerate the same as other Power Points).
GEAR:
Jedi Battle Armor - Light (Armor +4; -1 PP for Light Side Powers)
Blue Lightsaber (Damage: Str+d6+8, AP 12; Mephite Crystal)
NOTES:
Mephite Crystal (+2 on attack rolls).
Cha’ele rolls d8 to hit (adding +3 to the result) with his Blue Lightsaber and does 2d6+8 damage
with AP 12.
As a Jedi Knight, when he has a Lightsaber readied and he is aware of a ranged attack, the Target
Number to hit him is 5 (before other modifiers are added). Once per turn (if not shaken or stunned),
he may roll Shooting to redirect one failed range attack to hit a target within 6 yards of him.
Droaman
Species: Aleena
Advancements: 4 (Veteran)
Agility: d8
Smarts: d8
Strength: d6
Spirit: d6
Vigor: d6
Pace: 5 +1d4
Parry: 6 (7 with lightsaber)
Toughness: 8(4) (9(4) with lightsaber)
Power Points: 10
SKILLS:
Athletics d8, Common Knowledge d4, Fighting d8, Notice d6,
Persuasion d6, Shooting d6, Stealth d8, Taunt d6, Thievery d8,
Use Force d8.
HINDRANCES:
Code of Honor: Jedi (Major), Heroic (Major), Stubborn (Minor),
Quirk: Collect Every Recipe You Can (Minor)
EDGES:
Danger Sense, Force Sensitive (Light Side), Jedi Knight, Thief,
Trademark Weapons (Lightsaber).
FORCE POWERS:
Blind, Illusion, Mind Reading.
SPECIAL ABILITIES:
Boost (Skill) – You can Boost one of your skills by 1 die
type by spending 1 Boost point, lasting 5 rounds (you
have 15 Boost Points, which regenerate the same as
other Power Points).
GEAR:
Jedi Battle Armor - Light (Armor +4; -1 PP for Light Side Powers)
Purple Lightsaber (Damage: Str+d6+8, AP 12; Jenraux Crystal)
NOTES:
Jenraux Crystal (+1 to Toughness).
Droaman rolls d8 to hit (adding +1 to the result) with his Purple Lightsaber and does 2d6+8 damage
with AP 12.
As a Jedi Knight, when he has a Lightsaber readied and he is aware of a ranged attack, the Target
Number to hit him is 5 (before other modifiers are added). Once per turn (if not shaken or stunned),
he may roll Shooting to redirect one failed range attack to hit a target within 6 yards of him. Droaman
gains +1 to hit human sized targets and they suffer -1 to hit Droaman.
Droon
Species: Nautolan
Advancements: 4 (Veteran)
Agility: d8
Smarts: d6
Strength: d6
Spirit: d6
Vigor: d8
Pace: 6 +1d6
Parry: 7 (9 with lightsabers)
Toughness: 11 (4)
Power Points: 10
SKILLS:
Athletics d8, Common Knowledge d4, Healing d4,
Intimidation d4, Fighting d10, Notice d4, Persuasion d4,
Repair d4, Shooting d6, Stealth d4, Use Force d8.
HINDRANCES:
Code of Honor: Jedi (Major), Heroic (Major), Loyal (Minor),
Stubborn (Minor)
EDGES:
Force Sensitive (Light Side), Jedi Knight, Trademark
Weapons (Lightsaber and Paired Lightsabers), Two-Fisted.
FORCE POWERS:
Force Shield, Surge, Vital Transfer.
SPECIAL ABILITIES:
Aquatic – You cannot drown in oxygenated liquid
and move at your full Pace when swimming.
Low-Light Vision – Ignore penalties for Dim or Dark
illumination (but not for Pitch Darkness).
Environmental Weakness: You suffer -4 to resist the effects of Arid Climates (Heat).
GEAR:
Jedi Battle Armor - Light (Armor +4; -1 PP for Light Side Powers)
Blue Lightsaber (Damage: Str+d6+10, AP 12; Sigil Crystal)
Green Lightsaber (Damage: Str+d6+8; AP 12; Jenraux Crystal)
NOTES:
Jenraux Crystal (+1 Toughness), Sigil Crystal (+2 damage).
Droon rolls d10+1 to hit with his Blue Lightsaber and does 2d6+11 damage with AP 12.
Droon rolls d10-1 to hit with his Green Lightsaber and does 2d6+9 damage with AP 12.
Droon may attack with each of his Lightsabers without suffering a Multi-Action penalty. He gains +1
to hit targets who are unarmed or armed with a single weapon.
As a Jedi Knight, when he has a Lightsaber readied and he is aware of a ranged attack, the Target
Number to hit him is 6 (before other modifiers are added). Once per turn (if not shaken or stunned),
he may roll Shooting to redirect one failed range attack to hit a target within 6 yards of him.
Kal A’Dor
Species: Bothan
Advancements: 4 (Veteran)
Agility: d10
Smarts: d4
Strength: d8
Spirit: d6
Vigor: d8
Pace: 6 +1d6
Parry: 6
Toughness: 12 (6)
SKILLS:
Athletics d6, Battle d4, Common Knowledge d6,
Fighting d8, Notice d6, Persuasion d4, Shooting d10,
Stealth d8, Survival d6, Taunt d6, Thievery d6.
HINDRANCES:
Enemy: Hutt Gangster (Minor), Heroic (Major), Loyal
(Minor), Overconfident (Major)
EDGES:
Combat Reflexes, Rock and Roll!
SPECIAL ABILITIES:
Natural Spies – You gain +2 to Notice and
Hacking rolls to find hidden things.
GEAR:
Powered Battle Armor (Armor +6; Climbing
Claws, Helmet Package, Shadowskin, Vacuum
Sealing-Standard)
Blaster Pistol (15/30/60; Damage 2d6; AP 2; ROF 1 (3); Mods: Rapid Recycler; Stun)
Blaster Rifle (30/60/120; Damage 2d8+2; AP2; ROF 3; Mods: Computerized Interface Scope,
Double Trigger, Pulse Charger, Rangefinder; Two-Handed when Stock is Extended)
Vibroblade (Damage: Str+d6+2; AP4)
Grenades, Fragmentation x2 (5/10/20; Damage 3d6, LBT)
Grenades, Smoke x2 (5/10/20, LBT)
NOTES:
Climbing Claws (Climb at Pace 3), Computerized Interface Scope (Reduce Range by one category
when Aiming), Double Trigger (gain +4 to attack when you Aim, rather than +2), Helmet Package
(+1 to Notice checks, Low-Light Vision, and hands-free Comlink), Pulse Charger (-1 to hit, but +1 to
damage per die), Rangefinder (+1 to hit in Short Range, but does not stack with Interface or Targeting
Scopes), Rapid Cycler (switch from ROF 1 to ROF 3 as an Action), Shadowskin (+2 to Stealth checks),
Vacuum Seals (10 hours in Vacuum/Hostile Environment).
Knox, Jedi Rogue
Species: Human
Advancements: 4 (Veteran)
Agility: d8
Smarts: d8
Strength: d6
Spirit: d8
Vigor: d6
Pace: 6 +1d6
Parry: 6 (7 with lightsabers)
Toughness: 9 (4)
Power Points: 10
SKILLS:
Athletics d8, Common Knowledge d6, Fighting d8,
Notice d8, Persuasion d8, Piloting d8, Shooting d6,
Stealth d6, Thievery d6, Use Force d8.
HINDRANCES:
Code of Honor: Jedi
Overconfident (Major)
(Major),
Heroic
(Major),
EDGES:
Force Sensitive (Light Side), Jedi Knight, Trademark
Weapons (Lightsaber).
FORCE POWERS:
Force Sight, Force Slam, Move Object.
GEAR:
Jedi Battle Armor - Light (Armor +4; -1 PP for Light Side Powers)
Yellow Lightsaber (Damage: Str+d6+8, AP 12; Sulani Crystal)
Blaster Pistol (15/30/60; Damage 2d6; AP 2; ROF 1 (3); Mods: Rapid Recycler; Stun)
NOTES:
Sulani Crystal (+2 to redirect missed ranged attacks).
Knox rolls d8 to hit (adding +1 to the result) with his Yellow Lightsaber and does 2d6+8 damage
with AP 12.
As a Jedi Knight, when he has a Lightsaber readied and he is aware of a ranged attack, the Target
Number to hit him is 5 (before other modifiers are added). Once per turn (if not shaken or stunned),
he may roll Shooting (adding +2 to the result) to redirect one failed range attack to hit a target
within 6 yards of him.
Tan Niv
Species: Rodian
Advancements: 4 (Veteran)
Agility: d10
Smarts: d6
Strength: d6
Spirit: d8
Vigor: d8
Pace: 6 +1d6
Parry: 5
Toughness: 10 (4)
SKILLS:
Athletics d8, Common Knowledge d4, Electronics d6,
Fighting d6, Hacking d8, Intimidation d6, Notice d6,
Persuasion d4, Shooting d8, Stealth d8, Survival d4,
Thievery d8.
HINDRANCES:
Greedy (Minor), Heroic (Major), Impulsive (Major),
Ruthless (Minor)
EDGES:
Alertness, Thief
SPECIAL ABILITIES:
Keen Senses – You gain the Alertness Edge.
GEAR:
Camo Armor (Armor +4; Climbing Claws, Helmet Package, Vacuum Sealing-Standard,
Whistling Birds)
Blaster Pistol (15/30/60; Damage 2d6; AP 2; ROF 1 (3); Mods: Rapid Recycler; Stun)
Vibroblade (Damage: Str+d6+2; AP4)
Grenades, Fragmentation x2 (5/10/20; Damage 3d6, LBT)
Grenades, Smoke x2 (5/10/20, LBT)
NOTES:
Climbing Claws (Climb at Pace 3), Helmet Package (+1 to Notice checks, Low-Light Vision, and handsfree Comlink), Rapid Cycler (switch from ROF 1 to ROF 3 as an Action), Vacuum Seals (10 hours in
Vacuum/Hostile Environment), Whistling Birds (A barrage of small explosive darts fill a MBT. Roll
Shooting attack, doing 2d6 damage on a hit, 3d6 on a raise).
You gain +2 to Notice rolls and you gain +1 to Thievery, Athletics rolls made to climb, and Stealth
rolls in urban environments.
The Knight Below
Model: Modified YT-2400 Transport
SIZE: 14, SCALE MOD +6, WOUNDS 6,
TOUGHNESS 24(6), HANDLING -2
PACE 16(vs) 6 (ss)
Crew 4, Passengers 7
Energy 450, Mods 14(13)
NOTES:
Hyperdrive x0.75 (Nav Computer +4 to
Astrogation Rolls), Backup Hyperdrive x12,
HA, Speed (4), Shields (3), Weapon Mount
(Second Turret)
WEAPONS:
Medium Laser (Dual Linked, Turret
Top, +1 to Shooting) (3d10+2, AP
10, HW, 150/300/600)
Medium Laser (Dual Linked, Turret Top, +1 to Shooting) (3d10+2, AP 10, HW,
150/300/600)
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