IT IS ALIVE
Yeah I finished my profile
Italic means it's what i used my 6 XP on which is only 2 skills
and bold means the stuff i had to change according to rules & stuff
Freelancer (Type C)
PHYSICAL
Strength 6+1=7
Agility 6+1=7
Dexterity 6+1= 7
Speed 8
MENTAL
Charisma 5+1=6
Intelligence 5+1=6
Willpower 7
Perception 5+3=6
FORCE 10
Force Attack: 12
Force Defense: 12
SKILLS
Lightsaber= 14
Combat= 14
Guns +2+1=3
Jedi lore = 0 + 1 =1
Leadership +2
Languages +3
Savoir-Faire +3
Observation 0+2=2
Fix-it 0+2=2
Intrusion +0
Medicine +2
MERITS
One Merit to Contact
One Merit to Ally
One Merit to Starship
One Merit to Starship (Swoop Bike)
FORCE POWERS
THE KINETIC TREE
PUSH/PULL- Force 1, Frames 1
Use the Force to shove an object away or towards you. Pulling is at +2 difficulty. This only works on objects up to half human size. This power is used to manipulate smaller objects, and cannot be used offensively- that is done with the power 'Combat Push'.
LIFT- Force 3, Frames 3
Remotely lift an object, slowly- theoretically of any size, but the larger the object, the higher the difficulty until it becomes effectively impossible. It may be sustained for two force points every three frames, but you may not take any action, including defensive ones, whilst sustaining.
BASH- Force 3, Frames 3
Use the Force to remotely hit an object with a firm, concentrated push. This can break small objects and barriers. It can be used against people but is not very effective; if it is used so, it is a Force attack with a base damage of 10- this damage is not increased by Outcome. It gets two hits on a Mook.
COMBAT PUSH- Force 2, Frames 3
This is a powerful shove that aggressively throws an opponent down. This is not very useful against named characters, who will quickly regain their feet even if knocked down at all, but is a very useful way to take mooks out of a fight. Combat Push is a Force Attack with a base damage of zero, but a Mook Killing Power of +1.
Combat Push can also be used to pull weapons out of the hands of attackers. A successful hit will disarm a gun; you need an Outcome of two or more to remove a melee weapon and five or more to remove a Lightsabre (not very practical).
THE AGILITY TREE
JUMP- Force 1, Frames x
This allows you to jump up to your Strength in metres. It is no faster than running, so the frame cost is the amount of time it would take you to run there in a straight line (even if straight upwards!). Some jumps may require an acrobatics roll for a safe landing.
SIDESTEP- Force 2, Frames 1
This represents effort made to concentrate on using the Force to avoid incoming fire. It increases your effective Strength by 3, for the purposes of reducing damage only. It lasts until the end of the sequence.
MASTER JUMP- Force 2+x, Frames x
As Jump, but the range is twice your strength in metres. This distance may be improved by one metre for each extra force point (the 'x' in 2+x) spent.
FLYING CHARGE- Force 3, Frames 3
This is like Jump, but you may attack any targets you pass during the Jump, including any you land by (standard penalties apply for attacking more than one opponent). The difficulty for landing with a Flying Charge is normally higher.
You may also use Flying Charge during a standard move action, instead of jumping.
THE MARTIAL TREE
DRAW- Force 1, Frames 0
Draw any weapon you are carrying at no frame cost. If you have Push/Pull, this can be done at a distance for one extra Force.
Speed Powers
BLUR
Frame cost: Special Force cost: 1
The Jedi can move very fast over short distances, appearing to shimmer and blur as he does so. Blur reduces the frame cost of any movement action by one, to a minimum of one. When you use Blur, it may not be used again until three frames after the end of the movement action. Blur must be used on an even surface, with clear space to move- any form of difficult terrain, or interposing people, makes it impossible to use without a severe fall.
Requires Draw
REACTION
Frame cost: 0 Force cost: Special
Reaction allows you to use Force powers you already have at one higher Force cost but no Frame cost, and as a called power if it is not called by default. You can only use Reaction after being attacked. When you buy Reaction you must choose a category to use it with; you may buy Reaction more than once to gain multiple categories. All Reactions take place before your opponent attacks.
Note that Reaction costs nothing in of itself; the power it is being used with has its cost increased by one. However, the power you use it with may be paid for by the Blade Trick ‘Mind of the Warrior’.
Push/Pull – Works with Push/Pull to repel thrown weapons (including grenades) that are coming your way, or with Combat Push to knock your assailant over or pull away his gun.
Sabre Defence Powers
DEFEND
Frame cost: 1 Force cost: 1
This is a Defensive Action. A Jedi using this power is very adept at using his sabre to intercept multiple attacks. Increase your Dodge Value by one against all attacks made against you for the rest of the frame.
Requires Draw
REFLECTION
Frame cost: 1 Force cost: 1
This is a Defensive Action that may be used when an attack from a ranged energy weapon is made at you from the front. Certain weapons may not be reflected, at the GMs discretion. It does not increase your dodge value, but if the attack misses, you may return the attack back towards your attacker, with a skill equal to the amouht the shot missed by. The Balde Trick 'Ricochet' can improve this skill.
Requires: Defend
THE LIVING FORCE TREE
SENSE- No cost
Sense is THE basic Force power, that enables you to sense disturbances in the Force, the presence of other minds, and to know what happens a second before it does- giving you your Jedi reflexes. Without Sense, you cannot use a sabre defensively (it takes more than speed to intercept laster blasts!). Unlike Intuition, you must actively tell me to use Sense if you want to check if something is wrong or if anyone is about.
SCAN- Force 1, Frames 3
Scan allows you to 'read' the mind of another. It does not give you their thoughts, but allows you to sense their emotions and intents. Scan is a Mind Trick.
ELAN- Force 5/Special, Frames 0
Even Jedi make conventional mistakes- but such is their tie to the Force and the future, they far more rarely make large slip ups.
You may use Elan if you ever botch- it cancels the botch. Elan costs five force in combat, or reduces your Force rating for the rest of the story by one if used outside of conbat, like in a social situation.
INSTINCTS- no cost
Whereas Cosmic Force proponents tend to carefully predict and plan in advance, Living Force adherents tend to trust in the Force to help them to makre the right decision at the time, in the moment- to trust their instincts. Instincts is a Premonition power. If you use it before a story, I roll on the preminition table, adding all relevant bonuses and adding +1 if you reduce your Force rating by one for the episode.
Unlike other premionition powers, Instincts tells you nothing about the story to come. Instead, it makes you more likely to do things right DURING the story. In game terms, this comes in the form of re-rolls; you can declare a re-roll on any roll you like that you just made and were not happy with. A Minor Instinctive Feel gives you one such re-roll for the episode, a Good Feel gives you two, and a Great Feel 3.
BLADE TRICKS
Complimentary Blade Tricks
KING OF DEFENCE
King of Defence means the Jedi has spent much of his time practicing techniques to avoid getting hit. Some swordsmen may think this is a rather dull method of fighting, but as the Jedi often have to protect themselves from attacks before they can close in to use their lightsabres perhaps these Defence Kings are just more pragmatic.
King of Defence gives bonus pool for Sabre Defence powers.
Blade Tricks
CARNIVAL OF CARNAGE
This enabled you to kill less capable opponents- i.e. mooks- instinctively, without thought.
Level 1- your sabre attacks get an additional Mook Killing Power
Level 2- the MKP becomes +2
Level 3- your sabre attacks against mooks now take two frames. This only applies on standard attacks, not Force attacks!
Level 4- Three times per sequence, you may re-roll an attack on a mook that did not kill him.
theres more it couldn't fit