Wott Erasy

Taung computer technician

Dexterity 4D

Bows: 4D
Dancing: 4D
Dodge: 5D
Firearms: 5D
Heavy weapons: 4D
Melee: 5D
Pick Pocket: 4D
Running: 4D
Thrown Weapons: 4D

Knowledge 2D
Alien Species: 2D
Bureaucracy: 2D
Business: 2D
Cultures: 2D
Languages: 2D
Law Enforcement: 2D
Planetary Systems: 2D
Scholar: 2D
Streetwise: 2D
Survival: 2D
Tactics: 3D
Value: 2D
Willpower: 2D

Mechanical 2D
Astrogation: 2D
Beast Riding: 2D
Communications: 2D
Ground Vehicle Operation: 2D
Musical Instrument: 2D
Power Suit Operation: 3D
Repulsor Lift Operation: 2D
Sensors: 2D
Starship Gunnery: 2D
Starship Piloting: 2D

Peception 3D
Bargain: 3D
Command: 3D
Con: 3D
Forgery: 3D
Gambling: 3D
Hide: 3D
Investigation: 3D
Persuasion: 3D
Sneak: 3D+ 1

Strength 4D
Brawling: 5D
Climbing/Jumping: 4D
Intimidation: 4D
Lifting: 4D
Stamina: 4D
Swimming: 4D

Technical: 3D
Armor Repair: 3D
Blaster Repair: 3D
Computer Program/Repair: 6D
Demolitions: 3D
Droid Programming/Repair: 3D
First Aid: 4D
Lightsaber Repair: 3D
Musical Instrument Repair: 3D
Repulsorlift Repair: 3D
Security: 3D
Starship Repair: 5D
Starship Weapon Repair: 3D
Vehicle Repair: 3D

Control: 1D

Concentration: When using this power, the Jedi clears all negative thoughts from her mind, feeling the Force flowing through the universe and her own being. The individual Jedi concentrates on one specific task at hand. If the skill roll is successful, the Jedi may add +4D to any one action in that round. The Jedi may do nothing other than using the concentration power and using that one skill for one action. The Jedi receives no bonus if anything else is done in that round, including duplicate uses of the same skill or dodges or parries. This power may be used in conjunction with Force Points or Character Points. This power is only in effect for one round and may not be kept “up.”

Resist Force: This is a rare power that allows a Force User to center herself so that she will be prepared to resist any number of Force powers used against her. In game terms, if the character succeeds in her roll, then she gains an additional +1D to her control or willpower rolls to resist Force powers for 5 rounds. The character receives an additional +1D for every +10 by which she exceeds the difficulty.

sense: 1D

Blind Sense: This power allows the Jedi to see normally when he has been blinded (Perception at normal). This power cannot be used to see in the dark. Young Jedi sometimes learn this power accidentally when lightsaber training and have been blindfolded.

Sense Force: This power is used to sense the ambient Force within a place. It cannot be used to specifically detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power. Sense Force will tell a character the rough magnitude of the Force in an area or object (rich, moderate or poor in the Force), the rough type and quantity of life-forms (“many insects,” “only microbes and bacteria,” “teeming with plant and animal life, including higher predators”) and whether the area or object tends toward the dark side or the light (for example, the tree on Dagobah which Luke Skywalker entered is a “dark side nexus” rich in the negative energies of the dark side of the Force). An area rich in negative or positive energies may indicate past events or the activities of past inhabitants. The Jedi may also receive “vague premonitions”
about the area, such as “I sense something wrong,” or “I sense a great impending tragedy.”

alter: 1D

Telekinesis: Very Easy for objects weighing one kilogram or less;
Easy for objects weighing one to ten kilograms;
Moderate for objects 11 to 100 kilograms;
Difficult for 101 kilograms to one metric ton;
Very Difficult for 1,001 kilograms to ten metric tons;
Heroic for objects weighing 10,001 kilograms to 100 metric tons.

Object may be moved at 10 meters per round; add +5 per additional 10 meters per round. The target must be in sight of the Jedi.

Increased difficulty if object isn’t moving in simple, straight-line movement:

+ 1 to +5 for gentle turns. + 6 to +10 for easy maneuvers. +11 to +25 or more for complex maneuvers, such as using a levitated lightsaber to attack.

Kinetic Combat: Once the Jedi has successfully activated this power, he may wield a melee weapon or lightsaber with the power of the Force at a distance up to 10 meters, as though the weapon were in his hands using his melee weapons or lightsaber skill respectively. Multiple action penalties apply. The first round, the Jedi can make only one attack. As his control improves, he may attack with the weapon as many times as possible (as determined by multiple action penalties).


Hide Force Sensitivity: This power effectively hides the Jedi from other Force users/sensers, giving +4D to the difficulty of Sense Force. It is mainly used by Dark Siders, but can be used by others wishing to maintain a low profile on, say, Ossus. It is progressively easier the more skilled the user gets at it, but at a certain point the Jedi won’t be that interested in hiding themselves “artificially” – they will seek out places such as: where Dark Siders have died, where a strong Force disturbance is, etc. Vice versa for Dark Siders, though they are far less likely to do so.

Lightsaber Combat: Jedi use this power to wield this elegant but difficult-to-control weapon while also sensing their opponents’ actions through the Force. This power is called upon at the start of a battle and remains “up” until the Jedi is stunned, wounded or worse; a Jedi who has been injured or stunned may attempt to bring the power back “up.” If the Jedi is successful in using this power, she adds her sense dice to her lightsaber skill roll when attacking and parrying. The Jedi may add or subtract part or all of her control dice to the lightsaber’s damage; players must decide how many control dice they are adding or subtracting when the power is activated. A Jedi who fails when trying to activate lightsaber combat may only use the lightsaber skill for the duration of the combat. Finally, the Jedi may use lightsaber combatto parry blaster bolts as a “reaction skill.” The Jedi may also attempt to control where deflected blaster bolts go; this is a “reaction skill” and counts as an additional action. (The Jedi cannot full parry when trying to control deflected bolts.) If the Jedi tries to control the blaster bolt, she makes a control roll: the difficulty is the range of the target (use the original weapon’s ranges) or the target’s dodge roll. The blaster bolt’s damage stays the same.


Psychomerty: Emotions associated with object or area (moderate). General information about object or area such as a mental picture of the last person to use object and last action performed with it by that person (difficult). Detailed information about object or area such as the last owner’s name, last location where it was used by that pweron, what their thoughts were at the time (very difficult). Complete history of the object or area — only major events that would have left an impression like death or some other important occurrence (heroic).

Lightsaber training form: Form V – Perseverance (Shien)
Way of the Krayt Dragon
Difficulty: Difficult (15)
Attack: Add Sense Dice
Damage: Add Control Dice
-Subtract 2D while defending from your current target
-Add 2D when deflecting blaster bolts
To the Jedi of the ancient Republic who developed and employed the classical Form V Shien, the form was known as the Perseverance Form. Shien was described as being well adapted to guarding against blaster fire and enemy strikes without compromising one’s ability to launch powerful counterattacks, though was less effective against a single opponent. Shien was known to have existed at least as early as the Jedi Civil War. With its focus against blaster fire, Shien kept in mind that Jedi were often outnumbered by their opponents and needed to defend themselves while retaining offensive capability. The opening stance for Shien was a high guard position, with the hilt held in a two-handed grip above the user’s head, and the blade angled upwards and behind the user. The dominant leg would be back, enabling powerful step-through strikes to be utilized.

12981 credits
10 move
6 character points
66 life time character points
2 force points

base set of clothing
DL 18
Personal communicator

Blast Helmet

  • +1D physical
  • +1D energy (head)

Cresh Luck Armor

  • +2D physical
  • +1D energy torso (front,back)
    Legs (front)

Jedi Utility Belt
Several Pouches containing

  • 3 Day supply of food capsules
  • A med pack
  • A tool kit
  • A spare power pack
  • A spare energy cell
  • Glow Rod
  • comlink
  • Aquata Breather
  • Currently nonoperational lightsaber
  • 1 empty pouches

Blaster power pack x16

Survival Pack (Standard Survival Knapsack)

  • Two week’s worth of rations
  • Three medpacs
  • A glow rod
  • Two thermal flares
  • Single person Di-Chrome shelter
  • A breath mask
  • Six meters of Syntherope
  • A knife
  • A portable fusion power generator

This will be built still understandings of the game

Wott Erasy

The Chronicles of the Aetherial scandi_the_viking Silentboxer