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| Star Wars: Clone Wars Missions | |
|---|---|
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| GM | |
| Rotating | |
| Game | |
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XP: 725 House Rules • Bestiary | |
| Jedi Knights | |
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Akari Sora Chandra Devi Raj Vashin Tammine Zinko Tyndale Zak Tanner | |
| Jedi Padawans | |
| Wrrlevgebev | |
| Key NPCs | |
|
Jedi Master Haneul CC-5535 "C.C. Sass" | |
| Droids & Aids | |
|
Cammy IM-6 "IMAX" | |
| Associated Jedi | |
|
Ami Kyuchi Raj Vashin Shalla Tane |

Characteristics
Career/Specialization(s): Sentinel (Shadow, Shien Expert)
| Brawn | Intellect | Willpower | Agility | Cunning | Presence |
| 2 | 3 | 2 | 3 | 3 | 2 |
| Soak | Wounds | Strain | Defense (Melee) |
Defense (Ranged) |
Force Rating |
| 3 | 16 | 15 | 2 | 1 | 3 |
- +2 strain from Light Side
- +1 Melee Defense - Lightsaber
- +1 Defense (Melee/Ranged) - Armored Clothing
| Morality | Strength | Weakness |
| 94 | Independence | Coldness |
| Motivation | ||
| Defeat the Confederacy of Independent Systems | ||
| Independence | The character believes in relying on himself. He does not count on others to perform tasks for him; instead, he ensures he can handle the situation he encounters. He refuses to be a burden on the others. |
| Coldness | Self-reliance can slip into isolation if one is not careful. A cold character doesn't just desire to rely only on himself, but has nothing but disinterest for anyone else. If they can't help themselves, why should he aid them? |
| Defeat the Confederacy of Independent Systems | The Confederacy has created a civilization based on inequality and injustice. He seeks to end its tyranny and existence, in coordination with the Republic. |
| XP Total | XP Unspent |
| 725 | 0 |
Skills
- Class: Computers, Deception, Knowledge (Core Worlds), Perception, Skulduggery, Stealth
- Specialization: Athletics, Resilience, Skulduggery, Streetwise, Lightsaber, Knowledge (Core Worlds, Underworld)
- Human Bonus: Discipline, Knowledge (Lore)
- Talent Bonus (Well-Rounded): Knowledge (Lore), Vigilance
- ✓ denotes class/specialization skill
- ■ denotes one rank in the skill
Talents
Sentinel: Shadow
- Street Smarts (5 xp)
- Sleight of Hand (5 xp)
- Indistinguishable (5 xp)
- Mental Fortress (10 xp)
- Well-Rounded (10 xp)
- Dodge (15 xp)
- Sleight of Hand (15 xp)
- Code Breaker (20 xp)
- Now You See Me (20 xp)
- Anatomy Lessons (25 xp)
- Force Rating +1 (25 xp)
- Master of Shadows (25 xp)
- Dedication (Agility) (25 xp)
Sentinel: Shien Expert
- Conditioned (5 xp)
- Street Smarts (5 xp)
- Reflect (5 xp)
- Side Step (5 xp)
- Parry (10 xp)
- Shien Technique (10 xp)
- Toughened (10 xp)
- Reflect (10 xp)
- Improved Reflect (15 xp)
Sentinel: Investigator
- Uncanny Senses (5 xp)
- Grit (5 xp)
- Street Smarts (10 xp)
- Toughened +2 Wounds (10 xp)
- Reconstruct the Scene (15 xp)
- Street Stmarts (15 xp)
- Clever Solution (20 xp)
- Sense the Scene (20 xp)
- Force Point (25 xp)
Force Powers
Enhance
- Basic Power
- Control (Resilience) +5xp
- Control (Force Leap - Horizontal) +10xp
- Control (Force Leap - Vertical) +10xp
- Range +10xp
- Control (Coordination) +5xp
Influence
- Basic Power
- Magnitude (5 xp)
- Range (5 xp)
- Control (10 xp)
- Control (15 xp)
Move
- Basic Power
- Force Leap (+10 xp)
- Range (+5 xp)
- Control (+10 xp)
- Control (+5 xp)
Seek
- Basic Power
- Magnitude (2nd Tier)
- Control (2nd Tier)
Sense
- Basic Power
- Control (Sense current thoughts) (10 xp)
- Magnitude (5 xp)
- Range (5 xp)
- Control (Upgrade difficulty to be attacked) (10 xp)
Equipment
| Credits | Encumbrance | |
| Capacity | Current | |
| 446 | 11 | |
Armour
- Concealing Robes (Soak 1, Encumbrance 1 (0 when worn), Hard Points 0)
- Mouse World Jacket (Banal Clothing/Armored Clothing) (Soak 1, Defense 1, Enc 3)
- Base: Opposing character upgrade the difficulty of any checks made to identify the wearer once.[1][3]
- Might notice inserts on Hard Perception check
- Mod: Armor Insert (Cyphers and Masks 57)
- Turns any article of clothing into armored clothing
- Modifcations: 1 increase Soak, 1 increase Defense mod, 1 increase difficulty to check inclusion to Hard
- Used: 1 increase difficult to check inclusion to Hard Perception check
- Polis Massan Bodysuit (Strongholds of Resistance 109) (Soak 1, Defense 0, Encum 1, HP 1, adds 1 to Encumbrance)
- The Polis Massans employ unique, tight-fitting bodysuits in their day-to-day lives. Not only do the suits provide some incidental protection from physi cal damage, but they also supply a number of load- bearing pockets, clips, and straps to keep important equipment close at hand.
- All Polis Massan bodysuits include a tiny head- mounted multidirectional glow rod, as well as an integrated utility belt (which increases the wearer’s encumbrance by 1). Though designed with Polis Massan physiology in mind, bodysuits for use by other species have been commissioned.
Weapons
- Lightsaber (Blue) (Dam 9, Crit 1, Enc 1, HP 5 (3 used))
- Breach, Sunder, Defensive 1, Vicious 1
- Hilt: Personalized Inlay: Reduce the difficulty of modifying the crystal by 1
- Ilum Crystal: Damage +3, Reduce Critical Rating by 1, Vicious +1 (Failure: Vicious +1)
- Remaining Mods: Damage +1
- Roll:



- Mod: Hilt-Masking Kit (HP 1)
- Default: Adds 2 failures to identifying it
- Additional Mods: 2 Increase the number of failure results added by 1 Mods.
- Light Blaster Pistol (Dam 5, Crit 4, Enc 1, HP 2)
- Stun
- Roll:



- Integrated Illuminator [Loronar L09 Lamp] (Keeping the Peace 54); HP 1
- Base Modifiers: Removes up to black dice due to darkness on any checks to use this weapon against targets within short range.
- Modification Options: 1 Increase spotlight range to medium Mod, 2 Item Quality (Disorient + 1) Mods.
- Ancient Sword (Dam +2, Crit 3, Enc 3)
- Defensive 1
General Items
- Jedi Utility Belt
- A Jedi utility belt contains a three-day supply of food capsules, an emergency medpac, a lightsaber maintenance kit or jedi multi-tool, a slim glow rod, a comlink, and an aquata breather. A number of empty pouches are concealed along the belt's interior side, allowing the wearer to hide small items. In addition, a standard lightsaber can be securely hung from the belt for easy access. A Jedi utility belt also increases the wearer's encumbrance threshold by 1.
- Backpack (+4 Enc)
- Clone Trooper Expeditionary Kit (Emergency Survival Kit)
- Climbing Gear
Wish List
Armor
- Smuggler's Trenchcoat (Gadgets & Gear p.78)
- Base: Def 1, Soak 1, Enc 3, HP 0
- Checks made to find anything hidden within a smuggler's trenchcoat while it is being worn are opposed by the Skulduggery of the wearer. The coat can conceal items with a total encumbrance value of up to 2.
Lightsaber Mods
- Shien Reverse Grip Customization (HP 1) (Gadgets & Gear p.96)
- Base: The wielder adds an advantage result to all Lightsaber (Cunning) checks made with this lightsaber but adds a threat result to all other Lightsaber checks.
- Thisspiasian Stabilizing Coils (HP 1) (Gadgets & Gear p.97)
- Base: When making an attack, remove one setback die.
Ranged Weapon Mods
- Weapon Signature Reduction (HP 1) (Gadgets & Gear 93)
- Base: Increase the difficulty of checks using scanners to search for this weapon by 2. Due to the masking used on various weapon components, this modification adds a setback die to all Mechanics checks when performing maintenance on this weapon.
- Blaster Suppressor (Merr-Sonn DS9 Blast Suppressor) (HP 1) (Gadgets & Gear 82)
- Base: Adds two setback dice to any Perception or Vigilance checks made to locate a concealed shooter firing the silenced blaster.
- Custom Grip (HP 1) (Gadgets & Gear 83)
- Base: Remove a setback die from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds two setback dice to all combat checks made using it.
- Modification Options: 1 Item Quality (Accurate +1) Mod
Weapon Gear
- Blastech Model 58 Concealment Holster (Dangerous Covenant 59)
- These holsters add a setback die to Perception checks to discover the presence of the concealed weapon, but may only hold light blaster pistols or holdout blasters.
Tools
- Agent's Bag (Cyphers & Masks 47); Enc 2
- The exact specifications of an agent bag vary by agency and agent, and are left to the Game Master's discretion. [There are] Gear Attachments [... with] many possible items for inclusion in a customized agent's bag, and players and GMs are encouraged to create new attachments as well.
- Gear Attachment: Subminiature Holocam (Xonim Holotech VEF22 SubMiniature Holocam) (Cyphers & Masks 60); HP 0
- Base Modifiers: Allows a user to take still images and record holos unobtrusively.
- Gear Attachment: Comlink Bug (Cyphers & Masks 59); HP 0
- Base: Broadcasts all incoming and outgoing signals from a comlink to a remote listener at medium range.
- Concealed Escape Kit (Cyphers & Masks 48); Enc -
- Base: A concealed escape kit upgrades the ability of all Mechanics and Skulduggery checks made to escape confinement once. The laser cutter works for a single round before its energy cell burns out, usually just enough time to destroy a mechanical lock or cut a metal bar. The monoknife has the following profile: (Melee; Damage +1; Critical 3; Range [Engaged]; Pierce 1). Characters upgrade the difficulty of checks to detect a concealed escape kit twice.
- "Quickflash" Burning Gel (Gadgets & Gear 134); Enc 1
- Base: Exposure to burning gel deals damage to materials and sentient beings as if it were a weapon. It deals 10 damage and has the Burn 5 and Pierce 5 weapon qualities. Using burning gel requires no skill check. However, placing it effectively might, at the GM's discretion, require a Mechanics check.
- Urban Compass (Endless Vigil 50); Enc 1
- Base: Individuals using an urban compass to find their way around a city remove two setback dice from checks due to unfamiliarity with the city, traffic, or other avoidable travel hazards. Additionally, an urban compass can turn up information on local establishments and customs, granting a boost die to checks to find information about the city's operation, various landmarks of note, and businesses of all types.
Security Gear
- Dataspike (Cyphers & Masks 46); Enc 1
- Base: Once per round, a character with a dataspike may expend it to attempt to disable a security program as a maneuver (rather than as an action). [...] Reduce the difficulty of subsequent Computers check to disable the program by 2, to a minimum of Simple (—). After one use, the dataspike burns out and becomes useless.
- Lockpicking Tools (Cyphers & Masks 48); Enc 1
- Base: A lockpick set counts as a tool kit for the purposes of opening mechanical and simple electrical locks.
- Scramble Key (Endless Vigil 50); Enc 1
- Base: A scramble key bypasses most simple electronic locks within five minutes of application. At the Game Master's discretion, more complicated locks may require additional time to crack or might trigger alarms at the brute force incursion. The user may attempt to speed up this process with a Daunting difficulty Skulduggery check, relying on pure intuition to select the correct code from those the scramble key generates. Success reduces the time needed to crack a common lock to a single minute, but failure immediately triggers any relevant alarms. Force-sensitive characters may make a Force power check as part of this check, adding either a success or advantage result for each Force point generated.
- Security Sweeper (Gadgets & Gears 126); Enc 1
- Base: A character using a security sweeper may check an area for espionage tools by making an Average difficulty Computers check. If they succeed, the device notifies them of the presence and location of any recording or espionage devices within medium range of their current location. If the device is particularly well hidden, this check might be opposed by the Mechanics skill of the character who placed the device.
- Slicer Kit (Gadgets & Gears 127); Enc 2
- [...] Some form of slicing tool is needed to attempt slicing at all. This can be a temporary tool like a dataspike, but is more commonly a permanent set of slicer gear. At the GM's discretion, a slicer might be able to break into a relatively unsecured system with little more than a datapad and some ingenuity, although attempting the job with limited resources could impose one or more setback dice on the check.
Comms
- Earbud Comlink (Gadgets & Gears 136); Enc -
- Earbud comlinks have a usable range of long. Noticing that an individual is wearing an earbud comlink requires a Hard difficulty Perception check.
- Holo-Messenger (Gadgets & Gear 112); Enc -
- Small, complex devices about the size of a human hand, holo-messengers are used when a personal touch is needed in the conveyance of a message.







