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Character Cheat Sheet

Tuesday, 23 September 2008 9:21 PM

Skills: Acrobatics (Dex)pg 62 Cross Difficult Terrain Escape Bonds Fall Prone (Free Action) Reduce Falling Damage Stand up from Prone (Swift Action) Tumble Deception (Cha) pg 64 See Deceptions Checks Table Deceptive Appearance Deceptive Information Create a Diversion to Hide Feint Endurance (Con) pg 66 Force March Hold Breath Ignore Hunger Ignore Thirst Run Sleep in Armour Swim/Tread Water

Pilot (Dex) Avoid Collision Dogfight Engage Enemy (T) Increase Vehicle Speed (T) Ram Stealth (Dex) Sneak Conceal Item Create Diversion to Hide Pick Pocket Sleight of Hand Snipe Treat Injury (Wis) First Aid (req. Medpac) Long-Term Care Perform Surgery Heal Damage Install Cybernetic Prosthesis Revivify (T, req. Medical Kit) Treat Disease/Poison/Radiation

Use Computer (Int) pg 76 See Computer Attitude steps table

Gather Information (Cha) pg 67 Learn News/Rumors (DC10/D20 50c) Learn Secret Information (DC25 5,000c/DC30 50,000c) Locate Individual (DC15 Easy/DC25 500c Hard or Higher) Initiative (Dex) pg 68 Start Battle Avoid Feint
Jump (Str) Long Jump High Jump Access Information Astrogate Disable/Erase Program Improve Access Issue Routine Command Reprogram Droid

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High Jump Jump Down Mechanics (Int) pg 69 No Untrained Use Disable Device (req. security kit)

Reprogram Droid
Use the Force (Cha) pg 77 Activate Force Power (T) Force Trance (T) Move Light Object (T) Search Your Feelings Sense Force (T) Sense Surroundings Telepathy

Handle Explosives Set Detonator Place Explosive Device Disarm Explosive Device (req. security kit) Jury Rig (Full Round, DC25) Modify Droid Recharge Shields Regulate Power Repair (req. tool kit) Repair Droid (req. tool kit) Repair Object Perception (Wis) pg 70 Avoid Surprise Eavesdrop Hear Distant/Ambient Noises Notice Targets Search Sense Deception Sense Influence

Force Points pg 92 Avoid Death (0hp, Fall Unconscious) Add 1d6 to an Attack Roll, Skill Check, Ability Check Return spent force power to suite of powers Lower Dark Side Score by 1

Persuasion (Cha) Change Attitude

Dark Side Points pg 93 Using the Force aggressively/manipulatively Maximum DS Score equals Wisdom Score Exceeding this falls to the Dark Side, PC becomes an NPC Can reduce DS Score by 1 each day (House Rule) Dramatic Heroism DS Score reduced to 1 Lose all current Force Points

Haggle Intimidate COMBAT Condition Track pg148 Damage equals Damage Threshold causes -1 on the Condition Track Recover (3 Swift Actions, +1 Condition Track)

Initiative Actions pg 161 Delay No action on turn Voluntarily reduce Initiative for the encounter Ready Action Can ready a single standard action or move action Voluntarily reduce initiative for the encounter

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Special Circumstances
Area Atta cks pg 155 Autofi re pg 156 Swi ft to s et to Autofire Ta rgets a 2x2 s quare -5 Atta ck Penalty Autofi re Only: 2 Swi fts to Brace, -2 Atta ck Pena lty Burs t Fi re: Autofire against a specific crea ture -5 Atta ck, +2 Dice Damage Burs t/Splash Weapons pg 156 Eva s ion - Half/No Dmg from a rea attacks Doesnt work for burst fire
Concea lment pg 156 -2 Atta ck Penalty -5 Percepti on Penalty to Notice Ca n ma ke a Stealth check

Surprise Enemy (Surprise Round) pg150 Standard Actions pg 150 Attack Attack w/ Improvised Weapon Aid Another Attack Object Charge Disarm Fight Defensively Grab Enemy/Item - pg 152 Grapple - pg 152 Move Actions pg 153 Move Draw/Holster Weapon Manipulate an Item/Retrieve Item Stand Up Withdraw

Tota l Concealment -5 Atta ck Penalty Atta ck Square -10 Percepti on Penalty to Notice Ca n ma ke a Stealth check
Cover pg 157 +5 Cover Bonus Ca nt ma ke AoOs against Covered Opponents Ca n ma ke a Stealth check Improved Cover +10 Cover Bonus No Da mage from Area Attacks (Reflex Defense) +5 Stea l th Check

Tota l Cover Ca nt be a ttacked No l i ne of sight


Fl a nking pg 159

Mel ee Attack from a t least one side Swift Actions pg 154 +2 Atta ck, Mel ee only Activate Item Aim Weapon (2 Swift Actions) Atta ck Helpless Opponent pg 159 Second Wind pg 146 +5 Atta ck Rol l Hel pless -5 Reflex Defense Half HP or less Heals 1/4 HP worth rounded down or Constitution Score Move through Enemy Square pg 161 (Greater) Al l y/Dead or Unconscious Enemy Once per day (Certain feats extra but once per encounter Enemy 3 s i zes l arger/smaller still) Tumbl e (Acrobatics) Drop Item Prone pg 161 Fall Prone -5 Mel ee Atta ck Switch Weapon Mode Stun Enemy pg 162 +5 Mel ee Against Prone Ranged/Melee -5 Ra nged Against Prone Full Round pg 154 Ranged Weapons max 6 squares Coup de Grace range Shooting/Throwing into Melee Enemy Adja cent to Ally Full Attack Unarmed Attacks pg 162 -5 Atta ck Penalty Two Weapons Preci s e Shot Negates (Feat) Double Weapon Dual Weapon Mastery Di a gonal Movement/Difficult Terrain - pg 159 Double Attack/Triple Attack Run

SHIPS Pilot Ships Reflex Defense = 10 + Vehicle Dex Mod + Size Modifier + Character Pilot Level/Armour Bonus Initiative = Pilots -Size + Ships Dex Modifier YT-2000 Size Modifier = -10 Attack Run (Standard Action)

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Attack Run (Standard Action) Dogfight (Standard Action) Aid Another (Standard Action) Fight Defensively (Standard Action) Move (Move Action) Full Stop (Swift Action) Increase Vehicle Speed (Swift Action) All-Out Movement (Full Round Action) Ram (Full Round Action) Avoid Collision (Reaction) Shut down reactor (Fast shut down can damage ship) Pilot controlled shutdown incurs a penalty Co-Pilot Aid Another (Standard Action) Shut down reactor (Reduce Time Req.) Gunner Characters Ranged Attack + Ships Int Modifier Attack with Vehicle Weapon Autofire Burst Fire Aim (Swift Action) Full Attack (Full Round Action) Aid Another (Standard Action) Sensors Guide Missles (if equipped) Passive Sensor Sweep Active Sensor Sweep (Alerts anyone in the vicinity) Life Sensors Scan (Ship/Planet etc) Energy Emission Scan (Radiation/Distant Weapons Fire/Engine Ionisation Signature etc.) Identify Ship (Via IFF/Engine Ionisation Signature) Aid Another (Standard Action)

Comms Open/Redirect Channel Break Through Jamming (Use Computer Check) Aid Another (Standard Action) Engineer Aid Another (Standard Action) Reroute Power (3 Swift Actions) +1 Condition Track System Operator (Usually combined with Engineer/Sensors/Comms) Calculate Hyperspace Jump (With/Without Navicomputer) Aid Another (Standard Action) Raise/Lower Shields (Swift Action) Recharge Shields (Swift Action)

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