recursal/Fanatic-Fandom huggingface dataset:
Apogée du plus puissant des Saiyans - Son Goku Super Saiyan 4

* Carte de base
* Éveil Z Suprême

 Niveau max
 150 |  |  | 77

* Stats
* Potentiel max
* Orbes

Ki +3, PV, ATT et DÉF +120 % pour le type
 "ATT +80 %, DÉF +20 % à chaque début de tour (max. 80 %)
Ki +2 supplémentaires à chaque sph. de ki  ou  obtenue
Chance moyenne d'esquive de l'attaque spéciale ennemie et de contre-attaque surpuissante (300%)
 Augmente énormément (+100%) l'ATT temporairement, et inflige des dégâts suprêmes à l'ennemi
 * Liens
* Catégories

Rugissement saiyan - (ATT +25%)

Paré au combat - (Ki +2)

Kamehameha - (ATT +2500 lors d'une attaque spéciale)

GT - (Ki +2)

Combat acharné - (ATT +15%)

Pouvoir légendaire - (ATT +5000 lors d'une attaque spéciale)

**Catégorie - Saiyan pur**

**Catégorie - Dragon maléfique**

**Catégorie - Kamehameha**

► Le multiplicateur à 24 de ki est de 200%1. ↑ Multiplicateur de dégâts de 550% +100% grâce à l'augmentation d'attaque

 Niveau max
 150 |  |  | 77

* Stats
* Potentiel max
* Orbes

Ki +3, PV, ATT et DÉF +130% pour le type
 ATT & DÉF +140% ;  ATT +20% (max +60%) à chaque début de tour ;
Ki +2 supplémentaires à chaque sph. de ki  ou  obtenue  Ki+1 en plus à chaque sph. de Ki autre que  ;  Chance moyenne d'esquive de l'attaque spéciale ennemie et de contre-attaquer très vigoureusement ;  En face de deux ennemis ou plus et lors d'une attaque SP Ultime si Ki à 24, ou lors de l'aptitude active, annule une action de l'ennemi
 Augmente énormément (+100%) l'ATT temporairement, et inflige des dégâts suprêmes à l'ennemi
 * Liens
* Catégories

Rugissement saiyan - (ATT +25%)

Paré au combat - (Ki +2)

Kamehameha - (ATT +2500 lors d'une attaque spéciale)

GT - (Ki +2)

Combat acharné - (ATT +15%)

Pouvoir légendaire - (ATT +5000 lors d'une attaque spéciale)

**Catégorie - Saiyan pur**

**Catégorie - Dragon maléfique**

**Catégorie - Kamehameha**

► Le multiplicateur à 24 de ki est de 200%1. ↑ Augmente la DÉF de 100% pendant 1 tour
2. ↑ Augmente l'ATT de 30% sur le multiplicateur de SP pendant 1 tour
3. ↑ Augmente l'ATT de 100% sur le multiplicateur de SP et la DÉF de 100% pendant 1 tour
4. ↑ Diminue la DÉF de l'ennemi de 50% pendant 3 tours
5. ↑ Multiplicateur de dégâts de 550% +100% grâce à l'augmentation d'attaque
Boost crucial - Bulma (lapin)

Niveau max
 60/80 |    |    | 8/12

* Catégories

**Duo de rivaux** - (DEF -15% sur l'ennemi attaqué, ATT +10%)

**Intello** - (ATT et DÉF +10%)

**Aventure incroyable** - (Ki +2)

**Conseils des boules de cristal** - (ATT +20%)

**Savant** - (Ki +2)

**Catégorie - Chercheurs de boules de cristal**

**Catégorie - Arc enfant**

 Ce personnage peut être utile pour le(s) événement(s):
Connections (Talent)

## **Connections**

You are able to obtain licensed, restricted, military, or illgeal equipment without having to pay a licensing fee or endure a background check, provided the total cost of the desired equipment is equal to or less than your character level x 1,000 credits. In addition, when obtaining equipment or services through the black market, you reduce the black market cost multiplier by 1.
Force Thrust

## **Force Thrust [Telekinetic]**

You use the Force to push a target away from you.

**Time**: Standard action.

**Targets**: One object or character within 6 squares and within line of sight.

Make a Use the Force check. The target makes a Strength check. If you beat the target’s Strength check, you push it back 1 square plus an additional square for every 5 points by which you exceed the target’s check result. If you push the target into a larger object, the target takes 1d6 points of damage.

The target adds its base attack bonus and its size modifier to its Strength check: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable.

**Special**: You can spend a Force Point to apply a -5 penalty to the target’s Strength check to resist your Force thrust. Additionally, if you successfully push the target into a larger object, you deal an additional 2d6 points of damage from the extreme force of the thrust.
Bounty Hunter

The bounty hunter capitalizes on the vendettas of others, tracking down fugitives for their enemies, their masters, or simply for justice. The best bounty hunters are the ones who can stay emotionally detached from either their employers or their quarry - although bounty hunters who hate their prey often make more spectacular kills.

Not all bounty hunters kill. Some employers reserve that pleasure for themselves, or plan to give the quarry a more or less fair trial. Some bounty hunters have reservations about taking lives unnecessarily. Regardless of his methods, a bounty hunter still has to produce the quarry in order to receive payment. Overkill is generally not a good idea.

At one time, organized bounty hunter guilds apportioned contracts and policed their membership. They dwindled in both power and organization during the rise of Emperor Palpatine.

Whether working alone or in groups, bounty hunters revel in the thrill of the hunt. Given the nature of their work, it goes without saying that few bounty hunters die of boredom.

### **Requirements**

**Minimum Heroic Level**: 7th

**Trained Skills**: Survival

**Talents**: At least two talents from the Awareness talent tree.

## Bounty Hunter Prestige Class Traits

**Attack Bonus**: A Bounty Hunter's attack bonus is equal to his level.

**Defense Bonuses**: A Bounty Hunter receives a +4 class bonus to Reflex Defense, and a +2 class bonus to Fortitude Defense.

**Hit Points**: A Bounty Hunter receives hit points equal to 1d10 + his Constitution modifier at each additional level.

**Force Points**: A Bounty Hunter receives Force Points equal to 6 + one-half his character level (rounded down) every time he gains a new level in this class. Any Force Points left over from previous levels are lost.

**Talents**: At every odd-numbered level, a bounty hunter selects a talent from one of the following talent trees (Bounty Hunter, Misfortune, Awareness). He must meet any prerequisites of the chosen talent.

**Familiar Foe**: By observing your enemy in combat, you know how to defeat him more easily. If you spend a full-round action observing an opponent in combat, you gain a bonus on attack rolls against that opponent and a bonus to your Reflex Defense against attacks made by that opponent equal to one-half your class level (rounded down). The effects last until the end of the encounter. You cannot use this ability until after your opponent has acted during combat.
Neimoidian (Species)

## **Neimodians**

Neimodians stand between 1.6 and 2 meters tall and are of slight build. Their skin ranges from mottled green to gray, and their vaguely reptilian faces are flat and elongated. They have red eyes, thick lips, and no noses. Neimodians have two primary motivations: to control their surroundings at all times and to acquire as much wealth and power as they can. The latter goal might seem a logical means of attaining the former, but to a Neimodian, the pursuit of wealth and power is an end unto itself. Such traits gave rise to the Trade Federation, one of the most powerful and influential economic forces in the Galactic Republic.

## **Neimodian Species Traits**

**Ability Modifiers**: +2 Intelligence, +2 Wisdom, -2 Strength.

**Medium Size**: As Medium creatures, Neimodians have no special bonuses or penalties due to their size.

**Speed**: Neimodians have a base speed of 6 squares.

**Conditional Bonus Feat**: Neimodians with Deception as a trained skill gain Skill Focus (Deception) as a bonus feat.

**Skills**: A Neimoidian may reroll a Deception check but must keep the second result.

**Automatic Languages**: Basic, Neimodian and Pak Pak.
Force Training

## **Force Training**

You learn one or more Force powers.

**Prerequisites**: Force
Sensitivity, trained in the Use the Force skill.

**Benefit**: You add to
your Force power suite a number of Force powers equal to 1 + your Wisdom
modifier (minimum 1). You can add the same power more than once.

**Special**: You can take
this feat more than once. Each time you take this feat, you add to your Force
suite a number of new Force powers equal to 1 + your Wisdom modifier.

If your Wisdom modifier permanently increases, you
immediately gain a number of Force powers equal to the number of Force-Training
feats you have taken.
Deadeye

## **Deadeye**

You are skilled at picking off enemies with well-aimed ranged attacks.

**Prerequisites**: Point
Blank Shot, Precise Shot, base attack bonus +4.

**Benefit**: If you aim
before making a ranged attack and the attack hits, increase
the damage you deal by an additional weapon die. For example, if you score a
hit with a blaster pistol using the Deadeye feat, the blaster shot deals 4d6
points of damage (instead of the normal 3d6 points).

The effects of this feat do not stack with the extra
damage provided by the Burst Fire or Rapid Shot feat.
Melee Defense

## **Melee Defense**

You are trained at using your combat ability for defense as well as
offense.

**Prerequisite**:
Intelligence 13.

**Benefit**: When you use a
standard action to make a melee attack, you can take a penalty of up to -5 on
your attack roll and add the same number (up to +5) as a dodge bonus to your
Reflex Defense. This number may not exceed your base attack bonus. The changes
to attack rolls and Reflex Defense last until the start of your next turn.

**Normal**: A character without the Melee Defense feat can
fight defensively while using the attack action to take a -5 penalty on his
attack roll and gain a +2 dodge bonus to his Reflex Defense.
Martial Arts III

## **Martial Arts III**

Your martial arts prowess is second to none.

**Prerequisite**: Martial
Arts I, Martial Arts II, base attack bonus +6.

**Benefit**: Damage dealt
by your unarmed attacks increases by one die step: 1d6 becomes 1d8, 1d8 becomes
1d10, and 1d10 becomes 1d12. In addition, you gain a +1 dodge bonus to your
Reflex Defense (which stacks with the dodge bonus granted by the Martial Arts I
and Martial Arts II feats).

**Normal**: The amount of
damage you deal with a successful unarmed attack is based on your size: Small,
1d3; Medium, 1d4; Large, 1d6.

**Special**: A situation that makes you lose your Dexterity
bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge
bonuses stack with each other, unlike most other types of bonuses.
Far Shot

## **Far Shot**

You are better at shooting distant foes.

**Prerequisite**: Point
Blank Shot.

**Benefit**: When you use a
ranged weapon against targets at short, medium, or long range, the range
category is considered one less. In other words, you take no penalty on ranged
attack rolls against targets at short range, a -2 penalty on ranged attack
rolls made against targets at medium range, and a -5 penalty on ranged attack
rolls made against targets at long range.

**Normal**: When making a ranged attack roll, a character
takes a -2 penalty against targets at short range, a -5 penalty against targets
at medium range, and a -10 penalty against targets at long range.
Gather Information (Skill)

## **Gather Information (Cha)**

Use this skill to make contacts, learn local new stories and gossip, and acquire secrets.

**Learn News and Rumors**: Major news stories and popular local rumors can be unearthed with a DC 10 Gather Information check. Learning the detailed, unclassified facts of a new story or determining the veracity of a rumor requires a DC 20 check and 50 credits in bribes.

**Learn Secret Information**: “Secret information” includes anything unavailable to the general public. Examples include a classified police report, a hidden location, military blueprints, installation security procedures, and computer access codes. Learning a piece of secret information typically requires a DC 25 check and 5,000 credits in bribes; however, information that’s especially difficult to obtain (such as the technical blueprints of the Death Star) might require a DC 30 or higher skill check and cost 50;000 credits or more, at the GM’s discretions. If the check fails by 5 or more, someone notices that you’re asking questions and comes to investigate, arrest, or silence you.

**Locate Individual**: Make a Gather Information check to locate a specific individual – either someone you know by name or someone with the skill, item, or information you need. The DC of the check is 15 if the target is relatively easy to locate; if the target isn’t well known or has taken strides to conceal his or her presence and’or activities, the DC is 25 and the information costs 500 credits in bribes.

**Special**: You can take 10 on a Gather Information check, but you can’t take 20. A successful Persuasion check can reduce the monetary cost of a Gather Information check.

Some information is beyond the reach of a Gather Information skill check. For example, characters searching for Darth Vader won’t find him by speaking with tribes of Ewoks on the forest Moon of Endor, no matter how many Ewoks they question.

**Time**: Each Gather Information check represents 1d6 hours of  time spent talking to informants, scanning HoloNet news broadcasts, or perusing information kiosks.
Bataille miraculeuse - Son Gohan Super Saiyan (jeune) & Son Goten Super Saiyan (petit)

Niveau max
 150 |  |  | 77

Goten (Encyclopédie)

* Stats
* Potentiel max
* Orbes

Ki +3, ATT +170 %, PV et DÉF +130 % pour la Catégorie - Famille de Son Goku
 ATT et DÉF +58 %
Lance une attaque supplémentaire et chances (25%) moyennes de lancer une attaque spéciale
Ki +1 (max. +5), ATT et DÉF +10 % (max. 100 %) à chaque attaque portée
Empêche carnage
 Augmente énormément l'ATT temporairement et inflige des dégâts suprêmes à l'ennemi
 * Liens
* Catégories

Super Saiyan - (ATT +10%)

Guerrier doré - (DÉF -2000 sur l'ennemi attaqué, KI +1)

Kamehameha - (ATT +2500 lors d'une attaque spéciale)

Combat violent - (Désactive le carnage ennemi, ATT +15%)

Combat acharné - (ATT +15%)

Pouvoir légendaire - (ATT +5000 lors d'une attaque spéciale)

**Catégorie - Héros des films**

**Catégorie - Saiyan de sang-mêlé**

**Catégorie - Saga de Boo**

**Catégorie - Famille de Son Goku**

**Catégorie - Forces jointes**

**Catégorie - Puissance maximale**

**Catégorie - Super Saiyan**

**Catégorie - Kamehameha**

► Le multiplicateur à 24 de ki est de 200%1. ↑ Multiplicateur de dégâts de 550% +100% grâce à l'augmentation d'attaque
Bosse supplémentaire - Gotenks (échec) A

Niveau max
 60/80 |    |    | 4/6

* Catégories

**L’origine des Saiyans** - (Ki +1)

**Innocent** - (ATT +10 %)

**Guerrier fusionné** - (Ki +2)

**Échec de fusion** - (Restauration de 3 % des PV)

**Coup puissant** - (ATT +15 %)

**La puissance suprême** - (ATT et DÉF +1000, l'effet ‘Perçage’ activé)

**Catégorie - Saiyan de sang-mêlé**

**Catégorie - Saga de Boo**

**Catégorie - Enfant**

 Ce personnage peut être utile pour le(s) événement(s):
Kashyyyk

## Kashyyyk

**Region**: Mid Rim

**Climate**: Temperate

**Gravity**: Standard

**Moons**: 1

**Length of Day**: 26 standard hours

**Length of Year**: 381 local days

**Sapient Species**: 100% Wookiee (native)

**Government**: Representative Tribal

**Capital**: Rwookrrorro

**Major Exports**: Technology, natural resources

**Major Imports**: Medicines

**Knowledge (Galactic Lore)**

 15
 20

**Knowledge (Social Sciences)**

 15
 20
 25
Penetrating Attack

Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target’s damage reduction as if it were 5 points lower when determining the result of your attack.

You may select this talent multiple times. Each time you select this talent, it applies to a different exotic weapon or weapon group.

**Prerequisite**: Weapon Focus with chosen exotic weapon or weapon group.
Force Techniques

Force techniques represent a deeper understanding of the Force and, like martial skills, usually come with years of practice. A few gifted or devoted Force-users learn to master them more quickly. In general, Force techniques are only available to characters with levels in certain Force-using prestige classes (such as the Force adept, Jedi Knight, and Sith apprentice).

Whenever you gain access to a new Force technique, select it from the following list. Once selected, a Force technique cannot be changed.

## **List of Force Techniques**

Force Point Recovery

Force Power Mastery

Improved Force Trance

Improved Move Light Object

Improved Sense Force

Improved Sense Surroundings

Improved Telepathy
Acte avant le début des jeux - Cell (forme parfaite)

Niveau max
 80/100 |    |    | 17/25

* Stats
* Potentiel max
* Orbes

 ATT et DÉF +33 %
ATT et DÉF +33 % en attaquant
Ki +3, ATT et DÉF +33 % pendant 3 tours après avoir subi une attaque
 * Liens
* Catégories

Messager du futur - (ATT +500)

Copie - (Ki +1)

Boss - (ATT & DÉF +25 % si PV en dessous de 80 %)

Cauchemar - (ATT +10%)

Forme ultime - (Ki +2)

**Catégorie - Transformation fortifiante**

**Catégorie - Voyageur du temps**

**Catégorie - Vie artificielle**

**Catégorie - Cyborg - Saga de Cell**

**Catégorie - Cible:Goku**

Récompense pour avoir gagné l'événement challenge des 300M
Gamorr

## Gamorr

**Region**: Outer Rim

**Climate**: Temperate

**Gravity**: Standard

**Moons**: 1

**Length of Day**: 28 standard hours

**Length of Year**: 380 local days

**Sapient Species**: 100% Gamorrean (native)

**Government**: Feudal clans

**Capital**: None

**Major Exports**: Warriors, slaves

**Major Imports**: Foodstuffs, technology

**Knowledge (Galactic Lore)**

 20
 25
 30

**Knowledge (Social Sciences)**

 20
 25
 30
Planets

## **Planets of the Galaxy**

This sections provides a brief gazetteer detailing information on a variety of planets throughout the galaxy. Each entry lists not only pertinent information for the Gamemaster but also KNowledge check DCs for players. This sort of information allows the GM to determine how much a character (and not necessarily the player) knows about a given world.

## **Lists of Planets**

Bespin

Bothawui

Cerea

Coruscant

Dorin

Duro

Endor, Forest Moon of

Gamorr

Iridonia

Ithor

Kashyyyk

Mon Calamari

Naboo

Nar Shaddaa

Rodia

Ryloth

Sullust

Tatooine

Trandosha
Aqualish (Species)

## **Aqualish**

Aqualish are walrus-faced humanoids with skin ranging in color from dark green or blue to deep russet or black. Some Aqualish subspecies have four eyes instead of two or fins instead of hands. The Aqualish admire strength and are openly hostile toward the weak. In fact, it is customary and accepted social behavior among Aqualish to be pushy and belligerent upon first meeting others.

## **Aqualish Species Traits**

Aqualish share the following species traits:

**Ability Modifiers**: +2 Constitution, -2 Wisdom, -2 Charisma.

**Medium Size**: As Medium creatures, Aqualish have no special bonuses or penalties due to their size.

**Speed**: Aqualish base speed is 6 squares.

**Breathe Underwater**: As amphibious creatures, Aqualish can't drown in water.

**Expert Swimmer**: An Aqualish may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In addition, an Aqualish may choose to take 10 on Swim checks even when distracted or threatened.

**Bonus Feat**: Toughness.

**Automatic Languages**: Aqualish and Basic.
Boost de KI

* BOOST DE KI
* BOOST DE KI/ATT/DEF
* BOOST DE KI/ATT ou KI/DEF
* BOOST DE KI/PV/ATT ou KI/PV/DEF
* BOOST DE KI/PV/ATT/DEF

* APTITUDES DE LEADER
* APTITUDES PASSIVES

**[NOTE]** Un "Support" booste tous les alliés.

**TOP SUPPORTS "KI/ATT/DEF pour tous"** >>>

••••

**TOP SUPPORTS "KI/ATT/DEF" par type >>>**

••••••••

**TOP SUPPORTS "KI/ATT/DEF pour la Classe SUPER"** >>>

••

**TOP SUPPORTS "KI/ATT/DEF pour la Classe EXTRÊME"** >>>

••••

* APTITUDES DE LEADER
* APTITUDES PASSIVES

 ••

Le bosst de Ki/ATT est surtout une aptitude passive, toutefois,,
,  et  sont les seuls la possédant en tant qu'Aptitude de Leader.

Le boost de Ki/DEF n'est, à ce jour, qu'une aptitude passive.

**[NOTE]** Un "Support" booste tous les alliés.

**TOP SUPPORTS "KI/ATT pour tous"** >>>

**TOP SUPPORTS "KI/ATT pour la Classe SUPER"** >>>

**TOP SUPPORTS "KI/ATT pour la Classe EXTRÊME"** >>>

--

* BOOST DE KI/ATT
* BOOST DE KI/DEF

 ••

la jauge de ki ainsi que les statistiques des points de vie et de défense.

<tabber>BOOST DE KI/PV/ATT=

* LEADERS DE CATÉGORIE
* LEADERS DE TYPE
* LEADERS DE CLASSE
* AUTRES LEADERS

## **TOP LEADERS CATÉGORIE** >>>

 Un personnage peut, en effet, octroyer plusieurs boosts.

**TOP LEADERS DE TYPE** >>>

 Un personnage peut, en effet, octroyer plusieurs boosts.

**TOP LEADERS DE CLASSE** **SUPER** >>>

**TOP LEADERS DE CLASSE** **EXTRÊME** >>>

 Un personnage peut, en effet, octroyer plusieurs boosts.
Deflect (Talent)

## **Deflect**

As a reaction, you may negate a ranged attack by making a successful Use the Force check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check every time you have used Block or Deflect since the beginning of your last turn. You may spend a Force Point to use this talent to negate an attack against an adjacent character. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not flat-footed.

You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, or the Force lightning Force power. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses. This talent has no effect on other area attacks (such as grenades, missiles, and flamethrowers).

This talent cannot be used to negate attacks made by Colossal (frigate) or larger-size vehicles unless the attack is made with a point-defense weapon.
Move Object

## **Move Object [Telekinetic]**

You telekinetically move a target up to 6 squares in any direction using the Force.

**Time**: Standard action.

**Target**: One target within 12 squares and within line of sight.

Make a Use the Force check. The result of the check determines the maximum size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force check must also exceed the target’s Will Defense. You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target’s Reflex Defense. Both targets take damage determined by your Use the Force check result.

**DC 15**: Move object up to Medium size (deals 2d6 points of damage)

**DC 20**: Move object up to Large size (deals 4d6 points of damage)

**DC 25**: Move object up to Huge size (deals 6d6 points of damage)

**DC 30**: Move object up to Gargantuan size (deals 8d6 points of damage)

**DC 35**: Move object up to Colossal size (deals 10d6 points of damage)

**Special**: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining move object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the move object power, you cease to be able to maintain it.

If you use move object against a hovering or flying target (such as a speeder or starship), the target can oppose your Use the Force check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.

You may spend a Force point to increase the maximum size of the object by one category and deal and additional 2d6 points of damage (maximum size Colossal [frigate], 12d6 damage). Alternatively, you may spend a Destiny Point to increase the maximum size of the object by three categories and deal an additional 6d6 points of damage (maximum size Colossal [station], 16d6 damage).
Cybernetic Surgery

## **Cybernetic Surgery**

You can perform the surgical procedures necessary to graft cybernetic
components onto living flesh.

**Prerequisite**: Trained
in the Treat Injury skill.

**Benefit**: You can
install a cybernetic prosthesis on a living being. The surgical
procedure takes 1 hour of uninterrupted work, after which you must make on a DC
20 Treat Injury check. If the check succeeds, the prosthesis is installed
correctly. If the check fails, the prosthesis is not properly installed;
however, you can try again after another uninterrupted hour of surgery.

**Special**: You can install a cybernetic prosthesis on
yourself, but you take a -5 penalty on the Treat Injury skill check. If you
have the Surgical Expertise feat, you can install a cybernetic
prosthesis in 10 minutes instead of 1 hour.
Greater Penetrating Attack (Talent)

## **Greater Penetrating Attack**

Choose a single exotic weapon or weapon group with which you're proficient. Whenever you make a successful attack against a target using the chosen exotic weapon or a weapon from the chosen group, you treat your target's damage reduction as if it were 10 points lower when determining the result of your attack. This replaces the effects of the Penetrating Attack talent.

**Prerequisites**: Greater Weapon Focus, Penetrating Attack, and Weapon Focus feat with the chosen exotic weapon or weapon group.
Inspire Zeal (Talent)

## **Inspire Zeal**

Whenever an ally within line of sight of you makes an attack that moves an opponent down the condition track (such as by dealing damage that equals or exceeds the target’s damage threshold), that ally moves the target an additional -1 step down the condition track.

**Prerequisites**: Bolster Ally, Inspire Confidence, Ignite Fervor.
Arrivée du bel amour - Super Ribrianne

Niveau max
 80/100 |    |    | 16/23

* Stats
* Potentiel max
* Orbes

 ATT et DÉF +15 % par allié de Catégorie - Fille pleine de vie
PV +7777 à chaque sph. de ki  obtenue
 * Liens
* Catégories

**Transformation** - (Restauration de 5 % des PV)

**Innocent** - (ATT +10 %)

**Pose du commando** - (Ki +2)

**Look trompeur** - (ATT +300)

**Tournoi du pouvoir** - (Ki +3)

**Catégorie - Fille pleine de vie**

**Catégorie - Transformation fortifiante**

 Ce personnage peut être utile pour le(s) événement(s):
Extra Second Wind

## **Extra Second Wind**

You tend to come back from the edge of oblivion more often.

**Prerequisite**: Trained
in the Endurance skill.

**Benefit**: You can catch
your second wind one additional time per day, but you can still only catch a
second wind once per encounter.

**Normal**: A hero can
catch his or her second wind once per day.

**Special**: A nonheroic
character that takes this feat for the first time can catch a second wind once
per day.

You can take this feat multiple times; each time you take
this feat, you can catch a second wind one additional time per day.
Dual Weapon Mastery I

## **Dual Weapon Mastery I**

You are adept at fighting with two weapons and double weapons.

**Prerequisites**: Dexterity
13, base attack bonus +1.

**Benefit**: When you
attack with two weapons or with both ends of a double weapon as a part of a
full attack action, you take a -5 penalty (instead of a -10 penalty) on all
attack rolls until the start of your next turn. You only gain this reduced
penalty if you are wielding a weapon with which you are proficient.

**Normal**: If you use a full attack action to make more than
one attack on your turn, you take a -10 penalty on
all attack rolls for the round.
Pilot (Skill)

## **Pilot (Dex)**

Use this skill to operate a vehicle. Basic operation of a vehicle does
not require a skill check or special training, but performing evasive maneuvers
and difficult stunts does.

Whenever you make a
Pilot check, you must apply the vehicle’s size modifier to your check (see
Table 10-1: Vehicle Sizes, page 166).

Avoid Collision: You
can make a DC 15 Pilot check as a reaction to reduce or negate the damage from
a collision (see Avoid Collision, page 173).

Dogfight: When
operating a flying vehicle, you can make a Pilot check as a standard action to
engage in a dogfight (see Dogfight, page 171).

Engage the Enemy
(Trained Only): When piloting a vehicle in combat, you can choose to make a
Pilot check instead of an Initiative check to determine your place in the
initiative order.

Increase Vehicle Speed
(Trained Only): You may make a DC 20 Pilot check as a swift action to make your
vehicle perform beyond its normal limits. (You can’t take 10 on this check.) If
the check fails, your vehicle’s speed does not increase, and your vehicle moves
-1 step on the condition track (see Conditions, page 148). If you succeed, your
vehicle’s speed increases by 1 square until the start of your next turn. For
every 5 points by which you exceed the DC, your vehicle’s speed increases by an
additional 1 square.

Ram: You can make a
Pilot check as part of a full-round action to collide intentionally with a
target (see Ram, page 172).

Special: You can take 10 when making a Pilot check except
when attempting to increase a vehicle’s speed. You can’t take 20 on a Pilot
check.
Kel Dor (Species)

## **Kel Dor**

The Kel Dor evolved on Dorin, a world with an atmosphere consisting
mostly of helium and a gas that is unique to that world. As such, Kel Dor cannot breathe on planets with common nitrogen/oxygen atmospheres. Conversely, Dorin’s atmosphere is toxic to most nonnative life.

On other planets, Kel Dor dwellings provide their native atmosphere (stored in large tanks) When outside, Kel Dor must wear breath masks and
goggles. They can neither see nor breathe without these devices. Most Kel Dor breath masks include vocoders that amplify the wearer’s speech; while their vocal
cords function normally in their native atmosphere, Kel Dor must shout to
produce sound in other environments. Their eyesight, however, is enhanced when
they are away from Dorin.

### **Personality**

Calm and kind, the Kel Dor never turn
away a being in need. Still, most believe in quick, simple justice (even
engaging in vigilantism).

### **Physical Description**

The average Kel Dor stands between
1.6 and 2 meters tall. Their skin ranges from peach to deep red, and most have
black eyes.

### **Languages**

The Kel Dor speak, read, and write
Kel Dor and Basic.

### **Adventurers**

Kel Dor commonly become diplomats,
bounty hunters, and Jedi. Given their altruism and sense of justice, many enter
law enforcement.

## **Kel Dor Species Traits**

Kel Dor share the following species traits:

**Ability Modifiers**: +2 Dexterity, +2 Wisdom, -2 Constitution. Kel Dor are quick and wise, but they suffer from weaker constitutions than other species.

**Medium Size**: As Medium creatures, Kel Dor have no special bonuses or penalties due to their size.

**Speed**: Kel Dor base speed is 6 squares.

**Keen Force Sense**: Kel Dor may choose to reroll any Use the Force check made to search their feelings or sense the Force, keeping the better of the two results.

**Low-Light Vision**: Kel Dor ignore concealment (but not total concealment) from darkness.

**Special Equipment**: Kel Dor suffer limitations outside their native atmosphere. Without protective goggles, a Kel Dor begins to suffocate. A replacement mask costs 2,000 credits (500 on Dorin), and a year’s supply of filters costs 200 credits (50 on Dorin). Kel Dor characters begin play with these items at no cost.

An antiox breath mask is poisonous to other species.

**Automatic Languages**: Basic and Kel Dor.
Gamorrean (Species)

## **Gamorreans**

Gamorreans are green-skinned, porcine creatures native to Gamorr. Their tendency toward violence makes them valued as criminal enforcers; though viewed as mindless brutes, they don’t care so long as they are paid to fight.

Gamorrean civilization revolves around the never-ending wars between their clans. Preferring large melee weapons in combat in combat, many see ranged weapons as cowardly. Males live to fight; females farm, hunt, and manufacture weapons. Inter-clan hatred rarely fades, and anyone hiring Gamorreans should be aware of their clans to avoid infighting.

### **Personality**

Gamorreans are brutish, violent, and
proud. They respect physical prowess and have no problem facing death against a
foe they feel they are on at least equal footing with.

### **Physical Description**

Gamorreans average about 1.8 meters
tall, with thick green skin covering powerful muscles. Close-set eyes, a thick
snout, tusks, and small horns give them a distinct look.

### **Languages**

Gamorreans speak Gamorrean. They have no written version of the language. They can learn to understand but not to speak other languages.

### **Adventurers**

Some Gamorreans leave their homeworld as slaves but later escape or buy out their contracts. Others sell their contracts, finding employment as bodyguards or enforcers. A Gamorrean is constantly at war; it’s only a matter of figuring out who the enemy is. Gamorrean heroes tend to select the soldier class.

## **Gamorrean Species Traits**

Gamorreans share the following species traits:

**Ability Modifiers**: +2 Strength, -2 Dexterity, -2 Intelligence. Gamorreans possess greater physical power, but have limited agility and intelligence.

**Medium Size**: As Medium creatures, Gamorreans have no special bonuses or penalties due to their size.

**Speed**: Gamorrean base speed is 6 squares.

**Primitive**: Gamorreans do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants them.

**Great Fortitude**: Gamorreans gain a +2 species bonus to their Fortitude Defense, accounting for their great physical resistance.

**Bonus Feat**: Gamorreans gain Improved Damage Threshold as a bonus feat.

**Automatic Languages**: Basic (cannot speak) and Gamorrean (speak only).
Appétit incontrôlable - C-21 (transformée)

Niveau max
 80/100 |    |    | 21/29

* Stats
* Potentiel max
* Orbes

 Ki +2, ATT et DÉF +70 %
ATT et DÉF -15 % pendant 2 tours pour l'ennemi attaqué
 * Liens
* Catégories

Transformation - (Restauration de 5% des PV)

Déesse de la guerre - (Ki +2)

Intello - (ATT et DÉF +10%)

Peur et désespoir - (Ki +2)

Boss - (ATT & DÉF +25 % si PV en dessous de 80 %)

**Catégorie - Transformation fortifiante**

►

 Ce personnage peut être utile pour le(s) événement(s):
Fantasmas

Los fantasmas son seres muertos vivientes no corpóreos que rondan en el mundo y son cazados por los participantes de la Caza salvaje.

## Descripción

Dado que Vajarois se convirtió en fantasma tras la muerte, se propone que los fantasmas sean un espíritu inquieto de los muertos y que se unan al mundo mortal debido a ciertas circunstancias que rodean su muerte. Aparecen principalmente como entidades espectrales de tamaño humano con apariencia apenas humanoide, poseyendo brazos largos, piernas rechonchas y una cabeza con pocas o ninguna característica visible (aunque se muestra que uno tiene un apéndice con forma de pelo). Sin embargo, en el caso de Vajarois, tiene la boca y los ojos visibles, así como un tamaño similar a un Titán. Sin embargo, esto no es natural, ya que su forma de fantasma actual fue el resultado de haber consumido una Semilla de la Tristeza por la pérdida de sus amigos. La Semilla anclaba su alma al mundo mortal y la mantenía en un dolor constante hasta que Akko, Lotte y Sucy la eliminaron, liberándola.

Solo aquellos que pueden realizar magia como Cazadores salvajes, Brujas y posiblemente Magos pueden percibir a los fantasmas. Los fantasmas también son susceptibles a la magia, ya que las armas mágicas utilizadas por Cazadores salvajes y el armamento mágico de Stanship pueden neutralizarlos fácilmente, expulsándolos al reino de los muertos al que pertenecían.

Debido a su naturaleza no corpórea y solo pueden ser percibidos por aquellos que tienen un grado de habilidades mágicas como brujas de magos, los fantasmas se pueden confundir con los Espíritus. A pesar de sus similitudes, debe notarse que los espíritus y los fantasmas son en realidad tipos de entidades separadas: mientras que los espíritus son seres mágicos no corpóreos que se manifiestan a partir de objetos que pasaron más de cien años, los fantasmas son almas incorpóreas de criaturas que vivieron una vez, Y así, técnicamente, son seres muertos vivientes.
Lightsaber Throw (Talent)

## **Lightsaber Throw**

You can hurl a lightsaber as a standard action, treating it as a thrown weapon. You are considered proficient with the thrown lightsaber, and you apply the normal range penalties to the attack roll. The thrown lightsaber deals normal weapon damage if it hits.

If you target is no more than 6 squares away, you can pull your lightsaber back to your hand as a swift action by making a DC 20 Use the Force check.
Elite Trooper

The elite trooper represents an individual who has received advanced combat training. More than a mere soldier, the elite trooper is highly trained and capable of taking on any number of combat-related missions, such as guarding an important location, assaulting an enemy base, or participating in a stealthy insertion into enemy territory. She's a crack shot and, though trained in the use of armor, can easily operate without it if the situation warrants. When the fighting gets particularly brutal, the elite trooper can dispatch foes hand-to-hand as easily as she does with a blaster.

Elite troopers exist in a variety of roles, but unlike Imperial stormtroopers - the "elite troops" of the Empire - they rely on skill and ingenuity more than sheet force and blind obedience to the Emperor's will. Thus, the best missions for them involve penetrating attacks deep behind enemy lines, or guerilla warfare conducted on enemy-held worlds - situations where versatility and sheer determination are the elite trooper's best armaments and armor.

### **Requirements**

**Base Attack Bonus**: +7

**Feats**: Armor Proficiency (light), Armor Proficiency (medium), Martial Arts I, Point Blank Shot

**Talents**: At least one talent from the Armor Specialist, Commando, or Weapon Specialist talent trees.

## **Elite Trooper Prestige Class Traits**

**Attack Bonus:** An Elite Trooper's attack bonus is equal to her level.

**Defense Bonuses**: An Elite Trooper receives a +2 class bonus to Reflex Defense, and a +4 class bonus to Fortitude Defense.

**Hit Points**: An Elite Trooper receives hit points equal to 1d12 + her Constitution modifier at each additional level.

**Force Points**: An Elite Trooper receives Force Points equal to 6 + one-half her character level (rounded down) every time she gains a new level in this class. Any Force Points left over from previous levels are lost.

**Talents**: At every odd-numbered level, an Elite Trooper selects a talent from one of the following talent trees (Camouflage, Commando, Weapon Master). She must meet any prerequisites of the chosen talent.

**Delay Damage**: Once per encounter as a reaction, you can choose to delay the effect of a single attack, ability, or effect used against you. The damage or effect does not take hold until the end of your turn.

**Damage Reduction**: At 2nd level, you gain damage reduction 1 (DR 1), which means that you reduce the damage you take from any attack by 1. At every even-numbered level after 2nd level, your damage reduction improves by 1 (DR 2 at 4th level, DR 3 at 6th level, and so on).
Atout dans la manche - Piccolo

Niveau max
 80/100 |    |    | 9/16

* Stats
* Potentiel max
* Orbes

* Catégories

**Génie** - (ATT +10%)

**Guerrier vétéran** - (ATT +10%)

**Namek** - (Restauration de 5% des PV)

**Regard respectueux** - (Ki +2)

**Catégorie - Digne rival**

**Catégorie - Lien maître-élève**

 Ce personnage peut être utile pour le(s) événement(s):
Mon Calamari (Planet)

## Mon Calamari

**Region**: Outer Rim

**Climate**: Temperate

**Gravity**: Standard

**Moons**: 3

**Length of Day**: 21 standard hours

**Length of Year**: 398 local days

**Sapient Species**: 39% Mon Calamari (native), 60% Quarren (native), 1% other species

**Government**: Representative Council

**Capital**: Foamwater City

**Major Exports**: Warships, weapons

**Major Imports**: Foodstuffs, medicine, technology

**Knowledge (Galactic Lore)**

 15
 20
 25

**Knowledge (Social Sciences)**

 15
 20
 25
Apprenti du suspect Kai Suprême - Zamasu

Niveau max
 80/100 |    |    | 18/26

* Stats
* Potentiel max
* Orbes

 ATT & DEF +30%;
Ki +1 à chaque attaque reçue (max. +3);
Lance une attaque supplémentaire quand il y a deux ennemis ou plus.
 * Liens
* Catégories

**Jugement serein** - (DÉF +20%)

**Génie** - (ATT +10%)

**Dimension des dieux** - (ATT +15%)

**Futur désespéré** - (Ki +1)

**Catégorie - Divin**

**Catégorie - Saga du futur**

**Catégorie - Voyageur du temps**

►
Bespin

## Bespin

**Region**: Outer Rim

**Climate**: Temperate (in the Life Zone)

**Gravity**: Standard

**Moons**: 2

**Length of Day**: 12 standard hours

**Length of Year**: 5,110 standard days

**Sapient Species**: 68% Human, 8% Ugnaught, 6% Lutrilian, 18% other species

**Government**: Guild

**Capital**: Cloud City

**Major Exports**: Tibanna gas, tourism, cloud cars

**Major Imports**: Foodstuffs, technology

**Knowledge (Galactic Lore)**

 20
 25

**Knowledge (Social Sciences)**

 20
 25
Gauge Force Potential

By focusing on a specific creature in your line of sight, you can gauge how strong in the Force it is. This takes a standard action and requires a Use the Force check. If your check result meets or beats the target’s Will Defense, you know whether or not it has the Force Sensitivity feat, you know how many Force powers it knows (but not which ones, specifically), and you know how many Force Points it has currently.

**Prerequisite**: Force Perception.
Force Intuition (Talent)

## **Force Intuition**

You can use your Use the Force check modifier instead of your Initiative modifier when making Initiative checks. You are considered trained in the Initiative skill for purposes of using this talent. If you are entitled to an Initiative check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).
Force Pilot

You can use your Use the Force check modifier instead of your Pilot check modifier when making Pilot checks. You are considered trained in the Pilot skill for purposes of using this talent. If you are entitled to a Pilot check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).
Constitution (Ability)

## **Constitution (Con)**

Constitution represents your character's health and stamina. Constitution adds to a hero's hit points, so it's important for everyone, but most important for soldiers and Jedi.

You apply your Constitution modifier to:

* Each die roll for gaining additional hit points (though a penalty can never drop a hit point roll below 1; a character always gains at least 1 hit point each time he or she goes up a level).
* Fortitude Defense, for resisting poison, radiation, and similar threats.
* The Endurance skill.

If a character's Constitution changes, his or her hit points should also increase or decrease accordingly.
Block (Talent)

## **Block**

As a reaction, you may negate a melee attack by making a successful Use the Force check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for every time you have used Block or Deflect since the beginning of your last turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not flat-footed. You may use the Block talent to negate melee area attacks, such as those made by the Whirlwind Attack feat. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses. You may spend a Force point to use this talent to negate an attack against an adjacent character.
Dual Weapon Mastery III

## **Dual Weapon Mastery III**

You can wield two weapons or a double weapon without penalty.

**Prerequisites**:
Dexterity 17, base attack bonus +11, Dual Weapon Mastery I, Dual Weapon Mastery
II.

**Benefit**: When you wield
two weapons or attack with both ends of a double weapon as part of a full
attack action, you take no penalty on your attack rolls. You only gain this
benefit if you are wielding a weapon with which you are proficient.

**Normal**: If you use a full attack action to make more than
one attack on your turn, you take a -10 penalty on
all attack rolls for the round.
Greater Devastating Attack (Talent)

## **Greater Devastating Attack**

Choose a single exotic weapon or weapon group with which you're proficient. Whenever you make a successful attack against a target using the chosen exotic weapon or a weapon from the chosen group, you treat your target's damage threshold as if it were 10 points lower when determining the result of your attack. This replaces the effects of the Devastating Attack talent.

**Prerequisites**: Greater Weapon Focus, Devastating Attack, and Weapon Focus feat with the chosen exotic weapon or weapon group.
Force Disarm

## **Force Disarm [Telekinetic]**

You disarm an opponent by using the Force to pull the weapon from his grasp.

**Time**: Standard action.

**Target**: One target within 12 squares and within line of sight.

Make a Use the Force check. Use this check in place of your attack roll when attempting to disarm the target. If your disarm attempt succeeds, you may choose to let the item drop to the ground in the target’s fighting space or have the item fly into your hand (in which ease you must have a free hand to catch it).

**Special**: Feats that improve disarm attacks (such as Improved Disarm) do not apply to Force disarm.

You can spend a Force Point to damage or destroy the target weapon instead. If your disarm attack succeeds, the weapon takes damage equal to your Use the Force check result. You must declare that you are using this option before making your disarm attack.
Aventure intrépide - Son Goten (petit)

Niveau max
 60/80 |    |    | 8/12

* Catégories

Famille de Son Goku - (DÉF +15%)

Kamehameha - (ATT +2500 lors d'une attaque spéciale)

Étoile de l'espoir - (ATT +10%)

Combat violent - (Désactive le carnage ennemi, ATT +15%)

**Catégorie - Chercheurs de boules de cristal**

**Catégorie - Héros des films**

**Catégorie - Famille de Son Goku**

**Catégorie - Enfant**

**Catégorie - Lien de fratrie**

**Catégorie - Kamehameha**
Greater Weapon Specialization (Talent)

## **Greater Weapon Specialization**

Choose one exotic weapon or one of the following weapon groups: advanced melee weapons, heavy weapons, pistols, rifles, simple weapons. You gain a +2 bonus on damage rolls with the chosen exotic weapon or a weapon from the chosen group. This bonus stacks with the bonus granted by the Weapon Specialization talent. You must be proficient with the weapon to gain this benefit.

You may select this talent multiple times. Each time you select this talent, it applies to a different weapon group.

**Prerequisites**: Greater Weapon Focus, Weapon Focus feat, and Weapon Specialization with the chosen exotic weapon or weapon group.
Coordinate (Talent)

## **Coordinate**

A noble with this talent has a knack for getting people to work together. When you use this talent as a standard action, all allies within your line of sight grant an additional +1 bonus when they use the aid another action until the start of your next turn.

You may select this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by +1 ( to a maximum of +5).
Bravoure flamboyante - Son Goku Super Saiyan 4

Niveau max
 80/100 |    |    | 30/40

* Stats
* Potentiel max
* Orbes

* Catégories

**Rugissement saiyan** - (ATT +25%)

**Paré au combat** - (Ki +2)

**Vitesse époustouflante** - (Ki +2)

**Kamehameha** - (ATT +2500 lors d'une Att.spé)

**GT** - (Ki +2)

**Catégorie - Famille de Son Goku**

**Catégorie - Kamehameha**

 Ce personnage peut être utile pour le(s) événement(s):
Exotic Weapon Proficiency

Choose an exotic weapon, such as bowcaster or atlatl. You understand how to use that type of exotic weapon in
combat.

**Prerequisites**: Base
attack bonus +1.

**Benefit**: You make
attack rolls with the weapon normally.

**Normal**: A Character who
uses a weapon without being proficient with it takes a -5 penalty on attack
rolls.

**Special**: You can gain this feat multiple times. Each time
you take the feat, it applies to a different weapon.