2 skills to become career skills (Piloting-Space & Gunnery)
Sense Danger
1
once per game, remove two setback dice from checks
Adaptable
1
resolving a skill check that you have no ranks, spend a destiny point to remove despair or threat equal to ranks in cool
Dedication
2
+1 to stat
Force Rating
1
+1 to Force Rating per rank
Learning Oppurtunity
1
per round, spend 3 adv from check you fail to upgrade next check
Temple Training
1
Before lightsaber check, spend one destiny point to add damage = to ranks in lore
Enduring
1
+1 to Soak
Durable
1
-10 per rank to crits suffered
Improved Toughened
1
once per session, heal wounds = to ranks in toughened
Heroic Fortitude
1
Spend destiny to ignore effects of critical injury on brawn or agility
Indomitable Will
1
per encounter, suffer three strain to commit force die, and reduce damage = to die committed, suffer 1 strain each round die is committed
Force Powers
Force Rating
Power
Enhance
Description
Add force die to athletics
Upgrade
Effect
Force Leap (control 3, range 1)
Perform force leap as a manuever, may spend force pips to jump up to medium range horizontally and vertically
Agility (control 4)
Enhance can be used with coordination, piloting planetary, piloting space, and can commit force die to increase agility up to 6
Brawn (control 3)
Enhance can be used with resilience, brawn, and commit force die to increase brawn up to 6
Power
Foresee
Description
Spend pips to gain vague hints to personal future, up to a day
Upgrade
Effect
Control
when rolling intiative, may roll foresee power check as a part of the pool, spending pips to gain success
Power
Ebb and Flow
Description
Ebb: When the Force user makes a skill check, [they] may roll an Ebb power check as part of the roll. The user may spend a Force point to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, [they] may roll a Flow power check as part of the roll. The user may spend a Force point to heal 1 strain. The Force user may not activate this multiple times.
Upgrade
Effect
Strength 1
Spend pips to increase strain inflicted or healed by 1
Power
Farsight
Description
The user may spend a Force point to see out to medium range for the remainder of the round (or one minute in narrative time), and can see everything most sentients can see on a well-lit day. This functions even if the user normally can't see due to darkness or blindness.
Upgrade
Effect
Control
When making a Vigilance or Perception check, the user may roll a Farsight power check as part of the pool. The user may spend a Force point to gain a success or advantage result (character's choice) on the check.
Control
Spend pips to make out fine details at medium range on a single object