Force and Destiny
| Threshold | 22 |
| Current | 0 |
| Threshold | 19 |
| Current | 0 |
| Ranged | 4 |
| Melee | 3 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | X | 1 | 7FR | |
| Charm (Pr) | X | 0 | 7FR, 1B | |
| Coercion (Will) | 0 | 7FR, 1B | ||
| Computers (Int) | 0 | |||
| Cool (Pr) | X | 2 | ||
| Coordination (Ag) | 0 | 7FR | ||
| Deception (Cun) | 0 | -1S 7FR, 1B | ||
| Discipline (Will) | X | 5 | ||
| Leadership (Pr) | X | 1 | 7FR | |
| Mechanics (Int) | 0 | |||
| Medicine (Int) | X | 2 | ||
| Negotiation (Pr) | 0 | 7FR | ||
| Perception (Cun) | X | 1 | +1B, -1S, 7FR | |
| Piloting: Planetary (Ag) | 0 | 7FR | ||
| Piloting: Space (Ag) | X | 0 | 7FR | |
| Resilience (Br) | X | 0 | 7FR | |
| Skulduggery (Cun) | 0 | -1S | ||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | 0 | -1S | ||
| Survival (Cun) | X | 1 | ||
| Vigilance (Will) | X | 1 | +1B, -1S, 7FR | |
| Brawl (Br) | X | 0 | 7FR | |
| Gunnery (Ag) | 0 | |||
| Lightsaber (Will) | X | 2 | ||
| Melee (Br) | X | 0 | ||
| Ranged: Light (Ag) | X | 1 | ||
| Ranged: Heavy (Ag) | X | 0 | ||
| Knowledge: Core Worlds (Int) | X | 1 | ||
| Knowledge: Education (Int) | X | 1 | ||
| Knowledge: Lore (Int) | X | 2 | ||
| Knowledge: Outer Rim (Int) | X | 1 | ||
| Knowledge: Underworld (Int) | X | 1 | -1S | |
| Knowledge: Warfare (Int) | X | 2 | ||
| Knowledge: Xenology (Int) | X | 1 |
| Heavy Blaster Pistol |
RangeMedium |
SkillRanged: Light |
|
| Stun Setting |
Damage7 |
Critical3 |
|
| Frag grenade |
RangeShort |
SkillRanged: Light |
|
| Limited Ammo 1, blast 6 |
Damage8 |
Critical4 |
|
| (I) TT24 Holdout |
RangeMedium |
SkillRanged: Light |
|
| Stun Setting |
Damage6 |
Critical3 |
|
| Vibroknife |
RangeEngaged |
SkillMelee |
|
| Pierce 2 Vicious 1 |
Damage+1 |
Critical2 |
|
| (I) EC-17 Holdout |
RangeMedium |
SkillRanged: Light |
|
| Stun setting, Easy to conceal |
Damage4 |
Critical3 |
|
| (I)EE-4 |
RangeMedium |
SkillRanged: Heavy |
|
| Stun Setting |
Damage9 |
Critical3 |
|
| Micro Rocket Launcher Pistol |
RangeMedium |
SkillRanged: Light |
|
Damage0 |
Critical0 |
||
| Phase knife |
RangeEngaged |
SkillLightsaber |
|
| Pierce 4, Vicious 1 |
Damage+1 |
Critical3 |
|
| Thermal Det |
RangeShort |
SkillRanged: Light |
|
| Breach |
Damage |
Critical |
|
| Blunt sword |
RangeEngaged |
SkillLightsaber |
|
| Disorient 2, Defensive 2, Accurate 1 |
Damage+3 |
Critical5 |
|
| Ancient Sword replica |
RangeEngaged |
SkillLightsaber |
|
| Defensive 2, Disorient 2, Pierce 1 |
Damage+3 |
Critical3 |
|
| Lightsaber (Illum) |
RangeEngaged |
SkillLightsaber |
|
| Defensive 1,Breach 1, Sunder, +1 success to checks, Stun, Cross guard , Vicious 2 |
Damage10 |
Critical1 |
|
| Hydra |
RangeMedium |
SkillRanged: Light |
|
| Accurate 2, Linked 1, Blast 5, Stun |
Damage9 |
Critical3 |
|
| Sidearm |
RangeMedium |
SkillRanged: Light |
|
| Accurate 2, ION, Stun, Extended stun |
Damage8 |
Critical3 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Surgeon | 1 | Heals 1 additional wound from medchecks. | |
| Stimpack specialist | 2 | Add 1 more healed per rank from stimpack. | |
| Bacta Specialist | 1 | Patients heal 1 additional wound per rank when performing long term care. | |
| Stimpack Application | 1 | Make a average medcheck if succesful 1 engaged ally increases 1 characteristic for remainder of encounter and suffers 4 strain. | |
| Grit | 5 | +1 strain threshold. | |
| Stimpack Application Improved | 1 | Make hard check instead and target only suffers 1 strain instead. | |
| It's Not That Bad | 1 | Once per session when an ally would suffer a crit may take hard med check to stop from gaining crit. | |
| Dedication | 5 | 1 INT, 4 WILL | |
| Uncanny senses | 1 | +1 boost to all perception checks. | |
| Convincing Demeanor | 1 | -1 setback to deception or skulduggery checks . | |
| Sense Danger | 1 | Once per session -2 setback from any check. | |
| Street Smarts | 1 | -1 setback to streetwise or knowledge Underworld checks. | |
| Sixth Sense | 1 | +1 to ranged defense. | |
| Force Rating | 6 | + 1 Force Rating. | |
| Insight | 1 | Perception and discipline become career skills. | |
| Uncanny Reactions | 1 | Add Boost per rank to all vigilance. | |
| Keen Eyed | 1 | Remove setback to perception and vigilance checks. Decrease search time of specific area by half | |
| Rapid Reaction | 1 | Suffer a # strain to add # of success to initiative checks. Strain suffered cannot exceed ranks | |
| Expert Tracker | 1 | Remove setback from checks to track or find tracks of target. Decrease time to track by half | |
| Toughened | 5 | +2 WT. | |
| Dodge | 2 | When targeted by combat check may perform a dodge incidental to suffer a number no greater than ranks of dodge, then upgrade the difficulty of the check by that number. | |
| Preemptive Avoidance | 1 | May spend 1 destiny point to disengage as an oot incidental. | |
| Sense Advantage | 1 | Once per session +2 setback to any check. | |
| The Force is my Ally | 1 | Once per session, may suffer 2 strain to perform Force Power action as maneuver. | |
| Natural Mystic | 1 | Once per session, may reroll Force power check. | |
| Forager | 1 | Remove 2 setback from skill checks to find food, water, shelter. Survival checks take half the time. | |
| Quick Draw | 1 | Once per round draw or holster a weapon or accessible item as incidental. | |
| Well Rounded | 2 | Lightsaber, Knowledge Underworld, Cool, Knowlege Outer Rim | |
| Valuable Facts | 1 | Once per encounter, perform a Valuable Facts action: Make an Average Knowledge check. If successful, add triumph to one ally's skill check during the encounter. | |
| Parry | 5 | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. | |
| Adaptable | 1 | When resolving a check that uses a skill in which the character has no ranks the character may spend one destiny point to remove despair or to remove threat equal to their ranks in Cool. | |
| Confidence | 3 | The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of confidence. If he decreases the difficulty to zero he does not have to make discipline check. | |
| Witness | 1 | Add boost to fear checks | |
| Survivor's Instinct | 1 | Once per session when character suffers a critical injury, spend 1 destiny to make the attacker roll 2 results and the player picks | |
| Nobody's fool | 2 | May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool. | |
| Niman Technique | 1 | When making a lightsaber skill check, the character may use Willpower instead of Brawn | |
| Reflect | 5 | When hit by ranged attack suffer 3 strain to reduce damage by 2 plus ranks in reflect | |
| Sense Emotions | 1 | Add boost to all Charm, Coercion, and Deception checks unless target is immune to Force powers. | |
| Force Assault | 1 | Spend Triumph or three willpower on a missed Lightsaber(Willpower) combat check to immediately perform Move Force power action as maneuver. | |
| Draw closer | 1 | Perform Draw Closer action: Make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding FD no greater than FR to check. Spend pip to move target one range band closer or to add success to check. | |
| Forewarning | 1 | Perform the Forewarning action. All allies within medium range increase defense by characters FR until they act in the encounter. | |
| Center of Being | 3 | Take Center of Being maneuver. Until the beginning of next turn, attacks against character increase their crit rating by 1 per rank of Center of Being. | |
| Natural Doctor | 1 | Once per session, may reroll any 1 medicine check | |
| Center of Being (Improved) | 1 | Suffer 1 strain to perform Center of Being maneuver as an incidental | |
| Center of Being (Supreme) | 1 | When the character performs Center of Being incidental, the effects apply to ranged attacks as well | |
| Confidence (Improved) | 1 | May spend triumph on fear checks to give allies in short range additional success on same fear check | |
| Powerful Ally | 1 | The character may spend one destiny point to use basic of Force power they have not purchased or apply the effects of a control upgrade they have not purchased. | |
| Defensive Training | 1 | When wielding a Lightsaber, Melee, or Brawl weapon. The weapon gains Defensive quality with rating equal to ranks in Defensive Training. | |
| Flows through all things | 1 | A character may perform a maneuver to recover strain equal to their FR | |
| Lessons learned | 1 | Once per round may spend 3 adv on failed check to upgrade ability of next check once. | |
| Anatomy Lessons | 1 | After making a successful attack, may spend 1 destiny point to add damage equal to INT(5) | |
| Researcher | 1 | Remove setback per rank of researcher from all knowledge checks. Researching a subject takes half the time. |
| Upgrade | Effect |
|---|---|
| Strength | When using Sense's ongoing effects upgrade the pool twice instead of once. |
| Upgrade Ability | Commit Force Die. Once per round. When user makes combat check, he upgrades the ability of that check once. |
| Range | Spend pip to increase powers range by # of range bands = to range upgrades purchased |
| Duration | Senses ongoing effect may be triggered one additional time per round |
| Sense Thoughts | Spend pip. The Force user sense the current thoughts of one living target with whom he is engaged. |
| Upgrade Difficulty | Ongoing Effect: Commit Force Die. Once per round, when an attack targets the Force User he upgrades the difficulty of the pool once. |
| Upgrade | Effect |
|---|---|
| Mastery |
Heal: Once per session, may spend 4 pips to restore 1 target who died after the end of the user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 conflict. |
| Strain |
Heal: if no darkside used, target heals strain equal to wounds healed.
Harm if darkside used, user heals strain equal to wounds inflicted. |
| Magnitude x2 | Spend 2 pips to affect 1 additional target within range per rank of magnitude purchased. |
| Range x2 | Spend pip to increase powers range by a number of range bands purchased |
| Critical |
Heal: May make a Heal power check with hard medicine check. If the check succeeds, one target who heals wounds also heals one critical injury.
Harm: May make a harm power check combined with opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers one Critical injury (adding +10 to the roll per 2 advantage) |
| Strength x2 |
Heal: Spend pip to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend pip to increase wounds inflicted by 1 per rank of Strength upgrades purchased. |
| Upgrade | Effect |
|---|---|
| Range | Spend pip to increase power's range by number of range band upgrades |
| Magnitude | Spend pip to increase targets equal to magnitude upgrades purchased. |
| Strength | When stressing the mind of a target, the character inflicts 2 strain |
| Duration | |
| Control: Skills | When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of the dice pool. He may spend pips to gain success or advantage (Users choice) on the check. |
| Emotion/Belief | The Force user may make an opposed Discipline vs discipline check combined with influence power check. If user spends pip and succeeds check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes. |
| Upgrade | Effect |
|---|---|
| Vigilance | When making vigilance or Perception check, make a farsight check as part of the pool and spend pops to gain additional success's or advantages on the check. |
| Fine details | Spend light/dark pip to make out fine details on a single object within medium range. |
| Transparent | Spend light or dark pip to see through single object |
| Range | Spend pip to increase powers range by one range band equal to Range upgrades purchased. |
| Duration | Spend pip to increase duration by number of rounds or minutes equal to duration upgrade purchased. |
| Mastery | Spend 2 pips. The user now can see as though from a spot within close range (planetary scale) of the users body. |
| Upgrade | Effect |
|---|---|
| Leap | Take a Force Leap action: Make an Enhanced power check. The user may spend pip to jump horizontally to any location in short range. |
| Manuever | The user can perform Force Leap as a maneuver instead of an action |
| Agility | Commit Force dice. The user increases his Agility characteristic by one per die committed. (Max 6) |
| Resilience | Resilience checks may roll force die and spend pips to gain success or advantage (Users choice) on check |
| Brawl | Brawl checks may roll force die and spend pips to gain success or advantage (Users choice) on check |
| Coordination | Coordination checks may roll force die and spend pips to gain success or advantage (Users choice) on check |
| Piloting(Space) | Piloting (Space) checks may roll force die and spend pips to gain success or advantage (Users choice) on check |
| Piloting(Planet) | Piloting (Planetary)checks may roll force die and spend pips to gain success or advantage (Users choice) on check |
| Brawn | Commit Force dice. The user increases his Brawn characteristic by one per die committed. (Max 6) |
| Range | Spend pip to increase power's range by number of range band upgrades |
| Vertical Leap | May jump vertically as well as Horizontally |
| Upgrade | Effect |
|---|---|
| Magnitude x4 | Spend pip to increase targets affected equal to Magnitude upgrades |
| Range x2 | Spend pip to increase powers range by a number of range bands equal to range upgrades purchased. |
| Hurl | The Force user can hurl objects to damage targets by making a discipline combat check combined with a Move power check, dealing damage equal to 10 times silhouette. |
| Manipulate | The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power's range. |
| Pull | The Force user can pull objects out of secure mountings or out of an opponents grasp. |
| Strengthx3 | Spend pip to increase silhouette able to be targeted equal to Strength upgrades purchased. |
| Upgrade | Effect |
|---|---|
| Magnitude | Spend pip to gain one additional detail per Magnitude upgrade purchased. |
| Duration | Commit Force die to continue to track target even when it moves |
| Control | Spend pip to track up to one additional target when using this power. The user can activate multiple times. |
| Strength | Spend pip to completely eliminate one Force-based illusion per rank of strength purchased instead of merely seeing through it when using the basic power. Illusions banished this way stop working against all targets and vanish. Can activate multiple times. |
| Upgrade | Effect |
|---|---|
| Range |
| Upgrade | Effect |
|---|---|