System

Force and Destiny
Characteristics
Talents
Name |
Rank |
Book & Page |
Description |
Uncanny Reactions |
1 |
Seer |
(FT) Add 1 Boost Die per rank of Uncanny Reactions to all Vigilance checks. |
Keen Eyed |
1 |
Seer |
Remove a Setback Die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half. |
Grit |
1 |
Seer |
Gain +1 strain threshold per rank. |
Sense Advantage |
1 |
Seer |
Once per session, may add 2 Setback Dice to 1 NPC's skill check. |
Force Rating |
2 |
Seer |
Gain +1 Force Rating per rank. |
The Force is My Ally |
1 |
Seer |
Once per session, may suffer 2 strain to perform a Force power action as a maneuver. |
Natural Mystic |
1 |
Seer |
Once per session, may reroll any 1 Force power check. |
Force Powers
Power
Move
Description
The user may spend a pip to move one object of silhouette 0 that is within short range up to her maximum range. The default maximum range is short range.
Upgrade |
Effect |
Strength (1) |
Spend a pip to increase silhouette able to be targeted equal to Strength upgrades purchased. |
Range (1) |
Spend a pip to increase power's range by a number of range bands equal to Range upgrades purchased. |
Magnitude (1) |
Spend a pip to increase targets affected equal to Magnitude upgrades purchased. |
Control |
The force user can hurl objects to damage targets, by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette. |
Power
Influence
Description
The character may spend a pip to stress the mind of one living target she is engaged with, inflicting 1 strain.
When using Influence to guide and shape thoughts, positive and negative emotions can only be made through light and dark pips respectively. Neutral emotions can be made through either.
Upgrade |
Effect |
Control |
The user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends a pip and succeeds on the check, he can force the target to adopt an emotional state or believe something, lasing for 1 combat round or 5 minutes. |
Power
Enhance
Description
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend pips to gain a success or an advantage (user's choice) on the check.
Power
Ebb/Flow
Description
Ebb: When the user makes a skill check, she may roll an Ebb power check as part of the roll. The user may spend a pip to suffer 1 strain, then inflict 1 strain on all other engaged characters. The user may not activate this multiple times.
Flow: When the user makes a skill check, she may make a Flow power check as part of the roll. The user may spend a pip to heal 1 strain. The user may not activate this multiple times.
Upgrade |
Effect |
Strength |
The user may spend a pip to increase the strain healed or inflicted by 1. |
Power
Heal/Harm
Description
Heal (light side only): Spend a pip to heal a number of wounds equal to Intellect to an engaged living creature (including user).
Harm: Spend a pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Power
Seek
Description
The user may spend 2 pips to gain insight into the general location or direction of a person or object that she knows about, regardless of current distance.
The user may spend a pip and succeed at an average (2p) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.