Force and Destiny
| Threshold | 18 |
| Current | 0 |
| Threshold | 18 |
| Current | 0 |
| Ranged | 1 |
| Melee | 1 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | X | 2 | Remove setback per rank of conditioned | |
| Charm (Pr) | 0 | |||
| Coercion (Will) | 0 | |||
| Computers (Int) | X | 3 | Kashyyyk Only - Upgrade on rolls against jammerRemove setback per rank (2)of from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1 | |
| Cool (Pr) | X | 1 | ||
| Coordination (Ag) | X | 1 | Remove setback per rank of conditioned | |
| Deception (Cun) | 2 | Remove Setback (Convincing Demeanor) | ||
| Discipline (Will) | 2 | |||
| Leadership (Pr) | X | 1 | ||
| Mechanics (Int) | X | 3 | Remove Setback (Gearhead) | |
| Medicine (Int) | 1 | |||
| Negotiation (Pr) | 0 | |||
| Perception (Cun) | X | 2 | ||
| Piloting: Planetary (Ag) | 0 | |||
| Piloting: Space (Ag) | X | 1 | ||
| Resilience (Br) | X | 1 | ||
| Skulduggery (Cun) | X | 1 | Remove Setback (Convincing Demeanor), Once per round, suffer 2 strain to decrease difficulty of next stealth or skullduggery check by 1. | |
| Stealth (Ag) | X | 1 | 2 Bonus (Sleight of Mind), Once per round, suffer 2 strain to decrease difficulty of next stealth or skullduggery check by 1. | |
| Streetwise (Cun) | X | 1 | Remove Setback (street smarts) | |
| Survival (Cun) | 1 | |||
| Vigilance (Will) | X | 2 | ||
| Brawl (Br) | X | 1 | ||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Cun) | X | 1 | ||
| Melee (Br) | 0 | |||
| Ranged: Light (Ag) | X | 1 | ||
| Ranged: Heavy (Ag) | X | 3 | ||
| Knowledge: Core Worlds (Int) | 0 | |||
| Knowledge: Education (Int) | X | 1 | ||
| Knowledge: Lore (Int) | 0 | |||
| Knowledge: Outer Rim (Int) | 0 | |||
| Knowledge: Underworld (Int) | X | 1 | Remove Setback (street smarts) | |
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| Blaster Rifle (Reduced diffuculty of ranged combat checks at long by 1) |
RangeLong |
SkillRanged: Heavy |
|
| Stun Setting (incidental to switch). Under_Barrel Grenade Launcher (medium range). Rifle upgrade Forearm Grip (190 EOE), Telescopic Optical Sight If using rifle at engaged difficulty is only 1 |
Damage9 |
Critical3 |
|
| Shock Gloves |
RangeEngaged |
SkillBrawl |
|
| Stun 3 |
Damage2 |
Critical5 |
|
| Blaster Pistol |
RangeMedium |
SkillRanged: Light |
|
Damage6 |
Critical3 |
||
| Training Stick |
RangeEngaged |
SkillLightsaber |
|
| Accurate 1, Disorient 1, Stun |
Damage3 |
Critical5 |
|
| Frag Grenade |
RangeShort |
SkillRanged: Light |
|
| Blast 6, Limited Ammo 1 |
Damage10 |
Critical4 |
|
| Stun Grenade |
RangeShort |
SkillRanged: Light |
|
| Disorient 3, Blast 8, Limited Ammo 1, Stun Damage |
Damage10 |
Critical |
|
| Ion Grenade |
RangeShort |
SkillRanged: Light |
|
| Blast 7 Disorient 5 Stun Damage Droid Only |
Damage10 |
Critical5 |
|
| Inferno Grenade |
RangeShort |
SkillRanged: Light |
|
| Blast 5 Burn 2 Limited Ammo 1 |
Damage8 |
Critical3 |
|
| concussion grenade |
Range |
Skill |
|
| encumbrance 1, blast 8 concussive 2, disorient 5 |
Damage10 |
Critical5 |
|
| Shock Bracelet **Broken** 1 Dart grenadeleft |
RangeMedium |
SkillRanged: Light |
|
| Stun |
Damage6 |
Critical |
|
| Defensive Light Saber 4 Hp |
RangeEngaged |
SkillLightsaber |
|
| Energy Bleed (Stun +2), breach 1, defensive 1, Sunder |
Damage8 |
Critical2 |
|
| Lightsaber (from Rodian) |
RangeEngaged |
SkillLightsaber |
|
| Breach 1 and sunder, switch that allows for two crystals and you can toggle between the two. Blue Ilum crystal & White Kimber stone (only does stun damage). |
Damage6 |
Critical2 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Convincing Demeanor | 1 | Edge of Empire, 133 | The character removes • per rank of Convincing Demeanor from his Deception and Skulduggery checks. |
| Gearhead | 1 | Age of Rebellion, 85 | Remove • per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments. |
| Resolve | 1 | Age of Rebellion, 86 | When involuntarily suffering strain, suffer 1 less strain per rank of Resolve, to a minimum of 1. |
| Redundant Systems | 1 | Age of Rebellion, 85 | Once per session, may take Redundant Systems action; make an Easy Mechanics Check to harvest components from a functioning device to repair a broken one without breaking the first device. |
| Solid Repairs | 2 | Age of Rebellion, 85 | When repairing hull trauma, repair one additional per rank of solid repairs |
| Contraption | 1 | Age of Rebellion, 85 | Once per session may take contraption action; make a hard mechanics check to fashion a device to solve a current problem using just the tools and parts on hand. |
| Grit | 4 | Age of Rebellion, 86 F&D 94(2), 95 | Gain +1 Strain threshold per rank |
| Powerful Blast Rank | 2 | Age of Rebellion, 86 | Increase blast damage dealt by explosives, explosive weapons, and grenades by 1 per rank of powerful blast. |
| Toughened | 3 | Age of Rebellion, 85 & 86 F&D 95 | +4 wound threshold |
| Rapid Recovery Rank | 2 | Age of Rebellion, 86 | When recovering strain after an encounter, recover 1 additional strain per rank |
| Master Grenadier | 1 | Age of Rebellion, 86 | Decrease the advantage cost to activate the blast quality on any weapon used by 1 to a minimum of 1 |
| Dedication | 1 | Age of Rebellion, 86 | Plus one to any characteristic (Intellect) |
| Enduring | 1 | Age of Rebellion, 85 | Gain +1 soak value |
| Bad Motivator | 1 | Age of Rebellion, 85 | Once per session may may make a hard mechanics check to cause one targeted device to spontaneously fail. |
| Sleight of Mind | 2 | F&D 94 | Add bonus per rank to all stealth checks unless the opposition is immune to force powers |
| Well Rounded | 1 | F&D 94 | Choose any two skills, they permanently become career skills (Ranged Heavy, Cool) |
| Codebreaker | 2 | F&D 94 | Remove setback per rank of from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1 |
| Natural Tinker | 1 | AOR 85 | Once per session, may re-roll any 1 mechanics check |
| Selective Detonation | 2 | AOR 86 | When using any weapon with the blast quality, spend advantage to exclude 1 target that would normally be affeccted by the explosion.May not exceed ranks in Selective Detonation |
| Dantari Crystal | 1 | F&D 196 | When making a force power check as part of a combat check, a character usig a lightsaber with this crystal may spend F to recover 2 strain. |
| Street Smarts | 2 | F&D 94 & 95 | Remove Setback per rank of Streetwise and knowledge (Underworld) checks |
| Indistinguishable | 2 | F&D 94 | Upgrade difficulty of checks to identify character once per rank |
| Dodge | 2 | F&D 94 | When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge then upgrade the difficulty of checks by that number |
| Anatomy Lessons | 1 | F&D 94 | After making a successful attack can spend 1 destiny point to add damage equal to intellect to one hit |
| Force Rating +1 | F&D 94 | ||
| Fine Tuning | 1 | AoR 85 | When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank. |
| Dedication | 1 | AoR 85 | Plus one to any characteristic (agility) |
| Second Wind | 2 | AoR 86 | Once per encounter may use second wind incidental to recover strain equal to ranks in second wind. |
| Now You See Me | 1 | F&D 94 | Once per session, take now you see me action. Make a hard deception check to make a number of NPCs equal to Cunning within medium range forget about character. |
| Dedication | 1 | AoR 85 | Agility |
| Shroud | 1 | F&D 94 | The character may spend 1 destiny point to make them self undetectable via force powers and make their own powers go unnoticed for the remainder of the encounter. |
| Master of Shadows | 1 | F&D 94 | Once per round, suffer 2 strain to decrease difficulty of next stealth or skullduggery check by 1. |
| Dedication | 1 | F&D 94 | Cunning |
| Slippery Minded | 1 | F&D 94 | If under the effects of a force power, perform the slippery minded action; make a hard deception check to immediately end effects of power |
| Side Step | 1 | F&D 95 | Once per round may perform as maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for this round. Strain suffered this way cannot exceed ranks. |
| Shien Technique | 1 | F&D 95 | When making a check using the lightsaber skill the character may use cunning instead of brawn. |
| Reflect | 3 | F&D 95 | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in reflect |
| Conditioned | 1 | F&D 95 | Remove setback per rank from athletics and coordination checks. Reduce the damage and strain suffered from falling by 1 per rank. |
| Improved Reflect | 1 | F&D 95 | When reflecting a hit that generated a despair or 3 threat may hit one target in medium range with the same damage as the initial hit, after original attack resolves |
| Parry | 2 | F&D 95 | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry. |
| Counterstrike | 1 | F&D 95 | When an attack misses the character and generates despair or 2 threat, may upgrade next lightsaber (cunning)check against attacker during encounter once |
| Defensive Stance | 1 | F&D 95 | Once per round, may perform maneuver & suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks. |
| Dedication | 1 | F&D 95 | Intellect |
| Djem So Deflection | 1 | F&D 95 | After using reflect, may spend 1 destiny point to perform move maneuver as out of turn incidental to close distance with or engage opponent |
| Saber Throw | 1 | F&D 95 | see book |
| Disruptive Strike | 1 | F&D 95 |
| Upgrade | Effect |
|---|---|
| Control | Use with Coordination |
| Control | The user can jump vertically |
| Range | Spend pips to increase power's range by a number of bands equal to range upgrades purchased |
| Control | Can commit to Agility |
| Control | Can be used with Resilience skill |
| Contol | Can be used with Brawl skill |
| Control | Use with piloting planetary |
| Control | Use with piloting space |
| Control | Take a force leap action: Make an enhance power check. The user may spend pips to jump horizontally to any location in short range. |
| Control | Ongoing effect - commit force die. The user increases brawn characteristic by 1 (to a maximum of 6) |
| Control | Ongoing effect: Commit force die the user increases his agility characteristic by 1 to a maximum of 1. |
| Control | When performing a Force Leap, the user can jump vertically in addition to jumping horizontally. |
| Control | The user can perform a Force Leap as a maneuver instead of an action. |
| Upgrade | Effect |
|---|---|
| Control | Heal/harm additional equal to ranks in medicine |
| Control | If no dark side pips used, target heals strain equal to wounds healed (F&D 292) |
| Magnitude 2 | Spend 2 force pips to affect 1 additional target within range per rank. |
| Range | Spend pip to increase power's range by a number of range bands equal to Range upgrades purchased |
| Strength |
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. |
| Control | May make a heal power check combined with a hard medicine check. If check succeeds, one target who heals wounds also heals on critical injury. |
| Mastery | Once per session spend 4 pips to restore 1 target who died after the user's last turn to life. |
| Control | Spend pip to remove one status effect from target |
| Upgrade | Effect |
|---|---|
| Duration | Ongoing effect: Commit force die to sustain ongoing effects of power on each affected target while within range. |
| Range 2 | Spend pip to increase powers range by a number of range bands equal to upgrades purchased |
| Control | Commit one or more force die. When an opponent targets the user with a force power, after the opponent generates pips reduce the total pips generated by 1 per force die committed, to a minimum of 0. |
| Control | Spend 1 destiny point to use suppress as an out of turn incidental |
| Strength | Spend pip to add additional automatic failures equal to strength upgrades purchased on hostile force power checks. |
| Control | Spend 1 destiny point to use suppress as an out of turn incidental once per session. |