Force and Destiny
| Threshold | 25 |
| Current | 0 |
| Threshold | 18 |
| Current | 0 |
| Ranged | 3 |
| Melee | 3 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | X | 1 | ||
| Charm (Pr) | 0 | |||
| Coercion (Will) | 0 | |||
| Computers (Int) | 0 | |||
| Cool (Pr) | X | 1 | ||
| Coordination (Ag) | 0 | |||
| Deception (Cun) | 0 | |||
| Discipline (Will) | X | 3 | ||
| Leadership (Pr) | X | 2 | ||
| Mechanics (Int) | X | 3 | ||
| Medicine (Int) | X | 3 | ||
| Negotiation (Pr) | 1 | |||
| Perception (Cun) | X | 1 | ||
| Piloting: Planetary (Ag) | X | 1 | ||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | X | 1 | ||
| Skulduggery (Cun) | 0 | |||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | 0 | |||
| Survival (Cun) | 0 | |||
| Vigilance (Will) | X | 1 | ||
| Brawl (Br) | X | 1 | ||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Int) | X | 3 | ||
| Melee (Br) | X | 1 | ||
| Ranged: Light (Ag) | X | 2 | ||
| Ranged: Heavy (Ag) | 0 | |||
| Knowledge: Core Worlds (Int) | 0 | |||
| Knowledge: Education (Int) | 0 | |||
| Knowledge: Lore (Int) | X | 1 | ||
| Knowledge: Outer Rim (Int) | X | 1 | ||
| Knowledge: Underworld (Int) | 0 | |||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| Offensive Lightsaber (Silver-Blue Blade, Ilum Crystal) |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Sunder, Vicious 2, Superior, Accurate (Personalized Design) |
Damage11 |
Critical1 |
|
| Defensive Lightsaber (Ocean-Blue Blade, Etaan Crystal) |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Sunder, Vicious 1, Superior, Accurate (Personalized Design) |
Damage9 |
Critical1 |
|
| Unarmed |
RangeEngaged |
SkillBrawl |
|
| Disorient 1, Knockdown, Stun Setting |
Damage3 |
Critical5 |
|
| SJEP-SJ2 Blaster Pistol (Custom-Built) |
RangeLong |
SkillRanged: Light |
|
| Stun Setting, Superior, Accurate 2, Pierce 2 |
Damage11 |
Critical3 |
|
| SJER Laser Carbine (Custom-Built) |
RangeLong |
SkillRanged: Heavy |
|
| Stun Setting, Accurate 3, Superior, Pierce 1 |
Damage14 |
Critical3 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Toughened | 6 | Force and Destiny pg. 153 | Gain +2 wound threshold. |
| Gearhead | Keeping the Peace pg. 30 | Remove SETBACK per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.. | |
| Inventor | 2 | Force and Destiny pg. 146 | When constructing new items or modifying attachments, add BONUS die or remove SETBACK die per rank of Inventor. |
| Grit | 6 | Force and Destiny pg. 144 | Gain +1 strain threshold. |
| Armor Master | Keeping the Peace pg. 30 | When wearing armor, increase total soak value by 1. | |
| Armor Master (Improved) | Keeping the Peace pg. 30 | When wearing armor with a soak value of 2 or higher, increase defense by 1. | |
| Armor Master (Supreme) | Keeping the Peace pg. 30 | 1/rd, when the character suffers a Critical injury, may suffer 3 strain to take the Armor Master Incidental to reduce the Critical injury result that he suffers by 10 per point of his soak. | |
| Bodyguard | 2 | 1/rd, perform Bodyguard maneuver to guard an engaged character, spending strain no greater than ranks in Bodyguard to upgrade attack checks against that character a number of times equal to your strain taken until the beginning of the next turn. | |
| Force Rating | 5 | Gain +1 Force rating per rank | |
| Dedication | 6 | Gain +1 to a single characteristic. Bonus Characteristic: +1 Intellect, +1 Intellect, +1 Presence. | |
| Imbue Item | Suffer 1 strain and commit FORCE die as a manuever to grant one weapon, piece of armor, or item an improvement while the FORCE DIE remains committed. Suffer 1 strain per rd while die remains committed. | ||
| Mental Tools | Always count as having the right tools for the job when performing Mechanics checks. | ||
| Parry | 5 | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. | |
| Reflect | 4 | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. | |
| Command | Add BOOST per rank of Command to Leadership skills. Affected targets add BOOST to Discipline checks for 24 hours. | ||
| Commanding Presence | Remove SETBACK per rank of Commanding Presence from Leadership and Cool checks. | ||
| Confidence | 2 | Decrease difficulty of Discipline checks to avoid fear by 1 per rank of talent. | |
| Defensive Stance | 2 | 1/rd may perform Defensive Stance maneuver and suffer strain equal to ranks to increase difficulty of incoming melee attacks by equal amount. | |
| Enhanced Leader | May add FORCE rating to Leadership checks and spend LIGHT FORCE pips to add SUCCESS or ADVANTAGE | ||
| Force Protection | Perform Force Protection manuever to suffer 1 strain and commit FORCE dice up to ranks of Force Protection to increase soak by FORCE dice committed. Suffer 1 strain per rd FORCE remains committed. | ||
| Parry (Improved) | When parrying, may spend DESPAIR or 3 THREAT to hit attacker once with Lightsaber, Brawl, or Melee weapon's base damage after original attack resolves. | ||
| Parry (Supreme) | If the user did not make a combat check during his previous turn, only take 1 strain per use of Parry. | ||
| Reflect (Improved) | When reflecting, may spend DESPAIR or 3 THREAT to hit one target in Medium range with the same damage as initial hit after original attack resolves. | ||
| Physician | When making a successful check to heal wounds, target heals additional strain equal to ranks in Physician. | ||
| Quick Draw | 1/rd, draw or holster a weapon or accessible item as an incidental (Equipment mods) | ||
| Reinforce Item | Take Reinforce Item maneuver to commit 2 FORCE dice to grant one weapon or piece of armor the Cortosis quality while committed. Suffer 3 strain per round while talent is activated. | ||
| Second Wind | 3 | 1/enc, may use Second Wind incidental to heal strain equal to ranks in Second Wind. | |
| Soresu Technique | May use Intellect instead of Brawn to make Lightsaber skill checks. | ||
| Stimpack Specialization | Stimpacks heal additional wounds equal to ranks in Stimpack Specialization. |
| Upgrade | Effect |
|---|---|
| Control: Force Leap (Vertical) | Make an Enhance power check. may spend FORCE point to jump vertically in addition to horizontally. |
| Control: Agility | Commit FORCE die to increase Agility by 1 (to max of 6) |
| Control: Range | Spend FORCE pip to increase range of Force Leap by number of rang bands equal to range upgrades purchased. |
| Control: Piloting - Space | Enhance can be used with the Piloting - Space skill. |
| Control: Resilience | Enhance can be used with the Resilience skill. |
| Control: Force Leap (Horizontal) | Make an Enhance power check. may spend FORCE point to jump horizontally to any location in short range. |
| Control: Brawl | Enhance can be used with the Brawl skill. |
| Control: Piloting - Planetary | Enhance can be used with the Piloting - Planetary skill. |
| Control: Coordination | Enhance can be used with the Coordination skill. |
| Upgrade | Effect |
|---|---|
| Control: Strain | HEAL: If no DARK FORCE pips used to activate power, heal Strain equal to Wounds healed. HARM: If any DARK FORCE pips were used to activate power, user heals strain equal to wounds inflicted. |
| Magnitude 2 | Spend 2 FORCE pts to affect 1 additional target w/in range per rank of Magnitude. |
| Control: Medicine | HEAL: Heal additional wounds equal to ranks in Medicine. HARM: Inflict additional wounds equal to ranks in Medicine. |
| Control: Critical | HEAL: May combine Heal/Harm power check with HARD Medicine check - if successful, target also heals one critical injury. HARM: May combine Heal/Harm power check with opposed Medicine vs. Resilience check - if successful, target suffers critical injury in addition to wounds (add +10 to crit roll per 2 ADVANTAGE rolled) |
| Range | Spend FORCE pt to increase power's range by number of bands equal to range upgrades purchased. |
| Upgrade | Effect |
|---|---|
| Upgrade | Effect |
|---|---|
| Control: Upgrade Difficulty | Commit FORCE die as an action to upgrade the difficulty of one attack against user per round. |
| Strength | When using Sense's ongoing effects, upgrade the pool twice instead of once. |
| Control: Upgrade Ability | Commit FORCE die as an action to upgrade the user's attack ability twice per round. |
| Duration | Sense's ongoing effect may be triggered one additional time per round. |
| Upgrade | Effect |
|---|---|
| Strength | Spend 2 FORCE pts to add one additional automatic SUCCESS to affected characters' checks. |
| Control: Planetary Scale | May suffer 4 strain to change range of power and range upgrades to Planetary scale. |
| Control: Orders | May combine Battle Meditation check with EASY Leadership check - if successful, user may send simple orders as part of the power. |
| Duration | Commit 3 FORCE DICE to sustain the ongoing effects of the power on each affected target while it remains in range. |
| Magnitude | Spend FORCE pt to affect additional targets equal to Presence per rank of Magnitude purchased. |
| Range 3 | Spend FORCE pt to increase power's range by number of range bands equal to Range upgrades purchased. |
| Upgrade | Effect |
|---|---|
| Control: Mechanics | May combine a Manipulate check with a Mechanics check and spend FORCE pts to gain SUCCESS or ADVANTAGE. |
| Control: Item Damage | Commit one FORCE die to count a damaged weapon or item as undamaged while die is committed. |