Force and Destiny
| Threshold | 22 |
| Current | 0 |
| Threshold | 16 |
| Current | 0 |
| Ranged | 0 |
| Melee | 0 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | X | 1 | ||
| Charm (Pr) | X | 1 | ||
| Coercion (Will) | 0 | |||
| Computers (Int) | 0 | |||
| Cool (Pr) | X | 2 | ||
| Coordination (Ag) | X | 1 | ||
| Deception (Cun) | 0 | |||
| Discipline (Will) | X | 2 | ||
| Leadership (Pr) | X | 3 | ||
| Mechanics (Int) | 0 | |||
| Medicine (Int) | 0 | |||
| Negotiation (Pr) | X | 1 | ||
| Perception (Cun) | X | 3 | ||
| Piloting: Planetary (Ag) | X | 0 | ||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | 0 | |||
| Skulduggery (Cun) | 0 | |||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | 0 | |||
| Survival (Cun) | X | 1 | ||
| Vigilance (Will) | 2 | |||
| Brawl (Br) | X | 1 | ||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Pr) | X | 4 | ||
| Melee (Br) | X | 1 | ||
| Ranged: Light (Ag) | 0 | |||
| Ranged: Heavy (Ag) | 0 | |||
| Knowledge: Core Worlds (Int) | 0 | |||
| Knowledge: Education (Int) | 0 | |||
| Knowledge: Lore (Int) | 1 | |||
| Knowledge: Outer Rim (Int) | 0 | |||
| Knowledge: Underworld (Int) | 0 | |||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| Green Ilum Crystal Lightsaber |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Sunder, Vicious 1, HP (3/5), Enc (1) |
Damage8 |
Critical1 |
|
| Fists |
RangeEngaged |
SkillBrawl |
|
| Disorient 1, Knockdown |
Damage3 |
Critical5 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Parry (Rank 8) | F&D, 100 | When hit with a melee attack, suffer 3 strain to reduce damage taken by 2 plus ranks. | |
| Second Wind (Rank 5) | F&D, 100 | Once per encounter, use Second Wind incidental to recover strain equal to ranks. | |
| Conditioned | F&D, 100 | Remove 1 Setback per rank from Athletics and Coordination checks. Reduce falling damage and strain loss by 1 per rank. | |
| Toughened (Rank 4) | F&D, 100 | +2 Wound Threshold per rank. | |
| Quick Draw | F&D, 100 | Once per round, draw or holster a weapon or accessible item as an incidental. | |
| Natural Blademaster | F&D, 100 | Once per session, re-roll 1 Melee or Lightsaber check. | |
| Sarlacc Sweep | F&D, 100 | Increase the difficulty of Lightsaber check by 1 to perform the Sarlacc Sweep action; spend 2 Advantages to hit additional engaged targets. | |
| Confidence (Rank 2) | F&D, 75 | May decrease the difficulty of Discipline checks to resist fear by 1 per rank. | |
| Commanding Presence | F&D, 75 | Remove 1 Setback die per rank from Leadership and Cool checks. | |
| Multiple Opponents | F&D, 100 | Add 1 Bonus die to Lightsaber, Brawl, or Melee checks when engaged with multiple opponents. | |
| Improved Parry | F&D, 100 | When parrying an attack that generated 3 Threat or 1 Despair, may hit target once with Lightsaber, Brawl, or Melee (dealing base damage) after the initial attack resolves. | |
| Sum Djem | F&D, 100 | Spend 1 Triumph or 2 Advantages with a successful Lightsaber check to disarm opponent. | |
| Defensive Training (Rank 4) | F&D, 100 | When wielding a Lightsaber, Brawl, or Melee weapon, add Defensive quality equal to ranks. | |
| Durable (Rank 2) | F&D, 100 | May reduce any Critical Injury suffered by 10 points per rank, minimum 1. | |
| Dedication (Rank 4) | F&D, 100; 75; 70; 82 | +1 Characteristic per rank (Brawn, Presence, Willpower, Presence). | |
| Enhanced Leader | F&D, 75 | When making a Leadership check, add FD up to Force Rating. Spend F to add 1 Success or Advantage. | |
| Command (Rank 2) | F&D, 75 | Add 1 Bonus die per rank to Leadership checks. Affected targets receive 1 Bonus die to Discipline checks for the next 24 hours. | |
| Field Commander | F&D, 75 | Take the Field Commander action. Make an Average Leadership check. Allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver. | |
| Improved Field Commander | F&D, 75 | Field Commander affects 2 times Presence; may spend Triumph to allow allies to suffer 1 strain and perform a free action instead of maneuver. | |
| Force Rating (Rank 2) | F&D, 75 | +1 Force Rating | |
| Reflect (Rank 3) | F&D, 70 | When hit by a ranged attack, spend 3 strain to reduce damage by 2 plus ranks. | |
| Grit (Rank 3) | F&D, 70 | +1 Strain Threshold per rank. | |
| Nobody's Fool | F&D, 70 | Upgrade the difficulty of incoming Charm, Coercion, or Deception checks by ranks. | |
| Niman Technique | F&D, 70 | When making a Lightsaber check, may use Willpower instead of Brawn. | |
| Sense Emotions | F&D, 70 | Add 1 Bonus die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. | |
| Draw Closer | F&D, 70 | Perform the Draw Closer action; make a Lightsaber (Willpower) check against 1 Silhouette One within medium range, adding FD to check; spend F to move target 1 range band closer or add 1 success to check. | |
| Center of Being (Rank 2) | F&D, 70; F&D, 100 | Take the Center of Being maneuver; until the beginning of the next turn, increase the critical rating of attacks against character by 1 per rank. | |
| Improved Center of Being | F&D, 70 | Suffer 1 strain to activate Center of Being as an incidental. | |
| Resist Disarm | F&D, 82 | Suffer 2 Strain to avoid being disarmed or have weapon damaged or destroyed. | |
| Makashi Technique | F&D, 82 | When making a Lightsaber check, may use Presence instead of Brawn. | |
| Duelist Training | F&D, 82 | Add 1 Bonus die to all Melee or Lightsaber checks when engaged with only 1 opponent. | |
| Feint (Rank 2) | F&D, 82 | Spend Triumph or 3 Advantages generated on a missed attack to upgrade the difficulty of opponent's next attack by ranks. | |
| Intense Presence | F&D, 82 | Spend 1 Destiny Point to recover Strain equal to Presence. | |
| Makashi Flourish | F&D, 82 | Once per encounter, perform the Makashi Flourish action. Make an Average Lightsaber (Presence) check. 1 engaged target suffers Strain equal to Successes. Recover an equal amount of Strain. | |
| Makashi Finish | F&D, 82 | Take the Makashi Finish action. Perform a Lightsaber (Presence) combat check against an engaged target, adding FD no greater than Force Rating. Spend F to add +10 to any Critical Injury rolls. |
| Upgrade | Effect |
|---|---|
| Strength | When using Sense's ongoing effects, upgrade twice instead of once. |
| Duration | Sense's ongoing effects can be triggered a second time each round. |
| Control | Commit FD. Once per round, when targeted in combat, upgrade the difficulty of the attack once. |
| Upgrade | Effect |
|---|---|
| Control (Rank 3) | May be used with Coordination, Resilience, Brawl. |
| Control (Force Leap) | Take the Force Leap action. Spend F to jump horizontally to any location in short range. |
| Control (Vertical Leap) | Can leap vertically as well as horizontally. |
| Range | Spend F to increase range of Leap to Medium. |
| Control (Leap as Maneuver) | May use Force Leap as a maneuver. |
| Upgrade | Effect |
|---|---|
| Range | Spend F to increase range by bands equal to ranks purchased. |
| Strength | Spend F to increase silhouette size affected by ranks purchased. |
| Control (Hurl) | The Force user can hurl objects to damage targets by making a ranged attack (Discipline), combined with a Move power check, dealing damage equal to 10 times the silhouette. |
| Upgrade | Effect |
|---|---|
| Magnitude | Spend F to exclude 1 target from Ebb/Flow effects. |
| Strength | Spend F to increase the strain inflicted or healed by 1. May activate multiple times. |