Force and Destiny
| Threshold | 17 |
| Current | 0 |
| Threshold | 20 |
| Current | 1 |
| Ranged | 6 |
| Melee | 6 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | X | 0 | ||
| Athletics (Br) | X | 0 | ||
| Charm (Pr) | X | 0 | ||
| Coercion (Will) | X | 0 | ||
| Computers (Int) | X | 5 | + 5 Droids | |
| Cool (Pr) | X | 0 | ||
| Coordination (Ag) | 0 | |||
| Deception (Cun) | X | 0 | ||
| Discipline (Will) | X | 5 | ||
| Leadership (Pr) | X | 0 | ||
| Mechanics (Int) | 5 | + 5 Droids | ||
| Medicine (Int) | 0 | |||
| Negotiation (Pr) | X | 0 | ||
| Perception (Cun) | X | 5 | Droid Flock | |
| Piloting: Planetary (Ag) | 0 | |||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | X | 0 | ||
| Skulduggery (Cun) | X | 0 | ||
| Stealth (Ag) | X | 0 | ||
| Streetwise (Cun) | 0 | |||
| Survival (Cun) | X | 1 | ||
| Vigilance (Will) | X | 2 | +2 Skill (Armor) | |
| Brawl (Br) | X | 0 | ||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Int) | X | 5 | ||
| Melee (Br) | X | 0 | ||
| Ranged: Light (Ag) | 0 | |||
| Ranged: Heavy (Ag) | X | 4 | ||
| Knowledge: Core Worlds (Int) | X | 0 | ||
| Knowledge: Education (Int) | X | 0 | ||
| Knowledge: Lore (Int) | X | 0 | ||
| Knowledge: Outer Rim (Int) | X | 0 | ||
| Knowledge: Underworld (Int) | 0 | |||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| 2-handed Cross Guard Lightsaber |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Sunder,Two-handed (+1DAM),X Guard (DEF=1, 2ADV Disarm,+1 Suc&ADV),Extended Hilt (+1 Dam,Vicious 1 Kyat Dragon pearl Vicious 4, superior 4) |
Damage16 |
Critical1 |
|
| Brawl/ Shield Gauntlets |
RangeEngaged |
SkillBrawl |
|
| Disorient 3, Knockdown,Cortosis, Pierce: Force Rating, Defensive 3, Deflection 3, Cuncussive, Accurate 2 |
DamageSTR+2 |
Critical4 |
|
| Mounted Auto Energy Rifle & Flame Projector |
RangeExtreme |
SkillRanged: Heavy |
|
| Auto-fire, Stun, Accurate 3, Pierce 2, Superior 2 |
Damage12 |
Critical3 |
|
| Under-Barrel Flame Projector, Cumbersome 1 |
RangeShort |
SkillRanged: Heavy |
|
| Burn 5, Blast 2, Superior 2 |
Damage12 |
Critical2 |
|
| Mounted Sniper Engergy Rifle |
RangeExtreme |
SkillRanged: Heavy |
|
| Accurate 5, Pierce 2, Stun Setting, Sniper ,Cumbersome 3 |
Damage10 |
Critical2 |
|
| Under-Barrel Grenade Launcher |
RangeMedium |
SkillRanged: Heavy |
|
| Limited Ammo 6, Blast 15, Breach 1, Vicious 4 |
Damage20 |
Critical2 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Uncanny Reactions | 1 | Force & Destiny PG 83 | +1 ADV per rank to all vigilance Checks |
| Keen Eyed | 1 | Force & Destiny PG 83 | -1 Dis per rank from perception and vigilance checks. Decrease time to search by half |
| Grit | 5 | Force & Destiny PG 83,71,77,95 | +1 strain threshold. |
| Sense Advantage | 1 | Force & Destiny PG 83 | Once per session, may add 2 Dis to 1 NPC's skill check |
| Force Rating | 4 | Force & Destiny PG 83,71 | +1 Force rating |
| The force is my Ally | 1 | Force & Destiny PG 83 | Suffer 2 strain to perform force power as maneuver 1 per session |
| Natural Mystic | 1 | Force & Destiny PG 83 | Once per session, may reroll any 1 Force power check |
| Kill with Kindness | 1 | Force & Destiny PG 71 | Remove 1 Dis per rank from charm and leadership checks |
| Researcher | 1 | Force & Destiny PG 71 | Remove 1 Dis per rank from all knowledge checks. Research takes .5 time |
| Smooth Talker | 1 | Force & Destiny PG 71 | Spend Triumph to earn succ per rank to negotiation checks |
| Preemptive Avoidance | 1 | Force & Destiny PG 71 | Spned 1 destiny point to disengage from engaged enemy as out of turn incidental |
| Knowledge Specialization | 1 | Force & Destiny PG 71 | Spend 1 Tri to gain success equal to rank for Knowledge WAR |
| Parry | 6 | Force & Destiny PG 77,95 | When hit by melee attack, suffer 3 strain to reduce damage by 2+ranks |
| Soresu Technique | 1 | Force & Destiny PG 77 | Use Intellect instead of Brawn on Lightsaber checks |
| Confidence | 1 | Force & Destiny PG 77 | -1 difficulty of discipline checks to avoid fear by 1 per rank |
| Supreme Parry | 1 | Force & Destiny PG 77 | If no combat check during his previous turn, may suffer 1 strain to sue parry. |
| Dedication | 2 | Force & Destiny PG 77,95 | +1 to a single characteristic. This Cannot bring a characteristic above 6 (Wil) |
| Defensive Stance | 3 | Force & Destiny PG 77,95 | 1 per round, suffer strain = to rank to upgrade difficulty of all melee attacks for = rounds |
| Reflect | 6 | Force & Destiny PG 77, 95 | When hit by a ranged attack, suffer 3 strain to reduce damage by 2+ ranks |
| Toughened | 1 | Force & Destiny PG 77,95 | +2 wound threshold / rank |
| Improved Parry | 1 | Force & Destiny PG 77 | When parrying a hit that generated Disp or 3 Dis, may hit attacker once with lightsaber, brawl, or melee weapon dealing base damage. |
| Defensive Circle | 1 | Force & Destiny PG 77 | Make Hard Lightsaber INT action. The character, plus one ally within short ranger per suc, gains x defense until beginning of next turn. x=1+1per 2 adv |
| Improved Reflect | 1 | Force & Destiny PG 77 | When reflecting a hit that generated Disp or 3 dis, may hit one target in medium range with the same damage as the initial hit. |
| Strategic Form | 1 | Force & Destiny PG 77 | Make Hard Lightsaber INT check with force die. If successful, 1 target within short range may only attack you for 1 + force points rolled |
| Conditioned | 1 | Force & Destiny PG 95 | Remove 1 dis Die per rank from Athletics and Coordination checks. -1 Dam and Strain from falling per rank |
| Djem So Deflection | 1 | Force & Destiny PG 95 | After using reflect, may spend 1 DP to perform move maneuver as out-of-turn incidental to close distance with or engage opponet |
| Falling Avalanche | 1 | Force & Destiny PG 95 | -2 strain to add damage = Brawn to next lightsaber combat check |
| Street Smarts | 1 | Force & Destiny PG 95 | -1 Dis per rank from streetwise and Knowledge Underworld checks |
| Shien Technique | 1 | Force & Destiny PG 95 | My use cunning instead of brawn for lightsaber checks |
| Saber Throw | 1 | Force & Destiny PG 95 | Attack within medium ranger, adding Force die no greater than rating. 1 point to hit, 1 point to return |
| Supreme Reflect | 1 | Force & Destiny PG 95 | If no combat check during last turn, may suffer 1 strain to use reflect |
| Upgrade | Effect |
|---|---|
| Control | Make the force leap action moving horizontally for short range using 1 FP |
| Control | Commit force die to increase agility |
| Range | Spend 1 FP to increase to Medium range when using force jump |
| Control | May use force jump as a maneuver instead of an action |
| Control | May use enhance on coordination checks |
| Control | May use enhance on piloting (planetary) checks |
| Control | May commit force die to increase brawn |
| Control | May use enhance on piloting (Space) checks |
| Control | May use enhance on resilience checks |
| Control | May use enhance on brawl checks |
| Control | May jump vertical or horizontal using force jump |
| Upgrade | Effect |
|---|---|
| Strength | spend 1 Force point to eliminate 1 force-based illusion per strength upgrade purchased |
| Magnitude | Spend 1FP to eliminate additional illusions equal to Magnitude upgrades |
| Control | Commit 1 Force Die. Upgrade ability of Vigilance & Perception checks once |
| Duration | Commit 1 force die to continue tracking target even when it moves |
| Control | Spend 1 Force point to track one additional target |
| Magnitude | Spend 1 Force point to gain one additional detail per magnitude upgraded purchased |
| Upgrade | Effect |
|---|---|
| Control | May perform fine motor tasks at range |
| Strength | Spend 1 FP to increase SIL by 1 plus ranks in strength. |
| Magnitude | Spend 1 FP to increase quantity of items moved by 1 plus ranks in magnitude |
| Magnitude | Spend 1 FP to increase quantity of items moved by 1 plus ranks in magnitude |
| Magnitude | Spend 1 FP to increase quantity of items moved by 1 plus ranks in magnitude |
| Strength | Spend 1 FP to increase SIL by 1 plus ranks in strength. |
| Strength | Spend 1 FP to increase SIL by 1 plus ranks in strength. |
| Strength | Spend 1 FP to increase SIL by 1 plus ranks in strength. |
| Range | Increase range equal to range upgrades |
| Range | Increase range equal to range upgrades |
| Control | Discipline check to throw item doing 10 X SIL damage |
| Range | Increase range equal to range upgrades |
| Magnitude | Spend 1 FP to increase quantity of items moved by 1 plus ranks in magnitude |
| Control | Can pull items out of secure location or enemy hands |
| Upgrade | Effect |
|---|---|
| Mastery | When the user is making a bind check, if the check was not already opposed, the user may roll an opposed Discipline v Discipline check against one target of the power. If no Dark side points were used to generate FP and the user succeeds on the check,, he may immediately stagger the target until the end of his next turn. If Dark side were used, and the check succeeds, the target suffers a critical injury, adding +10 to the roll per FP spent on the check. |
| Control | Spend 1 FP to move the target one range band closer or farther away |
| Strength | Spend 1 FP to disorient the target for a number of rounds = to strength upgrades |
| Control | Spend 1 FP, whenever a target affected by Bind takes an action, That target suffers strain = Willpower |
| Duration | Commit 3 Force Die to sustain the ongoing effects of the power on each affected target. |
| Range | Spend 1 FP to increase power's range by a number of range bands equal to range upgrades |
| Range | Spend 1 FP to increase power's range by a number of range bands equal to range upgrades |
| Range | Spend 1 FP to increase power's range by a number of range bands equal to range upgrades |
| Upgrade | Effect |
|---|---|
| Control | Spend 1 FP to remove one status effect from target. or to heal wounds = to wounds inflicted on target. healed character gains 1 conflict |
| Strength | Spend 1 FP to increase wounds healed or inflicted by 1 / rank upgrades purchased |
| Mastery | Once / session spend 4 FP to restore 1 target who died after end of user's last turn to life. Once per sessions, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 conflict |
| Range | spend 1 FP to increase range by number of range upgrades purchased |
| Range | spend 1 FP to increase range by number of range upgrades purchased |
| Strength | Spend 1 FP to increase wounds healed or inflicted by 1 / rank upgrades purchased |
| Magnitude | Spend 2 FP to affect 1 additional target within ranger per rank of Magnitude |
| Magnitude | Spend 2 FP to affect 1 additional target within ranger per rank of Magnitude |
| Control | Heal: Heal additional wounds = ranks in Medicine. Harm: Inflict additional wounds = to ranks in medicine |
| Control |
Heal: if no Dark Side points used, target heals strain =to wounds healed.
Harm: If Dark Side points were used, user heals strain equal to wounds inflicted. |
| Control |
Heal: Roll with Hard Medicine check, If succeeds, one target who heals wounds also heals one critical injury
Harm: Roll opposed Medicine V Resilience check. If succeeds, one target who suffers wounds also suffers 1 Critical Injury adding +10 per 2 adv. |
| Magnitude | Spend 2 FP to affect 1 additional target within ranger per rank of Magnitude |
| Upgrade | Effect |
|---|---|
| Control | Discipline v Discipline check. If success spend 1 FP to force opponent to adopt emotional state or believe something untrue for 1 round or 5 min. |