Force and Destiny
| Threshold | 16 |
| Current | 0 |
| Threshold | 21 |
| Current | 0 |
| Ranged | 1 |
| Melee | 1 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | X | 0 | ||
| Athletics (Br) | X | 2 | -1 Setback (Conditioned) | |
| Charm (Pr) | 3 | |||
| Coercion (Will) | 1 | |||
| Computers (Int) | 0 | |||
| Cool (Pr) | X | 1 | ||
| Coordination (Ag) | X | 1 | -1 Setback (Conditioned) | |
| Deception (Cun) | 0 | |||
| Discipline (Will) | 1 | |||
| Leadership (Pr) | 3 | |||
| Mechanics (Int) | X | 2 | ||
| Medicine (Int) | 0 | |||
| Negotiation (Pr) | 0 | |||
| Perception (Cun) | X | 1 | ||
| Piloting: Planetary (Ag) | 2 | |||
| Piloting: Space (Ag) | X | 2 | ||
| Resilience (Br) | 0 | |||
| Skulduggery (Cun) | 0 | |||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | 1 | |||
| Survival (Cun) | X | 0 | ||
| Vigilance (Will) | 0 | |||
| Brawl (Br) | X | 3 | +1 Boost Dice | |
| Gunnery (Ag) | X | 1 | ||
| Lightsaber (Ag) | X | 4 | ||
| Melee (Br) | X | 3 | ||
| Ranged: Light (Ag) | 1 | |||
| Ranged: Heavy (Ag) | 0 | |||
| Knowledge: Core Worlds (Int) | 0 | |||
| Knowledge: Education (Int) | 0 | |||
| Knowledge: Lore (Int) | 0 | |||
| Knowledge: Outer Rim (Int) | 0 | |||
| Knowledge: Underworld (Int) | 0 | |||
| Knowledge: Warfare (Int) | 2 | |||
| Knowledge: Xenology (Int) | 0 |
| Blaster Pistol |
RangeMedium |
SkillRanged: Light |
|
| Stun Setting |
Damage6 |
Critical3 |
|
| Blaster Rifle |
RangeLong |
SkillRanged: Heavy |
|
| Stun Setting |
Damage9 |
Critical3 |
|
| Basic Lightsaber x 2 |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Sunder, Linked |
Damage6 |
Critical2 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Ataru Technique | 1 | FaD | When making a check using the Lightsaber skill, may use Agility instead of Brawn. |
| Center Of Being | 1 | Take a Center Of Being maneuver. Until the beginning of next turn, attacks against Dusk increase their critical rating by 1 per rank. | |
| Conditioned | 2 | Remove 1 setback die per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. | |
| Dedication | 2 | Gain@1 to a single characteristic. | |
| Defensive Training | 1 | When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality, with a rating equal to ranks. | |
| Durable | 4 | May reduce any Critical Injury sufferd by 10 per rank of Durable, to a minimum of 1 | |
| Enduring | 1 | Gain +1 Soak | |
| Feint | 1 | Spend 1 Triumph or 3 Advantage generated on a missed melee attack to upgrade the difficulty of opponent’s next attack targeting Dusk by ranks. | |
| Grit | 4 | Gain +1 Strain Threshold | |
| Hawk Bat Swoop | 1 | Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against a target within short range, adding Force dice no greater than Force rating. Spend 1 Force point to engage target and spend 1 Force point to add Success to check | |
| Jump Up | 1 | Once per round, Dusk may stand from seated or prone as an incidental. | |
| Makashi Technique | 1 | When making a check using the Lightsaber skill, may use Brawn instead of Brawn. | |
| Multiple Opponents | 1 | Add +1 Boost to Lightsaber, Brawl, and Melee checks when engaged with multiple opponents. | |
| Natural Blademaster | 1 | Once per session, may reroll one Lightsaber or Melee check. | |
| Parry | 10 | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry | |
| Parry (Improved) | 1 | When parrying a hit that generated 1 Despair or 3 Threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon, dealing base damage, after original attack resolves | |
| Quick Draw | 1 | Once per round, draw or holster a weapon or accessible item as an incental | |
| Reflect | 2 | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks | |
| Resist Disarm | 1 | Suffer 2 strain to avoid being disarmed or having weapon damaged or destroyed | |
| Saber Throw | 1 | Perform Saber Throw action to make a Lightsaber combat check as a ranged attack at a target within medium range, adding Force dice no greater than Force rating. Must spend 1 Force point to succeed and hit target, spend an additional Force point to return Lightsaber to Dusk’s hand. | |
| Sarlacc Sweep | 1 | Increase difficulty of Lightsaber check by 1 to perform a Sarlacc Sweep action. May spend 2 Advantage to hit additional engaged targets. | |
| Second Wind | 2 | Once per encounter, Dusk may use Second Wind as an incidental to heal Strain equal to ranks | |
| Sum Diem | 1 | May spend 1 Triumph or 2 Advantage with successful Lightsaber check to disarm opponent | |
| Toughened | 5 | Gain +2 Wound threshold |
| Upgrade | Effect |
|---|---|
| Control: Force Leap (Vertical) | When performing a Force Leap, Dusk can jump vertically in addition to jumping horizontally. |
| Control: Force Leap (Horizontal) | Take a Force Leap action: Make an Enhanced power check. Dusk may use a Force point to jump horizontally to any location within short range. |
| Upgrade | Effect |
|---|---|
| Control: Emotion/Belief | Dusk may make an opposed Discipline vs. Discipline check combined with an Influence power check. If she spends force points and succeeds on the check, she can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes. |
| Control: Skills | When making a Coercion, Charm, Deception, Leadership or Negotiation check, Dusk may roll an Influence power check as part of her dice pool. She may spend Force points to gain Successes or Advantages (player’s choice) on the check. |
| Range 1 | Spend Force points to increase the power’s range by a number of range bands equal to Range upgrades., |
| Upgrade | Effect |
|---|---|
| Magnitude 1 | Spend Force point to increase targets affected equal to Magnitude rank. |
| Strength 2 | Spend a Force point to increase silhouette able to be targeted to silhouette 2. |
| Control: Hurl | Dusk 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 (silhouette 0 deals 5 damage). |
| Range 2 | Spend a Force point to increase the range to Long |
| Control: Pull | Dusk can pull objects out of secure mountings or out of an opponent’s grasp |
| Upgrade | Effect |
|---|---|
| Control: Upgrade Difficulty | Dusk can commit a Force dice. Once per round, when an attack targets her, she upgrades the difficulty of the pool once. |
| Control: Sense Thoughts | Dusk can spend a Force point to sense the current thoughts of one living target with whom she is engaged. |
| Range 3 | Dusk can spend a Force point to increase the power’s range 3 times. |