Force and Destiny
| Threshold | 18 |
| Current | 0 |
| Threshold | 18 |
| Current | 0 |
| Ranged | 2 |
| Melee | 4 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | 0 | |||
| Charm (Pr) | X | 0 | ||
| Coercion (Will) | X | 0 | ||
| Computers (Int) | 0 | |||
| Cool (Pr) | 0 | Foresee | ||
| Coordination (Ag) | 0 | |||
| Deception (Cun) | 1 | |||
| Discipline (Will) | X | 1 | ||
| Leadership (Pr) | 0 | |||
| Mechanics (Int) | 1 | Manipulate, +1 Succ +1 Adv (Spec. Tool) | ||
| Medicine (Int) | X | 1 | +1 Boost (Medpac) | |
| Negotiation (Pr) | 0 | |||
| Perception (Cun) | X | 1 | +1 Boost, -2 Setback (From Environment) | |
| Piloting: Planetary (Ag) | 0 | |||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | X | 0 | +1 Boost (Poisons) | |
| Skulduggery (Cun) | 0 | |||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | 0 | |||
| Survival (Cun) | 0 | |||
| Vigilance (Will) | X | 2 | Foresee | |
| Brawl (Br) | 0 | Essential Kill, Deathblow | ||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Int) | X | 4 | Ravage, Essential Kill, Deathblow | |
| Melee (Br) | X | 0 | Essential Kill, Deathblow | |
| Ranged: Light (Ag) | 0 | Essential Kill, Deathblow | ||
| Ranged: Heavy (Ag) | X | 4 | Essential Kill, Deathblow, -1 Setback (Bow) | |
| Knowledge: Core Worlds (Int) | 0 | -1 Setback, -50% Time | ||
| Knowledge: Education (Int) | X | 0 | -1 Setback, -50% Time | |
| Knowledge: Lore (Int) | X | 4 | -3 Setback, -2 Difficulty, -50% Time, Alchemical Arts | |
| Knowledge: Outer Rim (Int) | X | 0 | -1 Setback, -50% Time | |
| Knowledge: Underworld (Int) | 0 | -1 Setback, -50% Time | ||
| Knowledge: Warfare (Int) | 0 | -1 Setback, -50% Time | ||
| Knowledge: Xenology (Int) | X | 1 | -1 Setback, -50% Time |
| Briar's Lightsaber (Lost) |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Sunder, Vicious 1, Personalized, Bled |
Damage6+1 |
Critical1 |
|
| FS19 Compound Bow |
RangeMedium |
SkillRanged: Heavy |
|
| Cumbersome 2, Limited Ammo 1, Pierce 1, Vicious 2, Custom Grip (-1 Setback) |
Damage5 |
Critical4 |
|
| Reforged Lightsaber |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Burn 1, Sunder, Defensive 2 |
Damage8 |
Critical5 |
|
| Ammo (Explosive Tipped Arrow) x5 |
RangeMedium |
SkillRanged: Heavy |
|
| Blast 4, Limited Ammo 1 |
Damage6 |
Critical3 |
|
| Ammo (Incendiary Arrow) x4 |
RangeMedium |
SkillRanged: Heavy |
|
| Burn 2, Limited Ammo 1 |
Damage6 |
Critical3 |
|
| Ammo (Net Arrow) x5 |
RangeMedium |
SkillRanged: Heavy |
|
| Ensnare 2, Limited Ammo 1 |
Damage2 |
CriticalN/A |
|
| Ammo (Stun Arrow) x5 |
RangeMedium |
SkillRanged: Heavy |
|
| Stun Damage, Limited Ammo 1 |
Damage6 |
CriticalN/A |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Grit x5 | F&D UP 27, RotS 30, F&D SS 28 | Alchemist, Outcast, Executioner | Gain +1 Strain Threshold. | |
| Blooded x1 | F&D UP 27 | Alchemist | Add 1 Boost per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded, to a minimum of 1. | |
| Alchemical Arts x2 | F&D UP 27 | Alchemist | After making a check to craft a potion or talisman, may suffer strain up to twice ranks in Alchemical Arts. For every two strain, add 1 Light Pip or 1 Dark Pip to results. | |
| Transmogrify | F&D UP 27 | Alchemist | When making a crafting check, may add Force die no greater than Force rating. Spend 1 Pip to add 1 Success and spend 2 Pips to add 1 Advantage to check. | |
| Improvised Concoction | F&D UP 27 | Alchemist | Once per session, as an action, make a Hard (3 Difficulty) Knowledge (Xenology) check, adding Force die no greater than Force rating to create 1 dose of a poison or drug with rarity of Intellect + Successes + Pips spent, or lower. | |
| Dedication (Intellect) | F&D UP 27 | Alchemist | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. | |
| Uncanny Senses x1 | RotS 30 | Outcast | Add 1 Boost per rank of Uncanny Senses to all Perception checks. | |
| Secrets Of The Force | RotS 30 | Outcast | Knowledge (Lore) and Lightsaber become career skills for the character. | |
| Parry x1 | RotS 30 | Outcast | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. | |
| Renegade Form (Intellect) | RotS 30 | Outcast | When the character purchases this talent, they choose one characteristic. They may use this characteristic in place of Brawn when making Lightsaber checks. | |
| Reflect x1 | RotS 30 | Outcast | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. | |
| Force Rating x4 | RotS 30, F&D UP 29, F&D SS 28, F&D UP 27 | Outcast, Magus, Executioner, Alchemist | Gain +1 Force Rating. | |
| Ravage | RotS 30 | Outcast | Once per encounter, the character may suffer 3 strain to add Force Die up to their Force rating to a combat check targeting an engaged opponent. The character may spend 1 Pip to add 1 Success or 1 Advantage to the check results. | |
| Dedication (Intellect) | RotS 30 | Outcast | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. | |
| Confidence x1 | F&D UP 29 | Magus | May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. | |
| Channel Agony x2 | F&D UP 29 | Magus | After rolling Force Die, may suffer wounds up to twice ranks in Channel Agony to add automatic Dark Pip for every two wounds suffered to the results. | |
| Quick Draw | F&D SS 28 | Executioner | Once per round, draw or holster a weapon or accessible item as an incidental. | |
| Resolve x1 | F&D UP 29 | Magus | When involuntarily suffering strain, suffer 1 less strain per rank of Resolve, to a minimum of 1. | |
| Lethal Blows x1 | F&D SS 28 | Executioner | The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. | |
| Toughened x3 | F&D UP 29, F&D SS 28 | Magus, Executioner | Gain +2 Wound Threshold. | |
| Precise Aim x1 | F&D SS 28 | Executioner | Once per round, may perform a Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number. | |
| Dedication (Willpower) | F&D UP 29 | Magus | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. | |
| Deathblow | F&D SS 28 | Executioner | After making a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Willpower to one hit of the successful attack. | |
| Marked For Death | F&D SS 28 | Executioner | Take the Marked for Death maneuver, commiting 1 Force Die. Add 2 Advantage to combat checks against target while Force Die remains commited, but cannot use this talent again until the original target is incapacitated or the session ends. | |
| Researcher x1 | F&D UP 27 | Alchemist | Remove 1 Setback per rank of Researcher from all Knowledge checks. Researching a subject takes half the time. | |
| Dedication (Willpower) | F&D SS 28 | Executioner | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. | |
| Stim Application | F&D UP 27 | Alchemist | Take the Stim Application Action; make an Average (2 Difficulty) Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain. | |
| Essential Kill | F&D SS 28 | Executioner | When making a non-Gunnery combat check, the character may add Force Die no greater than his Force rating to the check. The character may spend 1 Force Pip to add 1 Advantage, or 3 Force Pips to add 1 Triumph (character's choice) to the result. | |
| Identify Ingredients | F&D UP 27 | Alchemist | After being exposed to a substance, as an out of turn incidental, may roll Force Die no greater than Force rating. Spend 2 Pips to immediately identify its composition and effects. | |
| Secret Lore x2 | F&D UP 29 | Magus | Remove 1 Setback per rank of Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (Lore) checks by 1. | |
| Mind Over Matter | F&D UP 29 | Magus | The character may spend one Destiny Point to recover strain equal to Willpower rating. |
| Upgrade | Effect |
|---|---|
| Control | The user can perform a Force Leap as a maneuver instead of an action. |
| Control | Take a Force Leap action: Make an Enhance power check. The user may spend 1 Pip to jump horizontally to any location in short range. |
| Range x1 | Spend 1 Pip to increase power's range by a number of range bands equal to Range upgrades purchased. |
| Control | Enhance can be used with the Resilience skill. |
| Control | When performing a Force Leap, the user can jump vertically in addition to jumping horizontally. |
| Control (Custom) | The user may suffer 2 strain and spend 1 Pip to move into Engaged with any target within range of Force Leap. |
| Upgrade | Effect |
|---|---|
| Control | Ongoing effect: commit Force Die. One damaged weapon or item counts as being undamaged. |
| Control | When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend 1 Pip to gain 1 Success or 1 Advantage (user's choice) on the check. |
| Upgrade | Effect |
|---|---|
| Upgrade | Effect |
|---|---|
| Mastery |
Heal: Once per session, spend 4 Pips to restore 1 Target who died after end of user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict. |
| Strength x2 |
Heal: Spend 1 Pip to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend 1 Pip to increase wounds inflicted by 1 per rank of Strength upgrades purchased. |
| Magnitude x2 | Spend 2 Pips to affect 1 additional target within range per rank of Magnitude purchased. |
| Control |
Heal: If no Dark Pips generated Pips, target heals strain equal to wounds healed.
Harm: If any Dark Pips were used to generate Pips, user heals strain equal to wounds inflicted. |
| Control |
Heal: Spend 1 Pip to remove one status effect from target.
Harm: The user may spend 1 Pip to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. |
| Upgrade | Effect |
|---|---|
| Frequency x2 | Unmatched Destiny can be used 1 additional time per session. |
| Shared Destiny | Unmatched Destiny can be used after another character at short range makes a Force power check. |
| Unleashed Power | For each 2 Light Pip result, add 1 Light Pip to the check. For each 2 Dark Pip result, add 1 Dark Pip to the check. |
| Increase Number x3 | Reroll up to 1 additional Force die per Increase Number upgrade. |
| Destiny | Unmatched Destiny costs 1 fewer Destiny Points to activate. |
| Upgrade | Effect |
|---|---|
| Control | When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend 1 Pip to gain 1 Success per point on the check. |