Force and Destiny
| Threshold | 11 |
| Current | 0 |
| Threshold | 15 |
| Current | 0 |
| Ranged | 2 |
| Melee | 2 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | 0 | |||
| Charm (Pr) | 0 | |||
| Coercion (Will) | 0 | |||
| Computers (Int) | 0 | |||
| Cool (Pr) | X | 1 | ||
| Coordination (Ag) | 0 | |||
| Deception (Cun) | 0 | |||
| Discipline (Will) | X | 2 | ||
| Leadership (Pr) | X | 0 | ||
| Mechanics (Int) | 0 | |||
| Medicine (Int) | 5 | |||
| Negotiation (Pr) | X | 1 | ||
| Perception (Cun) | 3 | |||
| Piloting: Planetary (Ag) | 0 | |||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | 0 | |||
| Skulduggery (Cun) | 0 | |||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | 0 | |||
| Survival (Cun) | 0 | |||
| Vigilance (Will) | 0 | |||
| Brawl (Br) | 0 | |||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Will) | X | 1 | ||
| Melee (Br) | 0 | |||
| Ranged: Light (Ag) | 0 | |||
| Ranged: Heavy (Ag) | 0 | |||
| Knowledge: Core Worlds (Int) | 0 | |||
| Knowledge: Education (Int) | X | 2 | ||
| Knowledge: Lore (Int) | X | 3 | ||
| Knowledge: Outer Rim (Int) | 0 | |||
| Knowledge: Underworld (Int) | 0 | |||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| Lightsaber Pike |
RangeEngaged |
SkillLightsaber |
|
| Enc: 3, breach 1, sunder, defensive 1, cumbersome 3, Once per session, add Willpower to damage roll |
Damage6+successes |
Critical2 |
|
| Ybeline's Lightsaber |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Crit 2, Sunder, defensive 1, Light Dagger: Uses one hilt hardpoint. Attacks made with Ybeline's lightsaber against enemies who have not yet acted in the initiative order generate one automatic Advantage. |
Damage9 |
Critical2 |
|
| Ybeline's Lighsaber |
Range |
Skill |
|
| Once per session while making a Force Power check or rolling Force dice as part of a skill check, add one pip to the result. This pip counts as neither Light nor Dark for the purposes of activating special abilities. |
Damage |
Critical |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Academic (Racial) | Racial | Kel Dors begin the game with one rank in Knowledge (Education). | |
| Dark Vision (Racial) | Racial | When making skill checks, remove up to 2 Setback dice imposed due to darkness | |
| Atmospheric Requirement (Racial) | Racial | Needs a special mask. Can survive in a vacuum up to 5 minutes | |
| Parry (2) | Consular - Niman | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. | |
| Nobody's Fool | Consular - Niman | May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. | |
| Niman Technique | Consular - Niman | When making a Lightsaber skill check, the character may use Willpower instead of Brawn. | |
| Sense Emotions | Consular - Niman | Add boost to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. | |
| Reflect (1) | Consular - Niman | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. | |
| Defensive Training | Consular - Niman | When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training. | |
| Center of Being (1) | Consular - Niman | Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being. | |
| Improved Center of Being | Consular - Niman | Suffer 1 strain to perform Center of Being maneuver as an incidental | |
| Force Rating | Consular - Niman | Gain +1 Force Rating. | |
| Parry (2) | Consular - Niman | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry. | |
| Sun Djem | Consular - Niman | May spend triumph or two advantage with a successful lightsaber attack to disarm an opponent. | |
| Dedication | Consular - Niman | +1 to a characteristic (intellect) | |
| Kill With Kindness (1) | Consular - Sage | Remove setback per rank of Kill with Kindness from all Charm and Leadership checks. | |
| Researcher (1) | Consular - Sage | Removes setbackper rank of Researcher from all Knowledge checks. Researching a subject takes half the time. | |
| Smooth Talker (Coercion) | Consular - Sage | When making checks with that skill, spend triumph to gain additional successes equal to ranks in Smooth Talker. | |
| Grit | Consular - Sage | Gain +1 Strain threshold | |
| Force Rating | Consular - Sage | Gain 1 additional Force Die | |
| Uncanny Reactions | Mystic - Seer | Add boost per rank of Uncanny Reactions to all Vigilance checks, | |
| Keen Eyed (1) | Mystic - Seer | Remove setback per rank of Keen Eyed from Perception and Vigilance checks. Decrease the time to search a specific area by half. | |
| Rapid Reaction (1) | Mystic - Seer | Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks. | |
| Sense Danger | Mystic - Seer | Once per session, remove two setbacks from any 1 check. | |
| Force Rating |
| 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 Pips to gain Successes per point on the check. |
| Magnitude | Spend Force Pip to increase targets affected equal to Magnitude upgrades purchased. (initiative) |
| Control 2 | Affected targets increase their ranged and melee defense by 2 for the first round of combat. (Initiative) |
| Strength | Spend a Force Pip to pick out specific details equal to Strength upgrades purchased. |
| Upgrade | Effect |
|---|---|
| Strength 1 | Heal: Spend Force Pip to increase wounds healed by 1 per rank of Strength upgrades. Harm: Spend Force pip to increase wounds inflicted by 1 per rank of Strength upgrades. |
| Strength 2 | Heal: Spend Force Pip to increase wounds healed by 1 per rank of Strength upgrades. Harm: Spend Force pip to increase wounds inflicted by 1 per rank of Strength upgrades. |
| Mastery 2 |
Heal: May make a Heal power check combined with a ddd Medicine check. If check succeeds, one target who heals wounds also heals 1 Critical Injury.
Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers 1 Critical Injury (adding +10 to the roll per 2 advantage). |
| Mastery 1 |
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, restore one engaged character who died this encounter to life. Each character gains 7 Conflict. |
| Magnitude 1 | Spend 2 Force Pips to affect 1 additional target within range per rank of Magnitude purchased. |
| Magnitude 2 | Spend 2 Force Pips to affect 1 additional target within range per rank of Magnitude purchased |
| Control 3 |
Heal: Heal additional wounds equal to ranks in Medicine.
Harm: Inflict additional wounds equal to ranks in Medicine. |
| Control 1 | Heal: if no Dark Side Force Pip generated spend a Force Pip, target heals strain equal to wounds healed. Harm: if any Dark Side Force Pips were used to generate, spend a Force Pip, user heals strain equal to wounds inflicted. |
| Control 2 | Heal: Spend force pip to remove 1 status effect from the target. Harm: Spend force pip to heal wounds equal to wounds inflicted. User gains 1 conflict. |
| Range 1 | Spend Force pip to increase power’s range by a number of range bands equal to Range upgrades purchased. |
| Upgrade | Effect |
|---|---|