Force and Destiny
| Threshold | 22 |
| Current | 8 |
| Threshold | 21 |
| Current | 18 |
| Ranged | 1 |
| Melee | 1 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | X | 3 | ||
| Charm (Pr) | 0 | |||
| Coercion (Will) | 0 | |||
| Computers (Int) | X | 3 | ||
| Cool (Pr) | X | 2 | ||
| Coordination (Ag) | X | 3 | ||
| Deception (Cun) | X | 3 | ||
| Discipline (Will) | X | 2 | ||
| Leadership (Pr) | X | 2 | ||
| Mechanics (Int) | X | 3 | +1 Advantage Lightsaber craft/maint. | |
| Medicine (Int) | 0 | |||
| Negotiation (Pr) | X | 3 | ||
| Perception (Cun) | X | 2 | ||
| Piloting: Planetary (Ag) | 0 | |||
| Piloting: Space (Ag) | X | 3 | ||
| Resilience (Br) | X | 2 | ||
| Skulduggery (Cun) | X | 4 | ||
| Stealth (Ag) | X | 4 | ||
| Streetwise (Cun) | 0 | |||
| Survival (Cun) | 0 | |||
| Vigilance (Will) | X | 2 | Initiative Checks (+2 Boost on Vigilance checks) | |
| Brawl (Br) | 0 | |||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Cun) | X | 5 | +1 Success ( * ) | |
| Melee (Br) | X | 2 | ||
| Ranged: Light (Ag) | X | 2 | ||
| Ranged: Heavy (Ag) | 0 | |||
| Knowledge: Core Worlds (Int) | X | 2 | ||
| 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 |
| Double Bladed Lightsaber (Personalized Design, Energy Bleed, Lightweight.) |
RangeEngaged |
SkillLightsaber |
|
| Breach 2, knockdown 1, Stun 2, Linked 1, Sunder, Unwieldy 3 (add automatic Success to successful Lightsaber checks with this weapon) |
Damage10 |
Critical1 |
|
| M8 Combat Knife |
RangeEngaged |
SkillMelee |
|
| Accurate 1, Pierce 1 |
Damage+1 |
Critical3 |
|
| Shoto (Training Emitter) |
RangeEngaged |
SkillLightsaber |
|
| Defensive 1, Stun |
Damage5 |
Critical0 |
|
| DR-45 Dragoon |
RangeMedium |
SkillRanged: Light |
|
| Accurate 1, Stun Setting |
Damage8 |
Critical3 |
|
| DC-17 (on load: SGT Gore) |
RangeMedium |
SkillRanged: Light |
|
| Accurate 1, Stun Setting |
Damage7 |
Critical3 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Parry | 3 | Rise of the Separatists/Shien Expert | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Perry. |
| Quick Draw | 1 | Rise of the Separatists | Once per round,draw or holster a weapon or accessible item as an incidental |
| Toughened | 4 | Rise of the Separatists/Shien | Gain +2 wound threshold. |
| Grit | 7 | Rise of the Separatists/ SENTRY/Shien | Gain +1 strain threshold. |
| Reflect | 6 | Rise of the Separatists/ SENTRY / SHIEN EXPERT | When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks of Reflect. |
| Well Rounded | 1 | Rise of the Separatists | Choose any 2 skills. They become career skills |
| Learning Opportunity | 1 | Rise of the Separatists | Once per round, the character may spend 3 Advantages from a check they fail to upgrade the ability of their next once. |
| Force Rating | 2 | Rise of the Separatists/Sentry | Gain +1 Force rating |
| Something To Prove | 1 | Rise of the Separatists | Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain. |
| Adaptable | 1 | Rise of the Separatists | When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove Despair or to remove Disadvantage equal to their ranks in Cool. |
| Beginner's Luck | 1 | Rise of the Separatists | Once per session when the character makes a check, may add Success equal to the number of light side Destiny Points in the Destiny Pool to the results. |
| Temple Training | 1 | Rise of the Separatists | Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge Lore. |
| Sincerest Flattery | 1 | Rise of the Separatists | Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add 2 Boosts. |
| Dedication | 2 | Rise of the Separatists/Sentry | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
| Saber Throw (lightsaber+force) | 1 | Sentry (Sentinel) | Take the Saber Throw action; make a Lightsaber combat check as a Ranged attack at a target within Medium Range, adding (Force) no greater than Force Rating. Must spend (1 Force Pip) and succeed to hit the target; spend (1 Force Pip) to have the weapon return to hand. |
| Secrets of the Jedi | 1 | Lightsaber becomes a career skill. He may also decrease the difficulty of checks made to construct or repair lightsaber hilts a number of times equal to half his ranks in Knowledge Lore, rounded up to 1 difficulty. (easy) | |
| Improved Saber Throw | 1 | Sentry (Sentinel) | When taking the Saber Throw action, may increase the range to Long Range. When attacking a target at Long Range, spend (2 Force Pips) to have weapon return to hand. |
| Improved Secrets of the Jedi | 1 | Discipline becomes a career skill. Secrets of the Jedi may also be used when installing mods on lightsabers. | |
| Conditioned | 2 | Sentry / Shien Expert | Remove 1 Setback per rank of Conditioned from all Athletics and Coordination checks. Reduce the damage and Strain suffered from falling by 1 per rank of Conditioned. |
| Uncanny Reactions | 2 | Sentry | Add 1 Boost per rank of Uncanny Reactions to all Vigilance checks. |
| Impossible Fall | 1 | Sentry | Once per session, perform an Impossible Fall incidental when falling; make a Force power check and spend Light/Dark to decrease fall by one range band and land safely. Spend L/D to further decrease range. |
| Sleight of Mind | 2 | Sentry | Add 1 Boost per rank of Sleight of Mind to all Stealth checks unless the opposition is immune to Force powers. |
| Improved Reflect | 1 | Sentry | When Reflecting a hit that generated (Despair) or 3 (Disadvantages), may hit one target in Medium range with the same damage as the initial hit, after the origional attack resolves. |
| Dodge | 1 | Sentry | When targeted in combat, may use a Dodge incidental. Suffer Strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number. |
| Counterstrike | 1 | Shien Expert | When an attack misses the character and generates (Despair) or 2 (Disadvantage), may upgrade the next Cunning-Lightsaber check by one against the attacker during the encounter. |
| Defensive Stance | 1 | Shien Expert | Once per round,as a maneuver, suffer Strain up to ranks in Defensive Stance to upgrade the difficulty of all incoming melee attacks by that number for the next round. |
| Street Smarts | 1 | Shien Expert | Remove one Setback per rank of Street Smarts from all Streetwise or Knowledge (Underworld) checks |
| Shien Technique | 1 | Shien Expert | When making a check with the Lightsaber skill, the character may use Cunning instead of Brawn. |
| Constant Vigilance | 1 | Sentry | May always use Viligance when making checks to determine initiative. |
| Upgrade | Effect |
|---|---|
| Control | Ongoing effect: Commit Force Die. The user increases his Brawn Characteristic by 1 (to a maximum of 6) |
| Control | When performing a Force Leap, the user can jump vertically in addition to jumping horizontally. |
| Control | Enhance can be used with the Coordination skill |
| Control | Take a Force Leap action: Make an Enhance Power Check. The user may spend L/D to jump horizontally to any location in short range. |
| Control | Enhance can be used with the Piloting (Space) skill |
| Range | Spend L/D to increase power's range by a number of range bands equal to Range upgrades purchased. |
| Control | Ongoing effect: Commit Force Die. The user increases his Agility Characteristic by 1 (to a maximum of 6) |
| Control | Enhance can be used with the Piloting (Planetary) skill |
| Control | The user can perform a Force Leap as a maneuver instead of an action. |
| Control | Enhance can be used with the Resilience skill |
| Control | Enhance can be used with the Brawl skill |
| Upgrade | Effect |
|---|---|
| Control | The Force user can pull objects out of secure mountings or out of an opponent's grasp. |
| Magnitude (4) | Spend L/D to increase targets affected equal to Magnitude upgrades purchased. |
| Range (3) | Spend L/D to increase power's range by a number of range bands equal to Range upgrades purchased. |
| Strength (4) | Spend L/D to increase silhouette able to be targeted equal to Strength upgrades purchased. |
| Control | The Force user 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. |
| Upgrade | Effect |
|---|---|
| Upgrade | Effect |
|---|---|
| Control | When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend L/D to gain Success or Advantage (users choice) on the check. |
| Control | Ongoing effect: Commit (Force). One damaged weapon or item counts as being undamaged. |
| Upgrade | Effect |
|---|---|
| Upgrade | Effect |
|---|---|
| Magnitude (C1, C2) | Spend L/D to affect additional targets equal to Presence per rank of Magnitude purchased. |
| Control (D2) | Commit one or more Force Die: Add Disadvantage per Force die to all combat checks targeting Force user. |
| Control (B4) | The user may alter the perceived appearance of the chosen person or object insteadof hiding it |
| Mastery (D4) | Spend 2 L/D to obscure additional objects or create illusions equal to Cunning plus Deception. |
| Control (C4) | May use this power to force the target to perceive a single illusory person or object. |
| Range (B1, D1, E1) | Spend L/D to increase power's range by a number of range bands equal to Range upgrades purchased |
| Duration (B2) | Commit (2 Force Die) to sustain this power while the beguiled target remains in range. |
| Strength (B3,C3,D3, E2) | Spend L/D to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased. |
| Upgrade | Effect |
|---|---|