Force and Destiny
| Threshold | 23 |
| Current | 0 |
| Threshold | 22 |
| Current | 0 |
| Ranged | 0 |
| Melee | 0 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | X | 3 | ||
| Charm (Pr) | 1 | |||
| Coercion (Will) | X | 2 | ||
| Computers (Int) | 0 | |||
| Cool (Pr) | X | 0 | ||
| Coordination (Ag) | X | 3 | ||
| Deception (Cun) | 0 | |||
| Discipline (Will) | X | 3 | ||
| Leadership (Pr) | 0 | |||
| Mechanics (Int) | 0 | |||
| Medicine (Int) | 2 | |||
| Negotiation (Pr) | 0 | |||
| Perception (Cun) | X | 1 | ||
| Piloting: Planetary (Ag) | 2 | |||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | X | 1 | ||
| Skulduggery (Cun) | 0 | |||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | 0 | |||
| Survival (Cun) | X | 1 | ||
| Vigilance (Will) | X | 2 | ||
| Brawl (Br) | X | 4 | ||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Br) | 1 | |||
| Melee (Br) | X | 0 | ||
| Ranged: Light (Ag) | 0 | |||
| 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) | X | 0 | ||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| Unarmed |
RangeEngaged |
SkillBrawl |
|
| Knockdown |
Damage+5 |
Critical3 |
|
| Oryn's Green Ilum Saber |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Sunder, Vicious 2 |
Damage7 |
Critical1 |
|
| Oryn's Bronze Kynnanite Saber |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Sunder, Burn 1 |
Damage8 |
Critical5 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Iron Body (2) | Knights of Fate p. 29 | Remove ∎ per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (To a minimum of 1). { -2 } | |
| Grit (9) | Knights of Fate p. 29 / Disciples of Harmony p. 25 / Keeping the Peace p. 27 / Freebie | Gain +1 strain threshold. | |
| Toughened (4) | Knights of Fate p. 29 / Disciples of Harmony p. 25 / Keeping the Peace p. 27 / Freebie | Gain +2 wound threshold. | |
| Martial Grace | Knights of Fate p. 29 | Once per round, suffer 2 strain to add damage equal to ranks in Coordination to one hit of a successful Brawl check. | |
| Dodge (2) | Knights of Fate p. 29 | When targeted by a combat check, may perform a Dodge incidental, suffering a number of strain no greater than ranks of Dodge to upgrade the difficulty of the check by the same number. | |
| Swift | Knights of Fate p. 29 | Does not sufferer usual penalties for moving through difficult terrain. | |
| Far Strike | Knights of Fate p. 29 | As an action, make a Brawl check as a ranged attack, adding ◯ up to Force rating. Increase the range of the attack by one band for each ◑ spent, to a maximum of long. | |
| Force Rating (2) | Knights of Fate p. 29 / Disciples of Harmony p. 25 | Gain +1 Force rating. | |
| Confidence (2) | Disciples of Harmony p. 25 | May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. | |
| Force Protection (2) | Disciples of Harmony p. 25 | Perform the Force Protection maneuver; suffer 1 strain and commit ◯ up to ranks of Force Protection. Increase soak by number of ◯ committed until beginning of next turn. Suffer 1 strain every turn ◯ remains committed. | |
| Mind Bleed | Disciples of Harmony p. 25 | When attacked, the character may choose to suffer strain no greater than the number of wounds suffered from the attack. If he does so, the attacker then suffers a number of wounds equal to the strain suffered by the character. | |
| Intense Focus | Disciples of Harmony p. 25 | Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once. | |
| Parry (1) | Knights of Fate p. 29 | When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. (3) | |
| Unarmed Parry | Knights of Fate p. 29 | May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1). | |
| Iron Soul | Disciples of Harmony p. 25 | When carrying items that total 2 encumbrance or less, at the end of each encounter, heal all strain the character is suffering. | |
| Improved Precision Strike | Knights of Fate p. 29 | Once per round, when inflicting a Critical Injury with a Brawl or Melee weapon, may suffer 2 strain to change the result to any Average (◇◇) Critical Injury. | |
| Sapith Sundering | Knights of Fate p. 29 | May add ◯ up to Force Rating to Brawl checks; the attack gains the Sunder quality, and character may spend ◑ generated on the check as Advantage to activate the Sunder quality. | |
| Dedication | Knights of Fate p. 29 | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. | |
| Pet Detective | Freebie | Add ☐ to Survival checks dealing with animals. Effective against Cathar and other bestial races. | |
| Dedication | Disciples of Harmony p. 25 | Gain +1 to a single characteristic. This cannot bring a characteristic above 6. | |
| Acklay's Scything Strike | Knights of Fate p. 29 | Brawl attacks gain Pierce equal to Force Rating. | |
| Empty Soul | Disciples of Harmony p. 25 | If the character is carrying items that total 2 encumbrance or less, add 〇⚫ to Force power checks. | |
| Meditative Trance | 3 | Disciples of Harmony p. 25 | When suffocating, suffer 1 strain each round instead of 3. When exposed to vacuum, suffer 1 wound each round instead of 3. |
| Precision Strike | 2 | Keeping the Peace p. 27 | When this character inflicts a Critical Injury with a Brawl, Melee or Lightsaber weapon, may suffer 1 strain to change the result to any Easy (◇) Critical Injury result. |
| Fist of the Force Star | Freebie | +10 to critical strikes made against force aberrations. |
| Upgrade | Effect |
|---|---|
| Basic |
Heal (Light Side Only): Spend ◑ to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend ◑ to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 conflict. |
| Strength |
Heal: spend ◑ to increase wounds healed by 1 per Strength upgrades purchased.
Harm: Spend ◑ to increase wounds inflicted by 1 per rank of Strength upgrades purchased. |
| Magnitude (2) | Spend ◑◑ to affect 1 additional target within range per rank of Magnitude purchased. |
| Upgrade | Effect |
|---|---|
| Range | Spend ◑ to increase power's range by a number of range bands equal to Range upgrades purchased. |
| Control (5) | Enhance can be used with the Coordination, Piloting (Planetary), Piloting (Space) , Resilience and Brawl skills. |
| Force Leap |
Take a Force Leap Action: Make an Enhance power check. May spend ◑ to jump horizontally to any location in short range.
- May jump vertically and horizontally. - May use Force Leap as a maneuver instead of an action. - May suffer 2 strain and spend ◑ to move into Engaged with any target within range of Force Leap. |
| Basic |
When making an Athletics check, the Force User may roll an Enhance Power Check as part of the pool.
The user may spend ◑ to gain ✵ or ˄ (user's choice) on the check. |
| Control | Ongoing effect: Commit ◯. The user increases his Agility characteristic by 1 (to a maximum of 6). |
| Upgrade | Effect |
|---|---|
| Strength (4) | Spend ◑ to decrease damage or add damage equal to ranks of Strength purchased. |
| Magnitude (2) | Spend ◑ to affect 1 additional target within range per rank of Magnitude purchased. |
| Duration |
Protect: If no ⚫ generated ◑ the power reduces damage of all attacks hitting the target.
Unleash: Spend ◑ to give the attack Burn 2 |
| Range (3) | Spend ◑◑ to increase power's range by a number of range bands equal to Range upgrades purchased. |
| Basic |
Protect: The user makes a Protect power check and rolls an Average (◇◇) Discipline check as part of the pool. Spend ◑◑ to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per ✵. Dark side Force users may only protect themselves.
Unleash: The user makes an Unleash power check as a ranged and rolls an Average (◇◇) Discipline check for difficulty. If check succeeds and spends ◑◑, the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 conflict. |
| Control (3) |
Protect: Spend ◑ to allow power to protect against all types of attack.
Unleash: Spend ◑ to give the attack Ensnare 2. ____________________________________________________ Protect: Spend ☬ to gain defense equal to ☬ spent. Unleash: Spend ☬ to inflict 1 strain on target. ____________________________________________________ Protect: Light side Force users may spend 1 Destiny Point to use Protect as an out-of-turn incidental once per session. Unleash: Dark side Force users may spend 1 Destiny Point to use Unleash as a maneuver once per session. |
| Mastery |
Protect: Light side Force users may spend ◑◑ to reflect all attacks they reduce to 0 damage, dealing damage equal to initial attack to attacker.
Unleash: Dark side Force users may spend ◑ to reduce critical rating of attacks to 1. |
| Upgrade | Effect |
|---|---|
| Basic |
User may spend ◑ to sense all living things within short range (including sentient and non-sentient beings.)
User may spend ◑ to sense the current emotional state of one living target with whom he is engaged. |
| Strength | When using Sense's ongoing effects, upgrade the pool twice, instead of once. |
| Control |
-Ongoing effect: Commit ◯. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
-Ongoing effect: Commit ◯. Once per round, when the Force user makes a combat check, he upgrades the ability of that check once. |
| Duration | Sense's ongoing effects may be triggered one additional time per round. |