Force and Destiny
| Threshold | 28 |
| Current | 0 |
| Threshold | 16 |
| Current | 2 |
| Ranged | 3 |
| Melee | 2 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | X | 0 | ||
| Charm (Pr) | 0 | |||
| Coercion (Will) | X | 3 | ||
| Computers (Int) | X | 0 | ||
| Cool (Pr) | X | 0 | ||
| Coordination (Ag) | X | 0 | ||
| Deception (Cun) | X | 0 | ||
| Discipline (Will) | X | 4 | ||
| Leadership (Pr) | 0 | |||
| Mechanics (Int) | 0 | |||
| Medicine (Int) | 0 | |||
| Negotiation (Pr) | 0 | |||
| Perception (Cun) | X | 1 | ||
| Piloting: Planetary (Ag) | 0 | |||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | X | 0 | ||
| Skulduggery (Cun) | X | 1 | ||
| Stealth (Ag) | X | 2 | ||
| Streetwise (Cun) | X | 0 | ||
| Survival (Cun) | X | 0 | ||
| Vigilance (Will) | X | 3 | ||
| Brawl (Br) | X | 1 | ||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Br) | X | 6 | ||
| Melee (Br) | X | 0 | ||
| Ranged: Light (Ag) | X | 0 | ||
| Ranged: Heavy (Ag) | 0 | |||
| Knowledge: Core Worlds (Int) | X | 0 | ||
| Knowledge: Education (Int) | 0 | |||
| Knowledge: Lore (Int) | X | 3 | ||
| Knowledge: Outer Rim (Int) | 0 | |||
| Knowledge: Underworld (Int) | X | 0 | ||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| lightsaber Axe |
RangeEngaged |
SkillLightsaber |
|
| breach 1, sunder, Cumbersome 3, superior, viscious 3 |
Damagebrawn+4 |
Critical2 |
|
| shock gloves |
RangeEngaged |
SkillBrawl |
|
| 3 stun |
Damage6 wounds, 3 strain |
Critical5 |
|
| ion grenade |
RangeShort |
SkillRanged: Light |
|
| Blast 7, Disorient 5, Limited Ammo I, Stun Damage (Droid Only] |
Damage10 |
Critical5 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Reflect 2 | FaD pg. 150 | Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. | |
| grit 5 | EotE pg. 136 | Each rank of Grit increases a character’s strain threshold by one. | |
| Toughened 4 | EotE pg. 145 | The character increases his wound threshold by two per rank of Toughened. | |
| slieght of mind | add 1 blue die to all stealth checks unless opposition in immune to force powers. | ||
| Wookiee Rage | EotE. pg. 53 | When a Wookiee has suffered any wounds, he deals + 1 damage to Brawl and Melee attacks. When a Wookiee is Critically Injured, he instead deals + 2 damage to Brawl and Melee attacks. | |
| push aside | after making a successful combat check with melee, brawl, or lightsaber against an engaged foe, may force the foe to move to short range in a direction of the opponnents choosing. Spend triumph to cause the opponent to fall prone after moving | ||
| Extended Reach | when armed with a two-handed melee weapon may suffer one strain to make a Melee combat check with that weapon targeting an enemy at up to short range (rather than engaged range) | ||
| Precision Strike | When the Character inflicts a Critical Injury with a Brawl, Melee, or Lightersaber weapon, may suffer 1 strain to change the result to any Easy (1 purple) Critical Injury result. | ||
| Dodge 4 | When targeted by combat check, may perform a dodge incidental to suffer a number of strain no greater than ranks of dodge, then upgrade the difficulty of the check by that number | ||
| Uncanny Reaction 3 | Add 1 blue per rank of Uncanny Reactions to all Vigilence checks | ||
| Resolve2 | When involuntarily suffering strain, suffer 1 less strain per rank of Resolve to a minimum of 1 | ||
| fear the shadows | Perform the fear the shadows action; make a hard (3 purple) Deception check to force a single minion group or rival to flee the encounter. | ||
| Improved Reflect | When reflecting a hit that generated a dispair or 3 threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves | ||
| conditioned | remove 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 | ||
| Impossible Fall | Once per session, perform impossible fall incidental when falling make force power check and spend two force pips to decrease fall by one range band and land somewhere safe. Spend pips to decrease distance by 1 additional range band. | ||
| Intimidating | May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating. | ||
| Dedication. 2 (brawn), 1(Cunning) | gain +1 to a single characteristic. this cannot bring a characteristic above 6 | ||
| Fearsome 3 | When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character’s ranks in Fearsome. | ||
| sound investmets | at start of game, get 100 credits for each rank in sound investment. | ||
| Sixth Sense | increase ranged defense by +1 | ||
| Keen eyed | Remove setback die per ranks of keen eyed from all perception and vigilance checks. Decrease time to search an area in half | ||
| Rapid Reactions | Suffer a number of strain to gain an equal amount of successes on initiative checks. Stain suffered cannot exceed ranks in rapid reactions | ||
| Sense Danger | Once per game, remove 2 setback die from any 1 check | ||
| Sense Advantage | Once per session, add 2 setback die to 1 NPC's skill check | ||
| The Force is my Ally | Once per session, may suffer 2 strain to perform Force power action as maneuver | ||
| Natural Mystic | Once per session, may reroll any 1 Force power check. | ||
| durable 3 | may reduce critical injuries by 10 per rank of durable |
| Upgrade | Effect |
|---|---|
| control |
Ongoing effect: Commit force rating. 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 |
| strength | When using Sense's ongoing effects, upgrade the pool twice, instead of once. |
| Control |
Ongoing effect: Commit Q Once per round, when an attack targets the
Force user, he upgrades the difficulty of the pool once. |
| Control |
spend pip. The Force user senses the current thoughts of
one living target with whom he is engaged. |
| Upgrade | Effect |
|---|---|
| Control |
Ebb: When making a combined Ebb power check, may spend force pip to add threat to any checks made by engaged opponents until the end of next turn
Flow: When making a combined flow power check may spend force pip to add advantage to any checks using the same skill until the end of next turn. |
| Control |
Commit force rating until the end of the current encounter. For the remainder
of the current encounter, add force die to all skill checks. Each light side and dark side pip adds either success or advantage to the check; each light side pip causes the user to suffer 1 strain and gain 1 Conflict. |
| Strength |
The Force user may spend 1 pip to increase the strain healed or inflicted by 1.
|
| Range | Spend 2 force pips to affect all other characters at short range |
| Strenght | The Force user may spend force pips to increase the advantage or threat added by 1. |
| Control |
Ebb: When making a combined Ebb power check, may spend force pip to add failure to any checks made by engaged opponents until the end of next turn.
Flow: When making a combined flow power check may spend force pip to add success to any checks using the same skill until the end of next turn. |
| Upgrade | Effect |
|---|---|
| Upgrade | Effect |
|---|---|
| Mastery | When activating Endure. the character may make an Endure power check. making a Discipline check with a difficulty equal to the severity of the Critical Injury and adding force die up the character's Force rating If the character succeeds on the check and generates force pips equal to the Severity of the Critical Injury, the Critical Injury is not suffered |
| strength 3 |
Increase the severity of Critical Injury that can be affected by one per Strength
upgrades purchased |
| Strength | The character can use Endure to temporarily ignore a Critical Injury result of Dead |
| control 3 | The character can commit one additional force rating temporarily ignore one additional Critical Injury per Control upgrade purchased. |