Force and Destiny
| Threshold | 16 |
| Current | 0 |
| Threshold | 18 |
| Current | 2 |
| Ranged | 0 |
| Melee | 0 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | 0 | |||
| Charm (Pr) | 0 | |||
| Coercion (Will) | X | 1 | ||
| Computers (Int) | 0 | |||
| Cool (Pr) | X | 2 | ||
| Coordination (Ag) | X | 2 | ||
| Deception (Cun) | X | 0 | ||
| Discipline (Will) | X | 1 | ||
| Leadership (Pr) | 0 | |||
| Mechanics (Int) | 0 | |||
| Medicine (Int) | 0 | |||
| Negotiation (Pr) | 0 | |||
| Perception (Cun) | X | 2 | ||
| Piloting: Planetary (Ag) | X | 0 | ||
| Piloting: Space (Ag) | X | 1 | ||
| Resilience (Br) | 0 | |||
| Skulduggery (Cun) | X | 0 | ||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | X | 0 | ||
| Survival (Cun) | X | 1 | ||
| Vigilance (Will) | X | 2 | ||
| Brawl (Br) | 0 | |||
| Gunnery (Ag) | X | 0 | ||
| Lightsaber (Br) | X | 2 | ||
| Melee (Br) | X | 1 | ||
| Ranged: Light (Ag) | X | 4 | ||
| Ranged: Heavy (Ag) | X | 1 | ||
| Knowledge: Core Worlds (Int) | 0 | |||
| Knowledge: Education (Int) | 0 | |||
| Knowledge: Lore (Int) | 0 | |||
| Knowledge: Outer Rim (Int) | X | 0 | ||
| Knowledge: Underworld (Int) | X | 2 | ||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | X | 0 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Quick Draw | Gunslinger | As an incidental draw an item or weapon | |
| Quick Draw Improved | Gunslinger | Use Quick Draw twice | |
| Indistinguishable | Force Emergent | +1 Upgrade vs identification checks against you | |
| Sleight of Mind | Force Emergent | +1 Boost all stealth checks (unless immune to force) | |
| Grit | Force Emergent | + Strain Threshold | |
| Touch of Fate | Force Emergent | Once per session +2 Boost to any check | |
| Grit | 2 | Gunslinger | +1 Strain Threshold |
| Lethal blows | 2 | Gunslinger | Add plus 10 per rank, to any critical injury |
| Toughned | 1 | Gunslinger | Gain plus 2 wound threshold |
| Quick Strike | 2 | Gunslinger | Add 1 boost per combat check against targets that have not acted yet this encounter |
| Call 'Em | 1 | Gunslinger | Do not add 1 black to combat checks due to the use of the Aim Maneuver |
| Spitfire | 1 | Gunslinger | After a successful combined check with 2 ranged (light) weapons, additional hits can be allocated to other targets within range. |
| Dedication | 1 | Gunslinger | Gain +1 to a single characteristic |
| Toughened | 1 | Executioner | Gain +2 to wound threshhold |
| Grit | 1 | Executioner | +1 to strain threshold |
| Lethal Blows | 1 | Executioner | Add plus 10 per rank, to any critical injury |
| Rapid reaction | 1 | Gunslinger | Suffer a number of strain to add an equal number of # to initiative checks. Strain suffered cannot exceed the number of ranks in rapid reaction. |
| Dodge | 1 | Gunslinger | 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. |
| Natural Marksman | 1 | Helmet | Once per session, may re-roll any one ranged light or heavy check. |
| Guns Blazing | 1 | Gunslinger | As an incidental, suffer two strain to avoid increasing the difficulty of a ranged light check to attack with two weapons. |