Force and Destiny
| Threshold | 17 |
| Current | 0 |
| Threshold | 17 |
| Current | 0 |
| Ranged | 3 |
| Melee | 3 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | 0 | |||
| Charm (Pr) | X | 1 | ||
| Coercion (Will) | X | 1 | ||
| Computers (Int) | 0 | |||
| Cool (Pr) | 0 | |||
| Coordination (Ag) | 0 | |||
| Deception (Cun) | 0 | |||
| Discipline (Will) | X | 1 | ||
| Leadership (Pr) | 0 | |||
| Mechanics (Int) | X | 1 | +2 boost w/ utility arm, +1 adv w/ hydrospanner, -1 setback, +2b/-2s to craft/mod, +1b custom toolkit UNLESS BETTER TOOLKIT BONUS | |
| Medicine (Int) | 0 | +1b medpac | ||
| Negotiation (Pr) | 0 | +1b outer rim shopping | ||
| Perception (Cun) | X | 1 | -1 setback, what about GOLF? | |
| Piloting: Planetary (Ag) | 0 | |||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | X | 1 | ||
| Skulduggery (Cun) | 0 | |||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | 0 | |||
| Survival (Cun) | X | 1 | +1 boost w/ knife, +1 skill (tracking system) | |
| Vigilance (Will) | X | 1 | +2 boost, -1 setback | |
| Brawl (Br) | 0 | |||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Br) | X | 0 | ||
| Melee (Br) | 0 | |||
| Ranged: Light (Ag) | 0 | |||
| Ranged: Heavy (Ag) | 0 | |||
| Knowledge: Core Worlds (Int) | 0 | |||
| Knowledge: Education (Int) | 0 | |||
| Knowledge: Lore (Int) | X | 1 | ||
| Knowledge: Outer Rim (Int) | X | 0 | ||
| Knowledge: Underworld (Int) | 0 | |||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| Explorer's Knife |
RangeEngaged |
SkillMelee |
|
| Vicious 1, +1 boost to Survival |
Damage+1 |
Critical3 |
|
| Blaster Carbine (Ren Custom) |
RangeMedium |
SkillRanged: Heavy |
|
| Stun Setting, +3 accuracy, -1 setback, Point Blank, 1x free aim @ short, -1 diff @ engaged, Blast 6, Stun 3, Quick Draw (Integrated Holsters) |
Damage11 |
Critical3 |
|
| Blaster Rifle (Ren Custom-Built) |
RangeExtreme |
SkillRanged: Heavy |
|
| +2 accuracy, -1 setback, +1 adv on success, -1 diff @ long, extreme, Knockdown, Stun Setting, Quick Draw (Integrated Holsters) |
Damage12 |
Critical3 |
|
| Model 53 "Quicktrigger" Blaster Pistol |
RangeShort |
SkillRanged: Light |
|
| +2 accuracy, Stun Setting, Quick Draw, 1x free aim @ short |
Damage8 |
Critical3 |
|
| Phrik Cybernetic Arm (left) |
RangeEngaged |
SkillBrawl |
|
| Defensive 1 (When hand is empty or any brawl), can Parry (once learned), Cortosis, Disorient 1, Knockdown |
Damage+0 |
Critical5 |
|
| Koromondain SVT-300 Stun Cloak |
RangeEngaged |
SkillBrawl |
|
| Limited Ammo 3 (3min recharge), Stun Damage, Retaliates on melee/brawl |
Damage7 |
Critical3 |
|
| Sap Gloves |
RangeEngaged |
SkillBrawl |
|
| Concussive 1, Knockdown, Disorient 1, Stun 2 |
Damage+2 |
Critical5 |
|
| Force Pike |
RangeEngaged |
SkillMelee |
|
| Accurate +1, Pierce 2, Stun setting |
Damage+3 |
Critical1 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Outdoorsman | 1 | F&D Core (149) | The character removes a setback die per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman). |
| Uncanny Reactions | 2 | F&D Core (153) | Force talent. The character adds a boost die per rank of Uncanny Reactions to [their] Vigilance checks. |
| Keen Eyed | 1 | F&D Core (146) | The character removes a setback die per rank of Keen Eyed from [their] Perception and Vigilance checks. Checks made to search a specific area take 50% less time than normal. |
| Expert Tracker | 1 | F&D Core (142) | The character removes a setback dice per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal. |
| Grit | 3 | F&D Core (144) | +1 strain threshold |
| Toughened | 2 | F&D Core (153) | +2 wound threshold |
| Inventor | 2 | F&D Core (146) | When constructing new items or modifying existing attachments, the character may choose to add boost dice or remove setback dice from the check per rank of Inventor. |
| Gearhead | 1 | EoE (136) | The character removes a setback die per rank of Gearhead from [their] Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50% (this does not increase with additional ranks of Gearhead). |
| Armor Master | 1 | EoE (132) | While wearing armor, the character increases their total soak value by one. |
| Armor Master (Improved) | 1 | EoE (132) | When wearing armor with a soak value of two or higher, the character increases their defense by one. |
| Armor Master (Supreme) | 1 | EoE (132) | Once per round, when the character suffers a Critical Injury, [they] may suffer 3 strain to take the Armor Master incidental. If [they] do, [they] reduce the Critical Injury result that [they] suffer by 10 per point of [their] soak, to a minimum of 1. |
| Mental Tools | 1 | FaD (147) | Force talent. The character always counts as having the right tools for the job when performing Mechanics checks. |
| Tinkerer | 1 | EoE (145) | The character makes one piece of equipment more modifiable. They choose one piece of equipment and increases its number of hard points by one. They can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to their ranks in Tinkerer. If they lose a modified piece of equipment, they may apply Tinkerer to a new one.. |
| Imbue Item | 1 | FaD (145) | Force talent. The character may take the Imbue Item maneuver, suffering 1 strain and committing a Force die. [They] then grant one weapon or item within short range a temporary enhancement chosen from the following options: increase weapon's damage by 1, decrease the advantage cost for its Critical Hit or for any other single effect by 1, to a minimum of 1, or increase a piece of armor's ranged or melee defense by 1. Alternatively, the character can decrease an item's encumbrance by 2, to a minimum of 1. The character suffers 1 strain at the beginning of each of [their] turns in which [they] keep this die commited. |
| Reinforce Item | 1 | to be purchased! | |
| Forewarning | 1 | FaD (143) | Force talent. The character may take the Forewarning action. All allies within medium range increase their melee and ranged defense by a number equal to the character's Force rating until they take their first turn during an encounter. If they have already taken their first turn, Forewarning has no effect. |
| The Force Is My Ally | 1 | FaD (153) | Force talent. Once per session, the character may suffer 2 strain to perform a Force power action as a maneuver. |
| Natural Mystic | 1 | FaD (148) | Force talent. Once per session, the character may reroll any one Force power check. |
| Sense Advantage | 1 | FaD (151) | Force talent. Once per game session, the character may add two setback dice to the skill check of one NPC within extreme range. |
| Upgrade | Effect |
|---|---|
| Duration | Sense's ongoing effects may be triggered one additional time per round. |
| Control | The user gains the ability to sense danger the moment before it strikes, allowing [them] to anticipate attacks and avoid incoming blows. This power gains the ongoing effect: Commit a Force die. Once per round, when an attack targets the Force user, [they] upgrade the difficulty of the pool once. The user may not activate this multiple times. |
| Strength | When using Sense's ongoing effects, the user may upgrade one additional die. |
| Control | Control Upgrade: The Force user's ability to anticipate danger allows [them] to anticipate the actions of [their] opponents while [they] take the offensive, making [their] own blows harder to avoid. This power gains the ongoing effect: Commit a Force die. Once per round, when the Force user makes a combat check, [they] upgrade the ability of the pool once. The user may not activate this multiple times. |
| Upgrade | Effect |
|---|---|
| Control | When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. [They] may spend a Force point (◑) to gain a success result on [their] check, and may activate this multiple times. |
| Control | When performing a Foresee power check as part of an Initiative check, all targets affected by the power increase their ranged and melee defense by 2 for the first round of combat. |
| Magnitude (I) | Spend a Force point (◑) to increase the number of targets affected by the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets by this number each time. |
| Upgrade | Effect |
|---|---|
| Upgrade | Effect |
|---|---|