Force and Destiny
| Threshold | 12 |
| Current | 0 |
| Threshold | 15 |
| Current | 10 |
| Ranged | 1 |
| Melee | 1 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | 3 | |||
| Charm (Pr) | 1 | |||
| Coercion (Will) | 0 | |||
| Computers (Int) | X | 3 | ||
| Cool (Pr) | 0 | |||
| Coordination (Ag) | X | 5 | ||
| Deception (Cun) | X | 5 | ||
| Discipline (Will) | X | 2 | ||
| Leadership (Pr) | 0 | |||
| Mechanics (Int) | 2 | |||
| Medicine (Int) | X | 0 | ||
| Negotiation (Pr) | 0 | |||
| Perception (Cun) | X | 3 | ||
| Piloting: Planetary (Ag) | 0 | |||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | 1 | |||
| Skulduggery (Cun) | X | 2 | ||
| Stealth (Ag) | X | 4 | ||
| Streetwise (Cun) | X | 1 | ||
| Survival (Cun) | 0 | |||
| Vigilance (Will) | 0 | |||
| Brawl (Br) | 0 | |||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Br) | 0 | |||
| Melee (Br) | 0 | |||
| Ranged: Light (Ag) | 0 | |||
| Ranged: Heavy (Ag) | X | 6 | ||
| Knowledge: Core Worlds (Int) | X | 0 | ||
| Knowledge: Education (Int) | 0 | |||
| Knowledge: Lore (Int) | 3 | |||
| Knowledge: Outer Rim (Int) | 0 | |||
| Knowledge: Underworld (Int) | X | 1 | ||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| Fists |
RangeEngaged |
SkillBrawl |
|
| Disorient 1, Knockdown |
Damage2 |
Critical5 |
|
| Basic Lightsaber |
RangeEngaged |
SkillLightsaber |
|
| Breach 1, Sunder |
Damage6 |
Critical2 |
|
| Blaster Rifle |
RangeLong |
SkillRanged: Heavy |
|
| Stun setting |
Damage9 |
Critical3 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Desert Dwellers | F&D p. 62 | When making skill checks, Twi'leks may remove 1 setback die imposed due to arid or hot environmental conditions. | |
| Sleight of Mind | F&D p. 94 | Add 1 boost die to all Stealth checks unless the opposition is immune to Force powers. | |
| Street Smarts | 1 | F&D p. 94 | Remove 1 setback die per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks. |
| Well Rounded | F&D p. 94 | Choose any 2 skills. They permanently become career skills. ( | |
| Mental Fortress | F&D p. 94 | Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect and Cunning checks until end of encounter. | |
| Dodge | 2 | F&D p. 94 | 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.... |
| Codebreaker | 1 | F&D p. 94 | Remove 1 setback die per rank of Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1. |
| Now You See Me | F&D p. 94 | Once per session, take Now You See Me action. Make a Hard Deception check to make a number of NPCs equal to Cunning within medium range forget about that character. | |
| Shroud | F&D p. 94 | The character may spend 1 Destiny Point to make himself undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter. | |
| Anatomy Lessons | 1 | F&D p. 94 | After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit. |
| Master of SHadows | 1 | F&D p. 94 | Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1 |
| Dedication | 1 | F&D p. 94 | Gain +1 to a single characteristic. This cannot bring a character above 6 |
| Force Rating | 1 | F&D p. 94 | Gain +1 to Force Rating |
| Unmatched Vigilance Base Ability | 1 | Spend 2 Destiny Points to determine Initiative order for the first round of the encounter. Still make checks to determine initiative , these results will take place after the effects of Unmatched vigilance ends | |
| Group Preparation | 1 | All NPCs add a black [] to combat checks against a PC who has not yet taken a turn in the current round | |
| Duration | 1 | Initiative order that the base ability establishes lasts one additional round per Duration upgrade purchased | |
| Destiny | 1 | To activate Unmatched Vigilance base ability, the character only needs to spend 1 Destiny point instead of the normal 2 | |
| Combat Readiness | 1 | After activating Unmatched Vigilance the character may perform 1 free maneuver | |
| Combat Preparation | 1 | When the character activates Unmatched Vigilance, he may choose to introduce a "fact" or additional context directly into the narrative as if he had spent a Destiny Point | |
| Duration | 1 | The Initiative order the base ability establishes lasts 1 additional round per Duration upgrade purchased |
| Upgrade | Effect |
|---|---|
| Control |
May use this power to force
the target to perceive a sin- gle illusory person or object. |
| Duration |
Commit O O to sustain this
power while the beguiled tar- get remains in range. |
| Range |
Spend (|) to increase power’s
range by a number of range bands equal to Range up- grades purchased |
| Control |
The user may alter the per-
ceived appearance of the chosen person or object in- stead of hiding it. |
| Magnitude | Spend (|) to affect additional targets equal to Presence per rank of Magnitude purchased. |
| Magnitude | Pend (|) to affect additional targets equal to presence per rank of Magnitude purchased |
| Strength | Spend (|) to increase the silhouette of object obscured or illusion created by 1 per strength upgrade purchased |
| Strength | Spend (|) to increase the silhouette of object obscured or illusion created by 1 per strength upgrade purchased |
| Range |
Spend (|) to increase power’s
range by a number of range bands equal to Range up- grades purchased |
| Mastery | Spend (|) to obscure additional objects or make additional illusions equal to Cunning plus Deception |
| Strength | Spend (|) to increase the silhouette of object obscured or illusion created by 1 per strength upgrade purchased |
| Strength | Spend (|) to increase the silhouette of object obscured or illusion created by 1 per strength upgrade purchased |