System

Force and Destiny
Characteristics
Talents
Name |
Rank |
Book & Page |
Description |
Surgeon x2 |
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When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon. |
Physician x3 |
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When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physcian. |
Healing Trance x3 |
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Commit a force die. For every full encounter the die remains committed, heal 1 wound per rank of Healing Trance. |
Grit x2 |
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+1 to Strain Threshold. |
Toughened |
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+2 to Wound Threshold. |
Improved Healing Trance |
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When healing wounds due to Healing Trance, make a Resilience check to heal a Critical Injury. Difficulty of the check equals the Critical Injury severity. |
Knowledgeable Healing |
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When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology). |
Rapid Recovery x2 |
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When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery. |
Calming Aura |
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When an opponent targets the character with a Force power, reduce pips generated by 1. |
Improved Calming Aura |
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Spend a maneuver and suffer 2 strain to extend Calming Aura's effects to allies equal to Willpower at short range until the start of the next turn. |
Force Rating |
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+1 Force Rating |
Natural Doctor |
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Once per session, may reroll any 1 Medicine check |
Dedication. |
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+1 to a single characteristic. (Willpower) |
Force Powers
Power
Move
Description
The user may spend a pip to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade |
Effect |
Range x3 |
Spend a pip to increase power's range by a number of range bands equal to range upgrades purchased. |
Control |
The force user can hurl objects to damage targets, by making a Discipline ranged combat check combined with a Move Power check, dealing damage equal to 10 times silhouette. |
Strength x2 |
Spend a pip to increase silhouette able to be targets equal to Strength upgrades purchased. |
Power
Sense
Description
The user may spend a pip to sense all living things within short range (including sentient and non-sentient beings). The user may spend a pip to sense the current emotional stat of one living target with whom he is engaged.
Upgrade |
Effect |
Control |
Spend a pip. The Force user senses the current thoughts of one living with whom he is engaged. |
Power
Foresee
Description
The user may spend a pip to gain vague hints of events to come up to a day into his future.
Upgrade |
Effect |
Control |
When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend a pip to gain a success per point on the check. |
Power
Heal/Harm
Description
Heal: Spend a pip to heal a number of wounds equal to Intellect from an engaged living creature (including the user). The user may not activate this multiple times. Harm: Spend a pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged target. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade |
Effect |
Magnitude x3 |
Spend 2 pips to affect 1 additional target within range per rank of Magnitude purchased. |
Mastery |
Heal: once per session, spend 4 pips to restore 1 target who died after end of user's last turn to life.
Harm: Once per session, when this power kills a target, restore one engaged character who died this encounter to life. Each character gains 7 conflict. |
Range x2 |
Spend a pip to increase the power's range by a number of range bands equal to Range upgrades purchased. |
Control |
Heal or inflict additional wounds equal to ranks in Medicine. |
Control |
Heal: Spend a pip to remove 1 status effect from the target.
Harm: The user may spend a pip to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. |
Control |
Heal: If no dark pips were used to activate the power, target heals strain equal to wounds healed.
Harm: if any dark pips were used to activate the power, user heals strain equal to wounds inflicted. |
Control |
Heal: May make a Heal power check combined with a 3 purple Medicine check. If check succeeds, one target who heals wounds also heals 1 Critical injury.
Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers 1 Critical Injury (adding +10 to the roll per 2 advantages) |
Strength x2 |
Spend a pip to increase wounds healed or dealt by 1 per Strength upgrade. |
Power
Enhance
Description
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend a pip to gain a success or an advantage (user's choice) on the check.
Upgrade |
Effect |
Control |
Enhance can be used with the Piloting (Planetary) skill. |
Range |
Spend a pip to increase power's range by a number of range bands equal to Range upgrades purchased. |
Control |
The user can perform a Force Leap as a maneuver instead of an action. |
Control |
Enhance can be used the Brawl skill. |
Control |
Take a Force leap action; make an Enhance power check. The user may spend a pip to jump horizontally to any location in short range. |
Control |
Enhanced can be used with the Coordination skill. |
Control |
Enhance can be used with the Resilience skill. |
Control |
When performing a Force Leap, the user can jump vertically in addition to horizontally. |
Control |
Enhance can be used with Piloting (Space) skill. |