Force and Destiny
| Threshold | 16 |
| Current | 0 |
| Threshold | 18 |
| Current | 5 |
| Ranged | 0 |
| Melee |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | 0 | |||
| Charm (Pr) | 0 | |||
| Coercion (Will) | 0 | |||
| Computers (Int) | 0 | |||
| Cool (Pr) | 1 | |||
| Coordination (Ag) | 0 | |||
| Deception (Cun) | 1 | |||
| Discipline (Will) | X | 5 | ||
| Leadership (Pr) | 0 | |||
| Mechanics (Int) | 0 | |||
| Medicine (Int) | 0 | |||
| Negotiation (Pr) | 0 | |||
| Perception (Cun) | X | 2 | ||
| Piloting: Planetary (Ag) | X | 1 | ||
| Piloting: Space (Ag) | X | 0 | ||
| Resilience (Br) | 0 | |||
| Skulduggery (Cun) | 0 | |||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | 0 | |||
| Survival (Cun) | X | 2 | ||
| Vigilance (Will) | X | 1 | ||
| Brawl (Br) | 0 | |||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Br) | 0 | |||
| Melee (Br) | X | 0 | ||
| Ranged: Light (Ag) | 0 | |||
| Ranged: Heavy (Ag) | X | 4 | ||
| Knowledge: Core Worlds (Int) | 0 | |||
| Knowledge: Education (Int) | 0 | |||
| Knowledge: Lore (Int) | 0 | |||
| Knowledge: Outer Rim (Int) | 0 | |||
| Knowledge: Underworld (Int) | 0 | |||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | X | 0 |
| Heartwood Blaster |
RangeMedium |
SkillRanged: Heavy |
|
| When wielding a heartwood blaster, a character may suffer strain up to their Force rating as a maneuver. If they do, they add an equal number of automatic advantage results to the next combat check they make that turn. 1 HP. 3 ENC. |
Damage6 |
Critical5 |
|
| Czerka Model 38 Rifle |
RangeExtreme |
SkillRanged: Heavy |
|
| Telescopic optical sight: reduce difficulty of long or extreme checks by 1. Sarlacc bayonet: + 1 to melee attacks (+1 encumbrance). Accurate 2, pierce 3. Encumb 5(+1 for tooth) |
Damage8 |
Critical3 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Genetically Engineered | 1 | May choose to suffer one strain to receive boost to single brawn or agility based check made on turn.1/2/4/8/16 strain. To reset formula during an encounter, find safe spot and roll a resilience check. | |
| Quick Strike | 1 | Add boost per rank of quick strike to combat checks against targets that have not acted yet this encounter. | |
| Toughened | 1 | Executioner | Gain 2 wound threshold. |
| Grit | 1 | Executioner | Gain 1 strain threshold |
| Hunter’s Quarry | 1 | As an action, make a hard survival check to upgrade the ability of all attacks made against an enemy within long range until the end of the character’s next turn. | |
| Force Power: Sense | 1 | F&D | Spend light/dark to sense All living things within engaged range or sense emotional state of engaged being |
| Sense Control | 1 | Commit force die: Once per round, when an opponent attacks user, upgrade the opponent’s difficulty pool once. | |
| Sense Duration | 1 | Sense’s ongoing effects may be triggered one additional time per round. | |
| Sense Strength | 1 | When using sense’s ongoing effects, upgrade the pool twice, instead of once. | |
| Sense Control | 1 | Commit force die:Once per round, when the force user makes a combat check, he upgrades the ability of that check once. | |
| Improved hunter’s quarry | 1 | Suffer two strain: May use hunter’s quarry as a maneuver instead of action. | |
| Precise Aim | 1 | Maneuver: Once per round, may preform this. Suffer strain equal to rank in this, then reduce targets range and melee defense by that number. | |
| Marked fir death | 1 | Maneuver: commit 1 force die. Add 2 advantage to combat checks against target while die is committed. Cannot use again unless season ends or target is incapacitated. | |
| Essential kill | 1 | When using a non-gunnery combat check, the character may add a force die no greater than his force rating to the check. The character may spend 1 light/dark to add advantage, or 3 light/dark to add a triumph (character choice) to the result. | |
| Bind force tree | 1 | Spend 1 light/dark to immobilize target within short (+1 pip for up to extreme )range until end of my next turn. If dark pip is used, target also suffers 1 wound per pip spent on check (ignoring soak). +2 pips can affect 2 npc. +1 pip for disorient 1 for 1 round. Spend +1 pip to activate control: target affected by bind takes action—> suffer strain equal to user’s willpower. Spend 1 pip to move target 1 range band closer or farther. See chart for master. | |
| Soothing tone | 1 | Hermit | |
| Grit (hermit) | 1 | Hermit | |
| Conditioned | 1 | Hermit | |
| Improved animal bond | 1 | Hermit | |
| Natural outdoorsman | 1 | Hermit | Once per session, May re-roll any 1 resilience or survival check. |
| Force rating (3rd) | 1 | Hermit | |
| Grit (hermit) | 1 | Hermit | |
| Force Rating (4th) | 1 | Hermit | |
| Strain up(x2 | 1 | Bout 5xp strain threshold talents from executioner and hermit | |
| Terrifying Kill | 1 | Executioner | Only works with bind if I do an opposed check that leads to a critical roll. The character may spend one Destiny Point to perform a Terrifying Kill maneuver immediately after conducting a successful attack where the target is incapacitated or suffers a Critical Injury (the character must still be able to perform maneuvers, and may not perform more than two maneuvers in a turn). The character rolls Force dice no greater than [their] Force rating, and may spend a Force point to inflict 1 strain on any characters within short range of that target (and may do so multiple times). A character who has purchased this talent automatically gains 1 Conflict at the beginning of a game session. |
| Bind Mastery | 1 | Bind | Mastery Upgrade: When the user is making a Bind power check, if the check was not already opposed, the user may roll an opposed Discipline versus Discipline check as part of the pool. To activate this upgrade, they must generate enough Force points to activate the power and must succeed at the opposed check. If no Dark points were used to generate Force points, the target is also staggered until the end of the user's next turn. If the user succeeds and used any Dark points to generate Force points on this check, the target immediately suffers a Critical Injury with a +10 to the roll per Force point spent on the check. |
| Lethal blows | 1 | Executioner | Add +10 per rank of lethal blows to any Critical injury rolls inflicted on opponents. |
| Upgrade | Effect |
|---|---|
| Base Force Power | Alter terrain and living things around the character. |
| Range (2) | Spend (2) light/dark to increase power's range by a number of range bands equal to number of range upgrades purchased (long) |
| Control (1) | This power can affect firm natural terrain, such as packed earth, stone, or ice. |
| Control (2) | Spend 2 white or dark pips to make small patch of terrain within affected area impassible. |
| Control (3) | Spend 2 white or dark pips to upgrade difficulty of all checks made by opponents while in the power's area of effect once. |
| Upgrade | Effect |
|---|---|
| Control (1) | Spend (1) light/dark to move target one range band closer or farther away. |
| Control (1) | Spend (1), whenever target affected by Bind takes an action, that target suffers strain equal to Willpower. |
| Force Power | Bind an NPC or Player |
| Range (3) | Spend (1) light/dark to affect NPC within extreme range. |
| Magnitude (3) | Spend (2) light/dark to affect up to 3 targets. |
| Strength (1) | Spend (1) light/dark to disorient target for 1 round. |