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CONSULAR ACTIVE

HEALER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Xenology), Medicine
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SURGEON HEALING TRANCE RAPID RECOVERY PHYSICIAN


When making a Medicine Commit C. For every full When healing strain after When making a Medicine
check to help a character encounter C remains an encounter, heal 1 check to help a character
heal wounds, the target committed, heal 1 wound additional strain per rank heal wounds, the target
heals 1 additional wound per rank of Healing Trance. of Rapid Recovery. heals 1 additional strain
per rank of Surgeon. COST 5 COST 5
per rank of Physician.
COST 5 COST 5

PHYSICIAN PHYSICIAN GRIT HEALING TRANCE


When making a Medicine When making a Medicine Gain +1 strain threshold. Commit C. For every full
check to help a character check to help a character COST 10
encounter C remains
heal wounds, the target heal wounds, the target committed, heal 1 wound
heals 1 additional strain heals 1 additional strain per rank of Healing Trance.
per rank of Physician. per rank of Physician. COST 10

COST 10 COST 10

HEALING TRANCE GRIT KNOWLEDGEABLE RAPID RECOVERY


HEALING
Commit C. For every full Gain +1 strain threshold. When healing strain after
encounter C remains When healing an ally, spend an encounter, heal 1
COST 15
committed, heal 1 wound 1 Destiny Point to heal additional strain per rank
per rank of Healing Trance. additional wounds equal of Rapid Recovery.
to ranks in Knowledge
COST 15 COST 15
(Xenology).
COST 15

SURGEON IMPROVED CALMING AURA TOUGHENED


HEALING TRANCE
When making a Medicine When an opponent targets Gain +2 wound threshold.
check to help a character When healing wounds due the character with a Force COST 20
heal wounds, the target to Healing Trance, make power, reduce F generated
heals 1 additional wound a Resilience check to heal by 1.
per rank of Surgeon. a Critical Injury. Difficulty
COST 20
of the check equals the
COST 20
Critical Injury severity.
COST 20

DEDICATION NATURAL DOCTOR FORCE RATING IMPROVED


CALMING AURA
Gain +1 to a single charac- Once per session, may re- Gain +1 Force rating.
teristic. This cannot bring roll any 1 Medicine check. Spend a maneuver and
COST 25
a characteristic above 6. suffer 2 strain to extend
COST 25
Calming Auras effects to
COST 25
allies equal to Willpower at
short range until the start
of the next turn.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


CONSULAR ACTIVE

NIMAN DISCIPLE
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Leadership, Lightsaber, Negotiation
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PARRY NOBODYS FOOL REFLECT GRIT


When hit by a melee attack May upgrade difficulty of When hit by a ranged Gain +1 strain threshold.
while wielding a melee incoming Charm, Coercion, attack while wielding a COST 5
weapon or lightsaber, suffer or Deception checks once lightsaber, suffer 3 strain
3 strain to reduce damage per rank of Nobodys Fool. to reduce damage by 2
by 2 plus ranks in Parry. COST 5
plus ranks in Reflect.
COST 5 COST 5

DEFENSIVE NIMAN TECHNIQUE TOUGHENED PARRY


TRAINING
When making a check Gain +2 wound threshold. When hit by a melee attack
When wielding a Lightsaber, using the Lightsaber skill, while wielding a melee
COST 10
Melee, or Brawl weapon, the character may use weapon or lightsaber, suffer
the weapon gains the Willpower instead of Brawn. 3 strain to reduce damage
Defensive quality with a by 2 plus ranks in Parry.
COST 10
rating equal to ranks in
COST 10
Defensive Training.
COST 10

PARRY SENSE EMOTIONS REFLECT DEFENSIVE


TRAINING
When hit by a melee attack Add b to all Charm, When hit by a ranged
while wielding a melee Coercion, and Deception attack while wielding a When wielding a Lightsaber,
weapon or lightsaber, suffer checks unless the target is lightsaber, suffer 3 strain Melee, or Brawl weapon,
3 strain to reduce damage immune to Force Powers. to reduce damage by 2 the weapon gains the
by 2 plus ranks in Parry. plus ranks in Reflect. Defensive quality with a
COST 15
rating equal to ranks in
COST 15 COST 15
Defensive Training.
COST 15

SUM DJEM REFLECT DRAW CLOSER CENTER OF BEING


May spend x or a a When hit by a ranged As an action, make a Light- Take a Center of Being
with a successful Lightsaber attack while wielding a saber (Willpower) attack maneuver. Until the start of
attack to disarm opponent. lightsaber, suffer 3 strain against a silhouette 1 target next turn, attacks against
COST 20
to reduce damage by 2 in medium range. Add C up the character increase
plus ranks in Reflect. to Force rating. Spend F to their crit rating by 1 per
COST 20
move target one range band rank of Center of Being.
closer or to add s to check. COST 20

COST 20

DEDICATION FORCE ASSAULT FORCE RATING IMPROVED


CENTER OF BEING
Gain +1 to a single charac- Spend x or a a a Gain +1 Force rating.
teristic. This cannot bring on a missed Lightsaber Suffer 1 strain to perform
COST 25
a characteristic above 6. (Willpower) attack to Center of Being as an
immediately perform a incidental.
COST 25
Move Force power action as COST 25

a maneuver.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


CONSULAR ACTIVE

SAGE
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Astrogation, Charm, Cool, Knowledge (Lore)
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GRIT KILL WITH KINDNESS RESEARCHER GRIT


Gain +1 strain threshold. Remove b per rank of Remove b per rank in Gain +1 strain threshold.
COST 5
Kill with Kindness from Researcher from all COST 5
all Charm and Leadership Knowledge checks.
checks. Researching a subject
COST 5
takes half the time.
COST 5

SMOOTH TALKER RESEARCHER CONFIDENCE KNOWLEDGE


SPECIALIZATION
When first acquired, Remove b per rank in May decrease difficulty
choose Charm, Coercion, Researcher from all of Discipline checks to When acquired, choose 1
Deception, or Negotiation. Knowledge checks. avoid fear by 1 per rank of knowledge skill. May spend
When making checks with Researching a subject Confidence. x when rolling that skill to
that skill, spend x to takes half the time. gain s equal to ranks in
COST 10
gain additional s equal to Knowledge Specialization.
COST 10
ranks in Smooth Talker. COST 10

COST 10

VALUABLE FACTS SMOOTH TALKER KNOWLEDGE ONE WITH


SPECIALIZATION THE UNIVERSE
Once per encounter, as When first acquired,
an action make a dd choose Charm, Coercion, When acquired, choose 1 Once per session, while medi-
Knowledge check. If Deception, or Negotiation. knowledge skill. May spend tating, make a dd Astro-
successful, add x to one When making checks with x when rolling that skill to gation check. Success adds
allys skill check during the that skill, spend x to gain s equal to ranks in Z to all Force power checks
encounter. gain additional s equal to Knowledge Specialization. in next encounter. Success
ranks in Smooth Talker. COST 15
with t adds z instead.
COST 15

COST 15 COST 15

FORCE RATING GRIT PREEMPTIVE KNOWLEDGE


AVOIDANCE SPECIALIZATION
Gain +1 Force rating. Gain +1 strain threshold.
May spend 1 Destiny Point When acquired, choose 1
COST 20 COST 20
to disengage from engaged knowledge skill. May spend
enemy as an out-of-turn x when rolling that skill to
incidental. gain s equal to ranks in
COST 20
Knowledge Specialization.
COST 20

BALANCE THE FORCE IS NATURAL NEGOTIATOR FORCE RATING


MY ALLY
When the character heals Once per session, may Gain +1 Force rating.
strain at the end of the Once per session, may re-roll any 1 Cool or COST 25
encounter, he may add suffer 2 strain to perform Negotiation check.
C per Force rating. He a Force power action as a
COST 25
recovers additional strain maneuver.
equal to F generated. COST 25

COST 25

FORCE AND DESTINY VERSION 2 2016-01


CAREER BASE ABILITY

GUARDIAN
UPGRADE

RANKED

Career Skills: Brawl, Cool, Discipline, Melee, Resilience, Vigilance


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FATED DUEL BASE ABILITY


Once per game session, during a combat encounter, the character may spend 2 Destiny Points and make a ddd Discipline check
to challenge another character. If successful, the two characters are locked in a duel for 3 rounds. For the duration of the duel, the
two dueling characters can only make attacks targeting each other and no other characters can target the dueling characters with
attacks (or otherwise intervene).
COST 30

REDUCE DIFFICULTY INSPIRATION DURATION STAND FIRM


Reduce the difficulty of Add b to checks made by Fated Duel lasts for 1 addi- Increase wound threshold
the skill check to activate allies while Fated Duel is tional round. by 4 while Fated Duel is
Fated Duel to dd. active. COST 10
active.
COST 10 COST 10 COST 10

STAND FIRM DURATION INSPIRATION COSMIC BALANCE


Increase wound threshold Fated Duel lasts for 1 ad- Add b to checks made by While Fated Duel is active,
by 4 while Fated Duel is ditional round. allies while Fated Duel is when the character suffers
active. COST 15
active. a Critical Injury, flip one Dark
COST 15 COST 15
Side Destiny Point to Light.
COST 15

UNMATCHED HEROISM BASE ABILITY


Once per game session, as an out of turn incidental, the character may spend 2 Destiny Points. For the next 2 rounds, whenever an
ally within short range is targeted by a successful combat check, the character may suffer 2 strain to move to engaged range of that
ally and become the target of the combat check instead.
COST 30

DURATION ENDURANCE DESTINY DURATION


Unmatched Heroism lasts Reduce the strain cost to Unmatched Heroism costs Unmatched Heroism lasts
for 1 additional round. become the target of an 1 Destiny Point instead of 2. for 1 additional round.
attack with Unmatched COST 10

COST 10
Heroism by 1. COST 10

COST 10

FREQUENCY INCREASE RANGE DURATION ENDURANCE


Unmatched Heroism may Increase the range at which Unmatched Heroism lasts Reduce the strain cost to
be used twice per game Unmatched Heroism can af- for 1 additional round. become the target of an
session. fect Allies to medium range. attack with Unmatched
COST 15 COST 15 COST 15
Heroism by 1.
COST 15

FORCE AND DESTINY VERSION 2 2016-01


GUARDIAN ACTIVE

PEACEKEEPER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Leadership, Perception, Piloting (Planetary)
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COMMAND CONFIDENCE SECOND WIND COMMANDING


PRESENCE
Add b per rank of May decrease difficulty Once per encounter, may
Command to Leadership of Discipline checks to use Second Wind incidental Remove b per rank of
checks. Affected targets avoid fear by 1 per rank of to heal strain equal to Commanding Presence
add b to Discipline checks Confidence. ranks in Second Wind. from Leadership and Cool
for the next 24 hours. checks.
COST 5 COST 5

COST 5 COST 5

COMMANDING TOUGHENED SECOND WIND CONFIDENCE


PRESENCE
Gain +2 wound threshold. Once per encounter, may May decrease difficulty
Remove b per rank of use Second Wind incidental of Discipline checks to
COST 10
Commanding Presence to heal strain equal to avoid fear by 1 per rank of
from Leadership and Cool ranks in Second Wind. Confidence.
checks.
COST 10 COST 10

COST 10

TOUGHENED ENHANCED LEADER COMMAND FIELD COMMANDER


Gain +2 wound threshold. When making a Leadership Add b per rank of Take the Field Commander
COST 15
check, add C up to Force Command to Leadership action; make a dd
rating. Spend F to add s checks. Affected targets Leadership check. A
or a to the result. add b to Discipline checks number of allies equal to
COST 15
for the next 24 hours. Presence may immediately
COST 15
suffer 1 strain to perform
1 free maneuver.
COST 15

STEELY NERVES SECOND WIND TOUGHENED IMPROVED


FIELD COMMANDER
Spend 1 Destiny Point to Once per encounter, may Gain +2 wound threshold.
ignore effects of Critical use Second Wind incidental Field Commander action
COST 20
Injuries on Willpower or to heal strain equal to affects allies equal to
Presence checks until the ranks in Second Wind. double Presence, and may
end of the encounter. spend x to allow allies to
COST 20
suffer 1 strain to perform
COST 20
1 action instead.
COST 20

UNITY ASSAULT DEDICATION FORCE RATING NATURAL LEADER


If a missed attack gener- Gain +1 to a single charac- Gain +1 Force rating. Once per session, may
ates x or a a a, may teristic. This cannot bring COST 25
re-roll any 1 Cool or
spend to perform Force a characteristic above 6. Leadership check.
power targeting allies as a COST 25 COST 25
maneuver.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


GUARDIAN ACTIVE

PROTECTOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Medicine, Ranged (Light), Resilience
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TOUGHENED BODY GUARD GRIT TOUGHENED


Gain +2 wound threshold. Once per round, perform Gain +1 strain threshold. Gain +2 wound threshold.
COST 5
a maneuver to guard an COST 5 COST 5
engaged ally. Suffer strain
up to ranks to upgrade
difficulty of attacks against
them by that number until
the start of next turn.
COST 5

PARRY PHYSICIAN STIMPACK FORCE PROTECTION


SPECIALIZATION
When hit by a melee attack When making a Medicine As a maneuver, suffer 1
while wielding a melee check to help a character Stimpacks heal 1 additional strain and commit C up to
weapon or lightsaber, suffer heal wounds, the target wound per rank of ranks in Force Protection.
3 strain to reduce damage heals 1 additional strain Stimpack Specialization. Increase soak by amount
by 2 plus ranks in Parry. per rank of Physician. COST 10 committed until start of next
COST 10 COST 10
turn. Suffer 1 strain each
turn C are committed.
COST 10

REFLECT STIMPACK HEIGHTENED CENTER OF BEING


SPECIALIZATION AWARENESS
When hit by a ranged Take a Center of Being
attack while wielding a Stimpacks heal 1 additional Allies within short range maneuver. Until the start of
lightsaber, suffer 3 strain wound per rank of add b to Perception or next turn, attacks against
to reduce damage by 2 Stimpack Specialization. Vigilance checks. Engaged the character increase
plus ranks in Reflect. COST 15
allies add b b . their crit rating by 1 per
COST 15 COST 15 rank of Center of Being.
COST 15

CIRCLE OF SHELTER FORCE PROTECTION GRIT BODY GUARD


When an engaged ally As a maneuver, suffer 1 Gain +1 strain threshold. Once per round, perform
suffers a hit., may use strain and commit C up to COST 20
a maneuver to guard an
Parry or Reflect incidental ranks in Force Protection. engaged ally. Suffer strain
against the hit. Increase soak by amount up to ranks to upgrade
COST 20
committed until start of next difficulty of attacks against
turn. Suffer 1 strain each them by that number until
turn C are committed. the start of next turn.
COST 20 COST 20

CENTER OF BEING FORCE RATING DEDICATION IMPROVED


BODY GUARD
Take a Center of Being Gain +1 Force rating. Gain +1 to a single charac-
maneuver. Until the start of teristic. This cannot bring Once per session, when an
COST 25
next turn, attacks against a characteristic above 6. ally protected by the Body
the character increase Guard maneuver suffers
COST 25
their crit rating by 1 per a hit, suffer the hit instead.
rank of Center of Being. COST 25

COST 25

FORCE AND DESTINY VERSION 2 2016-01


GUARDIAN ACTIVE

SORESU DEFENDER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Knowledge (Lore), Lightsaber, Vigilance
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PARRY PARRY TOUGHENED DEFENSIVE STANCE


When hit by a melee attack When hit by a melee attack Gain +2 wound threshold. Once per round, as a man-
while wielding a melee while wielding a melee COST 5
euver suffer a number of
weapon or lightsaber, suffer weapon or lightsaber, suffer strain up to ranks in Defen-
3 strain to reduce damage 3 strain to reduce damage sive Stance to upgrade
by 2 plus ranks in Parry. by 2 plus ranks in Parry. difficulty of all incoming
COST 5 COST 5
melee attacks by an equal
number for the next round.
COST 5

SORESU TECHNIQUE REFLECT GRIT GRIT


When making a check When hit by a ranged Gain +1 strain threshold. Gain +1 strain threshold.
using the Lightsaber skill, attack while wielding a COST 10 COST 10
the character may use lightsaber, suffer 3 strain
Intellect instead of Brawn. to reduce damage by 2
COST 10
plus ranks in Reflect.
COST 10

CONFIDENCE IMPROVED PARRY DEFENSIVE CIRCLE PARRY


May decrease difficulty When parrying a hit that As an action, make a ddd When hit by a melee attack
of Discipline checks to generated y or ttt , Lightsaber (Intellect) check. while wielding a melee
avoid fear by 1 per rank of may hit attacker once with The character, plus 1 ally weapon or lightsaber, suffer
Confidence. Lightsaber, Brawl, or Melee within short range per s, 3 strain to reduce damage
COST 15
weapon (dealing base gains X defense until the by 2 plus ranks in Parry.
damage), after original beginning of the next turn. X COST 15
attack resolves. equals 1, plus 1 per a a.
COST 15 COST 15

PARRY REFLECT REFLECT DEFENSIVE STANCE


When hit by a melee attack When hit by a ranged When hit by a ranged Once per round, as a man-
while wielding a melee attack while wielding a attack while wielding a euver suffer a number of
weapon or lightsaber, suffer lightsaber, suffer 3 strain lightsaber, suffer 3 strain strain up to ranks in Defen-
3 strain to reduce damage to reduce damage by 2 to reduce damage by 2 sive Stance to upgrade
by 2 plus ranks in Parry. plus ranks in Reflect. plus ranks in Reflect. difficulty of all incoming
COST 20 COST 20 COST 20
melee attacks by an equal
number for the next round.
COST 20

SUPREME PARRY DEDICATION IMPROVED REFLECT STRATEGIC FORM


If the user did not make Gain +1 to a single charac- When reflecting a hit that As an action, make a ddd
a combat check during teristic. This cannot bring generated y or ttt , Lightsaber (Intellect) check,
previous turn, may suffer 1 a characteristic above 6. may hit one attacker in adding C up to Force rating.
strain to use Parry. COST 25
medium range with the If successful, a target in
COST 25
same damage as the short range may only attack
initial hit, after original character for 1 round, plus 1
attack resolves. per additional F spent.
COST 25 COST 25

FORCE AND DESTINY VERSION 2 2016-01


GUARDIAN ACTIVE

ARMORER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Outer Rim), Lightsaber, Mechanics, Resilience
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GRIT TOUGHENED GEARHEAD INVENTOR


Gain +1 strain threshold. Gain +2 wound threshold. Remove b per rank of When constructing new
COST 5 COST 5
Gearhead from Mechanics items or modifying attach-
checks. Halve the credit ments, add b or remove
cost to add mods to b per rank of Inventor.
attachments. COST 5

COST 5

SABER THROW ARMOR MASTER GRIT GEARHEAD


As an action, make a Lightsaber When wearing armor, inc- Gain +1 strain threshold. Remove b per rank of
attack as a ranged attack at a rease total soak value by 1. COST 10
Gearhead from Mechanics
target within medium range. COST 10
checks. Halve the credit
Add C up to Force rating. cost to add mods to
Must spend F and succeed to attachments.
hit target. Spend F to return COST 10
weapon to hand.
COST 10

TOUGHENED IMPROVED INVENTOR MENTAL TOOLS


ARMOR MASTER
Gain +2 wound threshold. When constructing new Always count as having the
When wearing armor with items or modifying attach- right tools for the job when
COST 15
a soak value of 2 or higher, ments, add b or remove performing Mechanics
increase defense by 1. b per rank of Inventor. checks.
COST 15 COST 15 COST 15

COMPREHEND TINKERER FALLING AVALANCE SUPREME


TECHNOLOGY ARMOR MASTER
May add 1 additional hard Suffer 2 strain to add
As an action make a dd point to a number of items damage equal to Brawn to Once per round, may suffer
Knowledge (Education) equal to ranks in Tinkerer. next Lightsaber combat 3 strain to take the Armor
check to use Force rating Each item may only be check made that turn. Master incidental; reduce
as ranks in skills to use a modified once. the next Critical Injury
COST 20
single item. suffered by 10 per point of
COST 20

COST 20
soak, minimum 1.
COST 20

FORCE RATING IMBUE ITEM REINFORCE ITEM DEDICATION


Gain +1 Force rating. As a maneuver, suffer 1 As a maneuver, commit Gain +1 to a single charac-
COST 25
strain and commit C to C C to grant one teristic. This cannot bring
grant one weapon, piece of weapon or piece of armor a characteristic above 6.
armor, or item an improve- the Cortosis quality while COST 25
ment while committed. committed. Suffer 3 strain
Suffer 1 strain every round each round C C remain
C remains committed. committed
COST 25 COST 25

FORCE AND DESTINY VERSION 2 2016-01


GUARDIAN ACTIVE

WARDEN
PASSIVE

RANKED
CONFLICT COST
FORCE TALENT
Spec Bonus Career Skills: Brawl, Coercion, Discipline, Knowledge (Underworld)
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GRIT TOUGHENED INTIMIDATING GRIT


Gain +1 strain threshold. Gain +2 wound threshold. May suffer a number Gain +1 strain threshold.
COST 5 COST 5
of strain up to ranks in COST 5
Intimidating to downgrade
difficulty of Coercion
checks or upgrade difficulty
when targeted by Coercion
checks by an equal number.
COST 5

PRECISION STRIKE CONFIDENCE SCATHING TIRADE BAD COP


When this character May decrease difficulty Take a Scathing Tirade Spend aa from a
inflicts a Critical Injury of Discipline checks to action; make a dd Deception or Coercion
with a Brawl, Melee, or avoid fear by 1 per rank of Coercion check. One enemy check to upgrade ability of
Lightsaber weapon, may Confidence. for each s, in short range, an allys subsequent social
suffer 1 strain to change COST 10
suffers 1 strain. Spend a check against the same
the result to any Easy (d ) for 1 affected enemy to target a number of times
Critical Injury result. suffer 1 additional strain. equal to ranks in Bad Cop
COST 10 COST 10 COST 10

SENSE ADVANTAGE CONFIDENCE FEARSOME NO ESCAPE


Once per session, may add May decrease difficulty When an enemy becomes May spend a a from a
bb to 1 NPCs skill check. of Discipline checks to engaged with the char- Coercion check or tt
COST 15
avoid fear by 1 per rank of acter, they may force the from a foes Discipline
Confidence. enemy to make a fear check; that target cannot
COST 15
check, with the difficulty perform a free maneuver
equal to ranks in Fearsome. during his next turn.
COST 15 COST 15

TOUGHENED OVERBALANCE BALEFUL GAZE BAD COP


Gain +2 wound threshold. When a combat check When targeted by a Spend aa from a
COST 20
made by an engaged foe combat check from within Deception or Coercion
generates y or ttt , medium range, may spend check to upgrade ability of
may stagger attacker until a Destiny Point to upgrade an allys subsequent social
the end of their next turn. the difficulty of the check a check against the same
COST 20
number of times equal to target a number of times
ranks in Coercion. equal to ranks in Bad Cop
COST 20 COST 20

GRAPPLE DEDICATION FORCE RATING FEARSOME


Once per round, may Gain +1 to a single charac- Gain +1 Force rating. When an enemy becomes
perform the Grapple teristic. This cannot bring COST 25
engaged with the char-
maneuver. Until the a characteristic above 6. acter, they may force the
beginning of the characters COST 25
enemy to make a fear
next turn, foes must spend check, with the difficulty
2 maneuvers to disengage equal to ranks in Fearsome.
the character.
COST 25 COST 25

FORCE AND DESTINY VERSION 2 2016-01


GUARDIAN ACTIVE

WARLEADER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Leadership, Perception, Ranged (Light), Survival
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PRIME POSITIONS SUPPRESSING FIRE GRIT UNCANNY SENSES


When this character or an Character and allies in short Gain +1 strain threshold. Add b per rank of
ally in short range takes range may spend a on their COST 5
Uncanny Senses to all
cover, they increase soak failed combat checks once Perception checks.
against ranged attacks by 1 per round to inflict 1 strain COST 5
per rank in Prime Positions per rank of Suppressing Fire
until they leave cover. on the target.
COST 5 COST 5

GRIT CAREFUL PLANNING SENSE DANGER SWIFT


Gain +1 strain threshold. Once per session, may Once per session, remove Do not suffer usual
COST 10
introduce a fact into the b b from any 1 check. penalties for moving
narrative as if a Destiny COST 10
through difficult terrain.
Point had been spent. COST 10

COST 10

SUPPRESSING FIRE GRIT UNCANNY SENSES PRESCIENT SHOT


Character and allies in short Gain +1 strain threshold. Add b per rank of Add b to all Ranged (Light)
range may spend a on their COST 15
Uncanny Senses to all checks unless the target is
failed combat checks once Perception checks. immune to Force Powers.
per round to inflict 1 strain COST 15 COST 15
per rank of Suppressing Fire
on the target.
COST 15

COORDINATED PRIME POSITIONS BLIND SPOT FOREWARNING


ASSAULT
When this character or an This character and allies Perform the Forewarning
As a maneuver, add a to ally in short range takes within short range add a action; all allies within
combat checks to a number cover, they increase soak to combat checks while medium range increase
of engaged allies equal to against ranged attacks by 1 benefiting from cover. defense by characters
Leadership ranks until the per rank in Prime Positions Force rating until they act
COST 20
start of next turn. Range until they leave cover. in the encounter.
increases per rank of talent.
COST 20 COST 20

COST 20

CLEVER SOLUTION DEDICATION FORCE RATING PROPHETIC AIM


Once per session, make Gain +1 to a single charac- Gain +1 Force rating. While benefiting from an
one skill check using teristic. This cannot bring COST 25
Aim maneuver, y from this
Cunning rather than the a characteristic above 6. characters Ranged (Heavy)
characteristic linked to COST 25
and (Light) checks cannot
that skill. cause attacks to hit allies
COST 25
engaged with the target.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


MYSTIC ACTIVE

ADVISOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Deception, Negotiation, Streetwise
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PLAUSIBLE KNOW SOMEBODY GRIT KILL WITH KINDNESS


DENIABILITY
Once per session, when Gain +1 strain threshold. Remove b per rank of
Remove b per rank of attempting to purchase Kill with Kindness from
COST 5
Plausible Deniability from a legally available item, all Charm and Leadership
all Coercion and Deception reduce its rarity by 1 per checks.
checks. rank of Know Somebody. COST 5

COST 5 COST 5

TOUGHENED KNOW SOMEBODY KNOWLEDGE NOBODYS FOOL


IS POWER
Gain +2 wound threshold. Once per session, when May upgrade difficulty of
attempting to purchase Once per session, when incoming Charm, Coercion,
COST 10
a legally available item, making a check, count or Deception checks once
reduce its rarity by 1 per Force rating as being equal per rank of Nobodys Fool.
rank of Know Somebody. to ranks in Knowledge
COST 10
(Lore).
COST 10

COST 10

GRIT SMOOTH TALKER SMOOTH TALKER PLAUSIBLE


DENIABILITY
Gain +1 strain threshold. When first acquired, When first acquired,
choose Charm, Coercion, choose Charm, Coercion, Remove b per rank of
COST 15
Deception, or Negotiation. Deception, or Negotiation. Plausible Deniability from
When making checks with When making checks with all Coercion and Deception
that skill, spend x to that skill, spend x to checks.
gain additional s equal to gain additional s equal to COST 15

ranks in Smooth Talker. ranks in Smooth Talker.


COST 15 COST 15

NOBODYS FOOL NATURAL CHARMER CONTINGENCY PLAN SENSE EMOTIONS


May upgrade difficulty of Once per session, may Spend 1 Destiny Point to Add b to all Charm,
incoming Charm, Coercion, re-roll any 1 Charm or recover strain equal to Coercion, and Deception
or Deception checks once Deception check. Cunning rating. checks unless the target is
per rank of Nobodys Fool. COST 20 COST 20
immune to Force Powers.
COST 20 COST 20

DEDICATION STEELY NERVES FORCE RATING SENSE ADVANTAGE


Gain +1 to a single charac- Spend 1 Destiny Point to Gain +1 Force rating. Once per session, may add
teristic. This cannot bring ignore effects of Critical COST 25
bb to 1 NPCs skill check.
a characteristic above 6. Injuries on Willpower or COST 25

COST 25
Presence checks until the
end of the encounter.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


MYSTIC ACTIVE

MAKASHI DUELIST
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Cool, Coordination, Lightsaber
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GRIT RESIST DISARM GRIT PARRY


Gain +1 strain threshold. Suffer 2 strain to avoid Gain +1 strain threshold. When hit by a melee attack
COST 5
being disarmed or having COST 5
while wielding a melee
the characters weapon be weapon or lightsaber, suffer
damaged or destroyed 3 strain to reduce damage
COST 5
by 2 plus ranks in Parry.
COST 5

PARRY MAKASHI TECHNIQUE DUELISTS TRAINING FEINT


When hit by a melee attack When making a check Add b to Melee and Spend x or a a a
while wielding a melee using the Lightsaber skill, Lightsaber checks when generated on a missed
weapon or lightsaber, suffer the character may use engaged with only one melee attack to upgrade
3 strain to reduce damage Presence instead of Brawn. opponent. difficulty of opponents
by 2 plus ranks in Parry. COST 10 COST 10
next attack targeting the
COST 10
character by ranks in Feint.
COST 10

PARRY FEINT PARRY PARRY


When hit by a melee attack Spend x or a a a When hit by a melee attack When hit by a melee attack
while wielding a melee generated on a missed while wielding a melee while wielding a melee
weapon or lightsaber, suffer melee attack to upgrade weapon or lightsaber, suffer weapon or lightsaber, suffer
3 strain to reduce damage difficulty of opponents 3 strain to reduce damage 3 strain to reduce damage
by 2 plus ranks in Parry. next attack targeting the by 2 plus ranks in Parry. by 2 plus ranks in Parry.
COST 15
character by ranks in Feint. COST 15 COST 15

COST 15

INTENSE PRESENCE IMPROVED PARRY GRIT DEFENSIVE


TRAINING
Spend 1 Destiny Point to When parrying a hit that Gain +1 strain threshold.
recover strain equal to generated y or ttt , When wielding a Lightsaber,
COST 20
Presence rating. may hit attacker once with Melee, or Brawl weapon,
Lightsaber, Brawl, or Melee the weapon gains the
COST 20
weapon (dealing base Defensive quality with a
damage), after original rating equal to ranks in
attack resolves. Defensive Training.
COST 20 COST 20

DEDICATION SUM DJEM MAKASHI FINISH MAKASHI FLOURISH


Gain +1 to a single charac- May spend x or a a As an action, make a Once per encounter, as
teristic. This cannot bring with a successful Lightsaber Lightsaber (Presence) an action make a dd
a characteristic above 6. attack to disarm opponent. attack against engaged Lightsaber (Presence)
COST 25 COST 25
target, adding C up to check. 1 engaged opponent
Force rating. Spend F to suffers strain equal to s,
add +10 to any resulting and heal an equal amount
Critical Injury rolls. of strain.
COST 25 COST 25

FORCE AND DESTINY VERSION 2 2016-01


MYSTIC ACTIVE

SEER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Knowledge (Lore), Survival, Vigilance
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FORAGER UNCANNY GRIT EXPERT TRACKER


REACTIONS
Remove up to b b from Gain +1 strain threshold. Remove b per rank of
skill checks to find food, Add b per rank of Expert Tracker from checks
COST 5
water, or shelter. Survival Uncanny Reactions to all to find tracks or track
checks to forage take half Vigilance checks, targets. Decrease time to
the time. COST 5 track a target by half.
COST 5 COST 5

RAPID REACTION KEEN EYED UNCANNY TOUGHENED


REACTIONS
Suffer a number of strain up Remove b per rank of Keen Gain +2 wound threshold.
to ranks in Rapid Reaction Eyed from Perception and Add b per rank of
COST 10
to add an equal number of Vigilance checks. Decrease Uncanny Reactions to all
s to initiative checks. the time to search a specific Vigilance checks,
COST 10
area by half. COST 10

COST 10

SENSE DANGER GRIT FOREWARNING PREEMPTIVE


AVOIDANCE
Once per session, remove Gain +1 strain threshold. As an action, give all allies
b b from any 1 check. within medium range an May spend 1 Destiny Point
COST 15
increase in defense equal to disengage from engaged
COST 15
to the characters Force enemy as an out-of-turn
rating until they act in the incidental.
encounter. COST 15

COST 15

FORCE RATING SENSE ADVANTAGE THE FORCE IS DODGE


MY ALLY
Gain +1 Force rating. Once per session, may add When targeted in combat,
bb to 1 NPCs skill check. Once per session, may may perform a Dodge
COST 20
suffer 2 strain to perform incidental. Suffer strain
COST 20
a Force power action as a no greater than ranks
maneuver. in Dodge to upgrade the
COST 20 difficulty of the attack by
that number.
COST 20

RAPID REACTION TOUGHENED NATURAL MYSTIC FORCE RATING


Suffer a number of strain up Gain +2 wound threshold. Once per session, may re-roll Gain +1 Force rating.
to ranks in Rapid Reaction COST 25
any 1 Force power check. COST 25
to add an equal number of COST 25
s to initiative checks.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


SEEKER ACTIVE

ATARU STRIKER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Coordination, Lightsaber, Perception
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CONDITIONED PARRY JUMP UP QUICK DRAW


Remove b per rank of When hit by a melee attack Once per round, may stand Once per round, draw or
Conditioned from Athletics while wielding a melee from seated or prone as holster a weapon or item
and Coordination checks. weapon or lightsaber, suffer an incidental. as an incidental.
Reduce the damage and 3 strain to reduce damage COST 5 COST 5
strain suffered from falling by 2 plus ranks in Parry.
1 per rank of Conditioned. COST 5

COST 5

DODGE REFLECT ATARU TECHNIQUE QUICK STRIKE


When targeted in combat, When hit by a ranged When making a check Add b per rank of Quick
may perform a Dodge attack while wielding a using the Lightsaber skill, Strike to combat checks
incidental. Suffer strain lightsaber, suffer 3 strain the character may use against targets that have
no greater than ranks to reduce damage by 2 Agility instead of Brawn. not acted yet this encounter.
in Dodge to upgrade the plus ranks in Reflect. COST 10 COST 10
difficulty of the attack by COST 10
that number.
COST 10

QUICK STRIKE REFLECT PARRY IMPROVED PARRY


Add b per rank of Quick When hit by a ranged When hit by a melee attack When parrying a hit that
Strike to combat checks attack while wielding a while wielding a melee generated y or ttt ,
against targets that have lightsaber, suffer 3 strain weapon or lightsaber, suffer may hit attacker once with
not acted yet this encounter. to reduce damage by 2 3 strain to reduce damage Lightsaber, Brawl, or Melee
COST 15
plus ranks in Reflect. by 2 plus ranks in Parry. weapon (dealing base
COST 15 COST 15
damage), after original
attack resolves.
COST 15

DODGE HAWK BAT SWOOP SABER SWARM CONDITIONED


When targeted in combat, As an action, make a As a maneuver, spend 1 Remove b per rank of
may perform a Dodge Lightsaber (Agility) attack strain to give the next Conditioned from Athletics
incidental. Suffer strain against a target within Lightsaber (Agility) combat and Coordination checks.
no greater than ranks short range, adding C up check this turn the Linked Reduce the damage and
in Dodge to upgrade the to Force rating. Spend F quality equal to Force strain suffered from falling
difficulty of the attack by to engage target and F to rating during the check. 1 per rank of Conditioned.
that number. add a to check. COST 20 COST 20

COST 20 COST 20

PARRY DEDICATION SABER THROW BALANCE


When hit by a melee attack Gain +1 to a single charac- As an action, make a Lightsaber When the character heals
while wielding a melee teristic. This cannot bring attack as a ranged attack at a strain at the end of the
weapon or lightsaber, suffer a characteristic above 6. target within medium range. encounter, he may add
3 strain to reduce damage COST 25
Add C up to Force rating. C per Force rating. He
by 2 plus ranks in Parry. Must spend F and succeed to recovers additional strain
COST 25
hit target. Spend F to return equal to F generated.
weapon to hand.. COST 25

COST 25

FORCE AND DESTINY VERSION 2 2016-01


SEEKER ACTIVE

HUNTER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coordination, Ranged (Heavy), Stealth, Vigilance
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RAPID RECOVERY HUNTER EXPERT TRACKER TOUGHENED


When healing strain after Add b per rank of Remove b per rank of Gain +2 wound threshold.
an encounter, heal 1 Hunter to all checks when Expert Tracker from checks COST 5
additional strain per rank interacting with beasts or to find tracks or track
of Rapid Recovery. animals (including combat). targets. Decrease time to
COST 5
Add +10 to Critical Injury track a target by half.
results against beasts or COST 5
animals per rank of Hunter.
COST 5

TOUGHENED EXPERT TRACKER HUNTER UNCANNY SENSES


Gain +2 wound threshold. Remove b per rank of Add b per rank of Add b per rank of
COST 10
Expert Tracker from checks Hunter to all checks when Uncanny Senses to all
to find tracks or track interacting with beasts or Perception checks.
targets. Decrease time to animals (including combat). COST 10
track a target by half. Add +10 to Critical Injury
COST 10
results against beasts or
animals per rank of Hunter.
COST 10

SIDE STEP KEEN EYED NATURAL HUNTER UNCANNY


REACTIONS
Once per round, as a man- Remove b per rank of Keen Once per session, may
euver suffer a number of Eyed from Perception and re-roll any 1 Perception or Add b per rank of
strain up to ranks in Side Vigilance checks. Decrease Vigillance check. Uncanny Reactions to all
Step to upgrade difficulty of the time to search a specific Vigilance checks,
COST 15
all incoming ranged attacks area by half. COST 15

by an equal number for the COST 15


next round.
COST 15

RAPID RECOVERY SOFT SPOT SIXTH SENSE RAPID RECOVERY


When healing strain after After making a successful Gain +1 ranged defense. When healing strain after
an encounter, heal 1 attack, may spend 1 COST 20
an encounter, heal 1
additional strain per rank Destiny Point to add additional strain per rank
of Rapid Recovery. damage equal to Cunning of Rapid Recovery.
COST 20
to one hit. COST 20

COST 20

SIDE STEP DEDICATION INTUITIVE SHOT FORCE RATING


Once per round, as a man- Gain +1 to a single charac- When making a Ranged Gain +1 Force rating.
euver suffer a number of teristic. This cannot bring (Light) or (Heavy) combat COST 25
strain up to ranks in Side a characteristic above 6. check, add C up to Force
Step to upgrade difficulty of COST 25
rating to the check. May
all incoming ranged attacks spend F to add s or a.
by an equal number for the COST 25
next round.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


SEEKER ACTIVE

PATHFINDER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Medicine, Ranged (Light), Resilience, Survival
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GRIT KEEN EYED FORAGER SWIFT


Gain +1 strain threshold. Remove b per rank of Keen Remove up to b b from Do not suffer usual
COST 5
Eyed from Perception and skill checks to find food, penalties for moving
Vigilance checks. Decrease water, or shelter. Survival through difficult terrain.
the time to search a specific checks to forage take half COST 5
area by half. the time.
COST 5 COST 5

KEEN EYED OUTDOORSMAN TOUGHNESS OUTDOORSMAN


Remove b per rank of Keen Remove b per rank of Gain +2 wound threshold. Remove b per rank of
Eyed from Perception and Outdoorsman from checks COST 10
Outdoorsman from checks
Vigilance checks. Decrease to move through terrain to move through terrain
the time to search a specific or manage environmental or manage environmental
area by half. effects. Decrease overland effects. Decrease overland
COST 10
travel times by half. travel times by half.
COST 10 COST 10

ANIMAL EMPATHY ANIMAL BOND GRIT SLEIGHT OF MIND


When making checks to Develop a long-term bond Gain +1 strain threshold. Add b to all Stealth
handle or tame animals, with a single animal of COST 15
checks unless the
add C up to Force rating silhouette no greater than opposition is immune to
to the check. Spend F half Force rating, rounded Force powers.
to add s or a to the down. COST 15
check. COST 15

COST 15

MENTAL BOND FORCE RATING QUICK MOVEMENT TOUGHNESS


As an action, commit C. Gain +1 Force rating. As an incidental, suffer Gain +2 wound threshold.
While committed, may COST 20
2 strain and add C up COST 20
communicate with bonded to Force rating to next
animal at long range and check. May spend F F to
see and hear through its perform one additional Move
senses. maneuver after the action
COST 20
(can be 3rd that turn).
COST 20

SHARE PAIN ENDURING NATURAL DEDICATION


OUTDOORSMAN
When a bonded animal Gain +1 soak value. Gain +1 to a single charac-
suffers wounds, as an Once per session, may teristic. This cannot bring
COST 25
incidental reduce wounds re-roll any 1 Resilience or a characteristic above 6.
suffered to half, then the Survival check.
COST 25
character suffers wounds COST 25

equal to number reduced.


COST 25

FORCE AND DESTINY VERSION 2 2016-01


SENTINEL ACTIVE

ARTISAN
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Mechanics
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SOLID REPAIRS FINE TUNING MENTAL TOOLS TECHNICAL APTITUDE


The character repairs When reducing the amount Always count as having the Reduce time needed to
1 additional hull trauma of system strain a starship right tools for the job when complete Computer-
per rank of Solid Repairs or vehicle suffers, reduce performing Mechanics related tasks by 25% per
whenever he repairs a 1 additional strain per rank checks. rank in Technical Aptitude.
starship or vehicle. of Fine Tuning. COST 5 COST 5

COST 5 COST 5

GRIT SOLID REPAIRS FINE TUNING GRIT


Gain +1 strain threshold. The character repairs When reducing the amount Gain +1 strain threshold.
COST 10
1 additional hull trauma of system strain a starship COST 10
per rank of Solid Repairs or vehicle suffers, reduce
whenever he repairs a 1 additional strain per rank
starship or vehicle. of Fine Tuning.
COST 10 COST 10

INVENTOR IMBUE ITEM NATURAL TINKERER DEFENSIVE SLICING


When constructing new As a maneuver, suffer 1 Once per session, re-roll When defending computer
items or modifying attach- strain and commit C to any 1 Mechanics check. systems, add b per rank
ments, add b or remove grant one weapon, piece of COST 15
of Defensive Slicing to
b per rank of Inventor. armor, or item an improve- opponents checks.
COST 15
ment while committed. COST 15
Suffer 1 strain every round
C remains committed.
COST 15

SOLID REPAIRS FORCE RATING DEFENSIVE SLICING MENTAL FORTRESS


The character repairs Gain +1 Force rating. When defending computer Spend 1 Destiny Point to
1 additional hull trauma COST 20
systems, add b per rank ignore effects of Critical
per rank of Solid Repairs of Defensive Slicing to Injuries on Intellect or
whenever he repairs a opponents checks. Cunning checks until end of
starship or vehicle. COST 20
encounter.
COST 20 COST 20

MASTER ARTISAN INTUITIVE DEDICATION COMPREHEND


IMPROVEMENTS TECHNOLOGY
Once per round, as an Gain +1 to a single charac-
incidental, suffer 2 strain When making check to teristic. This cannot bring As an action make a dd
to decrease the difficulty of craft or repair item, may a characteristic above 6. Knowledge (Education)
the next Mechanics check add C up to Force rating. check to use Force rating
COST 25
by 1, to a minimum of d. Spend F F to increase as ranks in skills to use a
hard points by 1, to a single item.
COST 25
maximum of +2. COST 25

COST 25

FORCE AND DESTINY VERSION 2 2016-01


SENTINEL ACTIVE

SHADOW
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Underworld), Skulduggery, Stealth, Streetwise
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SLEIGHT OF MIND STREET SMARTS CODEBREAKER INDISTINGUISHABLE


Add b to all Stealth Remove b per rank Remove b per rank in Upgrade difficulty of
checks unless the of Street Smarts from Codebreaker from checks checks to identify char-
opposition is immune to Streetwise or Knowledge to break codes or decrypt acter once per rank of
Force powers. (Underworld) checks. communications. Decrease Indistinguishable.
COST 5 COST 5
difficulty of checks to COST 5
break codes or decrypt
communications by 1.
COST 5

WELL ROUNDED MENTAL FORTRESS GRIT INDISTINGUISHABLE


Choose any 2 skills. They Spend 1 Destiny Point to Gain +1 strain threshold. Upgrade difficulty of
permanently become ignore effects of Critical COST 10
checks to identify char-
career skills Injuries on Intellect or acter once per rank of
COST 10
Cunning checks until end of Indistinguishable.
encounter. COST 10

COST 10

SHROUD DODGE SLEIGHT OF MIND GRIT


The character may spend 1 When targeted in combat, Add b to all Stealth Gain +1 strain threshold.
Destiny Point to make him- may perform a Dodge checks unless the COST 15
self undetectable via Force incidental. Suffer strain opposition is immune to
powers and make his own no greater than ranks Force powers.
powers go unnoticed for the in Dodge to upgrade the COST 15
remainder of the encounter. difficulty of the attack by
COST 15
that number.
COST 15

SLIPPERY MINDED CODEBREAKER NOW YOU SEE ME DODGE


If under the effects of a Remove b per rank in Once per session, as an When targeted in combat,
Force power, as an action Codebreaker from checks action make a ddd may perform a Dodge
make a ddd Deception to break codes or decrypt Deception check to make incidental. Suffer strain
check to immediately end communications. Decrease a number of NPCs equal no greater than ranks
the effects of the power. difficulty of checks to to Cunning within medium in Dodge to upgrade the
COST 20
break codes or decrypt range forget about the difficulty of the attack by
communications by 1. character. that number.
COST 20 COST 20 COST 20

FORCE RATING ANATOMY LESSONS MASTER OF SHADOWS DEDICATION


Gain +1 Force rating. After making a successful Once per round, suffer Gain +1 to a single charac-
COST 25
attack, may spend 1 2 strain to decrease teristic. This cannot bring
Destiny Point to add difficulty of next Stealth or a characteristic above 6.
damage equal to Intellect Skulduggery check by 1. COST 25
to one hit. COST 25

COST 25

FORCE AND DESTINY VERSION 2 2016-01


SENTINEL ACTIVE

SHIEN EXPERT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Lightsaber, Resilience, Skulduggery
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SIDE STEP CONDITIONED STREET SMARTS REFLECT


Once per round, as a man- Remove b per rank of Remove b per rank When hit by a ranged
euver suffer a number of Conditioned from Athletics of Street Smarts from attack while wielding a
strain up to ranks in Side and Coordination checks. Streetwise or Knowledge lightsaber, suffer 3 strain
Step to upgrade difficulty of Reduce the damage and (Underworld) checks. to reduce damage by 2
all incoming ranged attacks strain suffered from falling COST 5
plus ranks in Reflect.
by an equal number for the 1 per rank of Conditioned. COST 5
next round. COST 5

COST 5

TOUGHENED PARRY SHIEN TECHNIQUE REFLECT


Gain +2 wound threshold. When hit by a melee attack When making a check When hit by a ranged
COST 10
while wielding a melee using the Lightsaber skill, attack while wielding a
weapon or lightsaber, suffer the character may use lightsaber, suffer 3 strain
3 strain to reduce damage Cunning instead of Brawn. to reduce damage by 2
by 2 plus ranks in Parry. COST 10
plus ranks in Reflect.
COST 10 COST 10

PARRY COUNTERSTRIKE GRIT IMPROVED REFLECT


When hit by a melee attack When an attack misses the Gain +1 strain threshold. When reflecting a hit that
while wielding a melee character and generates COST 15
generated y or ttt ,
weapon or lightsaber, suffer y or tt, may upgrade may hit one attacker in
3 strain to reduce damage next Lightsaber(Cunning) medium range with the
by 2 plus ranks in Parry. attack against the attacker same damage as the
COST 15
during the encounter once. initial hit, after original
COST 15
attack resolves.
COST 15

DJEM SO DEFENSIVE STANCE SABER THROW REFLECT


DEFLECTION
Once per round, as a man- As an action, make a Lightsaber When hit by a ranged
After using Reflect, may euver suffer a number of attack as a ranged attack at a attack while wielding a
spend 1 Destiny Point to strain up to ranks in Defen- target within medium range. lightsaber, suffer 3 strain
perform the Move maneuver sive Stance to upgrade Add C up to Force rating. to reduce damage by 2
as an out-of-turn incidental difficulty of all incoming Must spend F and succeed to plus ranks in Reflect.
to close the distance with or melee attacks by an equal hit target. Spend F to return COST 20
engage opponent. number for the next round. weapon to hand.
COST 20 COST 20 COST 20

FALLING AVALANCE DEDICATION DISRUPTIVE STRIKE SUPREME REFLECT


Suffer 2 strain to add Gain +1 to a single charac- As an action, make a If the user did not make
damage equal to Brawn to teristic. This cannot bring Lightsaber (Cunning) a combat check during
next Lightsaber combat a characteristic above 6. attack. Add C up to Force previous turn, may suffer 1
check made that turn. COST 25
rating. Spend F to add f strain to use Reflect.
COST 25
to the next combat check COST 25
the target makes.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


WARRIOR CONFLICT COST ACTIVE

AGGRESSOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Streetwise
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INTIMIDATING PLAUSIBLE GRIT TOUGHENED


DENIABILITY
May suffer a number Gain +1 strain threshold. Gain +2 wound threshold.
of strain up to ranks in Remove b per rank of
COST 5 COST 5
Intimidating to downgrade Plausible Deniability from
difficulty of Coercion all Coercion and Deception
checks or upgrade difficulty checks.
when targeted by Coercion COST 5

checks by an equal number.


COST 5

FEARSOME INTIMIDATING PREY ON THE WEAK SENSE ADVANTAGE


When an enemy becomes May suffer a number Add +1 damage to one Once per session, may add
engaged with the char- of strain up to ranks in hit of successful combat bb to 1 NPCs skill check.
acter, they may force the Intimidating to downgrade checks against disoriented COST 10
enemy to make a fear difficulty of Coercion targets per rank of Prey on
check, with the difficulty checks or upgrade difficulty the Weak.
equal to ranks in Fearsome. when targeted by Coercion COST 10

COST 10
checks by an equal number.
COST 10

FEARSOME TERRIFY CRIPPLING BLOW TOUGHENED


When an enemy becomes As an action, make a ddd Increase the difficulty of Gain +2 wound threshold.
engaged with the char- Coercion check, adding C no next combat check by 1. If COST 15
acter, they may force the greater than Force rating. check deals damage, target
enemy to make a fear Disorient 1 target within med- suffers 1 strain whenever
check, with the difficulty ium range per s. Spending he moves for the remainder
equal to ranks in Fearsome. a a extends duration and of the encounter.
COST 15
F immobilizes affected target. COST 15

COST 15

GRIT IMPROVED TERRIFY PREY ON THE WEAK HEROIC FORTITUDE


Gain +1 strain threshold. Reduce the difficulty of Add +1 damage to one May spend 1 Destiny Point
COST 20
Terrifys check to dd hit of successful combat to ignore effects of Critical
and may spend x to checks against disoriented Injuries on Brawn or Agility
stagger an affected target. targets per rank of Prey on checks until the end of the
COST 20
the Weak. encounter.
COST 20 COST 20

FORCE RATING FEARSOME DEDICATION AGAINST ALL ODDS


Gain +1 Force rating. When an enemy becomes Gain +1 to a single charac- When incapacitated,
COST 25
engaged with the char- teristic. This cannot bring perform an Against all
acter, they may force the a characteristic above 6. Odds action; make ddd
enemy to make a fear COST 25
Resilience check with C
check, with the difficulty equal to Force rating. Heal
equal to ranks in Fearsome. wounds equal to s , spend
COST 25
F to add s .
COST 25

FORCE AND DESTINY VERSION 2 2016-01


WARRIOR ACTIVE

SHII-CHO KNIGHT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Coordination, Lightsaber, Melee
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PARRY SECOND WIND TOUGHENED PARRY


When hit by a melee attack Once per encounter, may Gain +2 wound threshold. When hit by a melee attack
while wielding a melee use Second Wind incidental COST 5
while wielding a melee
weapon or lightsaber, suffer to heal strain equal to weapon or lightsaber, suffer
3 strain to reduce damage ranks in Second Wind. 3 strain to reduce damage
by 2 plus ranks in Parry. COST 5
by 2 plus ranks in Parry.
COST 5 COST 5

SECOND WIND CONDITIONED MULTIPLE DURABLE


OPPONENTS
Once per encounter, may Remove b per rank of May reduce any Critical
use Second Wind incidental Conditioned from Athletics Add b to Lightsaber, Injury suffered by 10
to heal strain equal to and Coordination checks. Brawl, and Melee checks per rank of Durable to a
ranks in Second Wind. Reduce the damage and when engaged with minimum of 1.
strain suffered from falling multiple opponents.
COST 10 COST 10
1 per rank of Conditioned. COST 10

COST 10

QUICK DRAW GRIT PARRY DEFENSIVE


TRAINING
Once per round, draw or Gain +1 strain threshold. When hit by a melee attack
holster a weapon or item while wielding a melee When wielding a Lightsaber,
COST 15
as an incidental. weapon or lightsaber, suffer Melee, or Brawl weapon,
3 strain to reduce damage the weapon gains the
COST 15
by 2 plus ranks in Parry. Defensive quality with a
rating equal to ranks in
COST 15
Defensive Training.
COST 15

NATURAL SARLACC SWEEP IMPROVED PARRY SUM DJEM


BLADEMASTER
Increase difficulty of Light- When parrying a hit that May spend x or a a
Once per session, may saber check by 1 to perform generated y or ttt , with a successful Lightsaber
re-roll any 1 Lightsaber Sarlacc Sweep action. may hit attacker once with attack to disarm opponent.
or Melee check. May spend a a to hit Lightsaber, Brawl, or Melee COST 20

COST 20 additional engaged targets. weapon (dealing base


COST 20
damage), after original
attack resolves.
COST 20

CENTER OF BEING DURABLE DEDICATION PARRY


Take a Center of Being May reduce any Critical Gain +1 to a single charac- When hit by a melee attack
maneuver. Until the start of Injury suffered by 10 teristic. This cannot bring while wielding a melee
next turn, attacks against per rank of Durable to a a characteristic above 6. weapon or lightsaber, suffer
the character increase minimum of 1. COST 25
3 strain to reduce damage
their crit rating by 1 per COST 25
by 2 plus ranks in Parry.
rank of Center of Being. COST 25

COST 25

FORCE AND DESTINY VERSION 2 2016-01


WARRIOR ACTIVE

STARFIGHTER ACE
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Astrogation, Gunnery, Mechanics, Piloting (Space)
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GRIT SKILLED JOCKEY RAPID REACTION SOLID REPAIRS


Gain +1 strain threshold. Remove b per rank of Suffer a number of strain up The character repairs
COST 5
Skilled Jockey from all to ranks in Rapid Reaction 1 additional hull trauma
Piloting (Planetary) and to add an equal number of per rank of Solid Repairs
Piloting (Space) checks. s to initiative checks. whenever he repairs a
COST 5 COST 5
starship or vehicle.
COST 5

INTUITIVE EVASION CONFIDENCE SOLID REPAIRS GALAXY MAPPER


As a maneuver suffer 1 strain May decrease difficulty The character repairs Remove b per rank
and commit C up to ranks of Discipline checks to 1 additional hull trauma of Galaxy Mapper from
of Intuitive Evasion. Upgrade avoid fear by 1 per rank of per rank of Solid Repairs Astrogation checks.
difficulty of attacks targeting Confidence. whenever he repairs a Astrogation checks take
starship or vehicle by an equal COST 10
starship or vehicle. half normal time.
amount. Suffer 1 strain each COST 10 COST 10
round C stay committed.
COST 10

FULL THROTTLE RAPID REACTION EXHAUST PORT GRIT


Take a Full Throttle action; Suffer a number of strain up Before attacking a starship Gain +1 strain threshold.
make a ddd Piloting to ranks in Rapid Reaction or vehicle, may spend 1 COST 15
check to increase a vehicles to add an equal number of Destiny Point to ignore the
top speed by 1 for a number s to initiative checks. effects of the Massive rule
of rounds equal to Cunning. COST 15
for the attack.
COST 15 COST 15

INTUITIVE STRIKE TOUCH OF FATE GRIT SKILLED JOCKEY


When making a combat Once per session, add Gain +1 strain threshold. Remove b per rank of
check with a planetary b b to any 1 check. COST 20
Skilled Jockey from all
scale weapon, add C COST 20
Piloting (Planetary) and
up to Force rating to the Piloting (Space) checks.
check. Spend F F to add COST 20
s or a .
COST 20

FORCE RATING TRICKY TARGET DEDICATION INTUITIVE EVASION


Gain +1 Force rating. Count vehicle or starship Gain +1 to a single charac- As a maneuver suffer 1 strain
COST 25
piloted as having a teristic. This cannot bring and commit C up to ranks
silhouette 1 lower when a characteristic above 6. of Intuitive Evasion. Upgrade
being attacked. COST 25
difficulty of attacks targeting
COST 25
starship or vehicle by an equal
amount. Suffer 1 strain each
round C stay committed.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

BATTLE MEDITATION
Prerequisites: Force Rating 2+
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BATTLE MEDITATION BASIC POWER


The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend F to add one automatic s to all checks made by a number of engaged friendly targets up to his Presence
before the end of this next turn. If the user used any z to generate F, reduce each targets Willpower by 1 (to a minimum of 1)
until the end of the encounter. The user may not activate this multiple times.
COST 15

MAGNITUDE RANGE CONTROL


Spend F to affect a Spend F to increase When making a Battle Meditation power check, the user may
number of additional powers range by a number make a d Leadership check as part of the pool. If the user is
targets equal to Presence of range bands equal to able to activate the power and succeeds on the check, he may
per rank of Magnitude Range upgrades purchased. send simple orders as part of the power.
upgrades purchased. COST 5 COST 10

COST 5

MAGNITUDE RANGE STRENGTH


Spend F to affect a Spend F to increase Spend F F to add one additional automatic s to affected
number of additional powers range by a number characters. The user may activate this multiple times.
targets equal to Presence of range bands equal to COST 10
per rank of Magnitude Range upgrades purchased.
upgrades purchased. COST 10

COST 10

MAGNITUDE RANGE DURATION


Spend F to affect a Spend F to increase Commit C C C to sustain the ongoing effects of the power
number of additional powers range by a number on each affected target while it remains in range.
targets equal to Presence of range bands equal to COST 25
per rank of Magnitude Range upgrades purchased.
upgrades purchased. COST 15

COST 15

MAGNITUDE CONTROL MASTERY


Spend F to affect a May suffer 4 strain to If no z were used to generate F, choose one skill. While
number of additional change the range of power under the effects of the power, each affected target counts
targets equal to Presence and range upgrades to as having the same number ranks in the chosen skill as the
per rank of Magnitude planetary scale. target with the most ranks in the skill.
upgrades purchased. COST 20
If the user used any z to generate F, each affected
COST 20
character must make a d Discipline check if he wishes to
resist obeying orders given by the user as part of this power.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

BIND
Prerequisites: Force Rating 2+
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BIND BASIC POWER


The Force user restrains an enemy, preventing the target from acting.
The user may spend F to immobilize a target within short range until the end of the users next turn. If the user used any z to
generate F, the target also suffers 1 wound per F spent on the check (ignoring soak).
COST 15

RANGE MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F F to affect Spend F to disorient the Spend F. While affected by
powers range by a number 1 additional target target for a number of Bind, a target suffers strain
of range bands equal to within range per rank of rounds equal to Strength equal to the users Willpower
Range upgrades purchased. Magnitude purchased. upgrades purchased. whenever the target takes
COST 10 COST 15 COST 5
an action.
COST 10

RANGE MAGNITUDE STRENGTH DURATION


Spend F to increase Spend F F to affect Spend F to disorient the Commit C C C to
powers range by a number 1 additional target target for a number of sustain the ongoing effects
of range bands equal to within range per rank of rounds equal to Strength of the power on each
Range upgrades purchased. Magnitude purchased. upgrades purchased. affected target.
COST 15 COST 20 COST 10 COST 15

CONTROL MAGNITUDE STRENGTH


Spend F to move the Spend F F to affect Spend F to disorient the target for a number of rounds equal
target one range band 1 additional target to Strength upgrades purchased.
closer or farther away. within range per rank of COST 15

COST 10
Magnitude purchased.
COST 25

RANGE MASTERY
Spend F to increase When the user is making a Bind power check, if the check was not already opposed, the user may
powers range by a number roll an opposed Discipline vs. Discipline check against one target of the power. If no z were used
of range bands equal to to generate F and the user succeeds on the check, he may immediately stagger the target until
Range upgrades purchased. the end of his next turn. If any z were used to generate F and the check succeeds, the target
COST 20
suffers a Critical Injury, adding +10 to the roll per F spent on the check.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

ENHANCE
Prerequisites: Force Rating 1+
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ENHANCE BASIC POWER


When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend F to gain s or a (users choice) on the check.
COST 10

CONTROL CONTROL CONTROL


Enhance can be used with Enhance can be used with Take a Force leap action; make an Enhance power check. The
the Coordination skill. the Resilience skill. user may spend F to jump horizontally to any location in
COST 5 COST 5
short range.
COST 10

CONTROL CONTROL CONTROL


Enhance can be used with Enhance can be used with When performing a Force Leap, the user can jump vertically in
the Piloting (Planetary) skill. the Brawl skill. addition to horizontally.
COST 5 COST 5 COST 10

CONTROL CONTROL RANGE


Enhance can be used with Ongoing effect: Commit C . The user increases his Brawn Spend F to increase
the Piloting (Space) skill. characteristic by 1 (to a maximum of 6). powers range by a number
COST 5 COST 10
of range bands equal to
Range upgrades purchased.
COST 10

CONTROL CONTROL
Ongoing effect: Commit C . The user increases his Agility The user can perform a Force Leap as a maneuver instead of
characteristic by 1 (to a maximum of 6). an action.
COST 10 COST 10

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

FORESEE
Prerequisites: Force Rating 1+
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FORESEE BASIC POWER


The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend F to gain vague hints of events to come up to a day into his future.
COST 10

CONTROL STRENGTH
When making a skill check to determine initiative, the Force user may roll a Foresee power check Spend F to pick out
as part of the pool. He may spend F to gain s per point on the check. specific details equal
COST 10
to Strength upgrades
purchased.
COST 5

MAGNITUDE RANGE CONTROL DURATION


Spend F to increase Spend F to increase Affected targets increase Spend F to increase days
targets affected equal powers range by a number their ranged and melee into the future the user
to Magnitude upgrades of range bands equal to defense by 2 for the first may see equal to Duration
purchased. Range upgrades purchased. round of combat. upgrades purchased.
COST 5 COST 5 COST 10 COST 5

MAGNITUDE RANGE RANGE STRENGTH


Spend F to increase Spend F to increase Spend F to increase Spend F to pick out
targets affected equal powers range by a number powers range by a number specific details equal
to Magnitude upgrades of range bands equal to of range bands equal to to Strength upgrades
purchased. Range upgrades purchased. Range upgrades purchased. purchased.
COST 5 COST 5 COST 5 COST 5

CONTROL DURATION
When performing a Foresee power check as part of an initiative check, the Force user may spend Spend F to increase days
F to allow all affected targets to take one free maneuver before the first round of combat begins. into the future the user
COST 15
may see equal to Duration
upgrades purchased.
COST 5

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

HEAL/HARM
Prerequisites: Force Rating 1+
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HEAL/HARM BASIC POWER


The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend F 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 F 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.
COST 15

RANGE MAGNITUDE MAGNITUDE CONTROL


Spend F to increase Spend F F to affect Spend F F to affect Heal: If no z generated
powers range by a number 1 additional target 1 additional target F, target heals strain
of range bands equal to within range per rank of within range per rank of equal to wounds healed.
Range upgrades purchased. Magnitude purchased. Magnitude purchased. Harm: If any z generated
COST 15 COST 5 COST 5
F, user heals strain equal
to wounds inflicted.
COST 20

RANGE MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F F to affect Heal: Spend F to increase Heal: Spend F to remove
powers range by a number 1 additional target wounds healed by 1 per 1 status effect from target.
of range bands equal to within range per rank of rank of Strength upgrades. Harm: The user may spend
Range upgrades purchased. Magnitude purchased. Harm: Spend F to increase F to heal wounds equal to
COST 20 COST 10
wounds inflicted by 1 per wounds inflicted on target.
rank of Strength upgrades. Healed character gains
COST 15
1 Conflict
COST 20

CONTROL CONTROL MASTERY STRENGTH


Heal: Heal additional Heal: May make a Heal Heal: Once per session, Heal: Spend F to increase
wounds equal to ranks in power check combined with spend F F F F to wounds healed by 1 per
Medicine. a ddd Medicine check. restore 1 target who died rank of Strength upgrades.
Harm: Inflict additional If check succeeds, one after end of users last Harm: Spend F to increase
wounds equal to ranks in target who heals wounds turn to life. wounds inflicted by 1 per
Medicine. also heals 1 Critical Injury. Harm: Once per session, rank of Strength upgrades.
COST 20
Harm: May make a Harm when this power kills COST 15
power check combined with a target, restore one
an opposed Medicine vs. engaged character who died
Resilience check. If check this encounter to life. Each
succeeds, one target who character gains 7 Conflict.
suffers wounds also suffers COST 20
1 Critical Injury (adding +10
to the roll per a a).
COST 20

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

INFLUENCE
Prerequisites: Force Rating 1+
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INFLUENCE BASIC POWER


The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Z /z use): When guiding and shaping thoughts, only z may be used to generate negative emotions such as rage,
fear, and hatred. Only Z may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions
such as confusion can be generated with either Z or z .
The character may spend F to stress the mind of one living target he is engaged with, inflicting 1 strain.
COST 10

RANGE MAGNITUDE CONTROL


Spend F to increase Spend F to increase The Force user may make an opposed Discipline vs Discipline
powers range by a number targets affected equal check combined with an Influence Power check. If the user
of Range bands equal to to Magnitude upgrades spends F and succeeds on the check, he can force the target
range upgrades purchased. purchased. to adopt an emotional state or believe something untrue,
COST 5 COST 5
lasting for 1 round or 5 minutes.
COST 10

CONTROL STRENGTH
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user When stressing the mind
may roll an Influence Power check as part of his dice pool. He may spend F to gain s or a of a target, the character
(users choice) on the check. inflicts 2 strain.
COST 15 COST 10

RANGE MAGNITUDE DURATION DURATION


Spend F to increase Spend F to increase Spend F to increase Spend F to increase
powers range by a number targets affected equal duration by number of duration by number of
of Range bands equal to to Magnitude upgrades rounds (or minutes) equal rounds (or minutes) equal
range upgrades purchased. purchased. to Duration upgrades to Duration upgrades
COST 10 COST 5
purchased. purchased.
COST 5 COST 5

RANGE MAGNITUDE DURATION DURATION


Spend F to increase Spend F to increase Spend F to increase Spend F to increase
powers range by a number targets affected equal duration by number of duration by number of
of range bands equal to to Magnitude upgrades rounds (or minutes) equal rounds (or minutes) equal
Range upgrades purchased. purchased. to Duration upgrades to Duration upgrades
COST 10 COST 10
purchased. purchased.
COST 5 COST 5

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

MISDIRECT
Prerequisites: Force Rating 1+
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MISDIRECT BASIC POWER


The Force user creates illusions to fool those around him.
The user may spend F to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller.
Until the beginning of the users turn, the target cannot see or sense the hidden person or object.
COST 15

RANGE DURATION STRENGTH CONTROL


Spend F to increase Commit C C to sustain Spend F F to increase The user may alter the
powers range by a number this power while the beguiled the silhouette of the perceived appearance
of range bands equal to target remains in range. object obscured or illusion of the chosen person or
Range upgrades purchased. COST 5
created by 1 per Strength object instead of hiding it.
COST 5
upgrade purchased. COST 10

COST 5

MAGNITUDE MAGNITUDE STRENGTH CONTROL


Spend F to affect Spend F to affect Spend F F to increase May use this power
additional targets equal additional targets equal the silhouette of the to force the target to
to Presence per rank of to Presence per rank of object obscured or illusion perceive a single illusory
Magnitude purchased. Magnitude purchased. created by 1 per Strength person or object.
COST 10 COST 10
upgrade purchased. COST 15

COST 10

RANGE CONTROL STRENGTH MASTERY


Spend F to increase Commit one or more C. Spend F F to increase Spend F F to obscure
powers range by a number Add t per C to all the silhouette of the additional objects or create
of range bands equal to combat checks targeting object obscured or illusion illusions equal to Cunning
Range upgrades purchased. the Force user. created by 1 per Strength plus Deception.
COST 10 COST 15
upgrade purchased. COST 20

COST 15

RANGE STRENGTH
Spend F to increase powers range by a number of range Spend F F to increase the silhouette of the object obscured
bands equal to Range upgrades purchased. or illusion created by 1 per Strength upgrade purchased.
COST 15 COST 15

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

MOVE
Prerequisites: Force Rating 1+
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MOVE BASIC POWER


The Force user can move small objects via the power of the Force.
The user may spend F to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum
range is short range.
COST 10

MAGNITUDE STRENGTH RANGE RANGE


Spend F to increase Spend F to increase Spend F to increase Spend F to increase
targets affected equal silhouette able to be powers range by a number powers range by a number
to Magnitude upgrades targeted equal to Strength of range bands equal to of range bands equal to
purchased. upgrades purchased. Range upgrades purchased. Range upgrades purchased.
COST 5 COST 10 COST 5 COST 5

MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F to increase The Force user can hurl objects to damage targets, by making
targets affected equal silhouette able to be a Discipline ranged combat check combined with a Move
to Magnitude upgrades targeted equal to Strength Power check, dealing damage equal to 10 times silhouette.
purchased. upgrades purchased. COST 10

COST 5 COST 10

MAGNITUDE STRENGTH CONTROL RANGE


Spend F to increase Spend F to increase The Force user can pull Spend F to increase
targets affected equal silhouette able to be objects out of secure powers range by a number
to Magnitude upgrades targeted equal to Strength mountings or out of an of range bands equal to
purchased. upgrades purchased. opponents grasp. Range upgrades purchased.
COST 10 COST 15 COST 5 COST 15

MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F to increase The character can perform fine manipulation of items, allowing
targets affected equal silhouette able to be him to do whatever he would normally with his hands via this
to Magnitude upgrades targeted equal to Strength power at this powers range.
purchased. upgrades purchased. COST 15

COST 10 COST 20

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

PROTECT/UNLEASH
Prerequisites: Force Rating 3+
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PROTECT/UNLEASH BASIC POWER


The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes.
Protect: The user makes a Protect power check and rolls a dd Discipline check as part of the pool. Spend F F to reduce damage
from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per s. Dark side
Force users may only protect themselves.
Unleash: The user makes an Unleash power check as ranged attack and rolls a dd Discipline check. If check succeeds and spends
F F, the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
COST 20

RANGE STRENGTH STRENGTH CONTROL


Spend F F to increase Spend F to decrease Spend F to decrease Protect: Spend a to gain
powers range by a number damage or add damage damage or add damage defense equal to a spent.
of range bands equal to equal to ranks of Strength equal to ranks of Strength Unleash: Spend a to
Range upgrades purchased. upgrades purchased. upgrades purchased. inflict 1 strain on target.
COST 5 COST 5 COST 10 COST 10

RANGE MAGNITUDE RANGE CONTROL


Spend F F to increase Spend F to affect Spend F F to increase Protect: Spend F to allow
powers range by a number 1 additional target powers range by a number power to protect against
of range bands equal to within range per rank of of range bands equal to all types of attacks.
Range upgrades purchased. Magnitude upgrades. Range upgrades purchased. Unleash: Spend F to give
COST 10 COST 10 COST 10
the attack Ensnare 2.
COST 15

MAGNITUDE STRENGTH STRENGTH DURATION


Spend F to affect Spend F to decrease Spend F to decrease Protect: If no z generated
1 additional target damage or add damage damage or add damage F, the power reduces
within range per rank of equal to ranks of Strength equal to ranks of Strength damage of all attacks
Magnitude upgrades. upgrades purchased. upgrades purchased. hitting the target before the
COST 20 COST 15 COST 20
start of users next turn.
Unleash: Spend F to give
the attack Burn 2.
COST 20

CONTROL MASTERY
Protect: Light side Force users may spend 1 Destiny Point to Protect: Light side Force users may spend F F to reflect
use Protect as an out-of-turn incidental once per session. all attacks they reduce to 0 damage, dealing damage equal to
Unleash: Dark side Force users may spend 1 Destiny Point to initial attack to attacker.
use Unleash as a maneuver once per session. Unleash: Dark side Force users may spend F to reduce
COST 25
critical rating of attacks to 1.
COST 25

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

SEEK
Prerequisites: Force Rating 1+
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SEEK BASIC POWER


The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend F F to gain insight into the general location or direction of a person or object that he knows about, regardless
of current distance.
The user may spend F and succeed at a dd Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
COST 10

MAGNITUDE CONTROL
Spend F to gain one additional detail per Magnitude upgrade Ongoing effect: Commit C. Upgrade the ability of Vigilance
purchased. and Perception checks once.
COST 5 COST 10

STRENGTH MAGNITUDE MAGNITUDE


Spend F to eliminate 1 Spend F to gain one additional detail per Magnitude upgrade Spend F to gain one
Force-based illusion per purchased. additional detail per
rank of Strength upgrade COST 5
Magnitude upgrade
purchased. purchased.
COST 10 COST 5

CONTROL STRENGTH MAGNITUDE


Spend F to track one Spend F to eliminate 1 Force-based illusion per rank of Spend F to gain one
additional target. Strength upgrade purchased. additional detail per
COST 15 COST 15
Magnitude upgrade
purchased.
COST 15

DURATION CONTROL MASTERY


Commit C to continue Ongoing effect: Commit C C C. The users attacks gain Make Seek power check
tracking target even when Pierce with rating equal to Cunning plus ranks in Perception and spend F F F to
it moves. (or increases existing Pierce by an equal amount. add x to combat checks
COST 20 COST 15
against one target until the
end of the encounter.
COST 20

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

SENSE
Prerequisites: Force Rating 1+
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SENSE BASIC POWER


The Force User can sense the Force interacting with the world around him.
The user may spend F to sense all living things within short range (including sentient and non-sentient beings).
The user may spend F to sense the current emotional state of one living target with whom he is engaged.
COST 10

CONTROL CONTROL
Ongoing effect: Commit C. Once per round, when an attack Effect: Spend F. The Force user senses the current thoughts
targets the Force user, he upgrades the difficulty of the pool of one living target with whom he is engaged.
once. COST 10

COST 10

DURATION RANGE MAGNITUDE


Senses ongoing effects may be triggered one additional time Spend F to increase Spend F to increase
per round. powers range by a number number of targets
COST 10
of range bands equal to affected by power equal
Range upgrades purchased. to Magnitude upgrades
COST 5
purchased.
COST 5

STRENGTH RANGE MAGNITUDE


When using Senses ongoing effects, upgrade the pool twice, Spend F to increase Spend F to increase
instead of once. powers range by a number number of targets
COST 10
of range bands equal to affected by power equal
Range upgrades purchased. to Magnitude upgrades
COST 10
purchased.
COST 10

CONTROL RANGE MAGNITUDE


Ongoing effect: Commit C. Once per round, when making a Spend F to increase Spend F to increase
combat check, he upgrades the ability of that check once. powers range by a number number of targets
COST 10
of range bands equal to affected by power equal
Range upgrades purchased. to Magnitude upgrades
COST 10
purchased.
COST 10

FORCE AND DESTINY VERSION 2 2016-01


FORCE POWER RANKED

SUPPRESS
Prerequisites: Force Rating 1+
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SUPPRESS BASIC POWER


The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
The user may spend F to add automatic f to Force power checks made against him or any ally within short range until the end of
his next turn.
COST 10

STRENGTH DURATION RANGE


Spend F to add additional automatic f equal to Strength Ongoing effect: Commit C Spend F to increase
upgrades purchased to hostile Force power checks. to sustain ongoing effects of powers range by a number
COST 5
the power on each affected of range bands equal to
target while within range. Range upgrades purchased.
COST 5 COST 5

CONTROL RANGE
Commit one or more C ; when an opponent targets the user with a Force power, after the Spend F to increase
opponent generates F reduce the total F generated by 1 per C committed, to a minimum of 0. powers range by a number
of range bands equal to
COST 10
Range upgrades purchased.
COST 5

STRENGTH CONTROL RANGE


Spend F to add additional automatic f equal to Strength Spend 1 Destiny point to Spend F to increase
upgrades purchased to hostile Force power checks. use Suppress as an out of powers range by a number
COST 10
turn incidental once per of range bands equal to
session. Range upgrades purchased.
COST 10 COST 5

MASTERY CONTROL
The user may make a Suppress power check along with an Whenever a Force user targets a character affected by
opposed Discipline vs Discipline check targeting another Suppress with a hostile Force power, if that opponent used z
Force user within short range. If the user spends F F and to generate F on the check, he suffers strain equal to the
succeeds on the check, the target Force user immediately users ranks in Discipline.
uncommits all C and ends all ongoing effects of Force COST 15
powers and Force talents that required committed C .
COST 20

FORCE AND DESTINY VERSION 2 2016-01

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