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PASSIVE

MYSTIC ADVISOR ACTIVE

RANKED

Advisor Bonus Career Skills: Charm, Deception, Negotiation, Streetwise Force Sensitive only

PLAUSIBLE DENIABILITY KNOW SOMEBODY GRIT KILL WITH KINDNESS

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

TOUGHENED KNOW SOMEBODY KNOWLEDGE IS POWER NOBODY’S FOOL


Gain +2 wound threshold. Once per session, when Once per session, when May upgrade difficulty of
attempting to purchase a making a check, count Force incoming Charm, Coercion,
COST 10
legally available item, reduce rating as being equal to ranks or Deception checks once per
its rarity by 1 per rank of in Knowledge (Lore). rank of Nobody’s Fool.
Know Somebody.
COST 10 COST 10
COST 10

GRIT SMOOTH TALKER SMOOTH TALKER PLAUSIBLE DENIABILITY

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

NOBODY’S FOOL NATURAL CHARMER CONTINGENCY PLAN SENSE EMOTIONS


May upgrade difficulty of Once per session, may re-roll Spend 1 Destiny Point to Add to all Charm,
incoming Charm, Coercion, any 1 Charm or Deception recover strain equal to Coercion, and Deception
or Deception checks once per check. Cunning rating. checks unless the target is
rank of Nobody’s Fool. immune to Force powers.
COST 20 COST 20
COST 20 COST 20

DEDICATION STEELY NERVES FORCE RATING SENSE ADVANTAGE


Gain +1 to a single Spend 1 Destiny Point to Gain +1 Force Rating. Once per session, may add
characteristic. This cannot ignore effects of Critical to 1 NPC’s skill check.
bring a characteristic above Injuries on Willpower or COST 25
6. Presence checks until the
COST 25
end of the encounter.
COST 25
COST 25
PASSIVE ACTIVE

MYSTIC ALCHEMIST RANKED

Force
Bonus Career Skills: Knowledge (Education), Knowledge (Xenology), Medicine, Resilience Sensitive
only

GRIT STIMPACK RESEARCHER BLOODED


SPECIALIZATION
Gain +1 strain threshold. Removes per rank of Add per rank of Blooded
Stimpacks heal 1 additional
COST 5 Researcher from all to all checks to resist or
wound per rank of Stimpack Knowledge checks. recover from poisons,
Specialization. Researching a subject takes venoms, or toxins. Reduce
half the time. duration of ongoing poisons
COST 5 by 1 round per rank of
COST 5
Blooded to a minimum of 1.
COST 5

RESEARCHER STIM APPLICATION ALCHEMICAL ARTS GRIT


Removes per rank of Take the Stim Application After making a check to craft Gain +1 strain threshold.
Researcher from all Action: make an average ( a potion or talisman, may COST 10
Knowledge checks. ) Medicine check. If suffer strain up to twice
Researching a subject takes successful, 1 engaged ally ranks in Alchemical Arts. For
half the time. increases 1 characteristic by every two strain, add or
1 for the encounter and to results.
COST 10
suffers 4 strain.
COST 10
COST 10

STIMPACK BLOODED IMPROVED BLOODED TRANSMOGRIFY


SPECIALIZATION
Add per rank of Blooded As an action, make a Hard When making a Crafting
Stimpacks heal 1 additional to all checks to resist or ( ) Resilience check to check, may add no
wound per rank of Stimpack recover from poisons, immediately recover from all greater than Force rating.
Specialization. venoms, or toxins. Reduce poisons an side effects of Spend to add and
duration of ongoing poisons drugs. Reduce difficulty once spend to add to
COST 15 by 1 round per rank of per rank of Blooded. check.
Blooded to a minimum of 1.
COST 15 COST 15
COST 15

IMPROVED STIM KNOWLEDGEABLE GRIT ALCHEMICAL ARTS


APPLICATION HEALING
When healing an ally, spend Gain +1 strain threshold. After making a check to craft
When performing Stim
1 Destiny Point to heal COST 20 a potion or talisman, may
Application Action, may
additional wounds equal to suffer strain up to twice
increase difficulty of check to
ranks in Knowledge ranks in Alchemical Arts. For
Hard ( ), and target
(Xenology). every two strain, add or
only suffers 1 strain.
to results.
COST 20 COST 20
COST 20

FORCE RATING IDENTIFY INGREDIENTS DEDICATION IMPROVISED


CONCOCTION
Gain +1 Force Rating. After being exposed to a Gain +1 to a single
substance, as an out of turn characteristic. This cannot Once per session, as an
COST 25 incidental, may roll no bring a characteristic above action, make a Hard ( )
greater than Force rating. 6. Knowledge (Xenology) check,
Spend to immediately adding no greater than
COST 25
identify its composition and Force rating to create 1 dose
effects. of a poison or drug with
rarity of Intellect + +
COST 25 spent or lower.
COST 25
PASSIVE ACTIVE

MYSTIC MAGUS RANKED

Force Conflict
Bonus Career Skills: Coercion, Discipline, Knowledge (Lore), Medicine Sensitive Cost
only

HEALING TRANCE TOUGHENED CONFIDENCE RESOLVE


Commit For every full Gain +2 wound threshold. May decrease difficulty of When a character
encounter (or 12 hours) Discipline checks to avoid involuntarily suffers strain,
COST 5
remains committed, heal 1 fear by 1 per rank of he suffers 1 less strain per
wound per rank of Healing Confidence. rank of Resolve to a
Trance. minimum of 1.
COST 5
COST 5 COST 5

CONFIDENCE HEALING TRANCE CHANNEL AGONY SECRET LORE


May decrease difficulty of Commit For every full After rolling , may suffer Remove b per rank of Secret
Discipline checks to avoid encounter (or 12 hours) wounds up to twice ranks in Lore from all Knowledge
fear by 1 per rank of remains committed, heal 1 Channel Agony to add (Lore) checks. Reduce the
Confidence. wound per rank of Healing automatic for every two difficulty of all Knowledge
Trance. wounds suffered to the (Lore) checks by 1.
COST 10
results.
COST 10 COST 10
COST 10

IMPROVED HEALING SECRET LORE RESOLVE KNOWLEDGE IS


TRANCE
POWER
When healing wounds due to Remove b per rank of Secret When a character
Healing Trance, make a Lore from all Knowledge involuntarily suffers strain, Once per session, when
Resilience check to heal a (Lore) checks. Reduce the he suffers 1 less strain per making a check, count Force
Critical Injury. Difficulty of difficulty of all Knowledge rank of Resolve to a rating as being equal to ranks
the check equals severity of (Lore) checks by 1. minimum of 1. in Knowledge (Lore).
the Critical Injury.
COST 15 COST 15 COST 15
COST 15

CHANNEL AGONY MIND OVER MATTER TOUGHENED CHANNEL AGONY


After rolling , may suffer The character may spend one Gain +2 wound threshold. After rolling , may suffer
wounds up to twice ranks in Destiny Point to recover wounds up to twice ranks in
COST 20
Channel Agony to add strain equal to his Willpower Channel Agony to add
automatic for every two rating. automatic for every two
wounds suffered to the wounds suffered to the
results. COST 20 results.

COST 20 COST 20

POWER OF DEDICATION TRANSMOGRIFY FORCE RATING


DARKNESS
Gain +1 to a single When making a Crafting Gain +1 Force Rating.
Once per session, may characteristic. This cannot check, may add no
perform the Power of bring a characteristic above greater than Force rating. COST 25
Darkness maneuver. Increase 6. Spend to add and
wound threshold and strain spend to add to
threshold by 1 per Dark Side COST 25
check.
destiny point currently in the
Destiny pool until the end of COST 25
the encounter.

COST 25
PASSIVE

MYSTIC MAKASHI DUELIST ACTIVE

RANKED

Makashi Duelist Bonus Career Skills: Charm, Cool, Coordination, Lightsaber Force Sensitive only

GRIT RESIST DISARM GRIT PARRY


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

PARRY MAKASHI TECHNIQUE DUELIST’S TRAINING FEINT


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

PARRY FEINT PARRY PARRY


When hit by a melee attack, Spend or When hit by a melee attack, When hit by a melee attack,
suffer 3 strain to reduce generated on a missed melee suffer 3 strain to reduce suffer 3 strain to reduce
damage by 2 plus ranks in attack to upgrade difficulty of damage by 2 plus ranks in damage by 2 plus ranks in
Parry. opponent’s next attack Parry. Parry.
targeting character by ranks
COST 15 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. When wielding a Lightsaber,
recover strain equal to generated or , COST 20 Melee, or Brawl weapon, the
Presence rating. may hit attacker once with weapon gains the Defensive
Lightsaber, Brawl, or Melee quality with a rating equal to
COST 20 weapon (dealing base ranks in Defensive Training.
damage) after original attack
resolves. COST 20
COST 20

DEDICATION SUM DJEM MAKASHI FINISH MAKASHI FLOURISH

Gain +1 to a single May spend or with Take the Makashi Finish Once per encounter, perform
characteristic. This cannot successful Lightsaber check action. Perform a Lightsaber Makashi Flourish action.
bring a characteristic above to disarm opponent. (Presence) combat check Make an Average ( )
6. against engaged target, Lightsaber (Presence) check.
COST 25 adding no greater than 1 engaged opponent suffers
COST 25
Force rating. Spend to add strain equal to , and heal
+10 to any resulting Critical an equal amount.
Injury rolls.
COST 25
COST 25
PASSIVE ACTIVE

MYSTIC PROPHET RANKED

Force Conflict
Bonus Career Skills: Charm, Coercion, Deception, Leadership Sensitive Cost
only

GRIT OVERWHELMING RAPID RECOVERY CONGENIAL


AURA
Gain +1 strain threshold. When healing strain after an May suffer a number of
Commit . Add to social encounter, heal 1 additional strain to downgrade difficulty
COST 5
checks equal to strain per rank of Rapid of Charm or Negotiation
committed. Add equal to Recovery. checks or upgrade difficulty
committed to enemy when targeted by Charm or
social checks in short range.
COST 5 Negotiation checks, by an
equal number. Strain
COST 5 suffered this way cannot
exceed ranks in Congenial.
COST 5

SCATHING TIRADE PLAUSIBLE INSPIRING RHETORIC RAPID RECOVERY


DENIABILITY
Take a Scathing Tirade Take the Inspiring Rhetoric When healing strain after an
action: make an Average Remove per rank of action: make an Average encounter, heal 1 additional
( ) Coercion check. Each Plausible Deniability from all ( ) Leadership check. strain per rank of Rapid
causes one enemy in short Coercion and Deception Each causes 1 ally in Short Recovery.
range to suffer 1 strain. checks. range to recover 1 strain.
COST 10
Spend to cause 1 affected Spend to cause 1 affected
COST 10
enemy to suffer 1 additional ally to recover 1 additional
strain. strain.
COST 10 COST 10

RAPID RECOVERY OVERWHELMING GRIT TWISTED WORDS


AURA
When healing strain after an Gain +1 strain threshold. When an incoming social
encounter, heal 1 additional Commit . Add to social
COST 15 check generates or
strain per rank of Rapid checks equal to , may suffer 1 strain as an
Recovery. committed. Add equal to incidental to inflict strain
committed to enemy equal to ranks in Coercion on
COST 15 social checks in short range. speaker.

COST 15 COST 15

FEARSOME GRIT IMPROVED INSPIRING CONGENIAL


RHETORIC
When an adversary becomes Gain +1 strain threshold. May suffer a number of
engaged with the character, Each ally affected by strain to downgrade difficulty
COST 20
the character may force the Inspiring Rhetoric gains on of Charm or Negotiation
adversary to make a fear all skill checks for a number checks or upgrade difficulty
check, with the difficulty of rounds equal to ranks in when targeted by Charm or
equal to the character’s Leadership. Negotiation checks, by an
ranks in Fearsome. equal number. Strain
COST 20 suffered this way cannot
COST 20 exceed ranks in Congenial.
COST 20

IMPROVED FORCE RATING FONT OF POWER DEDICATION


OVERWHELMING
Gain +1 Force Rating. Once per session, may take Gain +1 to a single
AURA the Font of Power action. characteristic. This cannot
Characters affected by COST 25 Until the end of the bring a characteristic above
Overwhelming Aura add encounter, characters within 6.
automatic to fear checks medium range add automatic
COST 25
the character cases and or to checks based on
automatic to fear check alignment.
not caused by the character
COST 25
COST 25
PASSIVE

MYSTIC SEER ACTIVE

RANKED

Seer Bonus Career Skills: Discipline, Knowledge (Lore), Survival, Vigilance Force Sensitive only

FORAGER UNCANNY REACTIONS GRIT EXPERT TRACKER


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

RAPID REACTION KEEN EYED UNCANNY REACTIONS TOUGHENED


Suffer a number of strain to Remove per rank of Keen Add per rank of Uncanny Gain +2 wound threshold.
add an equal number of Eyed from Perception and Reactions to all Vigilance COST 10
to initiative checks. Strain Vigilance checks. Decrease checks.
suffered cannot exceed ranks time to search a specific area
COST 10
in Rapid Reaction. by half.
COST 10 COST 10

SENSE DANGER GRIT FOREWARNING PREEMPTIVE AVOIDANCE

Once per session, remove Gain +1 strain threshold. Perform the Forewarning May spend 1 Destiny Point to
from any 1 check. COST 15 action. All allies within disengage from engaged
medium range increase enemy as an out-of-turn
COST 15 defense by character’s Force incidental.
rating until they act in the
encounter. COST 15

COST 15

FORCE RATING SENSE ADVANTAGE THE FORCE IS MY ALLIY DODGE


Gain +1 Force Rating. Once per session, may add Once per session, may suffer When targeted by combat
to 1 NPC’s skill check. 2 strain to perform Force check, may perform a Dodge
COST 20 power action as maneuver. incidental to suffer a number
COST 20 of strain no greater than
COST 20 ranks of Dodge, then
upgrade the difficulty of the
check by that number.
COST 20

RAPID REACTION TOUGHENED NATURAL MYSTIC FORCE RATING


Suffer a number of strain to Gain +2 wound threshold. Once per session, may reroll Gain +1 Force Rating.
add an equal number of any 1 Force power check.
COST 25 COST 25
to initiative checks. Strain
suffered cannot exceed ranks COST 25
in Rapid Reaction.
COST 25
MYSTIC PROPHECY
ATTACHED TO

PROPHECY BASE ABILITY


Once per game session, the character may spend 1 Destiny Point and make a Hard ( ) Vigilance check to utter a prophecy. If they succeed , they
foretell a single event, the focus of which is centered around themselves. At any time before the end of the game session, they may spend 1 Destiny
Point, at which point the foretold event transpires. The GM should interpret the prophecy to fit the scene, possibly revealing truths the character did not
foresee in the process.

COST 30

REDUCE SETBACK FLOW OF THE SHARED REVELATION REDUCE SETBACK


UNIVERSE
Remove from the check to The prophecy may pertain to Remove from the check to
activate Prophecy Add to the character’s any one other character who activate Prophecy
checks to bring the foretold hears it.
COST 10 event to fruition. COST 10
COST 10
COST 10

RECURRENCE REDUCE DIFFICULTY DOOM DESTINY


One additional time before Reduce the difficulty of the Add to any character’s Prophecy costs 1 fewer
the end of the game session, skill check to activate checks to prevent the Destiny Points to activate. It
the character may spend 1 Prophecy to Average ( ). foretold event from still requires a Destiny Point
Destiny Point to have the occurring. to trigger the occurrence of
prophecy’s foretold event COST 15 the prophesied event.
recur, likely in a different COST 15
form. COST 15
COST 15
MYSTIC UNMATCHED DESTINY
ATTACHED TO

UNMATCHED DESTINY BASE ABILITY


Once per game session, after making a Force power check, the character may spend 2 Destiny Points to reroll up to 2 Force dice. Conflict generated as
part of this Force power check is doubled.

COST 30

INCREASE NUMBER DESTINY INCREASE NUMBER SHARED DESTINY


Reroll up to 1 additional Unmatched Destiny costs 1 Reroll up to 1 additional Unmatched Destiny can be
Force die per Increase fewer Destiny Point to Force die per Increase used after another character
Number upgrade. activate. Number upgrade. at short range makes a Force
power check.
COST 10 COST 10 COST 10
COST 10

FREQUENCY INCREASE NUMBER UNLEASED POWER FREQUENCY


Unmatched Destiny can be Reroll up to 1 additional For each result, add Unmatched Destiny can be
used 1 additional time per Force die per Increase automatic to the check. used 1 additional time per
session. Number upgrade. For each result, add session.
automatic to the check.
COST 15 COST 15 COST 15
COST 15

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