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
check to help a character
heal wounds, the target
heals 1 additional wound
per rank of Surgeon.
Commit C. For every full
encounter C remains
committed, heal 1 wound
per rank of Healing Trance.
When healing strain after
an encounter, heal 1
additional strain per rank
of Rapid Recovery.
When making a Medicine
check to help a character
heal wounds, the target
heals 1 additional strain
per rank of Physician.
COST 5
COST 5
COST 5
COST 5
PHYSICIAN
PHYSICIAN
GRIT
HEALING TRANCE
When making a Medicine
check to help a character
heal wounds, the target
heals 1 additional strain
per rank of Physician.
When making a Medicine
check to help a character
heal wounds, the target
heals 1 additional strain
per rank of Physician.
Gain +1 strain threshold.
Commit C. For every full
encounter C remains
committed, heal 1 wound
per rank of Healing Trance.
COST 10
COST 10
COST 10
COST 10
HEALING TRANCE
GRIT
Commit C. For every full
encounter C remains
committed, heal 1 wound
per rank of Healing Trance.
Gain +1 strain threshold.
COST 15
COST 15
RAPID RECOVERY
KNOWLEDGEABLE
HEALING
When healing an ally, spend
1 Destiny Point to heal
additional wounds equal
to ranks in Knowledge
(Xenology).
When healing strain after
an encounter, heal 1
additional strain per rank
of Rapid Recovery.
COST 15
COST 15
SURGEON
When making a Medicine
check to help a character
heal wounds, the target
heals 1 additional wound
per rank of Surgeon.
COST 20
IMPROVED
HEALING TRANCE
When healing wounds due
to Healing Trance, make
a Resilience check to heal
a Critical Injury. Difficulty
of the check equals the
Critical Injury severity.
CALMING AURA
TOUGHENED
When an opponent targets
the character with a Force
power, reduce F generated
by 1.
Gain +2 wound threshold.
COST 20
COST 20
COST 20
DEDICATION
NATURAL DOCTOR
FORCE RATING
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
Once per session, may reroll any 1 Medicine check.
Gain +1 Force rating.
COST 25
COST 25
COST 25
IMPROVED
CALMING AURA
Spend a maneuver and
suffer 2 strain to extend
Calming Auras effects to
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
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
May upgrade difficulty of
incoming Charm, Coercion,
or Deception checks once
per rank of Nobodys Fool.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
Gain +1 strain threshold.
COST 5
COST 5
DEFENSIVE
TRAINING
When wielding a Lightsaber,
Melee, or Brawl weapon,
the weapon gains the
Defensive quality with a
rating equal to ranks in
Defensive Training.
COST 5
COST 5
NIMAN TECHNIQUE
TOUGHENED
PARRY
When making a check
using the Lightsaber skill,
the character may use
Willpower instead of Brawn.
Gain +2 wound threshold.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
COST 10
COST 10
COST 10
COST 10
PARRY
SENSE EMOTIONS
REFLECT
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
Add b to all Charm,
Coercion, and Deception
checks unless the target is
immune to Force Powers.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
COST 15
COST 15
DEFENSIVE
TRAINING
When wielding a Lightsaber,
Melee, or Brawl weapon,
the weapon gains the
Defensive quality with a
rating equal to ranks in
Defensive Training.
COST 15
COST 15
SUM DJEM
REFLECT
DRAW CLOSER
CENTER OF BEING
May spend x or a a
with a successful Lightsaber
attack to disarm opponent.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
As an action, make a Lightsaber (Willpower) attack
against a silhouette 1 target
in medium range. Add C up
to Force rating. Spend F to
move target one range band
closer or to add s to check.
Take a Center of Being
maneuver. Until the start of
next turn, attacks against
the character increase
their crit rating by 1 per
rank of Center of Being.
COST 20
COST 20
COST 20
COST 20
DEDICATION
FORCE ASSAULT
FORCE RATING
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
Spend x or a a a
on a missed Lightsaber
(Willpower) attack to
immediately perform a
Move Force power action as
a maneuver.
Gain +1 Force rating.
COST 25
COST 25
IMPROVED
CENTER OF BEING
Suffer 1 strain to perform
Center of Being as an
incidental.
COST 25
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
Kill with Kindness from
all Charm and Leadership
checks.
Remove b per rank in
Researcher from all
Knowledge checks.
Researching a subject
takes half the time.
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
SMOOTH TALKER
RESEARCHER
CONFIDENCE
When first acquired,
choose Charm, Coercion,
Deception, or Negotiation.
When making checks with
that skill, spend x to
gain additional s equal to
ranks in Smooth Talker.
Remove b per rank in
Researcher from all
Knowledge checks.
Researching a subject
takes half the time.
May decrease difficulty
of Discipline checks to
avoid fear by 1 per rank of
Confidence.
KNOWLEDGE
SPECIALIZATION
When acquired, choose 1
knowledge skill. May spend
x when rolling that skill to
gain s equal to ranks in
Knowledge Specialization.
COST 10
COST 10
COST 10
COST 10
VALUABLE FACTS
SMOOTH TALKER
Once per encounter, as
an action make a dd
Knowledge check. If
successful, add x to one
allys skill check during the
encounter.
When first acquired,
choose Charm, Coercion,
Deception, or Negotiation.
When making checks with
that skill, spend x to
gain additional s equal to
ranks in Smooth Talker.
COST 15
KNOWLEDGE
SPECIALIZATION
ONE WITH
THE UNIVERSE
When acquired, choose 1
knowledge skill. May spend
x when rolling that skill to
gain s equal to ranks in
Knowledge Specialization.
Once per session, while meditating, make a dd Astrogation check. Success adds
Z to all Force power checks
in next encounter. Success
with t adds z instead.
COST 15
COST 15
COST 15
FORCE RATING
GRIT
Gain +1 Force rating.
Gain +1 strain threshold.
COST 20
COST 20
PREEMPTIVE
AVOIDANCE
KNOWLEDGE
SPECIALIZATION
May spend 1 Destiny Point
to disengage from engaged
enemy as an out-of-turn
incidental.
When acquired, choose 1
knowledge skill. May spend
x when rolling that skill to
gain s equal to ranks in
Knowledge Specialization.
COST 20
COST 20
BALANCE
When the character heals
strain at the end of the
encounter, he may add
C per Force rating. He
recovers additional strain
equal to F generated.
THE FORCE IS
MY ALLY
Once per session, may
suffer 2 strain to perform
a Force power action as a
maneuver.
NATURAL NEGOTIATOR
FORCE RATING
Once per session, may
re-roll any 1 Cool or
Negotiation check.
Gain +1 Force rating.
COST 25
COST 25
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
the skill check to activate
Fated Duel to dd.
Add b to checks made by
allies while Fated Duel is
active.
Fated Duel lasts for 1 additional round.
Increase wound threshold
by 4 while Fated Duel is
active.
COST 10
COST 10
COST 10
COST 10
STAND FIRM
DURATION
INSPIRATION
COSMIC BALANCE
Increase wound threshold
by 4 while Fated Duel is
active.
Fated Duel lasts for 1 additional round.
Add b to checks made by
allies while Fated Duel is
active.
While Fated Duel is active,
when the character suffers
a Critical Injury, flip one Dark
Side Destiny Point to Light.
COST 15
COST 15
COST 15
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
for 1 additional round.
Reduce the strain cost to
become the target of an
attack with Unmatched
Heroism by 1.
Unmatched Heroism costs
1 Destiny Point instead of 2.
Unmatched Heroism lasts
for 1 additional round.
COST 10
COST 10
COST 10
COST 10
FREQUENCY
INCREASE RANGE
DURATION
ENDURANCE
Unmatched Heroism may
be used twice per game
session.
Increase the range at which
Unmatched Heroism can affect Allies to medium range.
Unmatched Heroism lasts
for 1 additional round.
Reduce the strain cost to
become the target of an
attack with Unmatched
Heroism by 1.
COST 15
COST 15
COST 15
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
Add b per rank of
Command to Leadership
checks. Affected targets
add b to Discipline checks
for the next 24 hours.
May decrease difficulty
of Discipline checks to
avoid fear by 1 per rank of
Confidence.
Once per encounter, may
use Second Wind incidental
to heal strain equal to
ranks in Second Wind.
COST 5
COST 5
COMMANDING
PRESENCE
Remove b per rank of
Commanding Presence
from Leadership and Cool
checks.
COST 5
COST 5
COMMANDING
PRESENCE
Remove b per rank of
Commanding Presence
from Leadership and Cool
checks.
TOUGHENED
SECOND WIND
CONFIDENCE
Gain +2 wound threshold.
Once per encounter, may
use Second Wind incidental
to heal strain equal to
ranks in Second Wind.
May decrease difficulty
of Discipline checks to
avoid fear by 1 per rank of
Confidence.
COST 10
COST 10
COST 10
COST 10
TOUGHENED
ENHANCED LEADER
COMMAND
FIELD COMMANDER
Gain +2 wound threshold.
When making a Leadership
check, add C up to Force
rating. Spend F to add s
or a to the result.
Add b per rank of
Command to Leadership
checks. Affected targets
add b to Discipline checks
for the next 24 hours.
Take the Field Commander
action; make a dd
Leadership check. A
number of allies equal to
Presence may immediately
suffer 1 strain to perform
1 free maneuver.
COST 15
COST 15
COST 15
COST 15
STEELY NERVES
SECOND WIND
TOUGHENED
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Willpower or
Presence checks until the
end of the encounter.
Once per encounter, may
use Second Wind incidental
to heal strain equal to
ranks in Second Wind.
Gain +2 wound threshold.
COST 20
COST 20
COST 20
IMPROVED
FIELD COMMANDER
Field Commander action
affects allies equal to
double Presence, and may
spend x to allow allies to
suffer 1 strain to perform
1 action instead.
COST 20
UNITY ASSAULT
DEDICATION
FORCE RATING
NATURAL LEADER
If a missed attack generates x or a a a, may
spend to perform Force
power targeting allies as a
maneuver.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
Gain +1 Force rating.
Once per session, may
re-roll any 1 Cool or
Leadership check.
COST 25
COST 25
COST 25
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
a maneuver to guard an
engaged ally. Suffer strain
up to ranks to upgrade
difficulty of attacks against
them by that number until
the start of next turn.
Gain +1 strain threshold.
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
PARRY
PHYSICIAN
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
When making a Medicine
check to help a character
heal wounds, the target
heals 1 additional strain
per rank of Physician.
COST 10
STIMPACK
SPECIALIZATION
FORCE PROTECTION
Stimpacks heal 1 additional
wound per rank of
Stimpack Specialization.
COST 10
COST 10
As a maneuver, suffer 1
strain and commit C up to
ranks in Force Protection.
Increase soak by amount
committed until start of next
turn. Suffer 1 strain each
turn C are committed.
COST 10
REFLECT
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
STIMPACK
SPECIALIZATION
HEIGHTENED
AWARENESS
Stimpacks heal 1 additional
wound per rank of
Stimpack Specialization.
Allies within short range
add b to Perception or
Vigilance checks. Engaged
allies add b b .
COST 15
CENTER OF BEING
COST 15
COST 15
Take a Center of Being
maneuver. Until the start of
next turn, attacks against
the character increase
their crit rating by 1 per
rank of Center of Being.
COST 15
CIRCLE OF SHELTER
FORCE PROTECTION
GRIT
BODY GUARD
When an engaged ally
suffers a hit., may use
Parry or Reflect incidental
against the hit.
As a maneuver, suffer 1
strain and commit C up to
ranks in Force Protection.
Increase soak by amount
committed until start of next
turn. Suffer 1 strain each
turn C are committed.
Gain +1 strain threshold.
Once per round, perform
a maneuver to guard an
engaged ally. Suffer strain
up to ranks to upgrade
difficulty of attacks against
them by that number until
the start of next turn.
COST 20
COST 20
COST 20
COST 20
CENTER OF BEING
FORCE RATING
DEDICATION
Take a Center of Being
maneuver. Until the start of
next turn, attacks against
the character increase
their crit rating by 1 per
rank of Center of Being.
Gain +1 Force rating.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
COST 25
COST 25
IMPROVED
BODY GUARD
Once per session, when an
ally protected by the Body
Guard maneuver suffers
a hit, suffer the hit instead.
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
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
Gain +2 wound threshold.
Once per round, as a maneuver suffer a number of
strain up to ranks in Defensive Stance to upgrade
difficulty of all incoming
melee attacks by an equal
number for the next round.
COST 5
COST 5
COST 5
COST 5
SORESU TECHNIQUE
REFLECT
GRIT
GRIT
When making a check
using the Lightsaber skill,
the character may use
Intellect instead of Brawn.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
Gain +1 strain threshold.
Gain +1 strain threshold.
COST 10
COST 10
COST 10
COST 10
CONFIDENCE
IMPROVED PARRY
DEFENSIVE CIRCLE
PARRY
May decrease difficulty
of Discipline checks to
avoid fear by 1 per rank of
Confidence.
When parrying a hit that
generated y or ttt ,
may hit attacker once with
Lightsaber, Brawl, or Melee
weapon (dealing base
damage), after original
attack resolves.
As an action, make a ddd
Lightsaber (Intellect) check.
The character, plus 1 ally
within short range per s,
gains X defense until the
beginning of the next turn. X
equals 1, plus 1 per a a.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
COST 15
COST 15
COST 15
COST 15
PARRY
REFLECT
REFLECT
DEFENSIVE STANCE
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
Once per round, as a maneuver suffer a number of
strain up to ranks in Defensive Stance to upgrade
difficulty of all incoming
melee attacks by an equal
number for the next round.
COST 20
COST 20
COST 20
COST 20
SUPREME PARRY
DEDICATION
IMPROVED REFLECT
STRATEGIC FORM
If the user did not make
a combat check during
previous turn, may suffer 1
strain to use Parry.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
When reflecting a hit that
generated y or ttt ,
may hit one attacker in
medium range with the
same damage as the
initial hit, after original
attack resolves.
As an action, make a ddd
Lightsaber (Intellect) check,
adding C up to Force rating.
If successful, a target in
short range may only attack
character for 1 round, plus 1
per additional F spent.
COST 25
COST 25
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
Gearhead from Mechanics
checks. Halve the credit
cost to add mods to
attachments.
When constructing new
items or modifying attachments, add b or remove
b per rank of Inventor.
COST 5
COST 5
COST 5
COST 5
SABER THROW
ARMOR MASTER
GRIT
GEARHEAD
As an action, make a Lightsaber
attack as a ranged attack at a
target within medium range.
Add C up to Force rating.
Must spend F and succeed to
hit target. Spend F to return
weapon to hand.
When wearing armor, increase total soak value by 1.
Gain +1 strain threshold.
Remove b per rank of
Gearhead from Mechanics
checks. Halve the credit
cost to add mods to
attachments.
COST 10
COST 10
COST 10
COST 10
TOUGHENED
Gain +2 wound threshold.
COST 15
IMPROVED
ARMOR MASTER
When wearing armor with
a soak value of 2 or higher,
increase defense by 1.
COST 15
COMPREHEND
TECHNOLOGY
As an action make a dd
Knowledge (Education)
check to use Force rating
as ranks in skills to use a
single item.
INVENTOR
MENTAL TOOLS
When constructing new
items or modifying attachments, add b or remove
b per rank of Inventor.
Always count as having the
right tools for the job when
performing Mechanics
checks.
COST 15
TINKERER
FALLING AVALANCE
May add 1 additional hard
point to a number of items
equal to ranks in Tinkerer.
Each item may only be
modified once.
Suffer 2 strain to add
damage equal to Brawn to
next Lightsaber combat
check made that turn.
COST 20
COST 20
COST 20
COST 15
SUPREME
ARMOR MASTER
Once per round, may suffer
3 strain to take the Armor
Master incidental; reduce
the next Critical Injury
suffered by 10 per point of
soak, minimum 1.
COST 20
FORCE RATING
IMBUE ITEM
REINFORCE ITEM
DEDICATION
Gain +1 Force rating.
As a maneuver, suffer 1
strain and commit C to
grant one weapon, piece of
armor, or item an improvement while committed.
Suffer 1 strain every round
C remains committed.
As a maneuver, commit
C C to grant one
weapon or piece of armor
the Cortosis quality while
committed. Suffer 3 strain
each round C C remain
committed
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
COST 25
COST 25
COST 25
COST 25
FORCE AND DESTINY VERSION 2 2016-01
GUARDIAN
ACTIVE
WARDEN
PASSIVE
CONFLICT COST
RANKED
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
of strain up to ranks in
Intimidating to downgrade
difficulty of Coercion
checks or upgrade difficulty
when targeted by Coercion
checks by an equal number.
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
PRECISION STRIKE
CONFIDENCE
SCATHING TIRADE
BAD COP
When this character
inflicts a Critical Injury
with a Brawl, Melee, or
Lightsaber weapon, may
suffer 1 strain to change
the result to any Easy (d )
Critical Injury result.
May decrease difficulty
of Discipline checks to
avoid fear by 1 per rank of
Confidence.
Take a Scathing Tirade
action; make a dd
Coercion check. One enemy
for each s, in short range,
suffers 1 strain. Spend a
for 1 affected enemy to
suffer 1 additional strain.
Spend aa from a
Deception or Coercion
check to upgrade ability of
an allys subsequent social
check against the same
target a number of times
equal to ranks in Bad Cop
COST 10
COST 10
COST 10
COST 10
SENSE ADVANTAGE
CONFIDENCE
FEARSOME
NO ESCAPE
Once per session, may add
bb to 1 NPCs skill check.
May decrease difficulty
of Discipline checks to
avoid fear by 1 per rank of
Confidence.
When an enemy becomes
engaged with the character, they may force the
enemy to make a fear
check, with the difficulty
equal to ranks in Fearsome.
May spend a a from a
Coercion check or tt
from a foes Discipline
check; that target cannot
perform a free maneuver
during his next turn.
COST 15
COST 15
COST 15
COST 15
TOUGHENED
OVERBALANCE
BALEFUL GAZE
BAD COP
Gain +2 wound threshold.
When a combat check
made by an engaged foe
generates y or ttt ,
may stagger attacker until
the end of their next turn.
When targeted by a
combat check from within
medium range, may spend
a Destiny Point to upgrade
the difficulty of the check a
number of times equal to
ranks in Coercion.
Spend aa from a
Deception or Coercion
check to upgrade ability of
an allys subsequent social
check against the same
target a number of times
equal to ranks in Bad Cop
COST 20
COST 20
COST 20
COST 20
GRAPPLE
DEDICATION
FORCE RATING
FEARSOME
Once per round, may
perform the Grapple
maneuver. Until the
beginning of the characters
next turn, foes must spend
2 maneuvers to disengage
the character.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
Gain +1 Force rating.
When an enemy becomes
engaged with the character, they may force the
enemy to make a fear
check, with the difficulty
equal to ranks in Fearsome.
COST 25
COST 25
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
ally in short range takes
cover, they increase soak
against ranged attacks by 1
per rank in Prime Positions
until they leave cover.
Character and allies in short
range may spend a on their
failed combat checks once
per round to inflict 1 strain
per rank of Suppressing Fire
on the target.
Gain +1 strain threshold.
Add b per rank of
Uncanny Senses to all
Perception checks.
COST 5
COST 5
COST 5
COST 5
GRIT
CAREFUL PLANNING
SENSE DANGER
SWIFT
Gain +1 strain threshold.
Once per session, may
introduce a fact into the
narrative as if a Destiny
Point had been spent.
Once per session, remove
b b from any 1 check.
Do not suffer usual
penalties for moving
through difficult terrain.
COST 10
COST 10
COST 10
COST 10
SUPPRESSING FIRE
GRIT
UNCANNY SENSES
PRESCIENT SHOT
Character and allies in short
range may spend a on their
failed combat checks once
per round to inflict 1 strain
per rank of Suppressing Fire
on the target.
Gain +1 strain threshold.
Add b per rank of
Uncanny Senses to all
Perception checks.
Add b to all Ranged (Light)
checks unless the target is
immune to Force Powers.
COST 15
COST 15
COST 15
COST 15
COORDINATED
ASSAULT
As a maneuver, add a to
combat checks to a number
of engaged allies equal to
Leadership ranks until the
start of next turn. Range
increases per rank of talent.
PRIME POSITIONS
BLIND SPOT
FOREWARNING
When this character or an
ally in short range takes
cover, they increase soak
against ranged attacks by 1
per rank in Prime Positions
until they leave cover.
This character and allies
within short range add a
to combat checks while
benefiting from cover.
Perform the Forewarning
action; all allies within
medium range increase
defense by characters
Force rating until they act
in the encounter.
COST 20
COST 20
COST 20
COST 20
CLEVER SOLUTION
DEDICATION
FORCE RATING
PROPHETIC AIM
Once per session, make
one skill check using
Cunning rather than the
characteristic linked to
that skill.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
Gain +1 Force rating.
While benefiting from an
Aim maneuver, y from this
characters Ranged (Heavy)
and (Light) checks cannot
cause attacks to hit allies
engaged with the target.
COST 25
COST 25
COST 25
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
DENIABILITY
Remove b per rank of
Plausible Deniability from
all Coercion and Deception
checks.
COST 5
KNOW SOMEBODY
GRIT
KILL WITH KINDNESS
Once per session, when
attempting to purchase
a legally available item,
reduce its rarity by 1 per
rank of Know Somebody.
Gain +1 strain threshold.
Remove b per rank of
Kill with Kindness from
all Charm and Leadership
checks.
COST 5
COST 5
TOUGHENED
KNOW SOMEBODY
Gain +2 wound threshold.
Once per session, when
attempting to purchase
a legally available item,
reduce its rarity by 1 per
rank of Know Somebody.
COST 10
COST 5
COST 10
NOBODYS FOOL
KNOWLEDGE
IS POWER
Once per session, when
making a check, count
Force rating as being equal
to ranks in Knowledge
(Lore).
May upgrade difficulty of
incoming Charm, Coercion,
or Deception checks once
per rank of Nobodys Fool.
COST 10
COST 10
GRIT
SMOOTH TALKER
SMOOTH TALKER
Gain +1 strain threshold.
When first acquired,
choose Charm, Coercion,
Deception, or Negotiation.
When making checks with
that skill, spend x to
gain additional s equal to
ranks in Smooth Talker.
When first acquired,
choose Charm, Coercion,
Deception, or Negotiation.
When making checks with
that skill, spend x to
gain additional s equal to
ranks in Smooth Talker.
COST 15
COST 15
PLAUSIBLE
DENIABILITY
Remove b per rank of
Plausible Deniability from
all Coercion and Deception
checks.
COST 15
COST 15
NOBODYS FOOL
NATURAL CHARMER
CONTINGENCY PLAN
SENSE EMOTIONS
May upgrade difficulty of
incoming Charm, Coercion,
or Deception checks once
per rank of Nobodys Fool.
Once per session, may
re-roll any 1 Charm or
Deception check.
Spend 1 Destiny Point to
recover strain equal to
Cunning rating.
Add b to all Charm,
Coercion, and Deception
checks unless the target is
immune to Force Powers.
COST 20
COST 20
COST 20
COST 20
DEDICATION
STEELY NERVES
FORCE RATING
SENSE ADVANTAGE
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Willpower or
Presence checks until the
end of the encounter.
Gain +1 Force rating.
Once per session, may add
bb to 1 NPCs skill check.
COST 25
COST 25
COST 25
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
being disarmed or having
the characters weapon be
damaged or destroyed
Gain +1 strain threshold.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
COST 5
COST 5
COST 5
COST 5
PARRY
MAKASHI TECHNIQUE
DUELISTS TRAINING
FEINT
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
When making a check
using the Lightsaber skill,
the character may use
Presence instead of Brawn.
Add b to Melee and
Lightsaber checks when
engaged with only one
opponent.
Spend x or a a a
generated on a missed
melee attack to upgrade
difficulty of opponents
next attack targeting the
character by ranks in Feint.
COST 10
COST 10
COST 10
COST 10
PARRY
FEINT
PARRY
PARRY
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
Spend x or a a a
generated on a missed
melee attack to upgrade
difficulty of opponents
next attack targeting the
character by ranks in Feint.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
COST 15
COST 15
COST 15
COST 15
INTENSE PRESENCE
IMPROVED PARRY
GRIT
Spend 1 Destiny Point to
recover strain equal to
Presence rating.
When parrying a hit that
generated y or ttt ,
may hit attacker once with
Lightsaber, Brawl, or Melee
weapon (dealing base
damage), after original
attack resolves.
Gain +1 strain threshold.
COST 20
COST 20
DEFENSIVE
TRAINING
When wielding a Lightsaber,
Melee, or Brawl weapon,
the weapon gains the
Defensive quality with a
rating equal to ranks in
Defensive Training.
COST 20
COST 20
DEDICATION
SUM DJEM
MAKASHI FINISH
MAKASHI FLOURISH
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
May spend x or a a
with a successful Lightsaber
attack to disarm opponent.
As an action, make a
Lightsaber (Presence)
attack against engaged
target, adding C up to
Force rating. Spend F to
add +10 to any resulting
Critical Injury rolls.
Once per encounter, as
an action make a dd
Lightsaber (Presence)
check. 1 engaged opponent
suffers strain equal to s,
and heal an equal amount
of strain.
COST 25
COST 25
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
Remove up to b b from
skill checks to find food,
water, or shelter. Survival
checks to forage take half
the time.
UNCANNY
REACTIONS
Add b per rank of
Uncanny Reactions to all
Vigilance checks,
GRIT
EXPERT TRACKER
Gain +1 strain threshold.
Remove b per rank of
Expert Tracker from checks
to find tracks or track
targets. Decrease time to
track a target by half.
COST 5
COST 5
COST 5
COST 5
RAPID REACTION
KEEN EYED
Suffer a number of strain up
to ranks in Rapid Reaction
to add an equal number of
s to initiative checks.
Remove b per rank of Keen
Eyed from Perception and
Vigilance checks. Decrease
the time to search a specific
area by half.
COST 10
UNCANNY
REACTIONS
TOUGHENED
Gain +2 wound threshold.
Add b per rank of
Uncanny Reactions to all
Vigilance checks,
COST 10
COST 10
COST 10
SENSE DANGER
GRIT
FOREWARNING
Once per session, remove
b b from any 1 check.
Gain +1 strain threshold.
As an action, give all allies
within medium range an
increase in defense equal
to the characters Force
rating until they act in the
encounter.
COST 15
COST 15
PREEMPTIVE
AVOIDANCE
May spend 1 Destiny Point
to disengage from engaged
enemy as an out-of-turn
incidental.
COST 15
COST 15
FORCE RATING
SENSE ADVANTAGE
Gain +1 Force rating.
Once per session, may add
bb to 1 NPCs skill check.
COST 20
COST 20
THE FORCE IS
MY ALLY
DODGE
When targeted in combat,
may perform a Dodge
incidental. Suffer strain
no greater than ranks
in Dodge to upgrade the
difficulty of the attack by
that number.
Once per session, may
suffer 2 strain to perform
a Force power action as a
maneuver.
COST 20
COST 20
RAPID REACTION
TOUGHENED
NATURAL MYSTIC
FORCE RATING
Suffer a number of strain up
to ranks in Rapid Reaction
to add an equal number of
s to initiative checks.
Gain +2 wound threshold.
Once per session, may re-roll
any 1 Force power check.
Gain +1 Force rating.
COST 25
COST 25
COST 25
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
Conditioned from Athletics
and Coordination checks.
Reduce the damage and
strain suffered from falling
1 per rank of Conditioned.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
Once per round, may stand
from seated or prone as
an incidental.
Once per round, draw or
holster a weapon or item
as an incidental.
COST 5
COST 5
COST 5
COST 5
DODGE
REFLECT
ATARU TECHNIQUE
QUICK STRIKE
When targeted in combat,
may perform a Dodge
incidental. Suffer strain
no greater than ranks
in Dodge to upgrade the
difficulty of the attack by
that number.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
When making a check
using the Lightsaber skill,
the character may use
Agility instead of Brawn.
Add b per rank of Quick
Strike to combat checks
against targets that have
not acted yet this encounter.
COST 10
COST 10
COST 10
COST 10
QUICK STRIKE
REFLECT
PARRY
IMPROVED PARRY
Add b per rank of Quick
Strike to combat checks
against targets that have
not acted yet this encounter.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
When parrying a hit that
generated y or ttt ,
may hit attacker once with
Lightsaber, Brawl, or Melee
weapon (dealing base
damage), after original
attack resolves.
COST 15
COST 15
COST 15
COST 15
DODGE
HAWK BAT SWOOP
SABER SWARM
CONDITIONED
When targeted in combat,
may perform a Dodge
incidental. Suffer strain
no greater than ranks
in Dodge to upgrade the
difficulty of the attack by
that number.
As an action, make a
Lightsaber (Agility) attack
against a target within
short range, adding C up
to Force rating. Spend F
to engage target and F to
add a to check.
As a maneuver, spend 1
strain to give the next
Lightsaber (Agility) combat
check this turn the Linked
quality equal to Force
rating during the check.
Remove b per rank of
Conditioned from Athletics
and Coordination checks.
Reduce the damage and
strain suffered from falling
1 per rank of Conditioned.
COST 20
COST 20
COST 20
COST 20
PARRY
DEDICATION
SABER THROW
BALANCE
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
As an action, make a Lightsaber
attack as a ranged attack at a
target within medium range.
Add C up to Force rating.
Must spend F and succeed to
hit target. Spend F to return
weapon to hand..
When the character heals
strain at the end of the
encounter, he may add
C per Force rating. He
recovers additional strain
equal to F generated.
COST 25
COST 25
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
an encounter, heal 1
additional strain per rank
of Rapid Recovery.
Add b per rank of
Hunter to all checks when
interacting with beasts or
animals (including combat).
Add +10 to Critical Injury
results against beasts or
animals per rank of Hunter.
Remove b per rank of
Expert Tracker from checks
to find tracks or track
targets. Decrease time to
track a target by half.
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
TOUGHENED
EXPERT TRACKER
HUNTER
UNCANNY SENSES
Gain +2 wound threshold.
Remove b per rank of
Expert Tracker from checks
to find tracks or track
targets. Decrease time to
track a target by half.
Add b per rank of
Hunter to all checks when
interacting with beasts or
animals (including combat).
Add +10 to Critical Injury
results against beasts or
animals per rank of Hunter.
Add b per rank of
Uncanny Senses to all
Perception checks.
COST 10
COST 10
COST 10
COST 10
SIDE STEP
KEEN EYED
NATURAL HUNTER
Once per round, as a maneuver suffer a number of
strain up to ranks in Side
Step to upgrade difficulty of
all incoming ranged attacks
by an equal number for the
next round.
Remove b per rank of Keen
Eyed from Perception and
Vigilance checks. Decrease
the time to search a specific
area by half.
Once per session, may
re-roll any 1 Perception or
Vigillance check.
UNCANNY
REACTIONS
Add b per rank of
Uncanny Reactions to all
Vigilance checks,
COST 15
COST 15
COST 15
COST 15
RAPID RECOVERY
SOFT SPOT
SIXTH SENSE
RAPID RECOVERY
When healing strain after
an encounter, heal 1
additional strain per rank
of Rapid Recovery.
After making a successful
attack, may spend 1
Destiny Point to add
damage equal to Cunning
to one hit.
Gain +1 ranged defense.
When healing strain after
an encounter, heal 1
additional strain per rank
of Rapid Recovery.
COST 20
COST 20
COST 20
COST 20
SIDE STEP
DEDICATION
INTUITIVE SHOT
FORCE RATING
Once per round, as a maneuver suffer a number of
strain up to ranks in Side
Step to upgrade difficulty of
all incoming ranged attacks
by an equal number for the
next round.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
When making a Ranged
(Light) or (Heavy) combat
check, add C up to Force
rating to the check. May
spend F to add s or a.
Gain +1 Force rating.
COST 25
COST 25
COST 25
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
Eyed from Perception and
Vigilance checks. Decrease
the time to search a specific
area by half.
Remove up to b b from
skill checks to find food,
water, or shelter. Survival
checks to forage take half
the time.
Do not suffer usual
penalties for moving
through difficult terrain.
COST 5
COST 5
COST 5
COST 5
KEEN EYED
OUTDOORSMAN
TOUGHNESS
OUTDOORSMAN
Remove b per rank of Keen
Eyed from Perception and
Vigilance checks. Decrease
the time to search a specific
area by half.
Remove b per rank of
Outdoorsman from checks
to move through terrain
or manage environmental
effects. Decrease overland
travel times by half.
Gain +2 wound threshold.
Remove b per rank of
Outdoorsman from checks
to move through terrain
or manage environmental
effects. Decrease overland
travel times by half.
COST 10
COST 10
COST 10
COST 10
ANIMAL EMPATHY
ANIMAL BOND
GRIT
SLEIGHT OF MIND
When making checks to
handle or tame animals,
add C up to Force rating
to the check. Spend F
to add s or a to the
check.
Develop a long-term bond
with a single animal of
silhouette no greater than
half Force rating, rounded
down.
Gain +1 strain threshold.
Add b to all Stealth
checks unless the
opposition is immune to
Force powers.
COST 15
COST 15
COST 15
COST 15
MENTAL BOND
FORCE RATING
QUICK MOVEMENT
TOUGHNESS
As an action, commit C.
While committed, may
communicate with bonded
animal at long range and
see and hear through its
senses.
Gain +1 Force rating.
As an incidental, suffer
2 strain and add C up
to Force rating to next
check. May spend F F to
perform one additional Move
maneuver after the action
(can be 3rd that turn).
Gain +2 wound threshold.
COST 20
COST 20
COST 20
COST 20
SHARE PAIN
ENDURING
When a bonded animal
suffers wounds, as an
incidental reduce wounds
suffered to half, then the
character suffers wounds
equal to number reduced.
Gain +1 soak value.
COST 25
NATURAL
OUTDOORSMAN
Once per session, may
re-roll any 1 Resilience or
Survival check.
DEDICATION
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
COST 25
COST 25
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
1 additional hull trauma
per rank of Solid Repairs
whenever he repairs a
starship or vehicle.
When reducing the amount
of system strain a starship
or vehicle suffers, reduce
1 additional strain per rank
of Fine Tuning.
Always count as having the
right tools for the job when
performing Mechanics
checks.
Reduce time needed to
complete Computerrelated tasks by 25% per
rank in Technical Aptitude.
COST 5
COST 5
COST 5
COST 5
GRIT
SOLID REPAIRS
FINE TUNING
GRIT
Gain +1 strain threshold.
The character repairs
1 additional hull trauma
per rank of Solid Repairs
whenever he repairs a
starship or vehicle.
When reducing the amount
of system strain a starship
or vehicle suffers, reduce
1 additional strain per rank
of Fine Tuning.
Gain +1 strain threshold.
COST 10
COST 10
COST 10
COST 10
INVENTOR
IMBUE ITEM
NATURAL TINKERER
DEFENSIVE SLICING
When constructing new
items or modifying attachments, add b or remove
b per rank of Inventor.
As a maneuver, suffer 1
strain and commit C to
grant one weapon, piece of
armor, or item an improvement while committed.
Suffer 1 strain every round
C remains committed.
Once per session, re-roll
any 1 Mechanics check.
When defending computer
systems, add b per rank
of Defensive Slicing to
opponents checks.
COST 15
COST 15
COST 15
COST 15
SOLID REPAIRS
FORCE RATING
DEFENSIVE SLICING
MENTAL FORTRESS
The character repairs
1 additional hull trauma
per rank of Solid Repairs
whenever he repairs a
starship or vehicle.
Gain +1 Force rating.
When defending computer
systems, add b per rank
of Defensive Slicing to
opponents checks.
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Intellect or
Cunning checks until end of
encounter.
COST 20
COST 20
COST 20
MASTER ARTISAN
Once per round, as an
incidental, suffer 2 strain
to decrease the difficulty of
the next Mechanics check
by 1, to a minimum of d.
COST 25
COST 20
INTUITIVE
IMPROVEMENTS
When making check to
craft or repair item, may
add C up to Force rating.
Spend F F to increase
hard points by 1, to a
maximum of +2.
DEDICATION
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
COST 25
COMPREHEND
TECHNOLOGY
As an action make a dd
Knowledge (Education)
check to use Force rating
as ranks in skills to use a
single item.
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
checks unless the
opposition is immune to
Force powers.
Remove b per rank
of Street Smarts from
Streetwise or Knowledge
(Underworld) checks.
Remove b per rank in
Codebreaker from checks
to break codes or decrypt
communications. Decrease
difficulty of checks to
break codes or decrypt
communications by 1.
Upgrade difficulty of
checks to identify character once per rank of
Indistinguishable.
COST 5
COST 5
COST 5
COST 5
WELL ROUNDED
MENTAL FORTRESS
GRIT
INDISTINGUISHABLE
Choose any 2 skills. They
permanently become
career skills
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Intellect or
Cunning checks until end of
encounter.
Gain +1 strain threshold.
Upgrade difficulty of
checks to identify character once per rank of
Indistinguishable.
COST 10
COST 10
COST 10
COST 10
SHROUD
DODGE
SLEIGHT OF MIND
GRIT
The character may spend 1
Destiny Point to make himself undetectable via Force
powers and make his own
powers go unnoticed for the
remainder of the encounter.
When targeted in combat,
may perform a Dodge
incidental. Suffer strain
no greater than ranks
in Dodge to upgrade the
difficulty of the attack by
that number.
Add b to all Stealth
checks unless the
opposition is immune to
Force powers.
Gain +1 strain threshold.
COST 15
COST 15
COST 15
COST 15
SLIPPERY MINDED
CODEBREAKER
NOW YOU SEE ME
DODGE
If under the effects of a
Force power, as an action
make a ddd Deception
check to immediately end
the effects of the power.
Remove b per rank in
Codebreaker from checks
to break codes or decrypt
communications. Decrease
difficulty of checks to
break codes or decrypt
communications by 1.
Once per session, as an
action make a ddd
Deception check to make
a number of NPCs equal
to Cunning within medium
range forget about the
character.
When targeted in combat,
may perform a Dodge
incidental. Suffer strain
no greater than ranks
in Dodge to upgrade the
difficulty of the attack by
that number.
COST 20
COST 20
COST 20
COST 20
FORCE RATING
ANATOMY LESSONS
MASTER OF SHADOWS
DEDICATION
Gain +1 Force rating.
After making a successful
attack, may spend 1
Destiny Point to add
damage equal to Intellect
to one hit.
Once per round, suffer
2 strain to decrease
difficulty of next Stealth or
Skulduggery check by 1.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
COST 25
COST 25
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 maneuver suffer a number of
strain up to ranks in Side
Step to upgrade difficulty of
all incoming ranged attacks
by an equal number for the
next round.
Remove b per rank of
Conditioned from Athletics
and Coordination checks.
Reduce the damage and
strain suffered from falling
1 per rank of Conditioned.
Remove b per rank
of Street Smarts from
Streetwise or Knowledge
(Underworld) checks.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
COST 5
COST 5
COST 5
COST 5
TOUGHENED
PARRY
SHIEN TECHNIQUE
REFLECT
Gain +2 wound threshold.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
When making a check
using the Lightsaber skill,
the character may use
Cunning instead of Brawn.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
COST 10
COST 10
COST 10
COST 10
PARRY
COUNTERSTRIKE
GRIT
IMPROVED REFLECT
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
When an attack misses the
character and generates
y or tt, may upgrade
next Lightsaber(Cunning)
attack against the attacker
during the encounter once.
Gain +1 strain threshold.
When reflecting a hit that
generated y or ttt ,
may hit one attacker in
medium range with the
same damage as the
initial hit, after original
attack resolves.
COST 15
COST 15
COST 15
COST 15
DJEM SO
DEFLECTION
After using Reflect, may
spend 1 Destiny Point to
perform the Move maneuver
as an out-of-turn incidental
to close the distance with or
engage opponent.
DEFENSIVE STANCE
SABER THROW
REFLECT
Once per round, as a maneuver suffer a number of
strain up to ranks in Defensive Stance to upgrade
difficulty of all incoming
melee attacks by an equal
number for the next round.
As an action, make a Lightsaber
attack as a ranged attack at a
target within medium range.
Add C up to Force rating.
Must spend F and succeed to
hit target. Spend F to return
weapon to hand.
When hit by a ranged
attack while wielding a
lightsaber, suffer 3 strain
to reduce damage by 2
plus ranks in Reflect.
COST 20
COST 20
COST 20
COST 20
FALLING AVALANCE
DEDICATION
DISRUPTIVE STRIKE
SUPREME REFLECT
Suffer 2 strain to add
damage equal to Brawn to
next Lightsaber combat
check made that turn.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
As an action, make a
Lightsaber (Cunning)
attack. Add C up to Force
rating. Spend F to add f
to the next combat check
the target makes.
If the user did not make
a combat check during
previous turn, may suffer 1
strain to use Reflect.
COST 25
COST 25
COST 25
COST 25
FORCE AND DESTINY VERSION 2 2016-01
WARRIOR
CONFLICT COST
AGGRESSOR
ACTIVE
PASSIVE
RANKED
FORCE TALENT
Spec Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Streetwise
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INTIMIDATING
May suffer a number
of strain up to ranks in
Intimidating to downgrade
difficulty of Coercion
checks or upgrade difficulty
when targeted by Coercion
checks by an equal number.
PLAUSIBLE
DENIABILITY
Remove b per rank of
Plausible Deniability from
all Coercion and Deception
checks.
GRIT
TOUGHENED
Gain +1 strain threshold.
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
FEARSOME
INTIMIDATING
PREY ON THE WEAK
SENSE ADVANTAGE
When an enemy becomes
engaged with the character, they may force the
enemy to make a fear
check, with the difficulty
equal to ranks in Fearsome.
May suffer a number
of strain up to ranks in
Intimidating to downgrade
difficulty of Coercion
checks or upgrade difficulty
when targeted by Coercion
checks by an equal number.
Add +1 damage to one
hit of successful combat
checks against disoriented
targets per rank of Prey on
the Weak.
Once per session, may add
bb to 1 NPCs skill check.
COST 10
COST 10
COST 10
COST 10
FEARSOME
TERRIFY
CRIPPLING BLOW
TOUGHENED
When an enemy becomes
engaged with the character, they may force the
enemy to make a fear
check, with the difficulty
equal to ranks in Fearsome.
As an action, make a ddd
Coercion check, adding C no
greater than Force rating.
Disorient 1 target within medium range per s. Spending
a a extends duration and
F immobilizes affected target.
Increase the difficulty of
next combat check by 1. If
check deals damage, target
suffers 1 strain whenever
he moves for the remainder
of the encounter.
Gain +2 wound threshold.
COST 15
COST 15
COST 15
COST 15
GRIT
IMPROVED TERRIFY
PREY ON THE WEAK
HEROIC FORTITUDE
Gain +1 strain threshold.
Reduce the difficulty of
Terrifys check to dd
and may spend x to
stagger an affected target.
Add +1 damage to one
hit of successful combat
checks against disoriented
targets per rank of Prey on
the Weak.
May spend 1 Destiny Point
to ignore effects of Critical
Injuries on Brawn or Agility
checks until the end of the
encounter.
COST 20
COST 20
COST 20
COST 20
FORCE RATING
FEARSOME
DEDICATION
AGAINST ALL ODDS
Gain +1 Force rating.
When an enemy becomes
engaged with the character, they may force the
enemy to make a fear
check, with the difficulty
equal to ranks in Fearsome.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
When incapacitated,
perform an Against all
Odds action; make ddd
Resilience check with C
equal to Force rating. Heal
wounds equal to s , spend
F to add s .
COST 25
COST 25
COST 25
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
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
Once per encounter, may
use Second Wind incidental
to heal strain equal to
ranks in Second Wind.
Gain +2 wound threshold.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
COST 5
COST 5
COST 5
COST 5
SECOND WIND
CONDITIONED
Once per encounter, may
use Second Wind incidental
to heal strain equal to
ranks in Second Wind.
Remove b per rank of
Conditioned from Athletics
and Coordination checks.
Reduce the damage and
strain suffered from falling
1 per rank of Conditioned.
COST 10
DURABLE
MULTIPLE
OPPONENTS
May reduce any Critical
Injury suffered by 10
per rank of Durable to a
minimum of 1.
Add b to Lightsaber,
Brawl, and Melee checks
when engaged with
multiple opponents.
COST 10
COST 10
COST 10
QUICK DRAW
GRIT
PARRY
Once per round, draw or
holster a weapon or item
as an incidental.
Gain +1 strain threshold.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
COST 15
COST 15
COST 15
DEFENSIVE
TRAINING
When wielding a Lightsaber,
Melee, or Brawl weapon,
the weapon gains the
Defensive quality with a
rating equal to ranks in
Defensive Training.
COST 15
NATURAL
BLADEMASTER
Once per session, may
re-roll any 1 Lightsaber
or Melee check.
COST 20
SARLACC SWEEP
IMPROVED PARRY
SUM DJEM
Increase difficulty of Lightsaber check by 1 to perform
Sarlacc Sweep action.
May spend a a to hit
additional engaged targets.
When parrying a hit that
generated y or ttt ,
may hit attacker once with
Lightsaber, Brawl, or Melee
weapon (dealing base
damage), after original
attack resolves.
May spend x or a a
with a successful Lightsaber
attack to disarm opponent.
COST 20
COST 20
COST 20
CENTER OF BEING
DURABLE
DEDICATION
PARRY
Take a Center of Being
maneuver. Until the start of
next turn, attacks against
the character increase
their crit rating by 1 per
rank of Center of Being.
May reduce any Critical
Injury suffered by 10
per rank of Durable to a
minimum of 1.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
When hit by a melee attack
while wielding a melee
weapon or lightsaber, suffer
3 strain to reduce damage
by 2 plus ranks in Parry.
COST 25
COST 25
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
Skilled Jockey from all
Piloting (Planetary) and
Piloting (Space) checks.
Suffer a number of strain up
to ranks in Rapid Reaction
to add an equal number of
s to initiative checks.
The character repairs
1 additional hull trauma
per rank of Solid Repairs
whenever he repairs a
starship or vehicle.
COST 5
COST 5
COST 5
COST 5
INTUITIVE EVASION
CONFIDENCE
SOLID REPAIRS
GALAXY MAPPER
As a maneuver suffer 1 strain
and commit C up to ranks
of Intuitive Evasion. Upgrade
difficulty of attacks targeting
starship or vehicle by an equal
amount. Suffer 1 strain each
round C stay committed.
May decrease difficulty
of Discipline checks to
avoid fear by 1 per rank of
Confidence.
The character repairs
1 additional hull trauma
per rank of Solid Repairs
whenever he repairs a
starship or vehicle.
Remove b per rank
of Galaxy Mapper from
Astrogation checks.
Astrogation checks take
half normal time.
COST 10
COST 10
COST 10
COST 10
FULL THROTTLE
RAPID REACTION
EXHAUST PORT
GRIT
Take a Full Throttle action;
make a ddd Piloting
check to increase a vehicles
top speed by 1 for a number
of rounds equal to Cunning.
Suffer a number of strain up
to ranks in Rapid Reaction
to add an equal number of
s to initiative checks.
Before attacking a starship
or vehicle, may spend 1
Destiny Point to ignore the
effects of the Massive rule
for the attack.
Gain +1 strain threshold.
COST 15
COST 15
COST 15
COST 15
INTUITIVE STRIKE
TOUCH OF FATE
GRIT
SKILLED JOCKEY
When making a combat
check with a planetary
scale weapon, add C
up to Force rating to the
check. Spend F F to add
s or a .
Once per session, add
b b to any 1 check.
Gain +1 strain threshold.
Remove b per rank of
Skilled Jockey from all
Piloting (Planetary) and
Piloting (Space) checks.
COST 20
COST 20
COST 20
COST 20
FORCE RATING
TRICKY TARGET
DEDICATION
INTUITIVE EVASION
Gain +1 Force rating.
Count vehicle or starship
piloted as having a
silhouette 1 lower when
being attacked.
Gain +1 to a single characteristic. This cannot bring
a characteristic above 6.
As a maneuver suffer 1 strain
and commit C up to ranks
of Intuitive Evasion. Upgrade
difficulty of attacks targeting
starship or vehicle by an equal
amount. Suffer 1 strain each
round C stay committed.
COST 25
COST 25
COST 25
COST 25
FORCE AND DESTINY VERSION 2 2016-01
FORCE POWER
BATTLE MEDITATION
RANKED
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
number of additional
targets equal to Presence
per rank of Magnitude
upgrades purchased.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
When making a Battle Meditation power check, the user may
make a d Leadership check as part of the pool. If the user is
able to activate the power and succeeds on the check, he may
send simple orders as part of the power.
COST 5
COST 10
COST 5
MAGNITUDE
RANGE
STRENGTH
Spend F to affect a
number of additional
targets equal to Presence
per rank of Magnitude
upgrades purchased.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F F to add one additional automatic s to affected
characters. The user may activate this multiple times.
COST 10
COST 10
COST 10
MAGNITUDE
RANGE
DURATION
Spend F to affect a
number of additional
targets equal to Presence
per rank of Magnitude
upgrades purchased.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Commit C C C to sustain the ongoing effects of the power
on each affected target while it remains in range.
COST 25
COST 15
COST 15
MAGNITUDE
CONTROL
MASTERY
Spend F to affect a
number of additional
targets equal to Presence
per rank of Magnitude
upgrades purchased.
May suffer 4 strain to
change the range of power
and range upgrades to
planetary scale.
If no z were used to generate F, choose one skill. While
under the effects of the power, each affected target counts
as having the same number ranks in the chosen skill as the
target with the most ranks in the skill.
If the user used any z to generate F, each affected
character must make a d Discipline check if he wishes to
resist obeying orders given by the user as part of this power.
COST 20
COST 20
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
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F F to affect
1 additional target
within range per rank of
Magnitude purchased.
Spend F to disorient the
target for a number of
rounds equal to Strength
upgrades purchased.
Spend F. While affected by
Bind, a target suffers strain
equal to the users Willpower
whenever the target takes
an action.
COST 10
COST 15
COST 5
COST 10
RANGE
MAGNITUDE
STRENGTH
DURATION
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F F to affect
1 additional target
within range per rank of
Magnitude purchased.
Spend F to disorient the
target for a number of
rounds equal to Strength
upgrades purchased.
Commit C C C to
sustain the ongoing effects
of the power on each
affected target.
COST 15
COST 20
COST 10
COST 15
CONTROL
MAGNITUDE
STRENGTH
Spend F to move the
target one range band
closer or farther away.
Spend F F to affect
1 additional target
within range per rank of
Magnitude purchased.
Spend F to disorient the target for a number of rounds equal
to Strength upgrades purchased.
COST 10
COST 15
COST 25
RANGE
MASTERY
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
When the user is making a Bind power check, if the check was not already opposed, the user may
roll an opposed Discipline vs. Discipline check against one target of the power. If no z were used
to generate F and the user succeeds on the check, he may immediately stagger the target until
the end of his next turn. If any z were used to generate F and the check succeeds, the target
suffers a Critical Injury, adding +10 to the roll per F spent on the check.
COST 20
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
the Coordination skill.
Enhance can be used with
the Resilience skill.
Take a Force leap action; make an Enhance power check. The
user may spend F to jump horizontally to any location in
short range.
COST 5
COST 5
COST 10
CONTROL
CONTROL
CONTROL
Enhance can be used with
the Piloting (Planetary) skill.
Enhance can be used with
the Brawl skill.
When performing a Force Leap, the user can jump vertically in
addition to horizontally.
COST 5
COST 5
COST 10
CONTROL
CONTROL
RANGE
Enhance can be used with
the Piloting (Space) skill.
Ongoing effect: Commit C . The user increases his Brawn
characteristic by 1 (to a maximum of 6).
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
COST 5
COST 10
COST 10
CONTROL
CONTROL
Ongoing effect: Commit C . The user increases his Agility
characteristic by 1 (to a maximum of 6).
The user can perform a Force Leap as a maneuver instead of
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
as part of the pool. He may spend F to gain s per point on the check.
Spend F to pick out
specific details equal
to Strength upgrades
purchased.
COST 10
COST 5
MAGNITUDE
RANGE
CONTROL
DURATION
Spend F to increase
targets affected equal
to Magnitude upgrades
purchased.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Affected targets increase
their ranged and melee
defense by 2 for the first
round of combat.
Spend F to increase days
into the future the user
may see equal to Duration
upgrades purchased.
COST 5
COST 5
COST 10
COST 5
MAGNITUDE
RANGE
RANGE
STRENGTH
Spend F to increase
targets affected equal
to Magnitude upgrades
purchased.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F to pick out
specific details equal
to Strength upgrades
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
F to allow all affected targets to take one free maneuver before the first round of combat begins.
Spend F to increase days
into the future the user
may see equal to Duration
upgrades purchased.
COST 15
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
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F F to affect
1 additional target
within range per rank of
Magnitude purchased.
Spend F F to affect
1 additional target
within range per rank of
Magnitude purchased.
Heal: If no z generated
F, target heals strain
equal to wounds healed.
Harm: If any z generated
F, user heals strain equal
to wounds inflicted.
COST 15
COST 5
COST 5
COST 20
RANGE
MAGNITUDE
STRENGTH
CONTROL
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F F to affect
1 additional target
within range per rank of
Magnitude purchased.
Heal: Spend F to increase
wounds healed by 1 per
rank of Strength upgrades.
Harm: Spend F to increase
wounds inflicted by 1 per
rank of Strength upgrades.
Heal: Spend F to remove
1 status effect from target.
Harm: The user may spend
F to heal wounds equal to
wounds inflicted on target.
Healed character gains
1 Conflict
COST 20
COST 10
COST 15
COST 20
CONTROL
CONTROL
MASTERY
STRENGTH
Heal: Heal additional
wounds equal to ranks in
Medicine.
Harm: Inflict additional
wounds equal to ranks in
Medicine.
Heal: May make a Heal
power check combined with
a ddd Medicine check.
If check succeeds, one
target who heals wounds
also heals 1 Critical Injury.
Harm: May make a Harm
power check combined with
an opposed Medicine vs.
Resilience check. If check
succeeds, one target who
suffers wounds also suffers
1 Critical Injury (adding +10
to the roll per a a).
Heal: Once per session,
spend F F F F to
restore 1 target who died
after end of users last
turn to life.
Harm: Once per session,
when this power kills
a target, restore one
engaged character who died
this encounter to life. Each
character gains 7 Conflict.
Heal: Spend F to increase
wounds healed by 1 per
rank of Strength upgrades.
Harm: Spend F to increase
wounds inflicted by 1 per
rank of Strength upgrades.
COST 20
COST 15
COST 20
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
powers range by a number
of Range bands equal to
range upgrades purchased.
Spend F to increase
targets affected equal
to Magnitude upgrades
purchased.
The Force user may make an opposed Discipline vs Discipline
check combined with an Influence Power check. If the user
spends F and succeeds on the check, he can force the target
to adopt an emotional state or believe something untrue,
lasting for 1 round or 5 minutes.
COST 5
COST 5
COST 10
CONTROL
STRENGTH
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user
may roll an Influence Power check as part of his dice pool. He may spend F to gain s or a
(users choice) on the check.
When stressing the mind
of a target, the character
inflicts 2 strain.
COST 15
COST 10
RANGE
MAGNITUDE
DURATION
DURATION
Spend F to increase
powers range by a number
of Range bands equal to
range upgrades purchased.
Spend F to increase
targets affected equal
to Magnitude upgrades
purchased.
Spend F to increase
duration by number of
rounds (or minutes) equal
to Duration upgrades
purchased.
Spend F to increase
duration by number of
rounds (or minutes) equal
to Duration upgrades
purchased.
COST 10
COST 5
COST 5
COST 5
RANGE
MAGNITUDE
DURATION
DURATION
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F to increase
targets affected equal
to Magnitude upgrades
purchased.
Spend F to increase
duration by number of
rounds (or minutes) equal
to Duration upgrades
purchased.
Spend F to increase
duration by number of
rounds (or minutes) equal
to Duration upgrades
purchased.
COST 10
COST 10
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
powers range by a number
of range bands equal to
Range upgrades purchased.
Commit C C to sustain
this power while the beguiled
target remains in range.
Spend F F to increase
the silhouette of the
object obscured or illusion
created by 1 per Strength
upgrade purchased.
The user may alter the
perceived appearance
of the chosen person or
object instead of hiding it.
COST 5
COST 5
COST 10
COST 5
MAGNITUDE
MAGNITUDE
STRENGTH
CONTROL
Spend F to affect
additional targets equal
to Presence per rank of
Magnitude purchased.
Spend F to affect
additional targets equal
to Presence per rank of
Magnitude purchased.
Spend F F to increase
the silhouette of the
object obscured or illusion
created by 1 per Strength
upgrade purchased.
May use this power
to force the target to
perceive a single illusory
person or object.
COST 10
COST 10
COST 15
COST 10
RANGE
CONTROL
STRENGTH
MASTERY
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Commit one or more C.
Add t per C to all
combat checks targeting
the Force user.
Spend F F to increase
the silhouette of the
object obscured or illusion
created by 1 per Strength
upgrade purchased.
Spend F F to obscure
additional objects or create
illusions equal to Cunning
plus Deception.
COST 10
COST 15
COST 20
COST 15
RANGE
STRENGTH
Spend F to increase powers range by a number of range
bands equal to Range upgrades purchased.
Spend F F to increase the silhouette of the object obscured
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
targets affected equal
to Magnitude upgrades
purchased.
Spend F to increase
silhouette able to be
targeted equal to Strength
upgrades purchased.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
COST 5
COST 10
COST 5
COST 5
MAGNITUDE
STRENGTH
CONTROL
Spend F to increase
targets affected equal
to Magnitude upgrades
purchased.
Spend F to increase
silhouette able to be
targeted equal to Strength
upgrades purchased.
The Force user can hurl objects to damage targets, by making
a Discipline ranged combat check combined with a Move
Power check, dealing damage equal to 10 times silhouette.
COST 5
COST 10
COST 10
MAGNITUDE
STRENGTH
CONTROL
RANGE
Spend F to increase
targets affected equal
to Magnitude upgrades
purchased.
Spend F to increase
silhouette able to be
targeted equal to Strength
upgrades purchased.
The Force user can pull
objects out of secure
mountings or out of an
opponents grasp.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
COST 10
COST 15
COST 5
COST 15
MAGNITUDE
STRENGTH
CONTROL
Spend F to increase
targets affected equal
to Magnitude upgrades
purchased.
Spend F to increase
silhouette able to be
targeted equal to Strength
upgrades purchased.
The character can perform fine manipulation of items, allowing
him to do whatever he would normally with his hands via this
power at this powers range.
COST 10
COST 15
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
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F to decrease
damage or add damage
equal to ranks of Strength
upgrades purchased.
Spend F to decrease
damage or add damage
equal to ranks of Strength
upgrades purchased.
Protect: Spend a to gain
defense equal to a spent.
Unleash: Spend a to
inflict 1 strain on target.
COST 5
COST 5
COST 10
COST 10
RANGE
MAGNITUDE
RANGE
CONTROL
Spend F F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F to affect
1 additional target
within range per rank of
Magnitude upgrades.
Spend F F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Protect: Spend F to allow
power to protect against
all types of attacks.
Unleash: Spend F to give
the attack Ensnare 2.
COST 10
COST 10
COST 10
COST 15
MAGNITUDE
STRENGTH
STRENGTH
DURATION
Spend F to affect
1 additional target
within range per rank of
Magnitude upgrades.
Spend F to decrease
damage or add damage
equal to ranks of Strength
upgrades purchased.
Spend F to decrease
damage or add damage
equal to ranks of Strength
upgrades purchased.
Protect: If no z generated
F, the power reduces
damage of all attacks
hitting the target before the
start of users next turn.
Unleash: Spend F to give
the attack Burn 2.
COST 20
COST 15
COST 20
COST 20
CONTROL
MASTERY
Protect: Light side Force users may spend 1 Destiny Point to
use Protect as an out-of-turn incidental once per session.
Unleash: Dark side Force users may spend 1 Destiny Point to
use Unleash as a maneuver once per session.
Protect: Light side Force users may spend F F to reflect
all attacks they reduce to 0 damage, dealing damage equal to
initial attack to attacker.
Unleash: Dark side Force users may spend F to reduce
critical rating of attacks to 1.
COST 25
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
purchased.
Ongoing effect: Commit C. Upgrade the ability of Vigilance
and Perception checks once.
COST 5
COST 10
STRENGTH
MAGNITUDE
MAGNITUDE
Spend F to eliminate 1
Force-based illusion per
rank of Strength upgrade
purchased.
Spend F to gain one additional detail per Magnitude upgrade
purchased.
Spend F to gain one
additional detail per
Magnitude upgrade
purchased.
COST 5
COST 10
COST 5
CONTROL
STRENGTH
MAGNITUDE
Spend F to track one
additional target.
Spend F to eliminate 1 Force-based illusion per rank of
Strength upgrade purchased.
Spend F to gain one
additional detail per
Magnitude upgrade
purchased.
COST 15
COST 15
COST 15
DURATION
CONTROL
MASTERY
Commit C to continue
tracking target even when
it moves.
Ongoing effect: Commit C C C. The users attacks gain
Pierce with rating equal to Cunning plus ranks in Perception
(or increases existing Pierce by an equal amount.
Make Seek power check
and spend F F F to
add x to combat checks
against one target until the
end of the encounter.
COST 20
COST 15
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
targets the Force user, he upgrades the difficulty of the pool
once.
Effect: Spend F. The Force user senses the current thoughts
of one living target with whom he is engaged.
COST 10
COST 10
DURATION
RANGE
MAGNITUDE
Senses ongoing effects may be triggered one additional time
per round.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F to increase
number of targets
affected by power equal
to Magnitude upgrades
purchased.
COST 10
COST 5
COST 5
STRENGTH
RANGE
MAGNITUDE
When using Senses ongoing effects, upgrade the pool twice,
instead of once.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F to increase
number of targets
affected by power equal
to Magnitude upgrades
purchased.
COST 10
COST 10
COST 10
CONTROL
RANGE
MAGNITUDE
Ongoing effect: Commit C. Once per round, when making a
combat check, he upgrades the ability of that check once.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
Spend F to increase
number of targets
affected by power equal
to Magnitude upgrades
purchased.
COST 10
COST 10
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
upgrades purchased to hostile Force power checks.
Ongoing effect: Commit C
to sustain ongoing effects of
the power on each affected
target while within range.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
COST 5
COST 5
COST 5
CONTROL
RANGE
Commit one or more C ; when an opponent targets the user with a Force power, after the
opponent generates F reduce the total F generated by 1 per C committed, to a minimum of 0.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
COST 10
COST 5
STRENGTH
CONTROL
RANGE
Spend F to add additional automatic f equal to Strength
upgrades purchased to hostile Force power checks.
Spend 1 Destiny point to
use Suppress as an out of
turn incidental once per
session.
Spend F to increase
powers range by a number
of range bands equal to
Range upgrades purchased.
COST 10
COST 10
COST 5
MASTERY
CONTROL
The user may make a Suppress power check along with an
opposed Discipline vs Discipline check targeting another
Force user within short range. If the user spends F F and
succeeds on the check, the target Force user immediately
uncommits all C and ends all ongoing effects of Force
powers and Force talents that required committed C .
Whenever a Force user targets a character affected by
Suppress with a hostile Force power, if that opponent used z
to generate F on the check, he suffers strain equal to the
users ranks in Discipline.
COST 15
COST 20
FORCE AND DESTINY VERSION 2 2016-01