StarWars FaD TalentTree Color v2
StarWars FaD TalentTree Color v2
StarWars FaD TalentTree Color v2
ACTIVE
HEALER
PASSIVE
RANKED
FORCE TALENT
Spec Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Xenology), Medicine
SURGEON
HEALING TRANCE
RAPID RECOVERY
PHYSICIAN
COST 5
COST 5
COST 5
COST 5
PHYSICIAN
PHYSICIAN
GRIT
HEALING TRANCE
COST 10
COST 10
COST 10
COST 10
HEALING TRANCE
GRIT
COST 15
RAPID RECOVERY
KNOWLEDGEABLE
HEALING
When healing an ally, spend
1 Destiny Point to heal
additional wounds equal
to ranks in Knowledge
(Xenology).
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
COST 20
COST 20
DEDICATION
NATURAL DOCTOR
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
CONSULAR
ACTIVE
NIMAN DISCIPLE
PASSIVE
RANKED
FORCE TALENT
PARRY
NOBODYS FOOL
REFLECT
GRIT
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
COST 10
COST 10
COST 10
COST 10
PARRY
SENSE EMOTIONS
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.
COST 20
COST 20
COST 20
COST 20
DEDICATION
FORCE ASSAULT
FORCE RATING
Spend x or a a a
on a missed Lightsaber
(Willpower) attack to
immediately perform a
Move Force power action as
a maneuver.
COST 25
COST 25
IMPROVED
CENTER OF BEING
Suffer 1 strain to perform
Center of Being as an
incidental.
COST 25
COST 25
CONSULAR
ACTIVE
SAGE
PASSIVE
RANKED
FORCE TALENT
GRIT
RESEARCHER
GRIT
COST 5
COST 5
COST 5
COST 5
SMOOTH TALKER
RESEARCHER
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
COST 15
KNOWLEDGE
SPECIALIZATION
ONE WITH
THE UNIVERSE
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
COST 20
COST 20
PREEMPTIVE
AVOIDANCE
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
COST 25
COST 25
COST 25
CAREER
BASE ABILITY
GUARDIAN
UPGRADE
RANKED
REDUCE DIFFICULTY
INSPIRATION
DURATION
STAND FIRM
COST 10
COST 10
COST 10
COST 10
STAND FIRM
DURATION
INSPIRATION
COSMIC BALANCE
COST 15
COST 15
COST 15
COST 15
DURATION
ENDURANCE
DESTINY
DURATION
COST 10
COST 10
COST 10
COST 10
FREQUENCY
INCREASE RANGE
DURATION
ENDURANCE
COST 15
COST 15
COST 15
COST 15
GUARDIAN
ACTIVE
PEACEKEEPER
PASSIVE
RANKED
FORCE TALENT
COMMAND
CONFIDENCE
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
COST 10
COST 10
COST 10
COST 10
TOUGHENED
ENHANCED LEADER
COMMAND
FIELD COMMANDER
COST 15
COST 15
COST 15
COST 15
STEELY NERVES
SECOND WIND
TOUGHENED
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
COST 25
COST 25
COST 25
COST 25
GUARDIAN
ACTIVE
PROTECTOR
PASSIVE
RANKED
FORCE TALENT
TOUGHENED
BODY GUARD
GRIT
TOUGHENED
COST 5
COST 5
COST 5
COST 5
PARRY
PHYSICIAN
COST 10
STIMPACK
SPECIALIZATION
FORCE PROTECTION
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
COST 15
CENTER OF BEING
COST 15
COST 15
CIRCLE OF SHELTER
FORCE PROTECTION
GRIT
BODY GUARD
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 20
COST 20
COST 20
COST 20
CENTER OF BEING
FORCE RATING
DEDICATION
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
GUARDIAN
ACTIVE
SORESU DEFENDER
PASSIVE
RANKED
FORCE TALENT
PARRY
PARRY
TOUGHENED
DEFENSIVE STANCE
COST 5
COST 5
COST 5
COST 5
SORESU TECHNIQUE
REFLECT
GRIT
GRIT
COST 10
COST 10
COST 10
COST 10
CONFIDENCE
IMPROVED PARRY
DEFENSIVE CIRCLE
PARRY
COST 15
COST 15
COST 15
COST 15
PARRY
REFLECT
REFLECT
DEFENSIVE STANCE
COST 20
COST 20
COST 20
COST 20
SUPREME PARRY
DEDICATION
IMPROVED REFLECT
STRATEGIC FORM
COST 25
COST 25
COST 25
COST 25
GUARDIAN
ACTIVE
ARMORER
PASSIVE
RANKED
FORCE TALENT
Spec Bonus Career Skills: Knowledge (Outer Rim), Lightsaber, Mechanics, Resilience
GRIT
TOUGHENED
GEARHEAD
INVENTOR
COST 5
COST 5
COST 5
COST 5
SABER THROW
ARMOR MASTER
GRIT
GEARHEAD
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
COST 15
TINKERER
FALLING AVALANCE
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
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
COST 25
COST 25
COST 25
COST 25
GUARDIAN
ACTIVE
WARDEN
PASSIVE
CONFLICT COST
RANKED
FORCE TALENT
GRIT
TOUGHENED
INTIMIDATING
GRIT
COST 5
COST 5
COST 5
COST 5
PRECISION STRIKE
CONFIDENCE
SCATHING TIRADE
BAD COP
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
COST 15
COST 15
COST 15
COST 15
TOUGHENED
OVERBALANCE
BALEFUL GAZE
BAD COP
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
COST 25
COST 25
COST 25
COST 25
GUARDIAN
ACTIVE
WARLEADER
PASSIVE
RANKED
FORCE TALENT
PRIME POSITIONS
SUPPRESSING FIRE
GRIT
UNCANNY SENSES
COST 5
COST 5
COST 5
COST 5
GRIT
CAREFUL PLANNING
SENSE DANGER
SWIFT
COST 10
COST 10
COST 10
COST 10
SUPPRESSING FIRE
GRIT
UNCANNY SENSES
PRESCIENT SHOT
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
COST 20
COST 20
COST 20
COST 20
CLEVER SOLUTION
DEDICATION
FORCE RATING
PROPHETIC AIM
COST 25
COST 25
COST 25
COST 25
MYSTIC
ACTIVE
ADVISOR
PASSIVE
RANKED
FORCE TALENT
PLAUSIBLE
DENIABILITY
Remove b per rank of
Plausible Deniability from
all Coercion and Deception
checks.
COST 5
KNOW SOMEBODY
GRIT
COST 5
TOUGHENED
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).
COST 10
GRIT
SMOOTH TALKER
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
COST 20
COST 20
COST 20
COST 20
DEDICATION
STEELY NERVES
FORCE RATING
SENSE ADVANTAGE
COST 25
COST 25
COST 25
COST 25
MYSTIC
ACTIVE
MAKASHI DUELIST
PASSIVE
RANKED
FORCE TALENT
GRIT
RESIST DISARM
GRIT
PARRY
COST 5
COST 5
COST 5
COST 5
PARRY
MAKASHI TECHNIQUE
DUELISTS TRAINING
FEINT
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
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 15
COST 15
COST 15
COST 15
INTENSE PRESENCE
IMPROVED PARRY
GRIT
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
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.
COST 25
COST 25
COST 25
COST 25
MYSTIC
ACTIVE
SEER
PASSIVE
RANKED
FORCE TALENT
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
COST 5
COST 5
COST 5
COST 5
RAPID REACTION
KEEN EYED
COST 10
UNCANNY
REACTIONS
TOUGHENED
Gain +2 wound threshold.
COST 10
COST 10
COST 10
SENSE DANGER
GRIT
FOREWARNING
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
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.
COST 20
RAPID REACTION
TOUGHENED
NATURAL MYSTIC
FORCE RATING
COST 25
COST 25
COST 25
COST 25
SEEKER
ACTIVE
ATARU STRIKER
PASSIVE
RANKED
FORCE TALENT
CONDITIONED
PARRY
JUMP UP
QUICK DRAW
COST 5
COST 5
COST 5
COST 5
DODGE
REFLECT
ATARU TECHNIQUE
QUICK STRIKE
COST 10
COST 10
COST 10
COST 10
QUICK STRIKE
REFLECT
PARRY
IMPROVED PARRY
COST 15
COST 15
COST 15
COST 15
DODGE
SABER SWARM
CONDITIONED
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.
COST 20
COST 20
COST 20
COST 20
PARRY
DEDICATION
SABER THROW
BALANCE
COST 25
COST 25
COST 25
COST 25
SEEKER
ACTIVE
HUNTER
PASSIVE
RANKED
FORCE TALENT
RAPID RECOVERY
HUNTER
EXPERT TRACKER
TOUGHENED
COST 5
COST 5
COST 5
COST 5
TOUGHENED
EXPERT TRACKER
HUNTER
UNCANNY SENSES
COST 10
COST 10
COST 10
COST 10
SIDE STEP
KEEN EYED
NATURAL HUNTER
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
COST 20
COST 20
COST 20
COST 20
SIDE STEP
DEDICATION
INTUITIVE SHOT
FORCE RATING
COST 25
COST 25
COST 25
COST 25
SEEKER
ACTIVE
PATHFINDER
PASSIVE
RANKED
FORCE TALENT
GRIT
KEEN EYED
FORAGER
SWIFT
Remove up to b b from
skill checks to find food,
water, or shelter. Survival
checks to forage take half
the time.
COST 5
COST 5
COST 5
COST 5
KEEN EYED
OUTDOORSMAN
TOUGHNESS
OUTDOORSMAN
COST 10
COST 10
COST 10
COST 10
ANIMAL EMPATHY
ANIMAL BOND
GRIT
SLEIGHT OF MIND
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.
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).
COST 20
COST 20
COST 20
COST 20
SHARE PAIN
ENDURING
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
SENTINEL
ACTIVE
ARTISAN
PASSIVE
RANKED
FORCE TALENT
SOLID REPAIRS
FINE TUNING
MENTAL TOOLS
TECHNICAL APTITUDE
COST 5
COST 5
COST 5
COST 5
GRIT
SOLID REPAIRS
FINE TUNING
GRIT
COST 10
COST 10
COST 10
COST 10
INVENTOR
IMBUE ITEM
NATURAL TINKERER
DEFENSIVE SLICING
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.
COST 15
COST 15
COST 15
COST 15
SOLID REPAIRS
FORCE RATING
DEFENSIVE SLICING
MENTAL FORTRESS
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
SENTINEL
ACTIVE
SHADOW
PASSIVE
RANKED
FORCE TALENT
SLEIGHT OF MIND
STREET SMARTS
CODEBREAKER
INDISTINGUISHABLE
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
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
COST 15
COST 15
COST 15
COST 15
SLIPPERY MINDED
CODEBREAKER
DODGE
COST 20
COST 20
COST 20
COST 20
FORCE RATING
ANATOMY LESSONS
MASTER OF SHADOWS
DEDICATION
COST 25
COST 25
COST 25
COST 25
SENTINEL
ACTIVE
SHIEN EXPERT
PASSIVE
RANKED
FORCE TALENT
SIDE STEP
CONDITIONED
STREET SMARTS
REFLECT
COST 5
COST 5
COST 5
COST 5
TOUGHENED
PARRY
SHIEN TECHNIQUE
REFLECT
COST 10
COST 10
COST 10
COST 10
PARRY
COUNTERSTRIKE
GRIT
IMPROVED REFLECT
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
COST 20
COST 20
COST 20
COST 20
FALLING AVALANCE
DEDICATION
DISRUPTIVE STRIKE
SUPREME REFLECT
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.
COST 25
COST 25
COST 25
COST 25
WARRIOR
CONFLICT COST
AGGRESSOR
ACTIVE
PASSIVE
RANKED
FORCE TALENT
Spec Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Streetwise
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
COST 5
COST 5
COST 5
COST 5
FEARSOME
INTIMIDATING
SENSE ADVANTAGE
COST 10
COST 10
COST 10
COST 10
FEARSOME
TERRIFY
CRIPPLING BLOW
TOUGHENED
COST 15
COST 15
COST 15
COST 15
GRIT
IMPROVED TERRIFY
HEROIC FORTITUDE
COST 20
COST 20
COST 20
COST 20
FORCE RATING
FEARSOME
DEDICATION
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
WARRIOR
ACTIVE
SHII-CHO KNIGHT
PASSIVE
RANKED
FORCE TALENT
PARRY
SECOND WIND
TOUGHENED
PARRY
COST 5
COST 5
COST 5
COST 5
SECOND WIND
CONDITIONED
COST 10
DURABLE
MULTIPLE
OPPONENTS
Add b to Lightsaber,
Brawl, and Melee checks
when engaged with
multiple opponents.
COST 10
COST 10
COST 10
QUICK DRAW
GRIT
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
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
COST 25
COST 25
COST 25
COST 25
WARRIOR
ACTIVE
STARFIGHTER ACE
PASSIVE
RANKED
FORCE TALENT
GRIT
SKILLED JOCKEY
RAPID REACTION
SOLID REPAIRS
COST 5
COST 5
COST 5
COST 5
INTUITIVE EVASION
CONFIDENCE
SOLID REPAIRS
GALAXY MAPPER
COST 10
COST 10
COST 10
COST 10
FULL THROTTLE
RAPID REACTION
EXHAUST PORT
GRIT
COST 15
COST 15
COST 15
COST 15
INTUITIVE STRIKE
TOUCH OF FATE
GRIT
SKILLED JOCKEY
COST 20
COST 20
COST 20
COST 20
FORCE RATING
TRICKY TARGET
DEDICATION
INTUITIVE EVASION
COST 25
COST 25
COST 25
COST 25
FORCE POWER
BATTLE MEDITATION
RANKED
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.
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.
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.
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.
COST 20
COST 20
COST 25
FORCE POWER
RANKED
BIND
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.
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.
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 F to affect
1 additional target
within range per rank of
Magnitude 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 POWER
RANKED
ENHANCE
Prerequisites: Force Rating 1+
CONTROL
CONTROL
CONTROL
COST 5
COST 5
COST 10
CONTROL
CONTROL
CONTROL
COST 5
COST 5
COST 10
CONTROL
CONTROL
RANGE
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
COST 10
COST 10
FORCE POWER
RANKED
FORESEE
Prerequisites: Force Rating 1+
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.
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.
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.
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.
COST 15
COST 5
FORCE POWER
RANKED
HEAL/HARM
Prerequisites: Force Rating 1+
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.
COST 20
COST 10
COST 15
COST 20
CONTROL
CONTROL
MASTERY
STRENGTH
COST 20
COST 15
COST 20
COST 20
FORCE POWER
RANKED
INFLUENCE
Prerequisites: Force Rating 1+
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.
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.
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 POWER
RANKED
MISDIRECT
Prerequisites: Force Rating 1+
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.
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.
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.
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
COST 15
COST 15
FORCE POWER
RANKED
MOVE
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.
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.
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.
COST 10
COST 15
COST 20
FORCE POWER
RANKED
PROTECT/UNLEASH
Prerequisites: Force Rating 3+
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.
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.
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
COST 25
COST 25
FORCE POWER
RANKED
SEEK
MAGNITUDE
CONTROL
COST 5
COST 10
STRENGTH
MAGNITUDE
MAGNITUDE
Spend F to eliminate 1
Force-based illusion per
rank of Strength upgrade
purchased.
COST 5
COST 10
COST 5
CONTROL
STRENGTH
MAGNITUDE
COST 15
COST 15
COST 15
DURATION
CONTROL
MASTERY
Commit C to continue
tracking target even when
it moves.
COST 20
COST 15
COST 20
FORCE POWER
RANKED
SENSE
CONTROL
CONTROL
COST 10
DURATION
RANGE
MAGNITUDE
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
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
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 POWER
RANKED
SUPPRESS
Prerequisites: Force Rating 1+
STRENGTH
DURATION
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 increase
powers range by a number
of range bands equal to
Range upgrades purchased.
COST 10
COST 10
COST 5
MASTERY
CONTROL
COST 20