TEXT: KNOWLEDGEABLE 
  HEALING
  When healing an ally, spend 
  1 Destiny Point to heal 
  additional wounds equal 
  to ranks in Knowledge 
  (Xenology).
  HEALING TRANCE
  Commit C. For every full 
  encounter C remains 
  committed, heal 1 wound 
  per rank of Healing Trance.
  HEALING TRANCE
  Commit C. For every full 
  encounter C remains 
  committed, heal 1 wound 
  per rank of Healing Trance.
  HEALING TRANCE
  Commit C. For every full 
  encounter C remains 
  committed, heal 1 wound 
  per rank of Healing Trance.
  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
  When an opponent targets 
  the character with a Force 
  power, reduce F generated 
  by 1.
  IMPROVED  
  CALMING AURA
  Spend a maneuver and 
  suffer 2 strain to extend 
  Calming Aura’s effects to 
  allies equal to Willpower at 
  short range until the start 
  of the next turn.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SURGEON
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional wound 
  per rank of Surgeon.
  SURGEON
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional wound 
  per rank of Surgeon.
  NATURAL DOCTOR
  Once per session, may re-
  roll any 1 Medicine check.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  FORCE RATING
  Gain +1 Force rating.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  PHYSICIAN
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional strain 
  per rank of Physician.
  PHYSICIAN
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional strain 
  per rank of Physician.
  PHYSICIAN
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional strain 
  per rank of Physician.
  TOUGHENED
  Gain +2 wound threshold.
  CONSULAR
  HEALER
  Spec Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Xenology), Medicine
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  DRAW CLOSER
  As an action, make a Light-
  saber (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.
  FORCE ASSAULT
  Spend x or aaa 
  on a missed Lightsaber 
  (Willpower) attack to 
  immediately perform a 
  Move Force power action as 
  a maneuver.
  IMPROVED  
  CENTER OF BEING
  Suffer 1 strain to perform 
  Center of Being as an 
  incidental.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  FORCE RATING
  Gain +1 Force rating.
  SUM DJEM
  May spend x or aa
  with a successful Lightsaber 
  attack to disarm opponent.
  CENTER OF BEING
  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.
  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.
  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.
  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.
  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.
  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.
  NIMAN TECHNIQUE
  When making a check 
  using the Lightsaber skill, 
  the character may use 
  Willpower instead of Brawn.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  SENSE EMOTIONS
  Add b  to all Charm, 
  Coercion, and Deception 
  checks unless the target is 
  immune to Force Powers.
  TOUGHENED
  Gain +2 wound threshold.
  CONSULAR
  NIMAN DISCIPLE
  Spec Bonus Career Skills: Discipline, Leadership, Lightsaber, Negotiation
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  ONE WITH  
  THE UNIVERSE
  Once per session, while medi- 
  tating, make a dd Astro-
  gation check. Success adds 
  Z to all Force power checks 
  in next encounter. Success 
  with t adds z instead.
  PREEMPTIVE  
  AVOIDANCE
  May spend 1 Destiny Point 
  to disengage from engaged 
  enemy as an out-of-turn 
  incidental.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  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.
  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.
  NATURAL NEGOTIATOR
  Once per session, may 
  re-roll any 1 Cool or 
  Negotiation check.
  KILL WITH KINDNESS
  Remove b  per rank of 
  Kill with Kindness from 
  all Charm and Leadership 
  checks.
  CONFIDENCE
  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.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  RESEARCHER
  Remove b  per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  RESEARCHER
  Remove b  per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  FORCE RATING
  Gain +1 Force rating.
  FORCE RATING
  Gain +1 Force rating.
  THE FORCE IS  
  MY ALLY
  Once per session, may 
  suffer 2 strain to perform 
  a Force power action as a 
  maneuver.
  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.
  VALUABLE FACTS
  Once per encounter, as 
  an action make a dd 
  Knowledge check. If 
  successful, add x  to one 
  ally’s skill check during the 
  encounter.
  CONSULAR
  SAGE
  Spec Bonus Career Skills: Astrogation, Charm, Cool, Knowledge (Lore)
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  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).
  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. 
  REDUCE DIFFICULTY
  Reduce the difficulty of 
  the skill check to activate 
  Fated Duel to dd.
  DURATION
  Unmatched Heroism lasts 
  for 1 additional round.
  DURATION
  Unmatched Heroism lasts 
  for 1 additional round.
  DURATION
  Unmatched Heroism lasts 
  for 1 additional round.
  FREQUENCY
  Unmatched Heroism may 
  be used twice per game 
  session.
  INSPIRATION
  Add b  to checks made by 
  allies while Fated Duel is 
  active.
  INSPIRATION
  Add b  to checks made by 
  allies while Fated Duel is 
  active.
  ENDURANCE
  Reduce the strain cost to 
  become the target of an 
  attack with Unmatched 
  Heroism by 1.
  ENDURANCE
  Reduce the strain cost to 
  become the target of an 
  attack with Unmatched 
  Heroism by 1.
  INCREASE RANGE
  Increase the range at which 
  Unmatched Heroism can af-
  fect Allies to medium range.
  DURATION
  Fated Duel lasts for 1 addi-
  tional round.
  DURATION
  Fated Duel lasts for 1 ad-
  ditional round.
  DESTINY
  Unmatched Heroism costs 
  1 Destiny Point instead of 2.
  STAND FIRM
  Increase wound threshold 
  by 4 while Fated Duel is 
  active.
  STAND FIRM
  Increase wound threshold 
  by 4 while Fated Duel is 
  active.
  COSMIC BALANCE
  While Fated Duel is active, 
  when the character suffers 
  a Critical Injury, flip one Dark 
  Side Destiny Point to Light.
  COST 30
  COST 30
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  CAREER
  GUARDIAN
  Career Skills: Brawl, Cool, Discipline, Melee, Resilience, Vigilance
  BASE ABILITY
  UPGRADE
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  ENHANCED LEADER
  When making a Leadership 
  check, add C up to Force 
  rating. Spend F to add s 
  or a to the result. 
  UNITY ASSAULT
  If a missed attack gener-
  ates x or aaa, may 
  spend to perform Force 
  power targeting allies as a 
  maneuver.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  COMMANDING 
  PRESENCE
  Remove b per rank of 
  Commanding Presence 
  from Leadership and Cool 
  checks.
  COMMANDING 
  PRESENCE
  Remove b  per rank of 
  Commanding Presence 
  from Leadership and Cool 
  checks.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b to Discipline checks 
  for the next 24 hours.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b to Discipline checks 
  for the next 24 hours.
  NATURAL LEADER
  Once per session, may 
  re-roll any 1 Cool or 
  Leadership check.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  FIELD COMMANDER
  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.
  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.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  STEELY NERVES
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Willpower or 
  Presence checks until the 
  end of the encounter.
  FORCE RATING
  Gain +1 Force rating.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  GUARDIAN
  PEACEKEEPER
  Spec Bonus Career Skills: Discipline, Leadership, Perception, Piloting (Planetary)
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  FORCE PROTECTION
  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.
  FORCE PROTECTION
  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.
  CIRCLE OF SHELTER
  When an engaged ally 
  suffers a hit., may use 
  Parry or Reflect incidental 
  against the hit.
  IMPROVED  
  BODY GUARD
  Once per session, when an 
  ally protected by the Body 
  Guard maneuver suffers 
  a hit, suffer the hit instead.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  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.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  BODY GUARD
  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.
  BODY GUARD
  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.
  CENTER OF BEING
  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.
  CENTER OF BEING
  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.
  FORCE RATING
  Gain +1 Force rating.
  HEIGHTENED 
  AWARENESS
  Allies within short range 
  add b to Perception or 
  Vigilance checks. Engaged 
  allies add bb.
  STIMPACK  
  SPECIALIZATION
  Stimpacks heal 1 additional 
  wound per rank of 
  Stimpack Specialization. 
  STIMPACK  
  SPECIALIZATION
  Stimpacks heal 1 additional 
  wound per rank of 
  Stimpack Specialization. 
  PHYSICIAN
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional strain 
  per rank of Physician.
  GUARDIAN
  PROTECTOR
  Spec Bonus Career Skills: Athletics, Medicine, Ranged (Light), Resilience
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  DEFENSIVE CIRCLE
  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 aa.
  STRATEGIC FORM
  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 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SORESU TECHNIQUE
  When making a check 
  using the Lightsaber skill, 
  the character may use 
  Intellect instead of Brawn.
  SUPREME PARRY
  If the user did not make 
  a combat check during 
  previous turn, may suffer 1 
  strain to use Parry. 
  IMPROVED REFLECT
  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.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  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.
  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.
  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.
  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.
  TOUGHENED
  Gain +2 wound threshold.
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  IMPROVED 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.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  GUARDIAN
  SORESU DEFENDER
  Spec Bonus Career Skills: Discipline, Knowledge (Lore), Lightsaber, Vigilance
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  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.
  REINFORCE ITEM
  As a maneuver, commit 
  CC  to grant one 
  weapon or piece of armor 
  the Cortosis quality while 
  committed. Suffer 3 strain 
  each round CC  remain 
  committed
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  INVENTOR
  When constructing new 
   items or modifying attach-
  ments, add b or remove 
  b per rank of Inventor.
  INVENTOR
  When constructing new 
   items or modifying attach-
  ments, add b or remove 
  b per rank of Inventor.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TINKERER
  May add 1 additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may only be 
  modified once.
  ARMOR MASTER
  When wearing armor, inc-
  rease total soak value by 1.
  IMPROVED 
  ARMOR MASTER
  When wearing armor with 
  a soak value of 2 or higher, 
  increase defense by 1.
  SABER THROW
  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.
  IMBUE ITEM
  As a maneuver, suffer 1 
  strain and commit C  to 
  grant one weapon, piece of 
  armor, or item an improve- 
  ment while committed. 
  Suffer 1 strain every round 
  C  remains committed.
  COMPREHEND 
  TECHNOLOGY
  As an action make a dd 
  Knowledge (Education) 
  check to use Force rating 
  as ranks in skills to use a 
  single item.
  MENTAL TOOLS
  Always count as having the 
  right tools for the job when 
  performing Mechanics 
  checks.
  FORCE RATING
  Gain +1 Force rating.
  FALLING AVALANCE
  Suffer 2 strain to add 
  damage equal to Brawn to 
  next Lightsaber combat 
  check made that turn.
  GUARDIAN
  ARMORER
  Spec Bonus Career Skills: Knowledge (Outer Rim), Lightsaber, Mechanics, Resilience
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  NO ESCAPE
  May spend aa  from a 
  Coercion check or tt 
  from a foe’s Discipline 
  check; that target cannot 
  perform a free maneuver 
  during his next turn.
  PRECISION STRIKE
  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.
  OVERBALANCE
  When a combat check 
  made by an engaged foe 
  generates y  or ttt, 
  may stagger attacker until 
  the end of their next turn.
  BALEFUL GAZE
  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. 
  GRAPPLE
  Once per round, may 
  perform the Grapple 
  maneuver. Until the 
  beginning of the character’s 
  next turn, foes must spend 
  2 maneuvers to disengage 
  the character.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  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. 
  FORCE RATING
  Gain +1 Force rating.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  SENSE ADVANTAGE
  Once per session, may add 
  bb to 1 NPC’s skill check.
  FEARSOME
  When an enemy becomes 
  engaged with the char-
  acter, they may force the 
  enemy to make a fear 
  check, with the difficulty 
  equal to ranks in Fearsome.
  FEARSOME
  When an enemy becomes 
  engaged with the char-
  acter, they may force the 
  enemy to make a fear 
  check, with the difficulty 
  equal to ranks in Fearsome.
  BAD COP
  Spend aa from a 
  Deception or Coercion 
  check to upgrade ability of 
  an ally’s subsequent social 
  check against the same 
  target a number of times 
  equal to ranks in Bad Cop
  BAD COP
  Spend aa from a 
  Deception or Coercion 
  check to upgrade ability of 
  an ally’s subsequent social 
  check against the same 
  target a number of times 
  equal to ranks in Bad Cop
  SCATHING TIRADE
  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.
  GUARDIAN
  WARDEN
  Spec Bonus Career Skills: Brawl, Coercion, Discipline, Knowledge (Underworld)
  CONFLICT COST
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  PRESCIENT SHOT
  Add b to all Ranged (Light) 
  checks unless the target is 
  immune to Force Powers.
  CAREFUL PLANNING
  Once per session, may 
  introduce a “fact” into the 
  narrative as if a Destiny 
  Point had been spent.
  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.
  BLIND SPOT
  This character and allies 
  within short range add a 
  to combat checks while 
  benefiting from cover.
  FOREWARNING
  Perform the Forewarning 
  action; all allies within 
  medium range increase 
  defense by character’s 
  Force rating until they act 
  in the encounter.
  CLEVER SOLUTION
  Once per session, make 
  one skill check using 
  Cunning rather than the 
  characteristic linked to 
  that skill.
  PROPHETIC AIM
  While benefiting from an 
  Aim maneuver, y  from this 
  character’s Ranged (Heavy) 
  and (Light) checks cannot 
  cause attacks to hit allies 
  engaged with the target.
  PRIME POSITIONS
  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.
  PRIME POSITIONS
  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.
  SUPPRESSING FIRE
  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.
  SUPPRESSING FIRE
  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.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  SWIFT
  Do not suffer usual 
  penalties for moving 
  through difficult terrain.
  FORCE RATING
  Gain +1 Force rating.
  UNCANNY SENSES
  Add b  per rank of 
  Uncanny Senses to all 
  Perception checks.
  UNCANNY SENSES
  Add b  per rank of 
  Uncanny Senses to all 
  Perception checks.
  SENSE DANGER
  Once per session, remove 
  bb  from any 1 check.
  GUARDIAN
  WARLEADER
  Spec Bonus Career Skills: Leadership, Perception, Ranged (Light), Survival
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  KNOWLEDGE  
  IS POWER
  Once per session, when 
  making a check, count 
  Force rating as being equal 
  to ranks in Knowledge 
  (Lore). 
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  STEELY NERVES
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Willpower or 
  Presence checks until the 
  end of the encounter.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  PLAUSIBLE 
  DENIABILITY
  Remove b per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  PLAUSIBLE 
  DENIABILITY
  Remove b  per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  NATURAL CHARMER
  Once per session, may 
  re-roll any 1 Charm or 
  Deception check.
  KILL WITH KINDNESS
  Remove b  per rank of 
  Kill with Kindness from 
  all Charm and Leadership 
  checks.
  KNOW SOMEBODY
  Once per session, when 
  attempting to purchase 
  a legally available item, 
  reduce its rarity by 1 per 
  rank of Know Somebody.
  KNOW SOMEBODY
  Once per session, when 
  attempting to purchase 
  a legally available item, 
  reduce its rarity by 1 per 
  rank of Know Somebody.
  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.
  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.
  SENSE ADVANTAGE
  Once per session, may add 
  bb to 1 NPC’s skill check.
  FORCE RATING
  Gain +1 Force rating.
  TOUGHENED
  Gain +2 wound threshold.
  CONTINGENCY PLAN
  Spend 1 Destiny Point to 
  recover strain equal to 
  Cunning rating.
  SENSE EMOTIONS
  Add b  to all Charm, 
  Coercion, and Deception 
  checks unless the target is 
  immune to Force Powers.
  MYSTIC
  ADVISOR
  Spec Bonus Career Skills: Charm, Deception, Negotiation, Streetwise
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  DUELIST’S TRAINING
  Add b to Melee and 
  Lightsaber checks when 
  engaged with only one 
  opponent.
  FEINT
  Spend x  or aaa 
  generated on a missed 
  melee attack to upgrade 
  difficulty of opponent’s 
  next attack targeting the 
  character by ranks in Feint. 
  FEINT
  Spend x  or aaa 
  generated on a missed 
  melee attack to upgrade 
  difficulty of opponent’s 
  next attack targeting the 
  character by ranks in Feint. 
  MAKASHI FINISH
  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.
  MAKASHI FLOURISH
  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.
  RESIST DISARM
  Suffer 2 strain to avoid 
  being disarmed or having 
  the character’s weapon be 
  damaged or destroyed
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  MAKASHI TECHNIQUE
  When making a check 
  using the Lightsaber skill, 
  the character may use 
  Presence instead of Brawn.
  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.
  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.
  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.
  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.
  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.
  IMPROVED 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.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  SUM DJEM
  May spend x or aa
  with a successful Lightsaber 
  attack to disarm opponent.
  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.
  INTENSE PRESENCE
  Spend 1 Destiny Point to 
  recover strain equal to 
  Presence rating.
  MYSTIC
  MAKASHI DUELIST
  Spec Bonus Career Skills: Charm, Cool, Coordination, Lightsaber
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  FOREWARNING
  As an action, give all allies 
  within medium range an 
  increase in defense equal 
  to the character’s Force 
  rating until they act in the 
  encounter. 
  PREEMPTIVE  
  AVOIDANCE
  May spend 1 Destiny Point 
  to disengage from engaged 
  enemy as an out-of-turn 
  incidental.
  SENSE ADVANTAGE
  Once per session, may add 
  bb to 1 NPC’s skill check.
  THE FORCE IS  
  MY ALLY
  Once per session, may 
  suffer 2 strain to perform 
  a Force power action as a 
  maneuver.
  NATURAL MYSTIC
  Once per session, may re-roll 
  any 1 Force power check.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  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.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  FORCE RATING
  Gain +1 Force rating.
  FORCE RATING
  Gain +1 Force rating.
  UNCANNY 
  REACTIONS
  Add b  per rank of 
  Uncanny Reactions to all 
  Vigilance checks,
  UNCANNY 
  REACTIONS
  Add b  per rank of 
  Uncanny Reactions to all 
  Vigilance checks,
  KEEN EYED
  Remove b per rank of Keen 
  Eyed from Perception and 
  Vigilance checks. Decrease 
  the time to search a specific 
  area by half.
  FORAGER
  Remove up to bb  from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  SENSE DANGER
  Once per session, remove 
  bb  from any 1 check.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  MYSTIC
  SEER
  Spec Bonus Career Skills: Discipline, Knowledge (Lore), Survival, Vigilance
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  ATARU TECHNIQUE
  When making a check 
  using the Lightsaber skill, 
  the character may use 
  Agility instead of Brawn.
  HAWK BAT SWOOP
  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.
  SABER SWARM
  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 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SABER THROW
  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..
  CONDITIONED
  Remove b per rank of 
  Conditioned from Athletics 
  and Coordination checks. 
  Reduce the damage and 
  strain suffered from falling 
  1 per rank of Conditioned. 
  CONDITIONED
  Remove b  per rank of 
  Conditioned from Athletics 
  and Coordination checks. 
  Reduce the damage and 
  strain suffered from falling 
  1 per rank of Conditioned. 
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  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.
  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.
  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.
  IMPROVED 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.
  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.
  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.
  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.
  QUICK STRIKE
  Add b per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  QUICK STRIKE
  Add b  per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  QUICK DRAW
  Once per round, draw or 
  holster a weapon or item 
  as an incidental.
  JUMP UP
  Once per round, may stand 
  from seated or prone as 
  an incidental.
  SEEKER
  ATARU STRIKER
  Spec Bonus Career Skills: Athletics, Coordination, Lightsaber, Perception
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  INTUITIVE SHOT
  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. 
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  HUNTER
  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.
  HUNTER
  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.
  SOFT SPOT
  After making a successful 
  attack, may spend 1 
  Destiny Point to add 
  damage equal to Cunning 
  to one hit.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  SIXTH SENSE
  Gain +1 ranged defense.
  FORCE RATING
  Gain +1 Force rating.
  SIDE STEP
  Once per round, as a man-
  euver 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.
  SIDE STEP
  Once per round, as a man-
  euver 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.
  UNCANNY SENSES
  Add b  per rank of 
  Uncanny Senses to all 
  Perception checks.
  NATURAL HUNTER
  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,
  KEEN EYED
  Remove b per rank of Keen 
  Eyed from Perception and 
  Vigilance checks. Decrease 
  the time to search a specific 
  area by half.
  SEEKER
  HUNTER
  Spec Bonus Career Skills: Coordination, Ranged (Heavy), Stealth, Vigilance
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  ANIMAL EMPATHY
  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.
  ANIMAL BOND
  Develop a long-term bond 
  with a single animal of 
  silhouette no greater than 
  half Force rating, rounded 
  down.
  MENTAL BOND
  As an action, commit C. 
  While committed, may 
  communicate with bonded 
  animal at long range and 
  see and hear through its 
  senses.
  QUICK MOVEMENT
  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).
  SHARE PAIN
  When a bonded animal 
  suffers wounds, as an 
  incidental reduce wounds 
  suffered to half, then the 
  character suffers wounds 
  equal to number reduced.
  KEEN EYED
  Remove b per rank of Keen 
  Eyed from Perception and 
  Vigilance checks. Decrease 
  the time to search a specific 
  area by half.
  KEEN EYED
  Remove b per rank of Keen 
  Eyed from Perception and 
  Vigilance checks. Decrease 
  the time to search a specific 
  area by half.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  FORAGER
  Remove up to bb  from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time.
  OUTDOORSMAN
  Remove b  per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  OUTDOORSMAN
  Remove b  per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  NATURAL  
  OUTDOORSMAN
  Once per session, may 
  re-roll any 1 Resilience or 
  Survival check.
  TOUGHNESS
  Gain +2 wound threshold.
  TOUGHNESS
  Gain +2 wound threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  SWIFT
  Do not suffer usual 
  penalties for moving 
  through difficult terrain.
  ENDURING
  Gain +1 soak value.
  SLEIGHT OF MIND
  Add b  to all Stealth 
  checks unless the 
  opposition is immune to 
  Force powers.
  FORCE RATING
  Gain +1 Force rating.
  SEEKER
  PATHFINDER
  Spec Bonus Career Skills: Medicine, Ranged (Light), Resilience, Survival
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  IMBUE ITEM
  As a maneuver, suffer 1 
  strain and commit C  to 
  grant one weapon, piece of 
  armor, or item an improve- 
  ment while committed. 
  Suffer 1 strain every round 
  C  remains committed.
  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.
  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.
  COMPREHEND 
  TECHNOLOGY
  As an action make a dd 
  Knowledge (Education) 
  check to use Force rating 
  as ranks in skills to use a 
  single item.
  MENTAL TOOLS
  Always count as having the 
  right tools for the job when 
  performing Mechanics 
  checks.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  DEFENSIVE SLICING
  When defending computer 
  systems, add b  per rank 
  of Defensive Slicing to 
  opponents’ checks.
  DEFENSIVE SLICING
  When defending computer 
  systems, add b  per rank 
  of Defensive Slicing to 
  opponents’ checks.
  TECHNICAL APTITUDE
  Reduce time needed to 
  complete Computer-
  related tasks by 25% per 
  rank in Technical Aptitude.
  NATURAL TINKERER
  Once per session, re-roll 
  any 1 Mechanics check.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  FINE TUNING
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 
  1 additional strain per rank 
  of Fine Tuning.
  FINE TUNING
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 
  1 additional strain per rank 
  of Fine Tuning.
  INVENTOR
  When constructing new 
   items or modifying attach-
  ments, add b or remove 
  b per rank of Inventor.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  FORCE RATING
  Gain +1 Force rating.
  MENTAL FORTRESS
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Intellect or 
  Cunning checks until end of 
  encounter.
  SENTINEL
  ARTISAN
  Spec Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Mechanics
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  SHROUD
  The character may spend 1 
  Destiny Point to make him- 
  self undetectable via Force 
  powers and make his own 
  powers go unnoticed for the 
  remainder of the encounter.
  SLIPPERY MINDED
  If under the effects of a 
  Force power, as an action 
  make a ddd Deception 
  check to immediately end 
  the effects of the power.
  NOW YOU SEE ME
  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.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  CODEBREAKER
  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.
  CODEBREAKER
  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.
  MENTAL FORTRESS
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Intellect or 
  Cunning checks until end of 
  encounter.
  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.
  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.
  INDISTINGUISHABLE
  Upgrade difficulty of 
  checks to identify char-
  acter once per rank of 
  Indistinguishable.
  INDISTINGUISHABLE
  Upgrade difficulty of 
  checks to identify char-
  acter once per rank of 
  Indistinguishable.
  STREET SMARTS
  Remove b  per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  WELL ROUNDED
  Choose any 2 skills. They 
  permanently become 
  career skills
  ANATOMY LESSONS
  After making a successful 
  attack, may spend 1 
  Destiny Point to add 
  damage equal to Intellect 
  to one hit.
  MASTER OF SHADOWS
  Once per round, suffer 
  2 strain to decrease 
  difficulty of next Stealth or 
  Skulduggery check by 1.
  FORCE RATING
  Gain +1 Force rating.
  SLEIGHT OF MIND
  Add b  to all Stealth 
  checks unless the 
  opposition is immune to 
  Force powers.
  SLEIGHT OF MIND
  Add b  to all Stealth 
  checks unless the 
  opposition is immune to 
  Force powers.
  SENTINEL
  SHADOW
  Spec Bonus Career Skills: Knowledge (Underworld), Skulduggery, Stealth, Streetwise
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  COUNTERSTRIKE
  When an attack misses the 
  character and generates 
  y  or tt, may upgrade 
  next Lightsaber(Cunning) 
  attack against the attacker 
  during the encounter once.
  SHIEN TECHNIQUE
  When making a check 
  using the Lightsaber skill, 
  the character may use 
  Cunning instead of Brawn.
  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.
  FALLING AVALANCE
  Suffer 2 strain to add 
  damage equal to Brawn to 
  next Lightsaber combat 
  check made that turn.
  DISRUPTIVE STRIKE
  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.
  SABER THROW
  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.
  SUPREME REFLECT
  If the user did not make 
  a combat check during 
  previous turn, may suffer 1 
  strain to use Reflect. 
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  CONDITIONED
  Remove b  per rank of 
  Conditioned from Athletics 
  and Coordination checks. 
  Reduce the damage and 
  strain suffered from falling 
  1 per rank of Conditioned. 
  IMPROVED REFLECT
  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.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  REFLECT
  When hit by a ranged 
  attack while wielding a 
  lightsaber, suffer 3 strain 
  to reduce damage by 2 
  plus ranks in Reflect.
  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.
  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.
  TOUGHENED
  Gain +2 wound threshold.
  SIDE STEP
  Once per round, as a man-
  euver 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.
  STREET SMARTS
  Remove b  per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  GRIT
  Gain +1 strain threshold.
  SENTINEL
  SHIEN EXPERT
  Spec Bonus Career Skills: Athletics, Lightsaber, Resilience, Skulduggery
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  TERRIFY
  As an action, make a ddd 
  Coercion check, adding C no
  greater than Force rating. 
  Disorient 1 target within med-
  ium range per s. Spending 
  a a extends duration and 
  F immobilizes affected target.
  PREY ON THE WEAK
  Add +1 damage to one 
  hit of successful combat 
  checks against disoriented 
  targets per rank of Prey on 
  the Weak.
  PREY ON THE WEAK
  Add +1 damage to one 
  hit of successful combat 
  checks against disoriented 
  targets per rank of Prey on 
  the Weak.
  SENSE ADVANTAGE
  Once per session, may add 
  bb to 1 NPC’s skill check.
  IMPROVED TERRIFY
  Reduce the difficulty of 
  Terrify’s check to dd 
  and may spend x to 
  stagger an affected target.
  FORCE RATING
  Gain +1 Force rating.
  AGAINST ALL ODDS
  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 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  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. 
  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.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  FEARSOME
  When an enemy becomes 
  engaged with the char-
  acter, they may force the 
  enemy to make a fear 
  check, with the difficulty 
  equal to ranks in Fearsome.
  FEARSOME
  When an enemy becomes 
  engaged with the char-
  acter, they may force the 
  enemy to make a fear 
  check, with the difficulty 
  equal to ranks in Fearsome.
  FEARSOME
  When an enemy becomes 
  engaged with the char-
  acter, they may force the 
  enemy to make a fear 
  check, with the difficulty 
  equal to ranks in Fearsome.
  CRIPPLING BLOW
  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.
  HEROIC FORTITUDE
  May spend 1 Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  encounter.
  WARRIOR
  AGGRESSOR
  Spec Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Streetwise
  CONFLICT COST
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  CONDITIONED
  Remove b  per rank of 
  Conditioned from Athletics 
  and Coordination checks. 
  Reduce the damage and 
  strain suffered from falling 
  1 per rank of Conditioned. 
  MULTIPLE  
  OPPONENTS
  Add b  to Lightsaber, 
  Brawl, and Melee checks 
  when engaged with 
  multiple opponents. 
  NATURAL  
  BLADEMASTER
  Once per session, may  
  re-roll any 1 Lightsaber  
  or Melee check.
  SARLACC SWEEP
  Increase difficulty of Light-
  saber check by 1 to perform 
  Sarlacc Sweep action. 
  May spend aa  to hit 
  additional engaged targets.
  IMPROVED 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.
  SUM DJEM
  May spend x or aa
  with a successful Lightsaber 
  attack to disarm opponent.
  CENTER OF BEING
  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.
  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.
  TOUGHENED
  Gain +2 wound threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 
  per rank of Durable to a 
  minimum of 1.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 
  per rank of Durable to a 
  minimum of 1.
  QUICK DRAW
  Once per round, draw or 
  holster a weapon or item 
  as an incidental.
  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.
  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.
  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.
  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.
  WARRIOR
  SHII-CHO KNIGHT
  Spec Bonus Career Skills: Athletics, Coordination, Lightsaber, Melee
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  INTUITIVE EVASION
  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. 
  INTUITIVE EVASION
  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. 
  INTUITIVE STRIKE
  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.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  TRICKY TARGET
  Count vehicle or starship 
  piloted as having a 
  silhouette 1 lower when 
  being attacked.
  SKILLED JOCKEY
  Remove b  per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  SKILLED JOCKEY
  Remove b  per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  FULL THROTTLE
  Take a Full Throttle action; 
  make a ddd  Piloting 
  check to increase a vehicle’s 
  top speed by 1 for a number 
  of rounds equal to Cunning.
  GALAXY MAPPER
  Remove b  per rank 
  of Galaxy Mapper from 
  Astrogation checks. 
  Astrogation checks take 
  half normal time.
  TOUCH OF FATE
  Once per session, add 
  bb  to any 1 check. 
  FORCE RATING
  Gain +1 Force rating.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  EXHAUST PORT
  Before attacking a starship 
  or vehicle, may spend 1 
  Destiny Point to ignore the 
  effects of the Massive rule 
  for the attack.
  WARRIOR
  STARFIGHTER ACE
  Spec Bonus Career Skills: Astrogation, Gunnery, Mechanics, Piloting (Space)
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  STRENGTH
  Spend F F to add one additional automatic s  to affected 
  characters. The user may activate this multiple times.
  MAGNITUDE
  Spend F to affect a 
  number of additional 
  targets equal to Presence 
  per rank of Magnitude 
  upgrades purchased.
  MAGNITUDE
  Spend F to affect a 
  number of additional 
  targets equal to Presence 
  per rank of Magnitude 
  upgrades purchased.
  MAGNITUDE
  Spend F to affect a 
  number of additional 
  targets equal to Presence 
  per rank of Magnitude 
  upgrades purchased.
  MAGNITUDE
  Spend F to affect a 
  number of additional 
  targets equal to Presence 
  per rank of Magnitude 
  upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  CONTROL
  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.
  DURATION
  Commit CCC to sustain the ongoing effects of the power 
  on each affected target while it remains in range.
  MASTERY
  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.
  CONTROL
  May suffer 4 strain to 
  change the range of power 
  and range upgrades to 
  planetary scale.
  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 target’s Willpower by 1 (to a minimum of 1) 
  until the end of the encounter. The user may not activate this multiple times.
  COST 15
  COST 10
  COST 10
  COST 10
  COST 5
  COST 5
  COST 10
  COST 15
  COST 15
  COST 25
  COST 20
  COST 20
  COST 25
  FORCE POWER
  BATTLE MEDITATION
  Prerequisites: Force Rating 2+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  DURATION
  Commit CCC  to 
  sustain the ongoing effects 
  of the power on each 
  affected target.
  MAGNITUDE
  Spend F F to affect 
  1 additional target 
  within range per rank of 
  Magnitude purchased. 
  MAGNITUDE
  Spend F F to affect 
  1 additional target 
  within range per rank of 
  Magnitude purchased. 
  MAGNITUDE
  Spend F F to affect 
  1 additional target 
  within range per rank of 
  Magnitude purchased. 
  STRENGTH
  Spend F to disorient the 
  target for a number of 
  rounds equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F to disorient the 
  target for a number of 
  rounds equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F to disorient the target for a number of rounds equal 
  to Strength upgrades purchased.
  CONTROL
  Spend F.  While affected by 
  Bind, a target suffers strain 
  equal to the user’s Willpower 
  whenever the target takes 
  an action. 
  CONTROL
  Spend F to move the 
  target one range band 
  closer or farther away.
  MASTERY
  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.
  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 user’s 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
  COST 15
  COST 20
  COST 10
  COST 15
  COST 10
  COST 15
  COST 5
  COST 10
  COST 10
  COST 25
  COST 15
  COST 20
  COST 25
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  FORCE POWER
  BIND
  Prerequisites: Force Rating 2+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  CONTROL
  When performing a Force Leap, the user can jump vertically in 
  addition to horizontally.
  CONTROL
  The user can perform a Force Leap as a maneuver instead of 
  an action.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  CONTROL
  Enhance can be used with 
  the Coordination skill.
  CONTROL
  Enhance can be used with 
  the Piloting (Planetary) skill.
  CONTROL
  Enhance can be used with 
  the Piloting (Space) skill.
  CONTROL
  Enhance can be used with 
  the Resilience skill.
  CONTROL
  Enhance can be used with 
  the Brawl skill.
  CONTROL
  Ongoing effect: Commit C. The user increases his Agility 
  characteristic by 1 (to a maximum of 6).
  CONTROL
  Take a Force leap action; make an Enhance power check. The 
  user may spend F to jump horizontally to any location in 
  short range.
  CONTROL
  Ongoing effect: Commit C. The user increases his Brawn 
  characteristic by 1 (to a maximum of 6).
  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 (user’s choice) on the check.
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 5
  COST 5
  COST 5
  COST 5
  COST 5
  COST 10
  FORCE POWER
  ENHANCE
  Prerequisites: Force Rating 1+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  CONTROL
  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.
  CONTROL
  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.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  STRENGTH
  Spend F to pick out 
  specific details equal 
  to Strength upgrades 
  purchased. 
  STRENGTH
  Spend F to pick out 
  specific details equal 
  to Strength upgrades 
  purchased. 
  MAGNITUDE
  Spend F to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  DURATION
  Spend F to increase days 
  into the future the user 
  may see equal to Duration 
  upgrades purchased.
  DURATION
  Spend F to increase days 
  into the future the user 
  may see equal to Duration 
  upgrades purchased.
  CONTROL
  Affected targets increase 
  their ranged and melee 
  defense by 2 for the first 
  round of combat.
  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
  COST 10
  COST 5
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 5
  COST 5
  COST 10
  COST 5
  COST 5
  FORCE POWER
  FORESEE
  Prerequisites: Force Rating 1+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  STRENGTH
  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.
  STRENGTH
  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.
  CONTROL
  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 
  MAGNITUDE
  Spend F F to affect 
  1 additional target 
  within range per rank of 
  Magnitude purchased. 
  MAGNITUDE
  Spend F F to affect 
  1 additional target 
  within range per rank of 
  Magnitude purchased. 
  MAGNITUDE
  Spend F F to affect 
  1 additional target 
  within range per rank of 
  Magnitude purchased. 
  CONTROL
  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.
  CONTROL
  Heal: Heal additional 
  wounds equal to ranks in 
  Medicine. 
  Harm: Inflict additional 
  wounds equal to ranks in 
  Medicine.
  CONTROL
  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 aa).
  MASTERY
  Heal: Once per session, 
  spend F F F F to 
  restore 1 target who died 
  after end of user’s 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/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
  COST 20
  COST 10
  COST 15
  COST 20
  COST 15
  COST 5
  COST 5
  COST 20
  COST 20
  COST 20
  COST 20
  COST 15
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  FORCE POWER
  HEAL/HARM
  Prerequisites: Force Rating 1+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  CONTROL
  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 
  (user’s choice) on the check.
  STRENGTH
  When stressing the mind 
  of a target, the character 
  inflicts 2 strain.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of Range bands equal to 
  range upgrades purchased.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of Range bands equal to 
  range upgrades purchased.
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  CONTROL
  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.
  DURATION
  Spend F  to increase 
  duration by number of 
  rounds (or minutes) equal 
  to Duration upgrades 
  purchased.
  DURATION
  Spend F  to increase 
  duration by number of 
  rounds (or minutes) equal 
  to Duration upgrades 
  purchased.
  DURATION
  Spend F  to increase 
  duration by number of 
  rounds (or minutes) equal 
  to Duration upgrades 
  purchased.
  DURATION
  Spend F  to increase 
  duration by number of 
  rounds (or minutes) equal 
  to Duration upgrades 
  purchased.
  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
  COST 15
  COST 10
  COST 5
  COST 5
  COST 10
  COST 10
  COST 10
  COST 5
  COST 10
  COST 5
  COST 5
  COST 5
  COST 5
  FORCE POWER
  INFLUENCE
  Prerequisites: Force Rating 1+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  MAGNITUDE
  Spend F to affect 
  additional targets equal 
  to Presence per rank of 
  Magnitude purchased. 
  MAGNITUDE
  Spend F to affect 
  additional targets equal 
  to Presence per rank of 
  Magnitude purchased. 
  CONTROL
  May use this power 
  to force the target to 
  perceive a single illusory 
  person or object.
  DURATION
  Commit CC to sustain 
  this power while the beguiled 
  target remains in range.
  STRENGTH
  Spend F F to increase 
  the silhouette of the 
  object obscured or illusion 
  created by 1 per Strength 
  upgrade purchased.
  STRENGTH
  Spend F F to increase 
  the silhouette of the 
  object obscured or illusion 
  created by 1 per Strength 
  upgrade purchased.
  STRENGTH
  Spend F F to increase 
  the silhouette of the 
  object obscured or illusion 
  created by 1 per Strength 
  upgrade purchased.
  STRENGTH
  Spend F F to increase the silhouette of the object obscured 
  or illusion created by 1 per Strength upgrade purchased.
  CONTROL
  The user may alter the 
  perceived appearance 
  of the chosen person or 
  object instead of hiding it.
  CONTROL
  Commit one or more C. 
  Add t per C to all 
  combat checks targeting 
  the Force user.
  MASTERY
  Spend F F to obscure 
  additional objects or create 
  illusions equal to Cunning 
  plus Deception.
  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 user’s turn, the target cannot see or sense the hidden person or object.
  COST 15
  COST 10
  COST 10
  COST 10
  COST 15
  COST 5
  COST 5
  COST 5
  COST 10
  COST 10
  COST 15
  COST 15
  COST 20
  COST 15
  COST 15
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F to increase power’s range by a number of range 
  bands equal to Range upgrades purchased.
  FORCE POWER
  MISDIRECT
  Prerequisites: Force Rating 1+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  CONTROL
  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.
  STRENGTH
  Spend F  to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F  to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F  to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F  to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  CONTROL
  The Force user can pull 
  objects out of secure 
  mountings or out of an 
  opponent’s grasp.
  CONTROL
  The character can perform fine manipulation of items, allowing 
  him to do whatever he would normally with his hands via this 
  power at this power’s range.
  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
  COST 5
  COST 10
  COST 10
  COST 5
  COST 10
  COST 5
  COST 5
  COST 10
  COST 15
  COST 5
  COST 15
  COST 10
  COST 20
  COST 15
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  FORCE POWER
  MOVE
  Prerequisites: Force Rating 1+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  MAGNITUDE
  Spend F to affect 
  1 additional target 
  within range per rank of 
  Magnitude upgrades. 
  MAGNITUDE
  Spend F to affect 
  1 additional target 
  within range per rank of 
  Magnitude upgrades. 
  CONTROL
  Protect: Spend F to allow 
  power to protect against 
  all types of attacks.
  Unleash: Spend F to give 
  the attack Ensnare 2.
  RANGE
  Spend F F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  STRENGTH
  Spend F to decrease 
  damage or add damage 
  equal to ranks of Strength 
  upgrades purchased. 
  STRENGTH
  Spend F to decrease 
  damage or add damage 
  equal to ranks of Strength 
  upgrades purchased. 
  STRENGTH
  Spend F to decrease 
  damage or add damage 
  equal to ranks of Strength 
  upgrades purchased. 
  STRENGTH
  Spend F to decrease 
  damage or add damage 
  equal to ranks of Strength 
  upgrades purchased. 
  CONTROL
  Protect: Spend a to gain 
  defense equal to a spent.
  Unleash: Spend a to 
  inflict 1 strain on target.
  DURATION
  Protect: If no z generated 
  F, the power reduces 
  damage of all attacks 
  hitting the target before the 
  start of user’s next turn.
  Unleash: Spend F to give 
  the attack Burn 2.
  CONTROL
  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.
  MASTERY
  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.
  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
  COST 10
  COST 10
  COST 10
  COST 15
  COST 5
  COST 5
  COST 10
  COST 10
  COST 20
  COST 15
  COST 20
  COST 20
  COST 25
  COST 25
  FORCE POWER
  PROTECT/UNLEASH
  Prerequisites: Force Rating 3+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  STRENGTH
  Spend F to eliminate 1 
  Force-based illusion per 
  rank of Strength upgrade 
  purchased.
  STRENGTH
  Spend F to eliminate 1 Force-based illusion per rank of 
  Strength upgrade purchased.
  MAGNITUDE
  Spend F to gain one additional detail per Magnitude upgrade 
  purchased. 
  MAGNITUDE
  Spend F to gain one additional detail per Magnitude upgrade 
  purchased. 
  MAGNITUDE
  Spend F to gain one 
  additional detail per 
  Magnitude upgrade 
  purchased. 
  MAGNITUDE
  Spend F to gain one 
  additional detail per 
  Magnitude upgrade 
  purchased. 
  CONTROL
  Ongoing effect: Commit C. Upgrade the ability of Vigilance 
  and Perception checks once.
  CONTROL
  Spend F to track one 
  additional target.
  DURATION
  Commit C to continue 
  tracking target even when 
  it moves.
  CONTROL
  Ongoing effect: Commit CCC. The user’s attacks gain 
  Pierce with rating equal to Cunning plus ranks in Perception 
  (or increases existing Pierce by an equal amount. 
  MASTERY
  Make Seek power check 
  and spend F F F to 
  add x to combat checks 
  against one target until the 
  end of the encounter. 
  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
  COST 10
  COST 5
  COST 5
  COST 5
  COST 10
  COST 15
  COST 15
  COST 15
  COST 20
  COST 15
  COST 20
  FORCE POWER
  SEEK
  Prerequisites: Force Rating 1+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  DURATION
  Sense’s ongoing effects may be triggered one additional time 
  per round.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  MAGNITUDE
  Spend F to increase 
  number of targets 
  affected by power equal 
  to Magnitude upgrades 
  purchased.
  MAGNITUDE
  Spend F to increase 
  number of targets 
  affected by power equal 
  to Magnitude upgrades 
  purchased.
  MAGNITUDE
  Spend F to increase 
  number of targets 
  affected by power equal 
  to Magnitude upgrades 
  purchased.
  CONTROL
  Ongoing effect: Commit C. Once per round, when an attack 
  targets the Force user, he upgrades the difficulty of the pool 
  once.
  CONTROL
  Ongoing effect: Commit C. Once per round, when making a 
  combat check, he upgrades the ability of that check once.
  CONTROL
  Effect: Spend F. The Force user senses the current thoughts 
  of one living target with whom he is engaged.
  STRENGTH
  When using Sense’s ongoing effects, upgrade the pool twice, 
  instead of once.
  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
  COST 10
  COST 10
  COST 10
  COST 5
  COST 10
  COST 10
  COST 5
  COST 10
  COST 10
  COST 10
  COST 10
  FORCE POWER
  SENSE
  Prerequisites: Force Rating 1+
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  CONTROL
  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.
  STRENGTH
  Spend F  to add additional automatic f  equal to Strength 
  upgrades purchased to hostile Force power checks.
  STRENGTH
  Spend F  to add additional automatic f  equal to Strength 
  upgrades purchased to hostile Force power checks.
  DURATION
  Ongoing effect: Commit C 
  to sustain ongoing effects of 
  the power on each affected 
  target while within range. 
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  CONTROL
  Spend 1 Destiny point to 
  use Suppress as an out of 
  turn incidental once per 
  session.
  MASTERY
  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. 
  CONTROL
  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 
  user’s ranks in Discipline.
  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
  COST 10
  COST 5
  COST 5
  COST 5
  COST 5
  COST 10
  COST 10
  COST 5
  COST 20
  COST 15
  FORCE POWER
  SUPPRESS
  Prerequisites: Force Rating 1+
  RANKED
  Find more handouts at BeggingForXP.com
  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Force and Destiny/F&D - Talent Trees (v2).pdf