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\section{BASICS}
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\begin{center}
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\begin{minipage}[t]{0.48\textwidth}
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\subsubsection{SYMBOL KEY}
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\begin{center}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.4\textwidth}|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}Dice} \\ \hline
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\ability{} Ability Dice \\ \hline
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\difficulty{} Difficulty Dice \\ \hline
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\boost{} Boost Dice \\ \hline
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\setback{} Setback Dice \\ \hline
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\proficiency{} Proficiency Dice \\ \hline
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\challenge{} Challenge Dice \\ \hline
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\force{} Force Dice \\ \hline
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\end{tabular}
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\quad
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.4\textwidth}|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}Symbols} \\ \hline
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\success{} Success \\ \hline
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\failure{} Failure \\ \hline
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\advantage{} Advantage \\ \hline
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\threat{} Threat \\ \hline
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\triumph{} Triumph \\ \hline
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\despair{} Despair \\ \hline
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\lightforce\darkforce\forcepoint{} Force\\ \hline
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\end{tabular}
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\end{center}
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\subsubsection{DIFFICULTY (EotE. 17)}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.25\textwidth}|m{0.22\textwidth}|m{0.383\textwidth}|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}Difficulty Level} & {\color[HTML]{FFFFFF}\tn\selectfont{}Dice} & {\color[HTML]{FFFFFF}\tn\selectfont{}Scope} \\\hline
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Simple & {\centering -} & Basic and routine. \\ \hline
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Easy & \difficulty & Poses little challenge, but something could go wrong. \\ \hline
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Average & \difficulty\difficulty & Success expected, but failure is not surprising.\\ \hline
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Hard & \difficulty\difficulty\difficulty & Professionals fail as often as they succeed. \\ \hline
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Daunting & \difficulty\difficulty\difficulty\difficulty & Pushes Professionals to their limits. \\ \hline
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Formidable & \difficulty\difficulty\difficulty\difficulty\difficulty & Nigh impossible. \\ \hline
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Impossible & - & With GM permission, spend Story Point to tackle as Formidable. \\ \hline
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\end{tabular}
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\subsubsection{UPGRADING/DOWNGRADING DICE (EotE. 21)}
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\begin{itemize}
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\itemsep0em
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\item \textbf{Increase}: Add \difficulty{} or \ability.
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\item \textbf{Upgrade}: Convert \difficulty{} to \challenge{} or \ability{} to \proficiency{}. If upgrading is impossible, increase instead.
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\item \textbf{Decrease}: Remove \difficulty{} or \ability{}. If only \challenge{} or \proficiency{} are left, ignore additional decreases.
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\item \textbf{Downgrade}: Convert \challenge{} to \difficulty{} or \proficiency{} to \ability{}. If only \ability{} or \difficulty{} are left, ignore additional downgrades.
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\end{itemize}
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\subsubsection{DESTINY POINTS (EotE. 28)}
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There are 2 pools of Destiny Points. The players' and the GM's. The players can use their pool to do things, and the GM can use their pool do similar things. When a story point is used, it is moved to the other pool.
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The points can be used to:
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\begin{itemize}
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\itemsep0em
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\item Upgrade your own or an ally's roll.
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\item Downgrade an opponent's roll.
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\item Activate an ability you have.
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\item Do anything the GM will allow a Destiny Point to do.
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\end{itemize}
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\end{minipage} \hfil \hspace{15pt}
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\begin{minipage}[t]{0.48\textwidth}
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\subsubsection{DICE POOL (EotE. 18)}
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Assembling a dice pool has 4 steps::
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\begin{enumerate}
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\itemsep0em
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\item \textbf{Base}: Collect \ability{} equal to the characteristic.
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\item \textbf{Upgrade}: Convert an amount of \ability{} equal to your skill rank into \proficiency{}.\\ \textit{Note: If your skill is higher than your characteristic, then use skill for the base and characteristic for the upgrade.}
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\item \textbf{Difficulty} GM adds \difficulty{} and \challenge{} depending on the base difficulty of the task.
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\item \textbf{Modifiers}: GM, actions, maneuvers or special abilities add \boost{} and \setback{} depending on situation-specific changes to the difficulty of the task.
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\end{enumerate}
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\subsubsection{INTERPRETING THE RESULT (EotE. 23)}
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\begin{enumerate}
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\itemsep0em
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\item \textbf{Triumph and Despair}: A \triumph{} symbol on the die counts as both a \success{} and a \triumph{}. A \despair{} symbol on the die counts as both a \failure{} and a \despair{}.
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\item \textbf{Cancel out}:
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\begin{itemize}
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\itemsep0em
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\item \advantage{} and \threat{} cancel each other out.
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\item \success{} and \failure{} cancel each other out.
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\item \triumph{} and \despair{} do \textbf{NOT} cancel each other out. The \success{} and \failure{} they generated do however count as regular \success{} and \failure{}, and can be cancelled out normally.
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\end{itemize}
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\item If the roll generated more \success{} than \failure{}, you succeed. If it generated the same amount or more \failure{}, you fail.
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\item \textbf{Spend} \advantage{}, \triumph{}, \threat{} \textbf{and} \despair{}: In combat, you spend the \advantage{} and \triumph{} and the GM spends the \threat{} and \despair{}. Out of combat, the GM spends it all.
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\end{enumerate}
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\end{minipage}
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\end{center}
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\input{cheat sheet/parts/basics.tex}
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\newpage
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\input{cheat sheet/parts/combat.tex}
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\newpage
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\input{cheat sheet/parts/charactercreation.tex}
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\newpage
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107
cheat sheet/parts/basics.tex
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107
cheat sheet/parts/basics.tex
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\section{BASICS}
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\begin{center}
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\begin{minipage}[t]{0.48\textwidth}
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\subsection{SYMBOL KEY}
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\begin{center}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.4\textwidth}|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}Dice} \\ \hline
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\ability{} Ability Dice \\ \hline
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\difficulty{} Difficulty Dice \\ \hline
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\boost{} Boost Dice \\ \hline
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\setback{} Setback Dice \\ \hline
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\proficiency{} Proficiency Dice \\ \hline
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\challenge{} Challenge Dice \\ \hline
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\force{} Force Dice \\ \hline
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\end{tabular}
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\quad
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.4\textwidth}|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}Symbols} \\ \hline
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\success{} Success \\ \hline
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\failure{} Failure \\ \hline
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\advantage{} Advantage \\ \hline
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\threat{} Threat \\ \hline
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\triumph{} Triumph \\ \hline
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\despair{} Despair \\ \hline
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\lightforce\darkforce\forcepoint{} Force\\ \hline
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\end{tabular}
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\end{center}
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\subsection{DIFFICULTY (EotE. 17)}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.25\textwidth}|m{0.22\textwidth}|m{0.383\textwidth}|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}Difficulty Level} & {\color[HTML]{FFFFFF}\tn\selectfont{}Dice} & {\color[HTML]{FFFFFF}\tn\selectfont{}Scope} \\\hline
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Simple & {\centering -} & Basic and routine. \\ \hline
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Easy & \difficulty & Poses little challenge, but something could go wrong. \\ \hline
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Average & \difficulty\difficulty & Success expected, but failure is not surprising.\\ \hline
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Hard & \difficulty\difficulty\difficulty & Professionals fail as often as they succeed. \\ \hline
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Daunting & \difficulty\difficulty\difficulty\difficulty & Pushes Professionals to their limits. \\ \hline
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Formidable & \difficulty\difficulty\difficulty\difficulty\difficulty & Nigh impossible. \\ \hline
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Impossible & - & With GM permission, spend Story Point to tackle as Formidable. \\ \hline
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\end{tabular}
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\subsection{UPGRADING/DOWNGRADING DICE (EotE. 21)}
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\begin{itemize}
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\itemsep0em
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\item \textbf{Increase}: Add \difficulty{} or \ability.
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\item \textbf{Upgrade}: Convert \difficulty{} to \challenge{} or \ability{} to \proficiency{}. If upgrading is impossible, increase instead.
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\item \textbf{Decrease}: Remove \difficulty{} or \ability{}. If only \challenge{} or \proficiency{} are left, ignore additional decreases.
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\item \textbf{Downgrade}: Convert \challenge{} to \difficulty{} or \proficiency{} to \ability{}. If only \ability{} or \difficulty{} are left, ignore additional downgrades.
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\end{itemize}
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\subsection{DESTINY POINTS (EotE. 28)}
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There are 2 pools of Destiny Points. The players' and the GM's. The players can use their pool to do things, and the GM can use their pool do similar things. When a story point is used, it is moved to the other pool.
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The points can be used to:
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\begin{itemize}
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\itemsep0em
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\item Upgrade your own or an ally's roll.
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\item Downgrade an opponent's roll.
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\item Activate an ability you have.
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\item Do anything the GM will allow a Destiny Point to do.
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\end{itemize}
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\end{minipage} \hfil \hspace{15pt}
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\begin{minipage}[t]{0.48\textwidth}
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\subsection{DICE POOL (EotE. 18)}
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Assembling a dice pool has 4 steps::
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\begin{enumerate}
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\itemsep0em
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\item \textbf{Base}: Collect \ability{} equal to the characteristic.
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\item \textbf{Upgrade}: Convert an amount of \ability{} equal to your skill rank into \proficiency{}.\\ \textit{Note: If your skill is higher than your characteristic, then use skill for the base and characteristic for the upgrade.}
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\item \textbf{Difficulty} GM adds \difficulty{} and \challenge{} depending on the base difficulty of the task.
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\item \textbf{Modifiers}: GM, actions, maneuvers or special abilities add \boost{} and \setback{} depending on situation-specific changes to the difficulty of the task.
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\end{enumerate}
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\subsection{INTERPRETING THE RESULT (EotE. 23)}
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\begin{enumerate}
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\itemsep0em
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\item \textbf{Triumph and Despair}: A \triumph{} symbol on the die counts as both a \success{} and a \triumph{}. A \despair{} symbol on the die counts as both a \failure{} and a \despair{}.
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\item \textbf{Cancel out}:
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\begin{itemize}
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\itemsep0em
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\item \advantage{} and \threat{} cancel each other out.
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\item \success{} and \failure{} cancel each other out.
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\item \triumph{} and \despair{} do \textbf{NOT} cancel each other out. The \success{} and \failure{} they generated do however count as regular \success{} and \failure{}, and can be cancelled out normally.
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\end{itemize}
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\item If the roll generated more \success{} than \failure{}, you succeed. If it generated the same amount or more \failure{}, you fail.
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\item \textbf{Spend} \advantage{}, \triumph{}, \threat{} \textbf{and} \despair{}: In combat, you spend the \advantage{} and \triumph{} and the GM spends the \threat{} and \despair{}. Out of combat, the GM spends it all.
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\end{enumerate}
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\subsection{RANGE BANDS (EotE. 208)}
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\textbf{Engaged -- Short -- Medium -- -- Long -- -- Extreme}\\
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The lines symbolize how many "Move" maneuvers it takes to move between the bands.
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\end{minipage}
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\end{center}
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68
cheat sheet/parts/charactercreation.tex
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cheat sheet/parts/charactercreation.tex
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\section{CHARACTER CREATION}
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\begin{center}
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\begin{minipage}[t]{0.46\textwidth}
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\subsection{STEP 1: SPECIES}
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Select a species (list found on \pageref{species}). Note your starting characteristics, wound and strain thresholds, starting experience, and special ability.
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\vspace{10pt}
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\subsection{STEP 2: CAREER AND SPECIALIZATION}
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Choose one of the careers on page \pageref{careers}. You gain one rank in four of the career skills given to you by your career. If your chosen career has a star next to it on the list, you only gain a rank in 3 of the career skills, but you also gain a force rating of 1. At this point, you may also spend 30 xp to increase your force rating from 1 to 2.\\
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Then choose a specialization, either from your chosen career, or from the list of universal specializations. You gain one level in 2 of the career skills you get from your specialization. If your chosen specialization has a star next to in on the list, you only gain a rank in 1 of the career skills, but you also gain a force rating of 1. \textbf{You do not gain a force rating of 2 if you chose both a career and a specialization that give you a force rating of 1}. \\
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Note all your career skills on your character sheet.
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\vspace{10pt}
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\subsection{STEP 3: OBLIGATION}
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You start with some sort of obligation. Roll on the table (EotE. 39), or chose one of the options to determine your obligation. Your obligation score starts at 10, but you can gain benefits by increasing it using one or multiple of the following options:
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\begin{itemize}[noitemsep]
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\item 5 additional experience points for +5 obligation
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\item 10 additional experience points for +10 obligation
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\item 1.000 additional credits for +5 obligation
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\item 2.500 additional credits for +10 obligation
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\end{itemize}
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You may only choose each option once, for a total of 30 added to your obligation score.
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The higher your obligation score is, the higher the chance for it to become relevant.
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\vspace{10pt}
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\subsection{STEP 4: MORALITY}
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If you have a force rating of at least 1, you have a morality. Roll or chose on the table (FaD. 50). Your starting morality score is 50.
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\end{minipage} \hfil \hspace{30pt}
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\begin{minipage}[t]{0.46\textwidth}
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\subsection{STEP 5: SPEND EXPERIENCE POINTS}
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There are several options for you to spend your starting experience:
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\vspace{5pt}
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\subsubsection{INCREASE CHARACTERISTICS}
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You can increase your characteristics, one level at a time. This costs of this is ten times the value it is being raised to. So raising a characteristic from 3 to 4 would cost 40, and raising it from 3 to 5 would cost 40+50=90. You can increase your characteristics no higher than 5. You must leave at least 150 xp to use for other things.
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\vspace{5pt}
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\subsubsection{SKILL TRAINING}
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You can use your starting experience to raise your skill ranks, one rank at a time. It costs 5 times the rank it is being increased to. So raising a skill from 1 to 2 would cost 10 xp. Non-career skills cost 5 more experience points to raise a rank. You cannot raise a skill above rank 3.
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\vspace{5pt}
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\subsubsection{PURCHASE TALENTS}
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You can buy talents from your specialization talent tree. The cost of each talent is noted on the tree. You may purchase any talent from the top row of the tree, or any talent connected to one you have.
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\vspace{5pt}
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\subsubsection{PURCHASE SPECIALIZATION}
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You can buy new specializations. It costs 10 times the number of specializations you have, including the new one. Specialization belonging to a career that is not yours costs an additional 10 experience points (Universal specializations don't cost extra).
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\vspace{5pt}
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\subsubsection{PURCHASE FORCE POWERS}
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If you have a force rating of at least 1, you can purchase force powers (page \pageref{forcepowers}). The cost is written on the power. You must purchase the basic power first, and then you can purchase upgrade connected to ones you own on the tree. You must meet the prerequisite before buying the basic power.
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\vspace{10pt}
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\subsection{STEP 6: CALCULATE DERIVED ATTRIBUTES}
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Your wound and strain thresholds can be calculated now, based on your species. Your base soak is equal to your Brawn.
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\vspace{10pt}
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\subsection{STEP 7: BUY GEAR}
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You start the game with 2.000 credits, which you can spend on gear. A list of gear can be found on page \pageref{gear}.
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\end{minipage}
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\end{center}
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105
cheat sheet/parts/combat.tex
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105
cheat sheet/parts/combat.tex
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\section{COMBAT}
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\begin{center}
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\begin{minipage}[t]{0.46\textwidth}
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\subsection{INITIATIVE (EotE. 199)}
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Initiative is decided in the beginning of combat with a simple (-) \textbf{Cool} or \textbf{Vigilance} check. \textbf{Cool} when the characters are ready for combat, \textbf{Vigilance} when they are not.
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\vspace{10pt}
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\subsection{MANEUVERS (EotE. 200)}
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Max 2 maneuvers per turn. First is free, the second either costs 2 strain, is exchanged for an action, or by spending \advantage{}\advantage{} from a combat check.
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\vspace{5pt}
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\begin{itemize}[leftmargin=*,itemsep=-1pt]
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\item \textbf{Aim (steady aim)}: Add \boost{} to next attack. If you spend two consecutive maneuvers aiming, it's \boost{}\boost{}.
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\item \textbf{Aim (aim for limb/item)}: Hobble or disarm on hit. Add \setback{}\setback{} to attack. If 2 consecutive maneuvers, \setback{}.
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\item \textbf{Assist}: Add \boost{} to ally's check.
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\item \textbf{Guarded stance}: +1 melee defense, add \setback{} to own attacks.
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\item \textbf{Interact} with environment or gear. This includes drawing your weapon.
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\item \textbf{Mount} or dismount.
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\item \textbf{Move}: Move between range bands according to the guide on the previous page.
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\item \textbf{Drop prone or stand from prone}.
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\item \textbf{Preparation}: Sometimes required by talent or ability.
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\end{itemize}
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\subsection{Actions (EotE. 203)}
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You can spend your action to do a maneuver, activate an ability, perform a skill check, or perform a combat check. \\
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\textbf{Combat checks} are much like regular skill checks. You assemble a dice pool based on the appropriate skill and roll it against a set difficulty. \setback{} can also be added based on the target's defense. If it succeeds, you hit your target. \\
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The attack does an amount of damage equal to the damage characteristic of the weapon plus 1 for every uncancelled \success{}. Damage dealt is reduced by the target's \textbf{soak}.
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\subsection{Wounds and strain (EotE. 215)}
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Wounds are physical damage to your PC. If your wounds exceed your wound threshold, you are incapacitated and gain a critical injury.
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Strain is psychological damage to your character. If you strain exceeds your strain threshold, you are incapacitated.
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\subsection{Critical Injuries (EotE. 216)}
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Critical injuries are serious and sometimes permanent injuries sustained by your character. They can be gained when an enemy uses advantage gained from a combat roll to give you one, or if your character exceeds their wound threshold. When you gain a critical injury, roll 1d100 plus 10 times the amount of critical injuries you already have on the critical injuries table
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% \subsection{Weapon Stat Meaning (GCB. 90)}
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% \begin{itemize}[leftmargin=*]
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% \item \textbf{Damage}: Flat number means the weapon deals that damage. '+' in front of the number means you add your Brawn. Each \success adds 1 damage to the attack.
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% \item \textbf{Crit}: The number indicates the number of \advantage required to cause a critical injury.
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% \item \textbf{Specials} cause various effects, see chart on page 3. Some require \advantage to \advantage\advantage\advantage to activate.
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% \end{itemize}
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\end{minipage} \hfil \hspace{30pt}
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\begin{minipage}[t]{0.46\textwidth}
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% \subsection{Two-Weapon Combat (GCB. 108)}
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% You can choose to attack with two weapons as a combat check. To do so, roll with +1 difficulty. If you hit, you hit with 1 of your weapons. You can spend \advantage\advantage to hit with the other one.
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% \vspace{10pt}
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\subsection{Attack Difficulties (EotE. 205)}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabularx}{\textwidth}{|X|X|}
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\hline
|
||||
\rowcolor{tablecolor3}
|
||||
{\color[HTML]{FFFFFF}\tn\selectfont{}RANGE} & {\color[HTML]{FFFFFF} \tn\selectfont{}DIFFICULTY} \\ \hline
|
||||
Melee & \difficulty\difficulty \\ \hline
|
||||
Engaged (light) & \difficulty{}\difficulty{} \\\hline
|
||||
Engaged (heavy) & \difficulty{}\difficulty{}\difficulty{}\\ \hline
|
||||
Engaged (gunnery) & Not possible \\ \hline
|
||||
Short & \difficulty \\ \hline
|
||||
Medium & \difficulty\difficulty \\ \hline
|
||||
Long & \difficulty\difficulty\difficulty \\ \hline
|
||||
Extreme & \difficulty\difficulty\difficulty\difficulty \\ \hline
|
||||
\multicolumn{2}{|c|}{\cellcolor{tablecolor3}{\color[HTML]{FFFFFF}\tn\selectfont{}MODIFIERS}} \\ \hline
|
||||
Engaged with ally & Upgrade 1 \difficulty to \challenge. Hit ally on \despair. \\ \hline
|
||||
Target prone & Melee add \boost{}; Ranged add \setback{}. \\ \hline
|
||||
Attacker prone (melee) & \setback{} \\ \hline
|
||||
Aiming & Add \boost. \\ \hline
|
||||
Engaged with target that made ranged attack & Add \boost to next melee attack against them. \\ \hline
|
||||
\end{tabularx}
|
||||
|
||||
|
||||
\vspace{10pt}
|
||||
\subsection{Spending Advantage and Triumphs (GCB. 104)}
|
||||
|
||||
\newcolumntype{P}[1]{>{\centering\arraybackslash}p{#1}}
|
||||
|
||||
\rowcolors{1}{tablecolor2}{tablecolor2}
|
||||
\begin{tabularx}{\textwidth}{|P{0.15\textwidth}|X|}
|
||||
\hline
|
||||
\rowcolor{tablecolor3}
|
||||
{\color[HTML]{FFFFFF}\tn\selectfont{}ROLL} & {\color[HTML]{FFFFFF} \tn\selectfont{}RESULT} \\ \hline
|
||||
& -- Recover 1 strain. \\
|
||||
& -- Add 1 \boost{} to next allied character's check. \\
|
||||
& -- Inflict a critical injury (must deal damage past soak) (\advantage{} cost may vary). \\
|
||||
\multirow{-4}*{\advantage{}} & -- Activate an item quality (\advantage{} cost may vary).\\ \hline
|
||||
\rowcolor{tablecolor1} & -- Perform a free maneuver (only two total maneuvers per turn). \\
|
||||
\rowcolor{tablecolor1} & -- Add \setback to the target's next check. \\
|
||||
\rowcolor{tablecolor1} \multirow{-3}*{\advantage{} \advantage{}} & -- Add \boost to any allied character's next check. \\ \hline
|
||||
& -- Negate target's defense for rest of turrn. \\
|
||||
& -- Ignore environment for rest of turn. \\
|
||||
& -- Gain +1 ranged or melee defense for 1 turn. \\
|
||||
\multirow{-4}*{\advantage{} \advantage{} \advantage{}} & -- Force the target to drop something.\\ \hline
|
||||
\rowcolor{tablecolor1} & -- Upgrade difficulty of target's next check. \\
|
||||
\rowcolor{tablecolor1} & -- Upgrade ability of ally's next check.\\
|
||||
\rowcolor{tablecolor1} \multirow{-3}*{\triumph{}} & -- Perform any one of the above actions \\\hline
|
||||
\multirow{1}*{\triumph\triumph} & Destroy a piece of equipment the target is using.\\ \hline
|
||||
\end{tabularx}
|
||||
|
||||
\end{minipage}
|
||||
\end{center}
|
||||
@@ -1,416 +1,418 @@
|
||||
\section{Force Powers}\label{forcepowers}
|
||||
|
||||
\begin{forcepower}{Alter}{1}{Unlimited Power p. 43}
|
||||
\swupgrade{Alter Basic Power}{The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs.\vspace{3pt}\newline{}The Force user may spend \forcepoint{} to make all terrain currently within short range difficult terrain until the end of their next turn.\vspace{3pt}\newline{}The Force user may spend \forcepoint{} to make all terrain currently within short range normal terrain until the end of their next turn.}{4}{15}
|
||||
\swupgrade{Alter Basic Power}{The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs.\vspace{3pt}\newline{}The Force user may spend \forcepointSmall{} to make all terrain currently within short range difficult terrain until the end of their next turn.\vspace{3pt}\newline{}The Force user may spend \forcepointSmall{} to make all terrain currently within short range normal terrain until the end of their next turn.}{4}{15}
|
||||
|
||||
\swupgrade{Control}{Spend \forcepoint{} and make an \average{} Survival check to instantly discover food, water, or other critical supplies within extreme range.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{The Force user may spend \forcepoint{} to give all characters within short range of the user concealment.}{2}{10}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{} and make an \average{} Survival check to instantly discover food, water, or other critical supplies within extreme range.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{The Force user may spend \forcepointSmall{} to give all characters within short range of the user concealment.}{2}{10}
|
||||
|
||||
\swupgrade{Control}{Spend \forcepoint{} to share the senses of animals within range of this power, adding \boost{} to Perception and Vigilance checks, and gaining other benefits.}{1}{10}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{} to share the senses of animals within range of this power, adding \boostSmall{} to Perception and Vigilance checks, and gaining other benefits.}{1}{10}
|
||||
\swupgrade{Control}{The power can affect firm terrain, such as packed earth, stone, or ice.}{1}{10}
|
||||
\swupgrade{Duration}{Commit \force{} after successfully activating the power to sustain its effect while the user remains within range of the affected area.}{1}{10}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects.}{1}{5}
|
||||
\swupgrade{Duration}{Commit \forceSmall{} after successfully activating the power to sustain its effect while the user remains within range of the affected area.}{1}{10}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects.}{1}{5}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{Spend \forcepoint{}\forcepoint{} to make a small patch of terrain within the affected area impassible.}{1}{15}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects.}{1}{10}
|
||||
\swupgrade{Control}{Spend \forcepoint{}\forcepoint{} to create a corrosive atmosphere in a small area within the effected area.}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{}\forcepointSmall{} to make a small patch of terrain within the affected area impassible.}{1}{15}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects.}{1}{10}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{}\forcepointSmall{} to create a corrosive atmosphere in a small area within the effected area.}{1}{15}
|
||||
|
||||
\swupgrade{Control}{Spend \forcepoint{}\forcepoint{} to upgrade the difficulty of all checks made by opponents while in the power's area of effect once.}{1}{20}
|
||||
\swupgrade{Mastery}{When the user activates this power without spending \forcepoint{} generated from \darkforce{} results, add \lightforce{} to all other Force power checks made within this power's area of effect.\vspace{3pt}\newline{}When the user activates this power without spending \forcepoint{} generated from \lightforce{} results, add \darkforce{} to all other Force power checks made within this power's area of effect.}{2}{25}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects.}{1}{10}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{}\forcepointSmall{} to upgrade the difficulty of all checks made by opponents while in the power's area of effect once.}{1}{20}
|
||||
\swupgrade{Mastery}{When the user activates this power without spending \forcepointSmall{} generated from \darkforce{} results, add \lightforce{} to all other Force power checks made within this power's area of effect.\vspace{3pt}\newline{}When the user activates this power without spending \forcepointSmall{} generated from \lightforce{} results, add \darkforce{} to all other Force power checks made within this power's area of effect.}{2}{25}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to allow a number of targets equal to the number of Strength upgrades to ignore this power's effects.}{1}{10}
|
||||
|
||||
\upgradelines{||.|/||||/||||/||||}{.../.../-../..-}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Battle Meditation}{2}{Force and Destiny p. 284}
|
||||
\swupgrade{Battle Meditation Basic Power}{The Force user directs allies in battle, making them more effective as a coordinated unit. \vspace{3pt}\newline{}The users may spend \forcepoint{} to add one automatic \success{} to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any \darkforce{} to generate \forcepoint{}, reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter.}{4}{15}
|
||||
\swupgrade{Battle Meditation Basic Power}{The Force user directs allies in battle, making them more effective as a coordinated unit. \vspace{3pt}\newline{}The users may spend \forcepointSmall{} to add one automatic \successSmall{} to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any \darkforce{} to generate \forcepointSmall{}, reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter.}{4}{15}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to affect a number of additional targets equal to Presence per rank of Magnitude purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to affect a number of additional targets equal to Presence per rank of Magnitude purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{When making a Battle Maditation power check, the user may make an \easy{} Leadership check as part of the pool. If the user is able to activate the power and succeed on the check, they may send simple orders as part of the power.}{2}{10}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to affect a number of additional targets equal to Presence per rank of Magnitude purchased.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Spend \forcepoint{}\forcepoint{} to add one additional automatic \success{} to affected characters' checks.}{2}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to affect a number of additional targets equal to Presence per rank of Magnitude purchased.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{}\forcepointSmall{} to add one additional automatic \successSmall{} to affected characters' checks.}{2}{10}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to affect a number of additional targets equal to Presence per rank of Magnitude purchased.}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Duration}{Commit \force{}\force{}\force{} to sustain the ongoing effects of the power on each affected target while it remains in range.}{2}{25}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to affect a number of additional targets equal to Presence per rank of Magnitude purchased.}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Duration}{Commit \forceSmall{}\forceSmall{}\forceSmall{} to sustain the ongoing effects of the power on each affected target while it remains in range.}{2}{25}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to affect a number of additional targets equal to Presence per rank of Magnitude purchased.}{1}{20}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to affect a number of additional targets equal to Presence per rank of Magnitude purchased.}{1}{20}
|
||||
\swupgrade{Control}{May suffer 4 strain to change the range of power and range upgrades to planetary scale.}{1}{20}
|
||||
\swupgrade{Mastery}{If no \darkforce{} were used to generate \forcepoint{}, choose one skill. While affected by the power, each affected character counts as having the same number of ranks in the chosen skill as the affected character with the most ranks in the skill. If the user used any \darkforce{} to generate \forcepoint{}, each affected character must make an \easy{} Discipline check if they wish to resist obeying orders.}{2}{25}
|
||||
\swupgrade{Mastery}{If no \darkforce{} were used to generate \forcepointSmall{}, choose one skill. While affected by the power, each affected character counts as having the same number of ranks in the chosen skill as the affected character with the most ranks in the skill. If the user used any \darkforce{} to generate \forcepointSmall{}, each affected character must make an \easy{} Discipline check if they wish to resist obeying orders.}{2}{25}
|
||||
|
||||
\upgradelines{||../||.|/||.|/||..}{.-./-../.-./.-.}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Bind}{2}{Force and Destiny p. 286}
|
||||
\swupgrade{Bind Basic Power}{The Force restrains an enemy, preventing the target from acting.\vspace{3pt}\newline{}The users may spend \forcepoint{} to immobilize the target within short range until the end of the user's next turn. If the user used any \darkforce{} to generate \forcepoint{}, the target also suffers 1 wound per \forcepoint{} spent on the check (ignoring soak).}{4}{15}
|
||||
\swupgrade{Bind Basic Power}{The Force restrains an enemy, preventing the target from acting.\vspace{3pt}\newline{}The users may spend \forcepointSmall{} to immobilize the target within short range until the end of the user's next turn. If the user used any \darkforce{} to generate \forcepointSmall{}, the target also suffers 1 wound per \forcepointSmall{} spent on the check (ignoring soak).}{4}{15}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{}\forcepoint{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{15}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to disorient the target for a number of rounds equal to Strength upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{Spend \forcepoint{}, whenever a target affected by Bind takes an action, that target suffers strain equal to Willpower.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{}\forcepointSmall{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{15}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to disorient the target for a number of rounds equal to Strength upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{}, whenever a target affected by Bind takes an action, that target suffers strain equal to Willpower.}{1}{10}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{}\forcepoint{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{20}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to disorient the target for a number of rounds equal to Strength upgrades purchased.}{1}{10}
|
||||
\swupgrade{Duration}{Commit \force{}\force{}\force{} to sustain the ongoing effect of the power on each affected target.}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{}\forcepointSmall{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{20}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to disorient the target for a number of rounds equal to Strength upgrades purchased.}{1}{10}
|
||||
\swupgrade{Duration}{Commit \forceSmall{}\forceSmall{}\forceSmall{} to sustain the ongoing effect of the power on each affected target.}{1}{15}
|
||||
|
||||
\swupgrade{Control}{Spend \forcepoint{} to move the target one range band closer or farther away.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{}\forcepoint{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{25}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to disorient the target for a number of rounds equal to Strength upgrades purchased.}{2}{15}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{} to move the target one range band closer or farther away.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{}\forcepointSmall{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{25}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to disorient the target for a number of rounds equal to Strength upgrades purchased.}{2}{15}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{20}
|
||||
\swupgrade{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 \darkforce{} were used to generate \forcepoint{} and the user succeeds on the check, they may immediately stagger the target until the end of their next turn. If any \darkforce{} were used to generate \forcepoint{} and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per \forcepoint{} spent on the check.}{3}{25}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{20}
|
||||
\swupgrade{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 \darkforce{} were used to generate \forcepointSmall{} and the user succeeds on the check, they may immediately stagger the target until the end of their next turn. If any \darkforce{} were used to generate \forcepointSmall{} and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per \forcepointSmall{} spent on the check.}{3}{25}
|
||||
|
||||
\upgradelines{||||/|||./||.|/||.|}{.../..-/.../-..}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Conjure}{1}{Unlimited Power p. 40}
|
||||
\swupgrade{Conjure Basic Power}{The Force user call forth a spectral object to their hand, which lasts for a short time.\vspace{3pt}\newline{}The user may spend \forcepoint{} to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user's next turn, this item dissipates. At the GM's discretion, the user can instead conjure a simple tool or other useful low-tech item with an encumbrance no greater than 1.}{4}{20}
|
||||
\swupgrade{Conjure Basic Power}{The Force user call forth a spectral object to their hand, which lasts for a short time.\vspace{3pt}\newline{}The user may spend \forcepointSmall{} to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user's next turn, this item dissipates. At the GM's discretion, the user can instead conjure a simple tool or other useful low-tech item with an encumbrance no greater than 1.}{4}{20}
|
||||
|
||||
\swupgrade{Duration}{Commit \force{} to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range.}{1}{15}
|
||||
\swupgrade{Number}{Spend \forcepoint{}\forcepoint{} to create additional identical conjurations equal to ranks in Number upgrade purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase the maximum encumbrance of the facsimile that can be conjured by 2 per Magnitude upgrade purchased.}{2}{10}
|
||||
\swupgrade{Duration}{Commit \forceSmall{} to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range.}{1}{15}
|
||||
\swupgrade{Number}{Spend \forcepointSmall{}\forcepointSmall{} to create additional identical conjurations equal to ranks in Number upgrade purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase the maximum encumbrance of the facsimile that can be conjured by 2 per Magnitude upgrade purchased.}{2}{10}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase the maximum encumbrance of the facsimile that can be conjured by 2 per Magnitude upgrade purchased.}{2}{20}
|
||||
\swupgrade{Control}{Spend \forcepoint{} to add 1 of the following weapon qualities to the conjuration: Defensive 1, Deflection 1, Stun 4}{1}{10}
|
||||
\swupgrade{Duration}{Commit \force{} to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range.}{1}{15}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase the maximum encumbrance of the facsimile that can be conjured by 2 per Magnitude upgrade purchased.}{2}{20}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{} to add 1 of the following weapon qualities to the conjuration: Defensive 1, Deflection 1, Stun 4}{1}{10}
|
||||
\swupgrade{Duration}{Commit \forceSmall{} to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range.}{1}{15}
|
||||
|
||||
\swupgrade{Number}{Spend \forcepoint{}\forcepoint{} to create additional identical conjurations equal to ranks in Number upgrade purchased.}{1}{10}
|
||||
\swupgrade{Control}{Spend \forcepoint{} to add 1 of the following weapon qualities to the conjuration: Defensive 1, Deflection 1, Stun 4}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase the range at which the facsimile can be conjured and sustained by 1 (to a maximum of extreme).}{1}{20}
|
||||
\swupgrade{Duration}{Commit \force{} to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range.}{1}{15}
|
||||
\swupgrade{Number}{Spend \forcepointSmall{}\forcepointSmall{} to create additional identical conjurations equal to ranks in Number upgrade purchased.}{1}{10}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{} to add 1 of the following weapon qualities to the conjuration: Defensive 1, Deflection 1, Stun 4}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase the range at which the facsimile can be conjured and sustained by 1 (to a maximum of extreme).}{1}{20}
|
||||
\swupgrade{Duration}{Commit \forceSmall{} to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range.}{1}{15}
|
||||
|
||||
\swupgrade{Mastery}{Spend \forcepoint{}\forcepoint{}\forcepoint{} to summon the facsimile of a creature of silhouette 1 or smaller instead of an object. This creature is bound to the user's will, and mindlessly follows that character's commands until the end of the Force user's next turn. If the user has the corpse of the creature being conjured to imbue with false life, this facsimile lasts until the end of the encounter instead, but the user gains 7 conflict for doing so.}{4}{20}
|
||||
\swupgrade{Mastery}{Spend \forcepointSmall{}\forcepointSmall{}\forcepointSmall{} to summon the facsimile of a creature of silhouette 1 or smaller instead of an object. This creature is bound to the user's will, and mindlessly follows that character's commands until the end of the Force user's next turn. If the user has the corpse of the creature being conjured to imbue with false life, this facsimile lasts until the end of the encounter instead, but the user gains 7 conflict for doing so.}{4}{20}
|
||||
|
||||
\upgradelines{||.|/||||/|||./|...}{-../..-/---/...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Ebb/Flow}{1}{Disciples of Harmony p. 39}
|
||||
\swupgrade{Ebb/Flow Basic Power}{The Force user's actions empower themself or sap strength from their foes.\vspace{3pt}\newline{}Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of roll. The user may spend \forcepoint{} to suffer 1 strain, then inflict 1 strain on all engaged characters. The Force user may not activate this multiple times.\vspace{3pt}\newline{}Flow: When the Force user makes a skill check, he may roll an Flow power check as part of roll. The user may spend \forcepoint{} to heal 1 strain. The Force user may not activate this multiple times.}{4}{10}
|
||||
\swupgrade{Ebb/Flow Basic Power}{The Force user's actions empower themself or sap strength from their foes.\vspace{3pt}\newline{}Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of roll. The user may spend \forcepointSmall{} to suffer 1 strain, then inflict 1 strain on all engaged characters. The Force user may not activate this multiple times.\vspace{3pt}\newline{}Flow: When the Force user makes a skill check, he may roll an Flow power check as part of roll. The user may spend \forcepointSmall{} to heal 1 strain. The Force user may not activate this multiple times.}{4}{10}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to exclude number of targets equal to Magnitude upgrades purchased from being affected.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to affect all other characters at short range.}{2}{10}
|
||||
\swupgrade{Strength}{The force user may spend \forcepoint{} to increase the strain healed or inflicted by 1.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to exclude number of targets equal to Magnitude upgrades purchased from being affected.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to affect all other characters at short range.}{2}{10}
|
||||
\swupgrade{Strength}{The force user may spend \forcepointSmall{} to increase the strain healed or inflicted by 1.}{1}{10}
|
||||
|
||||
\swupgrade{Control}{Spend \forcepoint{}\forcepoint{}\forcepoint{} once per encounter to ask the GM a single "yes or no" question.}{1}{10}
|
||||
\swupgrade{Control}{Ebb: When making a combined Ebb power check, may spend \forcepoint{} to add \threat{} to any checks made by engaged opponents until the end of next turn.\vspace{3pt}\newline{}Flow: When making a combined Flow power check, may spend \forcepoint{} to add \advantage{} to any checks using the same skill until the end of next turn.}{2}{10}
|
||||
\swupgrade{Strength}{The Force user may spend \forcepoint{} to increase the \threat{} or \advantage{} added by 1.}{1}{10}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{}\forcepointSmall{}\forcepointSmall{} once per encounter to ask the GM a single "yes or no" question.}{1}{10}
|
||||
\swupgrade{Control}{Ebb: When making a combined Ebb power check, may spend \forcepointSmall{} to add \threatSmall{} to any checks made by engaged opponents until the end of next turn.\vspace{3pt}\newline{}Flow: When making a combined Flow power check, may spend \forcepointSmall{} to add \advantageSmall{} to any checks using the same skill until the end of next turn.}{2}{10}
|
||||
\swupgrade{Strength}{The Force user may spend \forcepointSmall{} to increase the \threatSmall{} or \advantageSmall{} added by 1.}{1}{10}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to exclude number of targets equal to Magnitude upgrades purchased from being affected.}{1}{5}
|
||||
\swupgrade{Control}{Ebb: When making a combined Ebb power check, may spend \forcepoint{} to add \failure{} to any checks made by engaged opponents until the end of next turn.\vspace{3pt}\newline{}Flow: When making a combined Flow power check, may spend \forcepoint{} to add \success{} to any checks using the same skill until the end of next turn.}{2}{10}
|
||||
\swupgrade{Strength}{The Force user may spend \forcepoint{} to increase the \failure{} or \success{} added by 1.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to exclude number of targets equal to Magnitude upgrades purchased from being affected.}{1}{5}
|
||||
\swupgrade{Control}{Ebb: When making a combined Ebb power check, may spend \forcepointSmall{} to add \failureSmall{} to any checks made by engaged opponents until the end of next turn.\vspace{3pt}\newline{}Flow: When making a combined Flow power check, may spend \forcepointSmall{} to add \successSmall{} to any checks using the same skill until the end of next turn.}{2}{10}
|
||||
\swupgrade{Strength}{The Force user may spend \forcepointSmall{} to increase the \failureSmall{} or \successSmall{} added by 1.}{1}{10}
|
||||
|
||||
\swupgrade{Control}{Commit \force{} until the end of the current encounter. For the remainder of the current encounter, add \force{} to all skill checks. Each \lightforce{} and \darkforce{} adds either \success{} or \advantage{} to the check; each \darkforce{} causes the user to suffer 1 strain and gain 1 Conflict.}{2}{10}
|
||||
\swupgrade{Control}{Ebb: Once per session, if a target suffered at least 5 strain from this power, add \despair{} to the target's next check.\vspace{3pt}\newline{}Flow: Once per session, if the user healed at least 5 strain from this power, add \triumph{} to user's next check.}{2}{20}
|
||||
\swupgrade{Control}{Commit \forceSmall{} until the end of the current encounter. For the remainder of the current encounter, add \forceSmall{} to all skill checks. Each \lightforce{} and \darkforce{} adds either \successSmall{} or \advantageSmall{} to the check; each \darkforce{} causes the user to suffer 1 strain and gain 1 Conflict.}{2}{10}
|
||||
\swupgrade{Control}{Ebb: Once per session, if a target suffered at least 5 strain from this power, add \despairSmall{} to the target's next check.\vspace{3pt}\newline{}Flow: Once per session, if the user healed at least 5 strain from this power, add \triumphSmall{} to user's next check.}{2}{20}
|
||||
|
||||
\upgradelines{|.||/|.|./|.|./|||.}{.../-.-/-.-/...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Endure}{1}{Knights of Fate p. 37}
|
||||
\swupgrade{Endure Basic Power}{When the character suffers a Critical Injury with a severity no greater than \easy{}, the character may activate Endure as an out-of-turn incidental and commit \force{} to temporarily ignore the effects of that injury. The character does not apply any results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while \force{} remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated).}{4}{10}
|
||||
\swupgrade{Endure Basic Power}{When the character suffers a Critical Injury with a severity no greater than \easy{}, the character may activate Endure as an out-of-turn incidental and commit \forceSmall{} to temporarily ignore the effects of that injury. The character does not apply any results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while \forceSmall{} remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated).}{4}{10}
|
||||
|
||||
\swupgrade{Strength}{Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased.}{1}{5}
|
||||
\swupgrade{Control}{The character can commit one additional \force{} to temporarily ignore one additional Critical Injury per Control upgrade purchased.}{1}{5}
|
||||
\swupgrade{Control}{The character can commit one additional \forceSmall{} to temporarily ignore one additional Critical Injury per Control upgrade purchased.}{1}{5}
|
||||
\swupgrade{Duration}{As an incidental, the character can activate Endure to temporarily ignore a Critical Injury the character is already suffering, and which is of a severity that Endure would affect normally.}{2}{10}
|
||||
|
||||
\swupgrade{Control}{The character can commit one additional \force{} to temporarily ignore one additional Critical Injury per Control upgrade purchased.}{1}{10}
|
||||
\swupgrade{Control}{The character can commit one additional \forceSmall{} to temporarily ignore one additional Critical Injury per Control upgrade purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{The character can use Endure to affect allies at short range. The ongoing effect ends if the distance between the characters increases beyond short for any reason.}{2}{10}
|
||||
|
||||
\swupgrade{Strength}{Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased.}{1}{15}
|
||||
\swupgrade{Control}{The character can commit one additional \force{} to temporarily ignore one additional Critical Injury per Control upgrade purchased.}{1}{15}
|
||||
\swupgrade{Control}{The character can commit one additional \forceSmall{} to temporarily ignore one additional Critical Injury per Control upgrade purchased.}{1}{15}
|
||||
\swupgrade{Strength}{Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased.}{1}{15}
|
||||
\swupgrade{Range}{The character can use Endure to affect allies within medium range. The ongoing effect ends if the distance between the characters increases beyond medium for any reason.}{1}{10}
|
||||
|
||||
\swupgrade{Mastery}{When activating Endure, the character may make an Endure power check, making a Discipline check with a difficulty equal to the severity of the Critical Injury and adding \force{} up to the character's Force rating. If the character succeeds on the check and generates \forcepoint{} equal to the Severity of the Critical Injury, the Critical Injury is not suffered.}{4}{20}
|
||||
\swupgrade{Mastery}{When activating Endure, the character may make an Endure power check, making a Discipline check with a difficulty equal to the severity of the Critical Injury and adding \forceSmall{} up to the character's Force rating. If the character succeeds on the check and generates \forcepointSmall{} equal to the Severity of the Critical Injury, the Critical Injury is not suffered.}{4}{20}
|
||||
|
||||
\upgradelines{|.../.|../|..|/..|.}{--./--./--./...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Enhance}{1}{Force and Destiny p. 288}
|
||||
\swupgrade{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 \forcepoint{} to gain \success{} or \advantage{} (user's choice) on the check.}{4}{10}
|
||||
\swupgrade{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 \forcepointSmall{} to gain \successSmall{} or \advantageSmall{} (user's choice) on the check.}{4}{10}
|
||||
|
||||
\swupgrade{Control}{Enhance can be used with the Coordination skill.}{1}{5}
|
||||
\swupgrade{Control}{Enhance can be used with the Resilience skill.}{1}{5}
|
||||
\swupgrade{Control}{Take a Force Leap action: Make an Enhance power check. The user may spend \forcepoint{} to jump horizontally to any location in short range.}{2}{10}
|
||||
\swupgrade{Control}{Take a Force Leap action: Make an Enhance power check. The user may spend \forcepointSmall{} to jump horizontally to any location in short range.}{2}{10}
|
||||
|
||||
\swupgrade{Control}{Enhance can be used with the Piloting (Planetary) skill.}{1}{5}
|
||||
\swupgrade{Control}{Enhance can be used with the Brawl skill.}{1}{5}
|
||||
\swupgrade{Control}{When performing a Force Leap, the user can jump vertically in addition to horizontally.}{2}{10}
|
||||
|
||||
\swupgrade{Control}{Enhance can be used with the Piloting (Space) skill.}{1}{5}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \force{}. The user increases their Brawn characteristic by 1 (to a maximum of 6).}{2}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \forceSmall{}. The user increases their Brawn characteristic by 1 (to a maximum of 6).}{2}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to range upgrades purchased.}{1}{10}
|
||||
|
||||
\swupgrade{Control}{Ongoing effect: Commit \force{}. The user increases their Agility characteristic by 1 (to a maximum of 6).}{2}{10}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \forceSmall{}. The user increases their Agility characteristic by 1 (to a maximum of 6).}{2}{10}
|
||||
\swupgrade{Control}{The user can perform a Force Leap as a maneuver instead of an action.}{2}{10}
|
||||
|
||||
\upgradelines{||.|/||.|/||.|/|..|}{.../.../.../...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Farsight}{1}{Savage Spirits p. 37}
|
||||
\swupgrade{Farsight Basic Power}{The Force user expands normal visual senses through a connection to the Force.\vspace{3pt}\newline{}The user may spend \forcepoint{} to ignore the effects of darkness or blindness and see normally at up to Medium range for the remainder of the round (or one minute). This allows the user to view everything most sentients could normally be able to see on a well lit day.}{4}{5}
|
||||
\swupgrade{Farsight Basic Power}{The Force user expands normal visual senses through a connection to the Force.\vspace{3pt}\newline{}The user may spend \forcepointSmall{} to ignore the effects of darkness or blindness and see normally at up to Medium range for the remainder of the round (or one minute). This allows the user to view everything most sentients could normally be able to see on a well lit day.}{4}{5}
|
||||
|
||||
\swupgrade{Control}{Spend \forcepoint{} to see microscopic details of a single object within Engaged range.}{1}{5}
|
||||
\swupgrade{Control}{Spend \forcepoint{} to see through a single object at medium range as though it were transparent.}{1}{5}
|
||||
\swupgrade{Control}{Spend \forcepoint{} to make out fine details on a single object within medium range.}{1}{5}
|
||||
\swupgrade{Duration}{Spend \forcepoint{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{} to see microscopic details of a single object within Engaged range.}{1}{5}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{} to see through a single object at medium range as though it were transparent.}{1}{5}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{} to make out fine details on a single object within medium range.}{1}{5}
|
||||
\swupgrade{Duration}{Spend \forcepointSmall{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Duration}{Spend \forcepoint{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend \forcepoint{} to gain \success{} or \advantage{} on the check.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Duration}{Spend \forcepointSmall{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend \forcepointSmall{} to gain \successSmall{} or \advantageSmall{} on the check.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
|
||||
\swupgrade{Control}{Ongoing effect: Commit \force{} after successfully activating the Farsight power to increase ranks in Perception by 1.}{1}{15}
|
||||
\swupgrade{Control}{Spend \forcepoint{}\forcepoint{} to see in every direction simultaneously, noticing and observing things in a full 360-degree arc. (May not be activated multiple times).}{1}{10}
|
||||
\swupgrade{Mastery}{Spend \forcepoint{}\forcepoint{}. The user now can see as though from a spot within Close range (planetary scale) of the user's body.}{2}{20}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \forceSmall{} after successfully activating the Farsight power to increase ranks in Perception by 1.}{1}{15}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{}\forcepointSmall{} to see in every direction simultaneously, noticing and observing things in a full 360-degree arc. (May not be activated multiple times).}{1}{10}
|
||||
\swupgrade{Mastery}{Spend \forcepointSmall{}\forcepointSmall{}. The user now can see as though from a spot within Close range (planetary scale) of the user's body.}{2}{20}
|
||||
|
||||
\upgradelines{|.|./|||./.|||/....}{.--/.--/--./...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Foresee}{1}{Force and Destiny p. 290}
|
||||
\swupgrade{Foresee Basic Power}{The Force can feel the force flowing around everything, seeing what is and what will be.\vspace{3pt}\newline{}The user may spend \forcepoint{} to gain vague hints of events to come, up to a day into their own personal future.}{4}{10}
|
||||
\swupgrade{Foresee Basic Power}{The Force can feel the force flowing around everything, seeing what is and what will be.\vspace{3pt}\newline{}The user may spend \forcepointSmall{} to gain vague hints of events to come, up to a day into their own personal future.}{4}{10}
|
||||
|
||||
\swupgrade{Control}{When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. They may spend \forcepoint{} to gain \success{} on the check.}{3}{5}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to pick out specific details equal to Strength upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. They may spend \forcepointSmall{} to gain \successSmall{} on the check.}{3}{5}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to pick out specific details equal to Strength upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{Affected targets increase their ranged and melee defense by 2 for the first round of combat.}{1}{10}
|
||||
\swupgrade{Duration}{Spend \forcepoint{} to increase the days into the future the user can see equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Duration}{Spend \forcepointSmall{} to increase the days into the future the user can see equal to Duration upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to pick out specific details equal to Strength upgrades purchased.}{1}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to pick out specific details equal to Strength upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Control}{When performing a Foresee power check as part of an Initiative check, the user may spend \forcepoint{} to allow all affected targets to take one free maneuver before the first round of combat.}{3}{15}
|
||||
\swupgrade{Duration}{Spend \forcepoint{} to increase the days into the future the user can see equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{When performing a Foresee power check as part of an Initiative check, the user may spend \forcepointSmall{} to allow all affected targets to take one free maneuver before the first round of combat.}{3}{15}
|
||||
\swupgrade{Duration}{Spend \forcepointSmall{} to increase the days into the future the user can see equal to Duration upgrades purchased.}{1}{5}
|
||||
|
||||
\upgradelines{.|.|/||||/||.|/|.||}{.../.../.-./...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Heal/Harm}{1}{Force and Destiny p. 292}
|
||||
\swupgrade{Heal/Harm Basic Power}{The Force user bolsters their ally with renewer vigor or saps their foe of vital energy.\vspace{3pt}\newline{}Heal (Light side Force users only): Spend \forcepoint{} to heal a number of wounds equal to Intellect from an engaged living creature (including user).\vspace{3pt}\newline{}Harm: Spend \forcepoint{} to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.}{4}{15}
|
||||
\swupgrade{Heal/Harm Basic Power}{The Force user bolsters their ally with renewer vigor or saps their foe of vital energy.\vspace{3pt}\newline{}Heal (Light side Force users only): Spend \forcepointSmall{} to heal a number of wounds equal to Intellect from an engaged living creature (including user).\vspace{3pt}\newline{}Harm: Spend \forcepointSmall{} to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.}{4}{15}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase the power's range by a number of bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{}\forcepoint{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{}\forcepoint{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{5}
|
||||
\swupgrade{Control}{Heal: If no \darkforce{} generated \forcepoint{}, target heals strain equal to wounds healed.\vspace{3pt}\newline{}Harm: If any \darkforce{} were used to generate \forcepoint{}, user heals strain equal to wounds inflicted.}{1}{20}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase the power's range by a number of bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{}\forcepointSmall{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{}\forcepointSmall{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{5}
|
||||
\swupgrade{Control}{Heal: If no \darkforce{} generated \forcepointSmall{}, target heals strain equal to wounds healed.\vspace{3pt}\newline{}Harm: If any \darkforce{} were used to generate \forcepointSmall{}, user heals strain equal to wounds inflicted.}{1}{20}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase the power's range by a number of bands equal to Range upgrades purchased.}{1}{20}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{}\forcepoint{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Heal: Spend \forcepoint{} to increase wounds healed by 1 per rank of Strength upgrades purchased.\vspace{3pt}\newline{}Harm: Spend \forcepoint{} to increase wounds inflicted by 1 per rank of Strength upgrades purchased.}{1}{15}
|
||||
\swupgrade{Control}{Heal: Spend \forcepoint{} to remove one status effect from target.\vspace{3pt}\newline{}Harm: The user may spend \forcepoint{} to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.}{1}{20}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase the power's range by a number of bands equal to Range upgrades purchased.}{1}{20}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{}\forcepointSmall{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Heal: Spend \forcepointSmall{} to increase wounds healed by 1 per rank of Strength upgrades purchased.\vspace{3pt}\newline{}Harm: Spend \forcepointSmall{} to increase wounds inflicted by 1 per rank of Strength upgrades purchased.}{1}{15}
|
||||
\swupgrade{Control}{Heal: Spend \forcepointSmall{} to remove one status effect from target.\vspace{3pt}\newline{}Harm: The user may spend \forcepointSmall{} to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.}{1}{20}
|
||||
|
||||
\swupgrade{Control}{Heal: Heal additional wounds equal to ranks in Medicine.\vspace{3pt}\newline{}Harm: Inflict additional wounds equal to ranks in Medicine.}{1}{20}
|
||||
\swupgrade{Control}{Heal: May make a Heal power check combined with a \hard{} Medicine check. If check succeeds, one target who heals wounds also heals one Critical Injury.\vspace{3pt}\newline{}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 one Critical Injury (adding +10 to the roll per \advantage{}).}{1}{20}
|
||||
\swupgrade{Mastery}{Heal: Once per session, spend \forcepoint{}\forcepoint{}\forcepoint{} to restore 1 target who died after end of user's last turn to life.\vspace{3pt}\newline{}Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict.}{1}{20}
|
||||
\swupgrade{Strength}{Heal: Spend \forcepoint{} to increase wounds healed by 1 per rank of Strength upgrades purchased.\vspace{3pt}\newline{}Harm: Spend \forcepoint{} to increase wounds inflicted by 1 per rank of Strength upgrades purchased.}{1}{15}
|
||||
\swupgrade{Control}{Heal: May make a Heal power check combined with a \hard{} Medicine check. If check succeeds, one target who heals wounds also heals one Critical Injury.\vspace{3pt}\newline{}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 one Critical Injury (adding +10 to the roll per \advantageSmall{}).}{1}{20}
|
||||
\swupgrade{Mastery}{Heal: Once per session, spend \forcepointSmall{}\forcepointSmall{}\forcepointSmall{} to restore 1 target who died after end of user's last turn to life.\vspace{3pt}\newline{}Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict.}{1}{20}
|
||||
\swupgrade{Strength}{Heal: Spend \forcepointSmall{} to increase wounds healed by 1 per rank of Strength upgrades purchased.\vspace{3pt}\newline{}Harm: Spend \forcepointSmall{} to increase wounds inflicted by 1 per rank of Strength upgrades purchased.}{1}{15}
|
||||
|
||||
\upgradelines{||||/||.|/||||/....}{.../---/..-/...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Imbue}{2}{Disciples of Harmony p. 37}
|
||||
\swupgrade{Imbue Basic Power}{The Force user lends strength to allies, making them more potent, resourceful, and resilient for a time.\vspace{3pt}\newline{}The user may spend \forcepoint{}\forcepoint{} to increase one of another Engaged character's characteristics by 1 (to a maximum of 6) until the end of the Force user's next turn.\vspace{3pt}\newline{}This can only be used once per character per encounter. If the user uses \darkforce{} to generate \forcepoint{}, the target increases a second characteristic by 1 (to a maximum of 6) until the end of the user's next turn, but both the Force user and the target suffer 3 strain.}{4}{15}
|
||||
\swupgrade{Imbue Basic Power}{The Force user lends strength to allies, making them more potent, resourceful, and resilient for a time.\vspace{3pt}\newline{}The user may spend \forcepointSmall{}\forcepointSmall{} to increase one of another Engaged character's characteristics by 1 (to a maximum of 6) until the end of the Force user's next turn.\vspace{3pt}\newline{}This can only be used once per character per encounter. If the user uses \darkforce{} to generate \forcepointSmall{}, the target increases a second characteristic by 1 (to a maximum of 6) until the end of the user's next turn, but both the Force user and the target suffer 3 strain.}{4}{15}
|
||||
|
||||
\swupgrade{Strength}{If no \darkforce{} was used to generate \forcepoint{}, decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no \lightforce{} were used to generate \forcepoint{}, increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased.}{2}{5}
|
||||
\swupgrade{Control}{Spend \forcepoint{} to allow the target to count as having ranks in a skill equal to user's ranks in the skill.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to increase the power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Strength}{If no \darkforce{} was used to generate \forcepointSmall{}, decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no \lightforce{} were used to generate \forcepointSmall{}, increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased.}{2}{5}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{} to allow the target to count as having ranks in a skill equal to user's ranks in the skill.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to increase the power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to increase the power's range by a number of range bands equal to Range upgrades purchased.}{2}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to increase the power's range by a number of range bands equal to Range upgrades purchased.}{2}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to increase the power's range by a number of range bands equal to Range upgrades purchased.}{2}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to increase the power's range by a number of range bands equal to Range upgrades purchased.}{2}{15}
|
||||
|
||||
\swupgrade{Strength}{If no \darkforce{} was used to generate \forcepoint{}, decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no \lightforce{} were used to generate \forcepoint{}, increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased.}{2}{10}
|
||||
\swupgrade{Strength}{If no \darkforce{} was used to generate \forcepointSmall{}, decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no \lightforce{} were used to generate \forcepointSmall{}, increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased.}{2}{10}
|
||||
\swupgrade{Mastery}{Increase characteristics boosted by this power by 2 (to a maximum of 7) instead of 1.}{1}{25}
|
||||
\swupgrade{Duration}{Commit \force{}\force{} to sustain the effects of this power as long as the target remains in range.}{1}{10}
|
||||
\swupgrade{Duration}{Commit \forceSmall{}\forceSmall{} to sustain the effects of this power as long as the target remains in range.}{1}{10}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to increase the power's range by a number of range bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to increase the power's range by a number of range bands equal to Range upgrades purchased.}{2}{20}
|
||||
\swupgrade{Duration}{Commit \force{} (instead of \force{}\force{}) to sustain the effects of this power as long as the target remains in range.}{1}{20}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to increase the power's range by a number of range bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to increase the power's range by a number of range bands equal to Range upgrades purchased.}{2}{20}
|
||||
\swupgrade{Duration}{Commit \forceSmall{} (instead of \forceSmall{}\forceSmall{}) to sustain the effects of this power as long as the target remains in range.}{1}{20}
|
||||
|
||||
\upgradelines{|..|/|.||/|..|/|.||}{.../.-./.../-..}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Influence}{1}{Force and Destiny p. 294}
|
||||
\swupgrade{Influence Basic Power}{The character may attempt to guide, shape, and even twist the thoughts and feelings of others.\vspace{3pt}\newline{}Special Rule (\lightforce{}/\darkforce{} use): When guiding and shaping thoughts, only \forcepoint{} generated from \darkforce{} may be used to generate negative emotions such as rage, fear, and hatred. Only \forcepoint{} generated from \lightforce{} may be sued to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from \forcepoint{} generated from either \lightforce{} or \darkforce{}.\vspace{3pt}\newline{}The character may spend \forcepoint{} to stress the mind of one living target he is engaged with, inflicting 1 strain.}{4}{10}
|
||||
\swupgrade{Influence Basic Power}{The character may attempt to guide, shape, and even twist the thoughts and feelings of others.\vspace{3pt}\newline{}Special Rule (\lightforce{}/\darkforce{} use): When guiding and shaping thoughts, only \forcepointSmall{} generated from \darkforce{} may be used to generate negative emotions such as rage, fear, and hatred. Only \forcepointSmall{} generated from \lightforce{} may be sued to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from \forcepointSmall{} generated from either \lightforce{} or \darkforce{}.\vspace{3pt}\newline{}The character may spend \forcepointSmall{} to stress the mind of one living target he is engaged with, inflicting 1 strain.}{4}{10}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{The Force user may make on opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends \forcepoint{} 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.}{2}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{The Force user may make on opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends \forcepointSmall{} 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.}{2}{10}
|
||||
|
||||
\swupgrade{Control}{When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of their dice pool. They may spend \forcepoint{} to gain \success{} or \advantage{} (user's choice) on the check.}{3}{15}
|
||||
\swupgrade{Control}{When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of their dice pool. They may spend \forcepointSmall{} to gain \successSmall{} or \advantageSmall{} (user's choice) on the check.}{3}{15}
|
||||
\swupgrade{Strength}{When stressing the mind of a target, the character inflicts 2 strain.}{1}{10}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Duration}{Spend \forcepoint{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Duration}{Spend \forcepoint{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Duration}{Spend \forcepointSmall{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Duration}{Spend \forcepointSmall{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{10}
|
||||
\swupgrade{Duration}{Spend \forcepoint{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Duration}{Spend \forcepoint{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{10}
|
||||
\swupgrade{Duration}{Spend \forcepointSmall{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
\swupgrade{Duration}{Spend \forcepointSmall{} to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.}{1}{5}
|
||||
|
||||
\upgradelines{||.|/||.|/||.|/||||}{.../.../..-/..-}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Manipulate}{1}{Endless Vigil p. 37}
|
||||
\swupgrade{Manipulate Basic Power}{The force user shapes machine componetns on a molecular level, allowing them to mend damaged mechanical systems.\vspace{3pt}\newline{}The Force user may spend \forcepoint{} to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate this multiple times.}{4}{10}
|
||||
\swupgrade{Manipulate Basic Power}{The force user shapes machine componetns on a molecular level, allowing them to mend damaged mechanical systems.\vspace{3pt}\newline{}The Force user may spend \forcepointSmall{} to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate this multiple times.}{4}{10}
|
||||
|
||||
\swupgrade{Control}{Ongoing effect: Commit \force{}. One damaged weapon or item counts as being undamaged.}{1}{5}
|
||||
\swupgrade{Strength}{When using this power, spend \forcepoint{} to cause targets to recover 1 additional strain or system strain, or heal 1 additional wound for every Strength upgrade purchased.}{1}{5}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \force{}. Increase the system strain threshold of vehicle or starship at engaged range by 3 per \force{} committed.}{2}{10}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \forceSmall{}. One damaged weapon or item counts as being undamaged.}{1}{5}
|
||||
\swupgrade{Strength}{When using this power, spend \forcepointSmall{} to cause targets to recover 1 additional strain or system strain, or heal 1 additional wound for every Strength upgrade purchased.}{1}{5}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \forceSmall{}. Increase the system strain threshold of vehicle or starship at engaged range by 3 per \forceSmall{} committed.}{2}{10}
|
||||
|
||||
\swupgrade{Control}{When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend \forcepoint{} to gain \success{} or \advantage{} (user's choice) on the check.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{The user may spend \forcepoint{} to heal a number of wounds equal to his Intellect in an engaged droid.}{1}{10}
|
||||
\swupgrade{Control}{When performing a combat check against a droid, ship, vehicle, or other mechanical construct within engaged range, the user may spend \forcepoint{} to inflict 1 additional strain or system strain on the target.}{1}{10}
|
||||
\swupgrade{Control}{When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend \forcepointSmall{} to gain \successSmall{} or \advantageSmall{} (user's choice) on the check.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{The user may spend \forcepointSmall{} to heal a number of wounds equal to his Intellect in an engaged droid.}{1}{10}
|
||||
\swupgrade{Control}{When performing a combat check against a droid, ship, vehicle, or other mechanical construct within engaged range, the user may spend \forcepointSmall{} to inflict 1 additional strain or system strain on the target.}{1}{10}
|
||||
|
||||
\swupgrade{Control}{Ongoing effect: Commit \force{}. Increase the hull trauma threshold of 1 vehicle or starship an engaged range by 3 per \force{} committed.}{2}{15}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Strength}{When using this power, spend \forcepoint{} to cause targets to recover 1 additional strain or system strain, or heal 1 additional wound for every Strength upgrade purchased.}{1}{10}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \forceSmall{}. Increase the hull trauma threshold of 1 vehicle or starship an engaged range by 3 per \forceSmall{} committed.}{2}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Strength}{When using this power, spend \forcepointSmall{} to cause targets to recover 1 additional strain or system strain, or heal 1 additional wound for every Strength upgrade purchased.}{1}{10}
|
||||
|
||||
\swupgrade{Control}{Ongoing effect: Commit \force{}. Upgrade the ability of Computers and Mechanics checks once.}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Mastery}{When performing a Manipulate power check as part of a Mechanics skill check, the user may spend \forcepoint{}\forcepoint{} to gain \triumph{} on the check.}{2}{20}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \forceSmall{}. Upgrade the ability of Computers and Mechanics checks once.}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Mastery}{When performing a Manipulate power check as part of a Mechanics skill check, the user may spend \forcepointSmall{}\forcepointSmall{} to gain \triumphSmall{} on the check.}{2}{20}
|
||||
|
||||
\upgradelines{|..|/||||/||||/.||.}{.-./.-./..-/--.}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Misdirect}{1}{Force and Destiny p. 296}
|
||||
\swupgrade{Misdirect Basic Power}{The Force user creates illusions to fool those around them.\vspace{3pt}\newline{}The user may spend \forcepoint{} 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 next turn, the target cannot see or sense the hidden person or object.}{4}{15}
|
||||
\swupgrade{Misdirect Basic Power}{The Force user creates illusions to fool those around them.\vspace{3pt}\newline{}The user may spend \forcepointSmall{} 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 next turn, the target cannot see or sense the hidden person or object.}{4}{15}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Duration}{Commit \force{}\force{} to sustain this power while the beguiled target remains in range.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepoint{}\forcepoint{} to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Duration}{Commit \forceSmall{}\forceSmall{} to sustain this power while the beguiled target remains in range.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{}\forcepointSmall{} to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.}{1}{5}
|
||||
\swupgrade{Control}{The user may alter the perceived appearance of the chosen person or object instead of hiding it.}{1}{10}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to affect additional targets equal to Presence per rank of Magnitude purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to affect additional targets equal to Presence per rank of Magnitude purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Spend \forcepoint{}\forcepoint{} to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to affect additional targets equal to Presence per rank of Magnitude purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to affect additional targets equal to Presence per rank of Magnitude purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{}\forcepointSmall{} to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.}{1}{10}
|
||||
\swupgrade{Control}{May use this power to force the target to perceive a single illusory person or object.}{1}{15}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{Commit one or more \force{}. Add \threat{} per \force{} to all combat checks targeting Force user.}{1}{15}
|
||||
\swupgrade{Strength}{Spend \forcepoint{}\forcepoint{} to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.}{1}{10}
|
||||
\swupgrade{Mastery}{Spend \forcepoint{}\forcepoint{} to obscure additional objects to create illusions equal to Cunning plus Deception.}{1}{20}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{Commit one or more \forceSmall{}. Add \threatSmall{} per \forceSmall{} to all combat checks targeting Force user.}{1}{15}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{}\forcepointSmall{} to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.}{1}{10}
|
||||
\swupgrade{Mastery}{Spend \forcepointSmall{}\forcepointSmall{} to obscure additional objects to create illusions equal to Cunning plus Deception.}{1}{20}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{2}{15}
|
||||
\swupgrade{Strength}{Spend \forcepoint{}\forcepoint{} to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.}{2}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{2}{15}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{}\forcepointSmall{} to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.}{2}{15}
|
||||
|
||||
\upgradelines{|..|/||||/|||./|.|.}{--./..-/-.-/...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Move}{1}{Force and Destiny p. 298}
|
||||
\swupgrade{Move Basic Power}{The Force user can move small objects vie the power of the Force.\vspace{3pt}\newline{}The user may spend \forcepoint{} to move one object of silhouette 0 that is within short range up to their maximum range. The default maximum range is short range.}{4}{10}
|
||||
\swupgrade{Move Basic Power}{The Force user can move small objects vie the power of the Force.\vspace{3pt}\newline{}The user may spend \forcepointSmall{} to move one object of silhouette 0 that is within short range up to their maximum range. The default maximum range is short range.}{4}{10}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to increase silhouette able to be targeted equal to Strength upgrades purchased.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to increase silhouette able to be targeted equal to Strength upgrades purchased.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to increase silhouette able to be targeted equal to Strength upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to increase silhouette able to be targeted equal to Strength upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{The Force user can hurl objects to damage targets by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.}{2}{10}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to increase silhouette able to be targeted equal to Strength upgrades purchased.}{1}{15}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to increase silhouette able to be targeted equal to Strength upgrades purchased.}{1}{15}
|
||||
\swupgrade{Control}{The Force user can pull objects out of secure mountings or out of an opponent's grasp.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{15}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to increase silhouette able to be targeted equal to Strength upgrades purchased.}{1}{20}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase targets affected equal to Magnitude upgrades purchased.}{1}{10}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to increase silhouette able to be targeted equal to Strength upgrades purchased.}{1}{20}
|
||||
\swupgrade{Control}{The character can perform fine manipulation of items, allowing them to do whatever they could normally do with their hands via this power at this power's range.}{2}{15}
|
||||
|
||||
\upgradelines{||||/||||/||||/||||}{.../.../.../...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Protect/Unleash}{3}{Force and Destiny p. 300}
|
||||
\swupgrade{Protect/Unleash Basic Power}{The Force user guides the flow of energy, protecting themself and others or unleashing blasts of power upon their foes.\vspace{3pt}\newline{}Protect: The user makes a Protect power check and rolls an \average{} Discipline check as part of the pool. Spend \forcepoint{}\forcepoint{} to reduce damage from an energy-based weapon that hits themself or an engaged character by amount equal to Willpower plus 1 per \success{}. Dark side Force users may only protect themselves.\vspace{3pt}\newline{}Unleash: The user makes an Unleash power check as ranged attack and rolls \average{} Discipline check for difficulty. If check succeeds and spends \forcepoint{}\forcepoint{}, 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.}{4}{20}
|
||||
\swupgrade{Protect/Unleash Basic Power}{The Force user guides the flow of energy, protecting themself and others or unleashing blasts of power upon their foes.\vspace{3pt}\newline{}Protect: The user makes a Protect power check and rolls an \average{} Discipline check as part of the pool. Spend \forcepointSmall{}\forcepointSmall{} to reduce damage from an energy-based weapon that hits themself or an engaged character by amount equal to Willpower plus 1 per \successSmall{}. Dark side Force users may only protect themselves.\vspace{3pt}\newline{}Unleash: The user makes an Unleash power check as ranged attack and rolls \average{} Discipline check for difficulty. If check succeeds and spends \forcepointSmall{}\forcepointSmall{}, 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.}{4}{20}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to decrease damage or add damage equal to ranks of Strength purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to decrease damage or add damage equal to ranks of Strength purchased.}{1}{10}
|
||||
\swupgrade{Control}{Protect: Spend \advantage{} to gain defense equal to \advantage{} spent.\vspace{3pt}\newline{}Unleash: Spend \advantage{} to inflict 1 strain on target.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to decrease damage or add damage equal to ranks of Strength purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to decrease damage or add damage equal to ranks of Strength purchased.}{1}{10}
|
||||
\swupgrade{Control}{Protect: Spend \advantageSmall{} to gain defense equal to \advantageSmall{} spent.\vspace{3pt}\newline{}Unleash: Spend \advantageSmall{} to inflict 1 strain on target.}{1}{10}
|
||||
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{}\forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{Protect: Spend \forcepoint{} to allow power to protect against all types of attack.\vspace{3pt}\newline{}Unleash: Spend \forcepoint{} to give the attack Ensnare 2.}{1}{15}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{}\forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{Protect: Spend \forcepointSmall{} to allow power to protect against all types of attack.\vspace{3pt}\newline{}Unleash: Spend \forcepointSmall{} to give the attack Ensnare 2.}{1}{15}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{20}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to decrease damage or add damage equal to ranks of Strength purchased.}{1}{15}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to decrease damage or add damage equal to ranks of Strength purchased.}{1}{20}
|
||||
\swupgrade{Duration}{Protect: If no \darkforce{} generated \forcepoint{}, the power reduces damage of all attacks hitting the target.\vspace{3pt}\newline{}Unleash: Spend \forcepoint{} to give the attack Burn 2.}{1}{15}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to affect 1 additional target within range per rank of Magnitude purchased.}{1}{20}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to decrease damage or add damage equal to ranks of Strength purchased.}{1}{15}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to decrease damage or add damage equal to ranks of Strength purchased.}{1}{20}
|
||||
\swupgrade{Duration}{Protect: If no \darkforce{} generated \forcepointSmall{}, the power reduces damage of all attacks hitting the target.\vspace{3pt}\newline{}Unleash: Spend \forcepointSmall{} to give the attack Burn 2.}{1}{15}
|
||||
|
||||
\swupgrade{Control}{Protect: Light side Force users may spend 1 Destiny Point to use Protect as an out-of-turn incidental once per session.\vspace{3pt}\newline{}Unleash: Dark side Force users may spend 1 Destiny Point to use Unleash as a maneuver once per session.}{2}{25}
|
||||
\swupgrade{Mastery}{Protect: Light side Force users may spend \forcepoint{}\forcepoint{} to reflect all attacks they reduce to 0 damage, dealing damage equal to initial attack to attacker.\vspace{3pt}\newline{}Unleash: Dark side Force users may spend \forcepoint{} to reduce critical rating of attacks to 1.}{2}{25}
|
||||
\swupgrade{Mastery}{Protect: Light side Force users may spend \forcepointSmall{}\forcepointSmall{} to reflect all attacks they reduce to 0 damage, dealing damage equal to initial attack to attacker.\vspace{3pt}\newline{}Unleash: Dark side Force users may spend \forcepointSmall{} to reduce critical rating of attacks to 1.}{2}{25}
|
||||
|
||||
\upgradelines{||.|/||||/||.|/|..|}{.--/---/.-./...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Seek}{1}{Force and Destiny p. 302}
|
||||
\swupgrade{Seek Basic Power}{The Force user allows the will of the Force to lead the way to something lost or forgotten.\vspace{3pt}\newline{}The user may spend \forcepoint{}\forcepoint{} to gain insight into the general location or direction of a person or object that they know about, regardless of current distance.\vspace{3pt}\newline{}The user may spend \forcepoint{} and succeed at an \average{} Vigilance check (or opposed Vigilance vs Discipline check) to see through illusions.}{4}{10}
|
||||
\swupgrade{Seek Basic Power}{The Force user allows the will of the Force to lead the way to something lost or forgotten.\vspace{3pt}\newline{}The user may spend \forcepointSmall{}\forcepointSmall{} to gain insight into the general location or direction of a person or object that they know about, regardless of current distance.\vspace{3pt}\newline{}The user may spend \forcepointSmall{} and succeed at an \average{} Vigilance check (or opposed Vigilance vs Discipline check) to see through illusions.}{4}{10}
|
||||
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to gain one additional detail per Magnitude upgrade purchased.}{2}{5}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \force{}. Upgrade the ability of Vigilance and Perception checks once.}{2}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to gain one additional detail per Magnitude upgrade purchased.}{2}{5}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \forceSmall{}. Upgrade the ability of Vigilance and Perception checks once.}{2}{10}
|
||||
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to eliminate 1 Force-based illusion per Strength upgrade purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to gain one additional detail per Magnitude upgrade purchased.}{2}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to gain one additional detail per Magnitude upgrade purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to eliminate 1 Force-based illusion per Strength upgrade purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to gain one additional detail per Magnitude upgrade purchased.}{2}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to gain one additional detail per Magnitude upgrade purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Control}{Spend \forcepoint{} to track one additional target.}{1}{15}
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to eliminate 1 Force-based illusion per Strength upgrade purchased.}{2}{15}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to gain one additional detail per Magnitude upgrade purchased.}{1}{15}
|
||||
\swupgrade{Control}{Spend \forcepointSmall{} to track one additional target.}{1}{15}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to eliminate 1 Force-based illusion per Strength upgrade purchased.}{2}{15}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to gain one additional detail per Magnitude upgrade purchased.}{1}{15}
|
||||
|
||||
\swupgrade{Duration}{Commit \force{} to continue tracking target even when it moves.}{1}{20}
|
||||
\swupgrade{Control}{Ongoing effect. Commit \force{}\force{}\force{}. The user's attack gain Pierce with rating equal to Cunning plus Ranks in Perception.}{2}{15}
|
||||
\swupgrade{Mastery}{Make Seek power check and spend \forcepoint{}\forcepoint{}\forcepoint{} to add \triumph{} to combat checks against one target for remainder of encounter.}{1}{20}
|
||||
\swupgrade{Duration}{Commit \forceSmall{} to continue tracking target even when it moves.}{1}{20}
|
||||
\swupgrade{Control}{Ongoing effect. Commit \forceSmall{}\forceSmall{}\forceSmall{}. The user's attack gain Pierce with rating equal to Cunning plus Ranks in Perception.}{2}{15}
|
||||
\swupgrade{Mastery}{Make Seek power check and spend \forcepointSmall{}\forcepointSmall{}\forcepointSmall{} to add \triumphSmall{} to combat checks against one target for remainder of encounter.}{1}{20}
|
||||
|
||||
\upgradelines{|..|/|..|/||.|/||.|}{.../..-/-.-/...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Sense}{1}{Force and Destiny p. 304}
|
||||
\swupgrade{Sense Basic Power}{The Force user can sense the Force interacting with the world around them.\vspace{3pt}\newline{}The user may spend \forcepoint{} to sense all living things within short range (including sentient and non-sentient beings).\vspace{3pt}\newline{}The user may spend \forcepoint{} to sense the current emotional state of one living target with whom they are engaged.}{4}{10}
|
||||
\swupgrade{Sense Basic Power}{The Force user can sense the Force interacting with the world around them.\vspace{3pt}\newline{}The user may spend \forcepointSmall{} to sense all living things within short range (including sentient and non-sentient beings).\vspace{3pt}\newline{}The user may spend \forcepointSmall{} to sense the current emotional state of one living target with whom they are engaged.}{4}{10}
|
||||
|
||||
\swupgrade{Control}{Ongoing effect: Commit \force{}. Once per round, when an attack targets the Force user, they upgrade the difficulty of the pool once.}{2}{10}
|
||||
\swupgrade{Control}{Effect: Spend \forcepoint{}. The Force user senses the current thoughts of one living target with whom they are engaged.}{2}{10}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \forceSmall{}. Once per round, when an attack targets the Force user, they upgrade the difficulty of the pool once.}{2}{10}
|
||||
\swupgrade{Control}{Effect: Spend \forcepointSmall{}. The Force user senses the current thoughts of one living target with whom they are engaged.}{2}{10}
|
||||
|
||||
\swupgrade{Duration}{Sense's ongoing effects may be triggered one additional time per round.}{2}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase number of targets affected by power equal to Magnitude upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase number of targets affected by power equal to Magnitude upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Strength}{When using Sense's ongoing effects, upgrade the pool twice, instead of once.}{2}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase number of targets affected by power equal to Magnitude upgrades purchased.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase number of targets affected by power equal to Magnitude upgrades purchased.}{1}{10}
|
||||
|
||||
\swupgrade{Control}{Ongoing effect: Commit \force{}. Once per round, when the Force user makes a combat check, they upgrade the ability of that check once.}{2}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepoint{} to increase number of targets affected by power equal to Magnitude upgrades purchased.}{1}{10}
|
||||
\swupgrade{Control}{Ongoing effect: Commit \forceSmall{}. Once per round, when the Force user makes a combat check, they upgrade the ability of that check once.}{2}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{10}
|
||||
\swupgrade{Magnitude}{Spend \forcepointSmall{} to increase number of targets affected by power equal to Magnitude upgrades purchased.}{1}{10}
|
||||
|
||||
\upgradelines{|.|./|.||/|.||/|.||}{.../.../.../...}
|
||||
\end{forcepower}
|
||||
|
||||
\begin{forcepower}{Suppress}{1}{Keeping the Peace p. 39}
|
||||
\swupgrade{Suppress Basic Power}{The Force user can dampen the effect of incoming Force power, dramatically diminishing their effects on themself and their allies.\vspace{3pt}\newline{}The user may spend \forcepoint{} to add automatic \failure{} to Force power checks made against them or any ally within short range until the end of their next turn.}{4}{10}
|
||||
\swupgrade{Suppress Basic Power}{The Force user can dampen the effect of incoming Force power, dramatically diminishing their effects on themself and their allies.\vspace{3pt}\newline{}The user may spend \forcepointSmall{} to add automatic \failureSmall{} to Force power checks made against them or any ally within short range until the end of their next turn.}{4}{10}
|
||||
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to add additional automatic \failure{} equal to Strength upgrades purchased to hostile Force power checks.}{2}{5}
|
||||
\swupgrade{Duration}{Ongoing effect: Commit \force{} to sustain ongoing effects of the power on each affected target while within range.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to add additional automatic \failureSmall{} equal to Strength upgrades purchased to hostile Force power checks.}{2}{5}
|
||||
\swupgrade{Duration}{Ongoing effect: Commit \forceSmall{} to sustain ongoing effects of the power on each affected target while within range.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Control}{Commit one or more \force{}. When an opponent targets the user with a Force power, after the opponent generates \forcepoint{}, reduce the total \forcepoint{} generated by 1 per \force{} committed, to a minimum of 0.}{3}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Control}{Commit one or more \forceSmall{}. When an opponent targets the user with a Force power, after the opponent generates \forcepointSmall{}, reduce the total \forcepointSmall{} generated by 1 per \forceSmall{} committed, to a minimum of 0.}{3}{10}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{Strength}{Spend \forcepoint{} to add additional automatic \failure{} equal to Strength upgrades purchased to hostile Force power checks.}{2}{10}
|
||||
\swupgrade{Strength}{Spend \forcepointSmall{} to add additional automatic \failureSmall{} equal to Strength upgrades purchased to hostile Force power checks.}{2}{10}
|
||||
\swupgrade{Control}{Spend 1 Destiny Point to use Suppress as an out-of-turn incidental once per session.}{1}{10}
|
||||
\swupgrade{Range}{Spend \forcepoint{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
\swupgrade{Range}{Spend \forcepointSmall{} to increase power's range by a number of range bands equal to Range upgrades purchased.}{1}{5}
|
||||
|
||||
\swupgrade{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 \forcepoint{}\forcepoint{} and succeeds on the check, the target Force user immediately uncommits all \force{} and ends all ongoing effects of Force powers and Force talents that require committed \force{}.}{2}{20}
|
||||
\swupgrade{Control}{When a Force user targets a character affected by Suppress with a hostile Force power, if that opponent used \darkforce{} to generate \forcepoint{} on the check, they suffer strain equal to the user's ranks in Discipline.}{2}{15}
|
||||
\swupgrade{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 \forcepointSmall{}\forcepointSmall{} and succeeds on the check, the target Force user immediately uncommits all \forceSmall{} and ends all ongoing effects of Force powers and Force talents that require committed \forceSmall{}.}{2}{20}
|
||||
\swupgrade{Control}{When a Force user targets a character affected by Suppress with a hostile Force power, if that opponent used \darkforce{} to generate \forcepointSmall{} on the check, they suffer strain equal to the user's ranks in Discipline.}{2}{15}
|
||||
|
||||
\upgradelines{..|./|.|./|.|./|.|.}{.--/..-/..-/...}
|
||||
\end{forcepower}
|
||||
|
||||
1
gear/gear.tex
Normal file
1
gear/gear.tex
Normal file
@@ -0,0 +1 @@
|
||||
\section{GEAR}\label{gear}
|
||||
BIN
itcsymbol-bolditalic.otf
Normal file
BIN
itcsymbol-bolditalic.otf
Normal file
Binary file not shown.
Binary file not shown.
BIN
itcsymbol-italic.otf
Normal file
BIN
itcsymbol-italic.otf
Normal file
Binary file not shown.
6
main.tex
6
main.tex
@@ -4,6 +4,8 @@
|
||||
|
||||
\begin{document}
|
||||
\input{cheat sheet/cheatsheet.tex}
|
||||
% \input{talent trees/talent-trees.tex}
|
||||
% \input{force powers/force-powers.tex}
|
||||
\input{species/species.tex}
|
||||
\input{gear/gear.tex}
|
||||
\input{talent trees/talent-trees.tex}
|
||||
\input{force powers/force-powers.tex}
|
||||
\end{document}
|
||||
|
||||
89
species/species.tex
Normal file
89
species/species.tex
Normal file
@@ -0,0 +1,89 @@
|
||||
\section{SPECIES}\label{species}
|
||||
\newcommand{\species}[7]{%
|
||||
\subsection{#1}
|
||||
\vspace{-5pt}
|
||||
\textit{\scriptsize{}#2}
|
||||
\Characteristics{\StrChar{#3}{1}}{\StrChar{#3}{3}}{\StrChar{#3}{5}}{\StrChar{#3}{7}}{\StrChar{#3}{9}}{\StrChar{#3}{11}}
|
||||
|
||||
\vspace{-15pt}
|
||||
\begin{itemize}[itemsep=-1pt]
|
||||
\item \textbf{Wound Threshold:} #4
|
||||
\item \textbf{Strain Threshold:} #5
|
||||
\item \textbf{Starting Experience:} #6 XP
|
||||
\item \textbf{Special Ability:} #7
|
||||
\end{itemize}
|
||||
|
||||
\vspace{5pt}
|
||||
}
|
||||
|
||||
\begin{center}
|
||||
\begin{minipage}[t]{0.46\textwidth}
|
||||
\species{BOTHAN}{EotE. 43}{1,2,2,3,2,2}{10 + Brawn}{11 + Willpower}{250}{One rank in Streetwise. One rank of the Convincing Demeanor talent.}
|
||||
\species{DROID}{EotE. 45}{1,1,1,1,1,1}{10 + Brawn}{10 + Willpower}{325}{Do not eat or sleep. Unaffected by poison. Cybernetic implant cap of 6. One rank in 3 additional career skills, after those have been recieved. Cannot be healed normally. Cannot be force sensitive.}
|
||||
\end{minipage} \hfil \hspace{30pt}
|
||||
\begin{minipage}[t]{0.46\textwidth}
|
||||
\species{GAND}{EotE. 47}{2,2,2,2,3,1}{10 + Brawn}{10 + Willpower}{250}{One rank in discipline. Either immune to suffication or starts with +10 XP.}
|
||||
\species{HUMAN}{EotE. 48}{2,2,2,2,2,2}{10 + Brawn}{10 + Willpower}{260}{One rank in 2 non-career skills.}
|
||||
\end{minipage}
|
||||
|
||||
\includegraphics[width=0.8\textwidth]{images/species1.png}
|
||||
\end{center}
|
||||
|
||||
\newpage
|
||||
\begin{center}
|
||||
\begin{minipage}[t]{0.46\textwidth}
|
||||
\species{RODIAN}{EotE. 49}{2,3,2,2,1,2}{10 + Brawn}{10 + Willpower}{250}{One rank in survival. One rank in the Expert Tracker talent.}
|
||||
\species{TRANDOSHAN}{EotE. 50}{3,1,2,2,2,2}{12 + Brawn}{9 + Willpower}{240}{One rank in perception. When recovering wounds from natural rest, recover one additional wound. +1 damage with unarmed brawl checks, and critical rating 3.}
|
||||
\end{minipage} \hfil \hspace{30pt}
|
||||
\begin{minipage}[t]{0.46\textwidth}
|
||||
\species{TWI'LEK}{EotE. 51}{1,2,2,2,2,3}{10 + Brawn}{11 + Willpower}{250}{One rank in charm or deception. When making skill checks, remove \setback{} imposed due to hot environment.}
|
||||
\species{WOOKIE}{EotE. 52}{3,2,2,2,1,2}{14 + Brawn}{8 + Willpower}{240}{One rank in brawl. +1 damage to brawl and melee when injured. +2 when critically injured.}
|
||||
\end{minipage}
|
||||
|
||||
\includegraphics[width=0.8\textwidth]{images/species2.png}
|
||||
\end{center}
|
||||
|
||||
\newpage
|
||||
\begin{center}
|
||||
\begin{minipage}[t]{0.46\textwidth}
|
||||
\species{CEREAN}{FaD. 55}{2,1,3,2,2,2}{10 + Brawn}{13 + Willpower}{240}{One rank in vigilance. All knowledge skills are career skills.}
|
||||
\species{KEL DOR}{FaD. 57}{1,2,2,2,3,2}{10 + Brawn}{10 + Willpower}{250}{One rank in knowledge (education). Remove up to \setback\setback{} imposed due to darkness.}
|
||||
\end{minipage} \hfil \hspace{30pt}
|
||||
\begin{minipage}[t]{0.46\textwidth}
|
||||
\species{Mirialan}{FaD. 58}{2,3,2,1,2,2}{11 + Brawn}{10 + Willpower}{250}{One rank in discipline and one rank in cool.}
|
||||
\species{Nautolan}{FaD. 59}{3,2,2,2,1,2}{11 + Brawn}{9 + Willpower}{250}{One rank in Athletics. Can breathe underwater.}
|
||||
\end{minipage}
|
||||
|
||||
\includegraphics[width=0.20\textwidth]{images/species3.png}
|
||||
\includegraphics[width=0.35\textwidth]{images/species4.png}
|
||||
\includegraphics[width=0.23\textwidth]{images/species5.png}
|
||||
\end{center}
|
||||
|
||||
\newpage
|
||||
\begin{center}
|
||||
\begin{minipage}[t]{0.46\textwidth}
|
||||
\species{TOGRUTA}{FaD. 60}{1,2,2,3,2,2}{10 + Brawn}{10 + Willpower}{250}{One rank in perception. Grant \boost\boost{} instead of \boost{} with assist.}
|
||||
\species{ZABRAK}{FaD. 62}{2,2,2,2,3,1}{10 + Brawn}{10 + Willpower}{250}{One rank in survival. Automatic \advantage{} on all coercion checks.}
|
||||
\end{minipage} \hfil \hspace{30pt}
|
||||
\begin{minipage}[t]{0.46\textwidth}
|
||||
\species{DUROS}{AoR. 55}{1,2,3,2,2,2}{11 + Brawn}{10 + Willpower}{250}{One rank in piloting (space). \advantage{} to all astrogation checks.}
|
||||
\species{GRAN}{AoR. 56}{2,2,2,1,2,3}{10 + Brawn}{9 + Willpower}{250}{One rank in charm or negotiation. When making ranged combat or perception checks, remove up to \setback\setback{} imposed due to concealment.}
|
||||
\end{minipage}
|
||||
|
||||
\includegraphics[width=0.20\textwidth]{images/species6.png}
|
||||
\includegraphics[width=0.16\textwidth]{images/species7.png}
|
||||
\includegraphics[width=0.43\textwidth]{images/species8.png}
|
||||
\end{center}
|
||||
|
||||
\newpage
|
||||
\begin{center}
|
||||
\begin{minipage}[t]{0.46\textwidth}
|
||||
\species{ITHORIAN}{AoR. 58}{2,1,2,2,3,2}{9 + Brawn}{12 + Willpower}{240}{One rank in survival. Ithorian bellow blast attack.}
|
||||
\species{MON CALAMARI}{AoR. 59}{2,2,3,1,2,2}{10 + Brawn}{10 + Willpower}{250}{One rank in knowledge (education). Breathe underwater.}
|
||||
\end{minipage} \hfil \hspace{30pt}
|
||||
\begin{minipage}[t]{0.46\textwidth}
|
||||
\species{SULLUSTAN}{AoR. 60}{2,3,2,1,2,2}{10 + Brawn}{10 + Willpower}{250}{One rank in astrogation. One rank in the skilled jockey talent.}
|
||||
\end{minipage}
|
||||
|
||||
\includegraphics[width=0.60\textwidth]{images/species9.png}
|
||||
\end{center}
|
||||
@@ -1,8 +1,10 @@
|
||||
\usepackage[table,xcdraw]{xcolor}
|
||||
\usepackage{amsmath}
|
||||
\usepackage{fdsymbol}
|
||||
\usepackage{tikz}
|
||||
\usepackage{ifthen}
|
||||
\usepackage[margin=0.4in,bottom=0.2in]{geometry}
|
||||
\usepackage{fontspec}
|
||||
\usepackage[margin=0.4in,bottom=0.35in,top=0.25in]{geometry}
|
||||
\usepackage[no-math]{fontspec}
|
||||
\usepackage{xstring}
|
||||
\usepackage{multirow}
|
||||
\usepackage{forloop}
|
||||
@@ -11,13 +13,16 @@
|
||||
\usepackage{calc}
|
||||
\usepackage{titlesec}
|
||||
\usepackage{ragged2e}
|
||||
\usepackage{fancyhdr}
|
||||
\usepackage{enumitem}
|
||||
\usepackage{tabularx}
|
||||
|
||||
\usetikzlibrary {shapes.multipart,shapes.misc,shapes.symbols,calc,positioning,fit,backgrounds}
|
||||
|
||||
\input{star-wars-icons.sty}
|
||||
\input{star-wars-talents.sty}
|
||||
|
||||
\setmainfont[BoldFont=itcsymbol-bold.otf]{itcsymbol-book.otf}
|
||||
\setmainfont[BoldFont=itcsymbol-bold.otf,ItalicFont=itcsymbol-italic.otf,BoldItalicFont=itcsymbol-bolditalic.otf]{itcsymbol-book.otf}
|
||||
|
||||
\newfontfamily{\tn}{Elektra Medium Pro}
|
||||
\DeclareTextFontCommand{\texttn}{\tn}
|
||||
@@ -29,14 +34,15 @@
|
||||
\definecolor{tablecolor1}{HTML}{b0beba}
|
||||
\definecolor{tablecolor2}{HTML}{FFFFFF}
|
||||
\definecolor{tablecolor3}{HTML}{384d3e}
|
||||
\definecolor{reset}{HTML}{ffffff}
|
||||
\def\arraystretch{1.2}
|
||||
|
||||
\titleformat{\section}
|
||||
{\fontsize{35pt}{42pt}\tn\color{titlecolor}}{}{0em}{}
|
||||
\titleformat{\subsection}
|
||||
{\fontsize{25pt}{30pt}\tn\color{subtitlecolor}}{}{0em}{}
|
||||
{\fontsize{14pt}{16pt}\tn\color{subtitlecolor}}{}{0em}{}
|
||||
\titleformat{\subsubsection}
|
||||
{\fontsize{15pt}{18pt}\tn\color{subtitlecolor}}{}{0em}{}
|
||||
{\fontsize{10pt}{12pt}\tn\color{subtitlecolor}}{}{0em}{}
|
||||
|
||||
\newcounter{undeffed}
|
||||
\setcounter{undeffed}{0}
|
||||
@@ -86,7 +92,11 @@
|
||||
|
||||
\newlength{\textlength}
|
||||
|
||||
\pagestyle{empty}
|
||||
\pagestyle{fancy}
|
||||
\renewcommand{\headrulewidth}{0pt}
|
||||
\fancyhead{}
|
||||
\fancyfoot{}
|
||||
\fancyfoot[R]{\raisebox{18pt}{\thepage}}
|
||||
|
||||
\def\career{}
|
||||
\def\careerskills{}
|
||||
@@ -307,8 +317,7 @@
|
||||
\tikzpicture
|
||||
}{%
|
||||
\endtikzpicture
|
||||
\vfill
|
||||
{\ltn\small \bookandpage}
|
||||
\fancyfoot[C]{\raisebox{18pt}{\bookandpage}}
|
||||
\endcenter
|
||||
\newpage
|
||||
}
|
||||
@@ -488,8 +497,23 @@
|
||||
\tikzpicture
|
||||
}{%
|
||||
\endtikzpicture
|
||||
\vfill
|
||||
{\ltn\small \bookandpage}
|
||||
\fancyfoot[C]{\raisebox{18pt}{\bookandpage}}
|
||||
\endcenter
|
||||
\newpage
|
||||
}
|
||||
|
||||
|
||||
\newcommand\charPart[2]{\noindent
|
||||
\begin{tikzpicture}
|
||||
\node[shape=chamfered rectangle, draw, fill=tablecolor3, text depth=-0.25em, text height=1.25em, inner sep=0pt,outer sep=0pt, minimum height=8mm, minimum width=20mm, thick, chamfered rectangle corners={north west, north east}, font=\tn\color{white}](label){\footnotesize\uppercase{#1}};
|
||||
\node[shape=circle, thick, draw, above=-1em of label, fill=white]{\large\bfseries #2};
|
||||
\end{tikzpicture}
|
||||
}
|
||||
|
||||
|
||||
\newcommand\Characteristics[6]{
|
||||
\noindent
|
||||
\begin{center}
|
||||
\charPart{BRAWN}{#1}\charPart{AGILITY}{#2}\charPart{INTELLECT}{#3}\\\charPart{CUNNING}{#4}\charPart{WILLPOWER}{#5}\charPart{PRESENCE}{#6}%
|
||||
\end{center}
|
||||
\hfill\null}
|
||||
|
||||
@@ -24,9 +24,9 @@
|
||||
}
|
||||
|
||||
\newcommand{\iconSmallBig}[2][black]{%
|
||||
\hspace{-1.5pt}\raisebox{-1.5pt}{%
|
||||
\hspace{-1pt}\raisebox{-1.5pt}{%
|
||||
\textsw{\textcolor{#1}{\small\char"#2}}
|
||||
}\hspace{-5.8pt}
|
||||
}\hspace{-5.5pt}
|
||||
}
|
||||
|
||||
\definecolor{boostblue}{HTML}{76CDDB}
|
||||
@@ -72,6 +72,10 @@
|
||||
\newcommand{\proficiencySmall}{\iconSmallBig[proficiencyyellow]{E941}}
|
||||
\newcommand{\forceSmall}{\iconSmallBig[black]{E942}}
|
||||
|
||||
\newcommand{\lightforceSmall}{\iconSmall[black]{E909}}
|
||||
\newcommand{\darkforceSmall}{\iconSmall[black]{E908}}
|
||||
\newcommand{\forcepointSmall}{\iconSmall[black]{E90A}}
|
||||
|
||||
\newcommand{\simple}{Simple (-)}
|
||||
\newcommand{\easy}{Easy (\difficultySmall)}
|
||||
\newcommand{\average}{Average (\difficultySmall\difficultySmall)}
|
||||
|
||||
@@ -87,7 +87,7 @@
|
||||
\talentlines{.||./||||/.||./||||}{.../---/-.-/...}
|
||||
\end{talenttree}
|
||||
|
||||
\begin{talenttree}{Agitator}{Computers, Negotiation, Skulduggery, Vigilance}{Age of Rebellion p. 81}{}{}
|
||||
\begin{talenttree}{Quartermaster}{Computers, Negotiation, Skulduggery, Vigilance}{Age of Rebellion p. 81}{}{}
|
||||
\talent{know somebody}
|
||||
\talent{smooth talker}
|
||||
\talent{wheel and deal}
|
||||
|
||||
@@ -1,24 +1,251 @@
|
||||
\section{CAREERS}\label{careers}
|
||||
|
||||
\setlength{\topsep}{0pt}
|
||||
\begin{center}
|
||||
\begin{minipage}[t]{0.31\textwidth}
|
||||
\begin{itemize}[itemsep=1pt,topsep=-10pt]
|
||||
\renewcommand{\labelitemi}{}
|
||||
\item \textbf{Ace}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Beast Rider
|
||||
\item Driver
|
||||
\item Gunner
|
||||
\item Hotshot
|
||||
\item Pilot
|
||||
\item Rigger
|
||||
\end{itemize}
|
||||
\item \textbf{Bounty Hunter}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Assassin
|
||||
\item Gadgeteer
|
||||
\item Martial Artist
|
||||
\item Operator
|
||||
\item Skip Tracer
|
||||
\item Survivalist
|
||||
\end{itemize}
|
||||
\item \textbf{Clone Soldier}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item ARC Trooper
|
||||
\item Clone Commander
|
||||
\item Clone Officer
|
||||
\item Clone Pilot
|
||||
\item Clone Trooper
|
||||
\item Clone Veteran
|
||||
\end{itemize}
|
||||
\item \textbf{Colonist}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Doctor
|
||||
\item Entrepreneur
|
||||
\item Marshal
|
||||
\item Performer
|
||||
\item Politico
|
||||
\item Scholar
|
||||
\end{itemize}
|
||||
\item \textbf{Commander}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Commodore
|
||||
\item Figurehead
|
||||
\item Intructor
|
||||
\item Squadron Leader
|
||||
\item Strategist
|
||||
\item Tactician
|
||||
\end{itemize}
|
||||
\item \textbf{Consular$\medstar$}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Arbiter
|
||||
\item Ascetic
|
||||
\item Healer
|
||||
\item Niman Disciple
|
||||
\item Sage
|
||||
\item Teacher
|
||||
\end{itemize}
|
||||
\item \textbf{Diplomat}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Advocate
|
||||
\item Ambassador
|
||||
\item Agitator
|
||||
\item Quartermaster
|
||||
\item Analyst
|
||||
\item Propagandist
|
||||
\end{itemize}
|
||||
\item \textbf{Engineer}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Droid Specialist
|
||||
\item Mechanic
|
||||
\item Saboteur
|
||||
\item Sapper
|
||||
\item Scientist
|
||||
\item Shipwright
|
||||
\end{itemize}
|
||||
\end{itemize}
|
||||
\end{minipage} \hfil \hspace{10pt}
|
||||
\begin{minipage}[t]{0.31\textwidth}
|
||||
\begin{itemize}[itemsep=1pt,topsep=-10pt]
|
||||
\renewcommand{\labelitemi}{}
|
||||
\item \textbf{Explorer}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Archaeologist
|
||||
\item Big-Game Hunter
|
||||
\item Driver
|
||||
\item Fringer
|
||||
\item Scout
|
||||
\item Trader
|
||||
\end{itemize}
|
||||
\item \textbf{Guardian$\medstar$}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Armorer
|
||||
\item Peacekeeper
|
||||
\item Protector
|
||||
\item Soresu Defender
|
||||
\item Warden
|
||||
\item Warleader
|
||||
\end{itemize}
|
||||
\item \textbf{Hired Gun}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Bodyguard
|
||||
\item Enforcer
|
||||
\item Demolitionist
|
||||
\item Heavy
|
||||
\item Marauder
|
||||
\item Mercenary
|
||||
\end{itemize}
|
||||
\item \textbf{Jedi$\medstar$}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item General
|
||||
\item Knight
|
||||
\item Master
|
||||
\item Padawan
|
||||
\end{itemize}
|
||||
\item \textbf{Mystic$\medstar$}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Advisor
|
||||
\item Alchemist
|
||||
\item Magus
|
||||
\item Makashi Duelist
|
||||
\item Phophet
|
||||
\item Seer
|
||||
\end{itemize}
|
||||
\item \textbf{Seeker$\medstar$}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Ataru Striker
|
||||
\item Executioner
|
||||
\item Hermit
|
||||
\item Hunter
|
||||
\item Navigator
|
||||
\item Pathfinder
|
||||
\end{itemize}
|
||||
\item \textbf{Sentinel$\medstar$}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Artisan
|
||||
\item Investigator
|
||||
\item Racer
|
||||
\item Sentry
|
||||
\item Shadow
|
||||
\item Shien Expert
|
||||
\end{itemize}
|
||||
\item \textbf{Smuggler}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Charmer
|
||||
\item Gambler
|
||||
\item Gunslinger
|
||||
\item Pilot
|
||||
\item Scoundrel
|
||||
\item Thief
|
||||
\end{itemize}
|
||||
\end{itemize}
|
||||
\end{minipage} \hfil \hspace{10pt}
|
||||
\begin{minipage}[t]{0.31\textwidth}
|
||||
\begin{itemize}[itemsep=1pt,topsep=-10pt]
|
||||
\renewcommand{\labelitemi}{}
|
||||
\item \textbf{Soldier}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Commando
|
||||
\item Heavy
|
||||
\item Medic
|
||||
\item Sharpshooter
|
||||
\item Trailblazer
|
||||
\item Vanguard
|
||||
\end{itemize}
|
||||
\item \textbf{Spy}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Courier
|
||||
\item Infiltrator
|
||||
\item Interrogator
|
||||
\item Scout
|
||||
\item Sleeper Agent
|
||||
\item Slicer
|
||||
\end{itemize}
|
||||
\item \textbf{Technician}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Mechanic
|
||||
\item Cyber Tech
|
||||
\item Droid Tech
|
||||
\item Modder
|
||||
\item Outlaw Tech
|
||||
\item Slicer
|
||||
\end{itemize}
|
||||
\item \textbf{Warrior$\medstar$}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Aggressor
|
||||
\item Colossus
|
||||
\item Juyo Berserker
|
||||
\item Shii-Cho Knight
|
||||
\item Steel Hand Adept
|
||||
\item Starfighter Ace
|
||||
\end{itemize}
|
||||
\end{itemize}
|
||||
\vspace{5pt}
|
||||
\noindent\hfil\rule{0.9\textwidth}{0.8pt}\hfil
|
||||
\begin{itemize}[itemsep=1pt,topsep=-10pt]
|
||||
\renewcommand{\labelitemi}{}
|
||||
\item \textbf{\textit{Universal}}
|
||||
\begin{itemize}[noitemsep,topsep=-10pt]
|
||||
\item Death Watch Warrior
|
||||
\item Force Adherent
|
||||
\item Force Sensitive Emergent$\medstar$
|
||||
\item Force Sensitive Exile$\medstar$
|
||||
\item Force Sensitive Outcast$\medstar$
|
||||
\item Imperial Academy Cadet
|
||||
\item Nightsister$\medstar$
|
||||
\item Padawan Survivor$\medstar$
|
||||
\item Pirate
|
||||
\item Recruit
|
||||
\item Republic Naval Officer
|
||||
\item Republic Representative
|
||||
\item Retired Clone Trooper
|
||||
\item Scavenger
|
||||
\item Senator
|
||||
\item Separatist Commander
|
||||
\item Ship Captain
|
||||
\end{itemize}
|
||||
\end{itemize}
|
||||
\end{minipage}
|
||||
\end{center}
|
||||
|
||||
\newpage
|
||||
\input{talent trees/careers/ace.tex}
|
||||
% \input{talent trees/careers/bounty hunter.tex}
|
||||
% \input{talent trees/careers/clone soldier.tex}
|
||||
% \input{talent trees/careers/colonist.tex}
|
||||
% \input{talent trees/careers/commander.tex}
|
||||
% \input{talent trees/careers/consular.tex}
|
||||
% \input{talent trees/careers/diplomat.tex}
|
||||
% \input{talent trees/careers/engineer.tex}
|
||||
% \input{talent trees/careers/explorer.tex}
|
||||
% \input{talent trees/careers/guardian.tex}
|
||||
% \input{talent trees/careers/hired gun.tex}
|
||||
% \input{talent trees/careers/jedi.tex}
|
||||
% \input{talent trees/careers/mystic.tex}
|
||||
% \input{talent trees/careers/seeker.tex}
|
||||
% \input{talent trees/careers/sentinel.tex}
|
||||
% \input{talent trees/careers/smuggler.tex}
|
||||
% \input{talent trees/careers/soldier.tex}
|
||||
% \input{talent trees/careers/spy.tex}
|
||||
% \input{talent trees/careers/technician.tex}
|
||||
% \input{talent trees/careers/warrior.tex}
|
||||
% \input{talent trees/careers/universal.tex}
|
||||
\input{talent trees/careers/bounty hunter.tex}
|
||||
\input{talent trees/careers/clone soldier.tex}
|
||||
\input{talent trees/careers/colonist.tex}
|
||||
\input{talent trees/careers/commander.tex}
|
||||
\input{talent trees/careers/consular.tex}
|
||||
\input{talent trees/careers/diplomat.tex}
|
||||
\input{talent trees/careers/engineer.tex}
|
||||
\input{talent trees/careers/explorer.tex}
|
||||
\input{talent trees/careers/guardian.tex}
|
||||
\input{talent trees/careers/hired gun.tex}
|
||||
\input{talent trees/careers/jedi.tex}
|
||||
\input{talent trees/careers/mystic.tex}
|
||||
\input{talent trees/careers/seeker.tex}
|
||||
\input{talent trees/careers/sentinel.tex}
|
||||
\input{talent trees/careers/smuggler.tex}
|
||||
\input{talent trees/careers/soldier.tex}
|
||||
\input{talent trees/careers/spy.tex}
|
||||
\input{talent trees/careers/technician.tex}
|
||||
\input{talent trees/careers/warrior.tex}
|
||||
\input{talent trees/careers/universal.tex}
|
||||
|
||||
\fancyfoot[C]{}
|
||||
|
||||
\ifthenelse{\equal{\undeffed}{}}{}{
|
||||
\newpage%
|
||||
|
||||
Reference in New Issue
Block a user