Destiny Pool





Dice Pool

Character

Description
Notable Features
Other

Critical Injuries

Motivations
Obligations
Duty
Morality

Skills

General Skills Career Rank Dice
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Adding Dice

To add additional dice write the number of dice and color letter you want to roll.

Example: 2b outputs

Example: 1b 1g outputs

b -> Blue = Boost
g -> Green = Ability
y -> Yellow = Proficiency
blk -> BLack = Setback
p -> Purple = Difficulty
r -> Red = Challenge
w -> White = Force

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Overview (p71)
  • Program a navicomputer for a hyperspace jump.
  • Basic knowledge of galactic geography.
  • Use navicomputer to identify location.
  • Familiarity with hyperspace routes and the types of craft and commerce most common along a route.
Per Additional Success
  • Better target the location, e.g.: place vessel directly into orbit around target planet.
  • Reduce time spent calculating.
Per Advantage
  • Reduce travel time.
  • Identify convenient stopovers to resupply or conduct additional business.
Per Triumph
  • Complete calculations in minimum time.
  • Greatly reduce travel time.
  • Reveal highly valuable but previously unknown information.
Per Threat
  • Decrease accuracy of hyperspace jump.
  • Increase travel time.
  • Miss relevant details when analyzing hyperspace routes or galactic maps.
Per Despair
  • As for , but to greater magnitude.
  • Trigger something truly awful happening, such as jumping out of hyperspace in the path of an asteroid.
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Overview (p71)
  • Climb - including rappel or swing on a line - difficulty determined by surface and weather conditions.
  • Swim - difficulty determined by water conditions (waves, currents and tides).
  • Jump horizontally or vertically - difficulty determined by gravitational conditions and distance required.
  • Push movement to a longer speed or run for an extended time.
Per Additional Success
  • Reduce time required.
  • Increase distance travelled.
Per Advantage
  • Generate bonus on other physical checks performed later or by allies that turn.
  • to grant additional maneuver during turn to move or perform physical activity.
Per Triumph
  • Perform the check with truly impressive results.
Per Threat
  • Small amounts cause strain.
  • Larger amounts may cause character to fall prone, or even suffer a wound from sprains and bruises.
Per Despair
  • Inflict a Critical Injury, which the GM can choose to be thematic or roll randomly.
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Overview (p72)
  • Persuade an individual to make a special exception to usual practices through flattery, flirting and grace.
  • Appeal to an individual's better nature, requiring them to go out of their way to aid the characters without any hope of remuneration.
  • Sincere seduction attempts (use Deceit when interest is feigned).
Per Additional Success
  • Gain an extra scene in which target is willing to support you for each additional
Per Advantage
  • Affect unexpected subjects beyond the original target.
Per Triumph
  • Have target NPC become recurring character who remains predisposed to assist.
Per Threat
  • Reduce the number of people able to influence
  • Turn those affected negatively against character.
Per Despair
  • Turn NPC against character and make into a minor recurring adversary.
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Overview (p72)
  • Issue a threat, whether accompanied by hostile actions or implied, such as gesturing or pointing towards a weapon.
  • Question or persuade a target under conditions of physical captivity.
  • Acts of torture.
Per Additional Success
  • Inflict one strain on target.
Per Advantage
  • Affect unexpected subjects beyond the original target.
Per Triumph
  • Shift allegiance of target.
Per Threat
  • Target has building resentment towards character.
Per Despair
  • Reveal something about goals and motivations to target.
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Overview (p73)
  • Open a locked door, control an elevator or bypass a security system.
  • Search through records, particularly if encrypted.
  • Investigate what actions a slicer might have taken against a computer system.
  • Alter a droid's programming or gain access to its memories.
  • Recover data from a system that has suffered physical damage.
Per Additional Success
  • Reduce time required.
Per Advantage
  • Uncover additional information about the system.
Per Triumph
  • Obfuscate actions taken -add to any check to detect or identify the characters actions.
Per Threat
  • The character does a poor job of concealing his presence in the system. Security systems are alerted, and add to the check of any NPC attempting to discover evidence of his actions.
Per Despair
  • Leave behind trace information of your own system in the system being sliced. Add to the check of any NPC using the target system to slice the character's system.
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Overview (p74)
  • Resist efforts to hide the truth among overt niceties.
  • Check for initiative when carefully and calmly prepared.
  • Check for initiative in a social situation/discussion where timing matters.
Per Additional Success
  • -
Per Advantage
  • Gain an additional insight into the situation at hand.
Per Triumph
  • Heal 3 strain.
Per Threat
  • Miss a vital detail or event.
Per Despair
  • The character is overwhelmed by the chaos and is stunned for one round.
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Overview (p74)
  • Reduce damage when falling (see p140).
  • Walk across a narrow surface, whether a wide beam or a thin pipe.
  • Escape from restraints.
  • Crawl through the twists and turns of a sewage pipe, ventilation duct or garbage chute.
Per Additional Success
  • Reduce time required.
  • Increase distance travelled by 25%, (maximum 100% increase).
Per Advantage
  • to grant additional maneuver during turn.
Per Triumph
  • Perform the check with truly impressive results.
Per Threat
  • Lose free maneuver for one round.
Per Despair
  • Suffer a wound
  • Lose a vital piece of equipment.
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Overview (p75)
  • Mislead a buyer or seller about the value of an object.
  • Distract an opponent through guile.
  • Lay a false trail when pursued.
Per Additional Success
  • Extend duration of Deceit action.
Per Advantage
  • Increase the value of any goods or services gained through the action.
Per Triumph
  • Fool the target into believing the character is trustworthy - future Deceit checks against target do not require an opposed check.
Per Threat
  • Give away a portion of the lie, making target suspicious.
Per Despair
  • Target realises he has been lied to and spreads word of his deceit to harm his reputation or uses the situation to his advantage.
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Overview (p75)
  • Act normally while pinned down by heavy fire.
  • Engage, rather than flee before, a creature with inherently horrifying aspects.
  • Resist a tempting deal that seems far too good to be true.
Per Additional Success
  • Downgrade difficulty of the dice pool for next action (max. 1).
Per Advantage
  • Gain an additional insight into the situation at hand.
Per Triumph
  • Add to any Discipline checks made by allies during the following round.
Per Threat
  • Undermine the characters resolve, perhaps inflicting a penalty on further actions in distressing circumstances.
Per Despair
  • The character is overwhelmed entirely and is unable to perform more than one maneuver next round.
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Overview (p76)
  • Rally allies subject to the effects of fear (see p189).
  • Sway a crowd in a public venue to take action, most often of a political nature.
  • Reassert the loyalty of underlings that have fallen before the guile of an opponent.
Per Additional Success
  • Extend target's support for additional scenes.
  • Increase efficiency or effectiveness of target during ordered actions.
Per Advantage
  • Affect bystanders in addition to target.
Per Triumph
  • Have target NPC become recurring character who decides to faithfully follow the acting character.
Per Threat
  • Decrease the efficiency of ordered actions, causing them to take longer or be done poorly.
Per Despair
  • Undermine the character's authority, damaging the characters ability to command target or those who witnessed the attempt.
  • With multiple target may become a recurring thorn in the character's side, refusing future orders or turning others against the character.
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Overview (p76)
  • Repair physical damage to a device, provided necessary tools and replacement components are available.
  • Repair starship or vehicle (see p155).
  • Identify the parts and tools necessary for a repair job, along with approximate cost.
  • Construct a completely new device from discrete components and damaged devices.
  • Make a healing check on a droid (see Medicine, p177).
Per Additional Success
  • Reduce time required by 10-20%
Per Advantage
  • Grant on checks when using repaired item, or even the Superior quality, for a session.
Per Triumph
  • Give device additional single use function.
Per Threat
  • Particularly shoddy repairs or temporary measures, the GM may spend to cause the target object or system to malfunction shortly after check completed.
Per Despair
  • Cause further harm to target object or system.
  • Cause other components of target to malfunction.
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Overview (p77)
  • Apply routine first aid, including medpacs.
  • Treat or inflict a poison, pharmaceutical or recreational drug.
  • Identify symptoms and treatment for infectious diseases and parasites.
  • More serious treatment - including surgery, cybernetic augmentation and psychotherapy, provided necessary pharmaceuticals and medical instruments are available.
Per Additional Success
  • Target recovers one additional wound.
  • Reduce healing time by one hour.
Per Advantage
  • Eliminate one strain from target.
Per Triumph
  • Heal additional wounds while attempting to heal Critical Injury, or vice versa.
Per Threat
  • Inflict strain on the target due to shock of procedure.
  • Increase time procedure takes.
Per Despair
  • A truly terrible accident, perhaps inflicting further wounds on target.
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Overview (p77)
  • Adjust the purchase price when buying goods or services.
  • Adjust the selling price when selling goods or services.
  • Participate in skill-based gambling (use Deceit when cheating).
Per Additional Success
  • Increase acting character's profit by 5%.
  • Modify scope of agreement.
Per Advantage
  • Earn unrelated boons from target, concessions if failed or extra perks if passed.
Per Triumph
  • Have target NPC become regular client or specialist vendor.
Per Threat
  • Increase cost of goods purchased.
  • Decrease value of goods sold.
  • Shorten contracts negotiated.
Per Despair
  • Seriously sabotage goals during the interaction, perhaps receive counterfeit goods or payment, or agree to terms entirely beyond scope of negotiation.
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Overview (p78)
  • Detect a trap or ambush, prior to falling prey to the assault.
  • Detect a disguised individual, when not actively looking.
  • Notice a subtle clue - overheard conversation, the stink of a Jawa, drug introduced to beverage.
  • Accidently notice subtly hidden objects, such as the latch securing a smuggling compartment.
Per Additional Success
  • Reveal additional details.
Per Advantage
  • Recall additional information associated with object noticed.
Per Triumph
  • Notice details that can be useful later to gain on future interactions with noticed object.
Per Threat
  • Conceal a vital detail about situation or environment.
Per Despair
  • Obtain false information about surroundings or target.
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Overview (p78)
  • Decipher basic controls of completely foreign type of atmospheric craft.
  • Determine results of a race upon a world's surface.
  • Maintain a tail or lose a chaser.
  • Navigate through a familiar environment, representing knowledge of typical traffic patterns.
Per Additional Success
  • Gain insights into situation.
  • Deduce way to modify vehicle to make it more effective in future.
Per Advantage
  • Reveal vulnerability in opponent's piloting style or vehicle, giving benefit in later rounds.
Per Triumph
  • Grant additional maneuver while continuing to pilot vehicle.
Per Threat
  • to give opponents on checks against character and vehicle due to momentary malfunction in system.
Per Despair
  • Deal damage to vehicle as character strains systems throughout vehicle during check.
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Overview (p79)
  • Determine results of a race between the stars.
  • Resolve chases, whether through asteroid belts, a crowded battlefield or skirting the edge of a gravimetric instability.
  • Jockey for position in a space conflict, to determine which shields face the enemy and which weapons may be brought to bear.
Per Additional Success
  • Gain insights into situation.
  • Deduce way to modify vehicle to make it more effective in future.
Per Advantage
  • Reveal vulnerability in opponent's piloting style or vehicle, giving benefit in later rounds.
Per Triumph
  • Grant additional maneuver while continuing to pilot vehicle.
Per Threat
  • to give opponents on checks against character and vehicle due to momentary malfunction in system.
Per Despair
  • Deal damage to vehicle as character strains systems throughout vehicle during check.
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Overview (p79)
  • Go without sleep for significantly longer than is healthy for species.
  • Resist the effects of a toxin.
  • Endure prolonged exposure to a hostile environment - including heat, cold or toxic pollution.
  • Resist the effects of dehydration and malnutrition.
Per Additional Success
  • Extend effects of the success to increase time between checks.
Per Advantage
  • Identify way to reduce difficulty of future checks against same threat.
Per Triumph
  • Recover 3 strain.
Per Threat
  • Overburden the character, inflicting penalties on subsequent checks.
Per Despair
  • Inflict a wound or minor Critical Injury on character, as they succumb to harsh conditions.
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Overview (p80)
  • Pick a lock or pocket using physical tools rather than programming.
  • Escape from a cell (after using Coordination to slip any bonds) and navigate away from security elements.
  • Identify the most vulnerable aspects of a security scheme.
Per Additional Success
  • Gain additional insights about nature of opposition.
Per Advantage
  • Identify additional potential target.
Per Triumph
  • Earn an unexpected boon.
Per Threat
  • Opportunity to catch character immediately after act, number of determine immediacy of discovery and ensuing danger.
Per Despair
  • Leave behind evidence of larceny.
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Overview (p80)
  • Blend in with a crowd, hiding by acting as though you belong.
  • Hide from an opponent's senses, modified by ambient conditions and applicable gear.
  • Hide people or objects from the attentions of others, either through concealment or misdirection.
Per Additional Success
  • Assist allied character infiltrating at same time.
Per Advantage
  • Decrease time taken to perform action while hidden.
Per Triumph
  • Identify way to completely distract opponent for duration of scene.
Per Threat
  • Increase time taken to perform action while hidden by 20%.
Per Despair
  • Leave behind evidence of passing, concerning identity and possibly motive.
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Overview (p81)
  • Locate a merchant who specialises in unsavoury goods or illicit services.
  • Pick up subtle cues from the language and attitudes of those who operate outside of legal structures. Understand subtle references within conversations.
  • Discover what rumours are actively circulating within a region.
Per Additional Success
  • Reduce time or funds required to obtain item, information or service.
Per Advantage
  • Reveal additional rumours or alternative sources.
Per Triumph
  • Gain semi-permanent contact on street.
Per Threat
  • Seed gathered information with minor falsehoods.
Per Despair
  • Character lets slip details about self or information sought.
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Overview (p82)
  • Identify safe food, potable water or shelter in a natural environment.
  • Understand weather patterns. Recognise the signs of imminent dangerous conditions and know the best way to prepare.
  • Track a subject through the wilderness - whether game or bounty.
  • Handle domesticated animals, so they may be used as beasts of burden or transport.
Per Additional Success
  • Assist other character in surviving.
  • Stockpile goods to increase time between checks.
Per Advantage
  • Gain insight into environment to make future checks simpler.
  • When tracking, learn significant detail about target, such as number, species or how recently tracks were made.
Per Triumph
  • When handling domesticated animal, predispose animal towards character earning loyal companion.
  • When tracking, learn vital clue about target.
Per Threat
  • Spend vital resources (food, fuel, etc.) during check.
Per Despair
  • Inflict wounds, Critical Injuries or large amounts of strain on character.
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Overview (p82)
  • Check for initiative when unprepared.
  • Use ability associated with the Force dependent on Vigilance.
  • Determine how prepared you are for unexpected crises. Resolve questions about whether or not a small piece of gear is available.
Per Additional Success
  • Character is particularly well prepared.
Per Advantage
  • Notice key environmental factor.
Per Triumph
  • Gain extra maneuver during first round of combat.
Per Threat
  • Miss key piece of information about situation or environment.
Per Despair
  • The character is unable to perform more than one maneuver during first round of combat.
Combat Skills Career Rank Dice
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Overview (p83)
  • Make a melee attack while unarmed or using a Brawl weapon.
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Overview (p83)
  • Make a ranged attack using a Gunnery weapon.
  • Operate complex targeting computers and automated weapons mounts.
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Overview (p84)
  • Make a melee attack using a Melee weapon.
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Overview (p84)
  • Make a ranged attack using a Ranged (Light) weapon.
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Overview (p84)
  • Make a ranged attack using a Ranged (Heavy) weapon.
Knowledge Skills Career Rank Dice
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Overview (p85)
  • Identify a person's planet of origin without asking, by recognising traits of accent, dress and mannerisms associated with a particular world.
  • Know what behaviours are considered necessary and polite, as opposed to ones that could be offensive when interacting with someone from a Core World.
  • Identify which markets are the best places to sell or purchase a particular cargo (in the Core Worlds). Recognise any worlds where such goods could be illegal.
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Overview (p85)
  • Identify the best way to proceed when interacting with a government entity.
  • Employ basic scientific knowledge in an analysis.
  • Understand any question that doesn't obviously fall under another knowledge skill.
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Overview (p85)
  • Decipher an ancient piece of writing or identify its context.
  • Know legends associated with the exploits of an ancient hero.
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Overview (p86)
  • Find a planet with a particular resource or service among the systems of the Outer Rim.
  • Identify which markets are the best places to sell or purchase a particular cargo (in the Outer Rim). Recognise any worlds where such goods could be illegal.
  • Know what behaviours are considered necessary and polite, as opposed to ones that could be offensive when interacting with someone from an Outer Rim world.
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Overview (p86)
  • Know which nearby worlds are the best locations for a particular type of illegal business.
  • Determine the most common methods an opponent might use for a particular type of criminal activity.
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Overview (p86)
  • Know what behaviours are considered necessary and polite, as opposed to ones that could be offensive when interacting with a member of an unfamiliar species.
  • Identify a particular way to injure or a characteristic vulnerability, to either help or harm a member of another species.
  • Know appropriate environmental conditions and foodstuffs for a member of another species.
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Overview (AoR p136)
  • Know of the strategies and tactics of warefare both on the ground and in space.
  • Remembering details about a significant event, organization, or individual who played a role in a galactic struggle.
Custom Skills Char Career Rank Dice

Talents and Special Abilities

Name Ability Summary

Force Powers

Name Power Summary
 
Upgrade Level Description

Weapons


 
Attachment Name Hard Points Base Modifiers Modifications

Gear Log


Armor
Personal Gear
Assets & Resources

Notes








Details

 

Vehicle Critical

Cargo Hold

Attachments

Name Hard points Base Modifiers Modifications

Crew Roles

Character Name Role (Pilot, Co-pilot, Engineer) Dice
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Adding Dice

To add additional dice write the number of dice and color letter you want to roll.

Example: 2b outputs

Example: 1b 1g outputs

b -> Blue = Boost
g -> Green = Ability
y -> Yellow = Proficiency
blk -> BLack = Setback
p -> Purple = Difficulty
r -> Red = Challenge
w -> White = Force

Special Skill

Weapons

Character Name Weapon Name Arc Crit Dmg Range/Skill
 

GM Dice Pool


Destiny Pool