Roll Force Rating in
dice.| Result | Cost & Penalty |
|---|---|
| Light Side | 1 point per "pip". |
| Dark Side | 1 pt/pip + 1 Destiny + Strain (pips used) + 1 Conflict. |
Setup: Each player rolls 1
.| Action | Effect |
|---|---|
| Upgrade | → or → |
| Dark Side | Spend to use Dark pips (for LS users). |
| Narrative | Introduce "lucky" environmental factors. |
| Band | Diff | Maneuvers to Close |
|---|---|---|
| Engaged | 1 (from Short) | |
| Short | 1 (to Medium) | |
| Medium | 1 (to Short/Long) | |
| Long | 2 (to Medium) |
| Option | Maneuvers | Effect |
|---|---|---|
| Aim | 1 or 2 | Add or to next check. |
| Guarded Stance | 1 | +1 Melee Defense (Add to incoming Melee). User suffers on own attacks. |
| Cover | 1 | +1 Ranged Defense (Add to incoming Ranged). |
| Prone | 1 | +1 Ranged Defense (). Melee Penalty: Melee vs user adds . |
Strain Threshold: +1 (70+) / +2 (100).
Pool: Roll Light Pip = add +1 extra Light point.
Wound Threshold: +1 (30-) / +2 (0).
Force: Use Dark Pips free. Light costs Destiny+Strain+Conflict.
Roll 1d10 minus Conflict = Morality Shift.
Base: 10-15 XP
Motivation/Climax: +5 XP each.