
Moving Target ability tree
This is a homebrew article from a community-produced homebrew sourcebook!
Jedi Alternates move through the galaxy with far more independence than most other Jedi. Many of them have spent years away from the familiar structures of Jedi Temple lives. Because of this, Jedi Alternates are crafty, streetwise, savvy and often difficult enemies.
More information found on page 42 of For Light and Life: An Era Sourcebook.
BASE ABILITY[]
Once per session as an incidental. the character may spend 2 Destiny Points to activate Moving Target. Until the end of the character's next turn, increase the difficulty of all skill checks targeting the character by one.
When making the skill check to activate Moving Target, the GM can add a boost or setback die for any situational effects that might cause the test to be more easy or difficult.
UPGRADES[]
Increase Duration: Moving Target lasts for one additional turn.
Friend of a Friend: Moving Target also affects checks that target the character's allies.
Add Setback: Add a setback die to checks affected by Moving Target.
Increase Effect: Upgrade the difficulty of checks affected by Moving Target by one.
Destiny: Moving Target costs 1 fewer Destiny Point to activate.
Increase Frequency: The character may activate Moving Target one additional time per session.