FFG - Specializations, Signature Abilities & Powers
FFG - Specializations, Signature Abilities & Powers
FFG - Specializations, Signature Abilities & Powers
• ACTIVE
Bounty Hunter: Assassin Talent Tree
Career Skills: Athletics, Brawl, Perception, Piloting !Planetary!, Piloting ISpacel, Ranged !Heavy I, Streetwise, Vigilance
Assassin Bonus Career Skills: Melee, Ranged IHeavy I, Skulduggery, Stealth • PASSIVE
Before making a non When targeted by combat Add+ 10 per rank of Le
thrown ranged attack, may check. may perform a thal Blows to any Critical
perform a Sniper Shot ma Dodge incidental to suffer a Injury results inflicted on
neuver to increase the number of strain no greater opponents.
weapon's range by 1 range than ranks of Dodge, then
band per rank in Sniper upgrade the difficulty of the
Shot. Upgrade the difficulty check by that number.
of the attack by 1 per range
band increase.
•
Gadgeteer�Talent Tree
ACTIVE
Bounty Hunter:
Career Skills: Athletics, Brawl, Perception, Piloting !Planetary), Piloting !Space), Ranged !Heavy I, Streetwise, Vigilance
Gadgeteer Bonus Career Skills: Brawl, Coercion, Mechanics, Ranged !Light)
Cannot run out of ammo Choose 1 weapon. armor, Add 1 damage per rank of After hitting with combat
due to (i{J. Items with Limit or other item and give it a Point Blank to damage of check, may spend tJ tJ
ed Ammo quality run out of permanent improvement one hit of successful attack to disorient target for num
ammo as normal. while it remains in use. while using Ranged [Heavy) ber of rounds equal to
or Ranged [Light) skills at ranks in Disorient.
close range or engaged.
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Remove up to •• from Add D per rank of Stalker Remove • per rank of Remove • per rank of Ex
skill checks to find food, to all Stealth and Coordi- Outdoorsman from checks pert Tracker from checks to
water. or shelter. Survival to move through terrain or find tracks or track targets.
checks to forage take half manage environmental ef Decrease time to track a
the time. fects Decrease overland target by half.
travel times by half .
Remove • per rank of Add D per rank of Hunter After making a successful
Outdoorsman from checks to all checks when interact attack, may spend 1 Desti
to move through terrain or ing with beast or animals ny Point to add damage
manage environmental ef [including combat checks) equal to Cunning to one hit
fects. Decrease overland Add + 10 to Critical Injury
travel times by half results against beasts or
animals per rank of Hunter.
Add D per rank of Hunter Remove • per rank of Ex Add D per rank of Blooded
to all checks when interact pert Tracker from checks to to all checks to resist or re
ing with beast or animals find tracks or track targets. cover from poisons, ven
[including combat checks). Decrease time to track a oms, or toxins. Reduce du
Add + 10 to Critical Injury target by half ration of ongoing poisons by
results against beasts or 1 round per rank of Blooded
animals per rank of Hunter. to a minimum of 1.
• ACTIVE
Colonist: Politico Talent Tree
Career Skills: Charm, Deception, Knowledge !Core Worlds!, Knowledge !Education!, Knowledge llorel, Leadership,
Negotiation, Streetwise • PASSIVE
Politico Bonus Career Skills: Charm, Coercion, Deception, Knowledge !Core Worlds!
•
m
A/hen recovering strain af- Cain + 1 strain threshold.
At the start of each session, Remove • per rank of ter an encounter, recover 1
gain 100 credits for each Plausible Deniability from additional strain per rank
rank of Sound Investments. Coercion and Deception Df Rapid Recovery.
checks.
1
— P When selling goods legally, When selling goods legally,
When recovering strain af- gain 10% more credits per At the start of each session, gain 10% more credits per
ter an encounter, recover 1 rank of Wheel and Deal. gain 100 credits for each rank of Wheel and Deal.
additional strain per rank rank of Sound Investments.
of Rapid Recovery.
I IHJUJJU'im. ^^^^^^
Before making a social Instead of making a Knowl-
check, may spend up to 5 0 At beginning of session, edge check, may take a At the start of each session,
credits per rank of Creased spend 100 credits to ignore Bought Info action; spend gain 100 credits for each
Palms to upgrade the abili- strain threshold penalty credits equal t o 5 0 times rank of Sound Investments.
ty of the check once for ev- due to triggered Obligation. the difficulty of the check to
ery 5 0 spent. pass with one #
I A
ft
• w •
Perform an Intense Focus Cain + 1 to a single charac-
Once per session, may re- maneuver; suffer 1 strain teristic. This cannot bring a At the start of each session,
roll any 1 Streetwise or and upgrade the ability of characteristic above 6. gain 100 credits for each
Negotiation check. the next skill check once. rank of Sound Investments.
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Colonist: Marshal Talent Tree
Career Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore), Leadership,
Negotiation, Streetwise
Marshal Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Uigilance
p
When staggered or disori- Cain + 1 strain threshold. Remove • per rank of Cain + 2 wound threshold.
ented, perform the Hard Street Smarts from Street-
Headed action; make a wise or Knowledge (Under-
Daunting + + Dis- world) checks.
cipline check t o remove
status. Difficulty reduced
per rank of Hard Headed.
P
May reduce any Critical Inju- May spend O O from a May spend O O from a Once per round, draw or
ry suffered by 10 per rank of Charm or Negotiation Deception or Coercion holster a weapon or acces-
Durable to a minimum of 1. check t o upgrade ability of check to upgrade ability of a sible item as an incidental.
a single ally's subsequent single ally's subsequent So-
Social Interaction check cial Interaction check against
against the target a number the target a number of times
of times equal to ranks in equal to ranks in Bad Cop.
Good Cop.
P
When staggered or disori- Cain + 1 strain threshold. May spend O O from a Add 1 damage per rank of
ented, perform the Hard Charm or Negotiation Point Blank t o damage of
Headed action; make a check t o upgrade ability of one hit of successful attack
D a u n t i n g ( • • • • ) Dis- a single ally's subsequent using Ranged (Heavy) or
cipline check to remove Social Interaction check Ranged (Light) skills at
status. Difficulty reduced against the target a number close range or engaged.
per rank of Hard Headed. of times equal to ranks in
Good Cop.
jjjgjjg p • P
May reduce any Critical Inju- May spend O O from a Add 1 damage per rank of
ry suffered by 10 per rank of When targeted by a Decep- Deception or Coercion Point Blank t o damage of
Durable to a minimum of 1. tion check, the character check to upgrade ability of a one hit of successful attack
automatically adds T to single ally's subsequent So- using Ranged (Heavy) or
the check equal to ranks in cial Interaction check against Ranged (Light) skills at
Vigilance. the target a number of times close range or engaged.
equal to ranks in Bad Cop.
P
Gain + 1 to a single charac-
When incapacitated due teristic. This cannot bring a Once per session, may re-
to strain exceeding thresh- When targeted by a Decep- characteristic above 6. roll any 1 Ranged (Light)
old, may take a more dif- tion check that fails, may or Ranged (Heavy) check.
ficult Hard Headed action spend 1 Destiny Point t o
to reduce strain to 1 be- add @ to results.
low threshold.
May suffer a number of When targeted by combat Once per round, may stanc
Make a Distracting Behav- strain to downgrade difficul- check, may perform a from seated or prone as ar
ior maneuver and suffer ty of Charm or Negotiation Dodge incidental to suffer a incidental.
strain no greater than ranks checks or upgrade difficulty number of strain no greater
in Cunning. Until beginning when targeted by Charm or than ranks of Dodge, then
of next turn, equal number Negotiation checks, by an upgrade the difficulty of the
of NPCs suffer <§> on equal number. Strain suf- check by that number.
checks. Range increases fered this way cannot ex-
with additional ranks. ceed ranks in Congenial.
—
Spend 1 Destiny Point to
• Once per encounter, may
Make a Distracting Behav- recover strain equal to Once per session, may re- use Second Wind inciden-
ior maneuver and suffer Presence rating. roll any I Athletics o r Co- tal to recover strain equal
strain no greater than ranks ordination check. to ranks in Second Wind.
in Cunning. Until beginning
of next turn, equal number
of NPCs suffer © on
checks. Range increases
with additional ranks.
When first acquired, choose Gain + 1 strain threshold. Gain + 2 wound threshold.
1 skill; Charm, Coercion,
Deception, or Negotiation. The Distracting Behavior
When making checks with maneuver inflicts © © on
that skill, spend 0 t o gain NPCs' checks when NPCs
additional & equal to ranks target character's allies.
in Smooth Talker.
Once per session, may take Once per session, may Gain + 1 to a single charac-
a Biggest Fan action; make a make Deceptive Taunt ac- When targeted by a com- teristic. This cannot bring a
Hard + + + Charm tion. Make opposed De- bat check, may spend 1 characteristic above 6.
check to turn one NPC into ception check. If success- Destiny Point to a d d T
the character's biggest fan. ful, one adversary must equal to ranks in Coordina-
attack the character dur- tion to check.
ing adversary's next turn.
Once per game session, the character may perform an Insightful Revelation action a n d spend 2 Destiny points to make a H a r d ( + ^ Knowledge
(Education) check If he succeeds, he learns some valuable information t h a t he did not previously possess pertaining to his current situation. What he
learns is up t o the G M . but it must be valuable t o the player overcoming his immediate encounter or situation, a n d the information cannot be obtain-
able by any other immediately available means.
Remove • from skill check to Insightful Revelation costs 1 Reduce the difficulty of the When making the Insightful
activate Insightful Revelation. Destiny Point instead of 2. skill check t o activate In- Revelation action, the char-
sightful Revelation to A v e r - acter may replace Knowl-
age ( • • ) edge (Education) with any
other Knowledge skill.
Add • to skill check t o ac- Remove • from skill check to If the check is successful, the The character may perform
tivate Insightful Revelation. activate Insightful Revelation. character may spend ($) to the Insightful Revelation ac-
gain one additional piece of tion one additional time per
equally useful information. game session.
UNMATCHED E X P E R T I S E B A S E ABILITY
Once per game session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks he makes by one to a minimum
of Easy for the remainder of the encounter.
Remove • from career skill Activate Unmatched Exper- Activate Unmatched Exper- Remove • from career skill
checks made while Un- tise as a maneuver instead of tise as a maneuver instead of checks made while Un-
matched Expertise is acti- as an action. as an action. matched Expertise is acti-
vated. vated.
• ACTIVE
Explorer: Fringer Talent Tree
Career Skills: Astrogation, Cool, Knowledge !Lore), Knowledge !Outer Rim), Knowledge IKenologyl, Perception,
Piloting ISpacel, Survival • PASSIVE
Fringer Bonus Career Skills: Astrogation, Coordination, Negotiation, Streetwise
Remove • per rank of Remove • per rank of When healing strain after Remove • per rank of
Galaxy Mapper from As Street Smarts from Street an encounter, heal I addi Street Smarts from Street
trogation checks. Astro wise or Knowledge [Under tional strain per rank of wise or Knowledge [Under
gation checks take half world) checks. Rapid Recovery. world) checks.
normal time.
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Explorer: Scout Talent Tree
Career Skills: Astrogation, Cool, Knowledge I Lore I, Knowledge !Outer _Rim!, Knowledge IXenologyl, PerDeption, Pilot
ing !Space), Survival • PASSIVE
Scout Bonus Career Skills: Athletics, Medicine, Piloting !Planetary!, Survival
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Once per session. when May upgrade difficulty of When first acquired, May upgrade difficulty of
attempting to purchase a incoming Charm. Coercion, choose 1 skill; Charm. Co incoming Charm, Coercion,
legally available item. re or Deception checks once ercion. Deception, or Ne or Deception checks once
duce its rarity by 1 per per rank of Nobody's Fool. gotiation. When making per rank of Nobody's Fool.
rank of Know Somebody. checks with that skill,
spend <;tl to gain addition
al '¢f equal to ranks in
Smooth Talker.
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GALACTIC SOJOU
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Remove up to • • from Gain + l strain threshold Add D per rank of Stalker Remove • per rank of
skill checks to find food, to all Stealth and Coordi- Outdoorsman from checks
water, or shelter. Survival nation checks. to move through terrain or
checks to forage take half manage environmental ef
the time. fects Decrease overland
travel times by half.
Gain + l strain threshold. Take Hunter's Quarry ac- Add D per rank of Quick Remove • per rank of Ex-
tion: make a Hard (+++)
Survival check to upgrade
Strike to combat checks pert Tracker from checks to
against targets that have not find tracks or track targets.
the ability of all attacks acted yet this encounter. Decrease time to track a
made against a target at target by half.
long range until the end of
the character's next turn.
GALACTIC SOJOURN
MllATlll
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SUDDEN DISCOVERY Sudden Discovery has several upgrades that can im-
prove its effects and make it easier to use. Any up-
Plying the endless worlds of the galaxy leads Explor- grades that appear in Sudden Discovery's tree mul-
ers to master many different skills, not the least of tiple times have their effects stack.
which is the uncanny ability to keep their bearing no
matter where they find themselves. A veteran spacer Add Boost Upgrade: When making the skill check
may be able to ascertain his position in the galaxy to activate Sudden Discovery, the character adds D.
by simply staring out of the cockpit, while an expe- Change Skill Upgrade: To activate Sudden Discov-
rienced scout may be able to find his way out of a ery, the character can choose to use the Astrogation
completely unknown alien wilderness solely through skill to find locations in space or the Survival skill to
instinct and past experience. find locations on the ground (instead of the normal
Knowledge skills) .
BASE ABILITY Destiny Upgrade: To activate Sudden Discovery, the
Once per game session. the character may spend 2 character only needs to spend 1 Destiny Point in-
Destiny Points to make a Hard (+ ++1
Knowledge stead of the normal 2.
(Outer Rim) or Knowledge (Core Worlds) check. If he Frequency Upgrade: Sudden Discovery can be used
succeeds. the character can pinpoint his exact location twice per game session instead of once.
without a map or other guide. discover a lost or hidden
Reduce Difficulty Upgrade: The skill check difficulty
item or location. or identify a safe and fast path through
to activate Sudden Discovery is Average in- (+ +1
any terrain. The exact nature of what the character is
trying to accomplish, as well as the end results, must be
stead of Hard (+ ++1.
approved by the GM (see Narrative Abilities). Reduce Setback Upgrade:
When making the skill check to activate Sudden Dis-
When making the skill check to activate Sudden Dis-
covery, the character removes • ·
covery, the GM can add D or for any situational effects
that might cause the test to be more easy or difficult.
GALACTIC SOJOURNERS
ENTER THE UMClt.IOWN
Explorer Signature Ability Tree: Unmatched Mobility
BASE ABILITY
SIGNATURE ABILITY:
UNMATCHED MOBILITY Once per game session as an incidental, the character
may spend two Destiny Points to increase the number
Agile and talented, Explorer characters often survive and of maneuvers he is allowed to perform in a turn to
thnve among the dangers of the galaxy through the use three for the next 2 rounds. This third maneuver may
of speed and mobility. A seasoned Explorer can focus be gained through any of the means a second maneu-
under pressure. using adrenaline and training to move ver is gained (see page 200 of the Core Rulebook).
around and complete tasks faster than those around
him. Some use this ability to evade danger. keeping UPGRADES
themselves out of harm's way. Others use it to gain an
edge against their foes. outmaneuvering them in battle. Unmatched Mobility has several upgrades that can
improve its effects and make it easier to use. Any
upgrades that appear in Unmatched Mobility's tree
NARRATIVE ABILITIES multiple times have their effects stack.
Destiny Upgrade: To activate Unmatched Mobility,
m any signature abilities (such as tl1e Explor-
er ·s Sudden Discc)vcry) have pr in1arily 11,:ir
rativc effects. allo\·ving L11c cJ1aracter to instanlly
the character only needs to spend 1 Destiny Point in-
stead of the norm aI 2.
C)Vcrcon1c a challenge in his path These alJili Duration Upgrade: Unmatched Mobility lasts for
tics arc po\verful tools that allov\ the play·ers one additional round.
and G~11 to \vor·k tc)gcthcr to tell a n1ore collab Free Maneuver Upgrade: While Unmatched Mobil-
or·atrvc. cinematic story_ Hc)\\'ever. they can also ity is active. the character gains one additional free
pc>se a ct1allengc to the Gt'v1 as the character maneuver on his turn. This does not increase the
c1rcun1vcnts sections of l11s planned narr·ativc. maximum number of maneuvers the character can
Because of these pol cntial challenges. \vl1cn perform per turn (three with base ability active).
a player \visl1es to use a s1f~11ilture ability 1\'ith Melee Defense Upgrade: While Unmatched Mobil-
a narrative effect. he rnust first consult vv itl1 ity is active. the character increases his melee defense
t11c c~rv1. Toget11er. tl1c plavcr and Cf\/] decide value by 1.
on tile effect the abilit ;,; vvill have. fitting it into
the nar ralive of lhe garnc. Ho1\·cvcr. as 1vith all Ranged Defense Upgrade: While Unmatched Mo-
tl11ngs. the G~'l is the final flrb1ter as to the ef bility is active. the character increases his ranged de-
feet c)f t11e ab1l1tv_ fense value by 1.
Once per round, perform When staggered or disori Add I damage per rank Perform the Brace ma
the Body Guard maneuver ented, perform the Hard of Barrage to I hit of suc neuver to remove • per
to guard an engaged charac Headed action; make a cessful attack while using rank of Brace from next
ter. Suffer a number of strain Daunting !++++l Dis Ranged [Heavy) or Gun Action. This may only re
no greater than ranks of cipline check to rernove nery skills at long or ex move • added by envi
Body Guard, then until the status. Difficulty reduced treme range. ronmental circumstances.
beginning of the next turn per rank of Hard Headed.
upgrade the difficulty of
combat checks targeting the
character by that nurnber.
Once per round, perform Once per round, may per Once per round, may per Perform the Brace ma
the Body Guard maneuver form Side Step maneuver form Defensive Stance ma neuver to remove • per
to guard an engaged charac and suffer a number of strain neuver and suffer a num rank of Brace frorn next
ter Suffer a number of strain to upgrade difficulty of all ber of strain to upgrade Action. This may only re
no greater than ranks of incoming ranged attacks by difficulty of all incoming move • added by envi
Body Guard, then until the an equal number for the melee attacks by an equal ronmental circumstances.
beginning of the next turn next round. Strain suffered number for the next round.
upgrade the difficulty of this way cannot exceed Strain suffered this way
combat checks targeting the ranks in Side Step. cannot exceed ranks in De
character by that number. fensive Stance.
Once per round, may per Once per round, may per When staggered or disori
form Side Step maneuver form Defensive Stance ma ented, perform the Hard
and suffer a number of strain neuver and suffer a num Headed action; rnake a
to upgrade difficulty of all ber of strain to upgrade Daunting !++++J Dis
incoming ranged attacks by difficulty of all incoming cipline check to rernove
an equal number for the melee attacks by an equal status. Difficulty reduced
next round. Strain suffered number for the next round. per rank of Hard Headed.
this way cannot exceed Strain suffered this way
ranks in Side Step. cannot exceed ranks in De
fensive Stance.
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Add 0 per rank of Com Once per encounter. may Add 1 damage per rank of Once per round, may per
mand when making Lead use Second Wind inciden Point Blank to damage of form Side Step maneuver
ership checks. Affected tar tal to heal strain equal to one hit of successful and suffer a number of strain
gets add 0 to Discipline ranks in Second Wind. Ranged [Heavy) or Ranged to upgrade difficulty of all
checks for next 24 hours. (Light) attacks made while incoming ranged attacks by
at close range or engaged. an equal number. Strain suf
fered this way cannot ex
ceed ranks in Side Step.
Once per encounter. may May decrease difficulty Add I damage per rank of
use Second Wind inciden of Discipline checks to Point Blank to damage of
tal to heal strain equal to avoid fear by 1 per rank one hit of successful
ranks in Second Wind. of Confidence. Ranged [Heavy) or Ranged
(Light) attacks made while
at close range or engaged .
When acquired, choose 1 Once per round, may per Once per round, may per
combat skill. Add damage form a True Aim maneuver form a True Aim maneuver
equal to ranks in that skill to to gain benefits of aiming to gain benefits of aiming
one l1it of a successful at and upgrade combat check and upgrade combat check
tack made using that skill. once per rank of True Aim. once per rank ofTrue Aim.
•
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Once per encounter. may Remove • per rank of The character may spend May suffer a number of
use Second Wind inciden- Street Smarts from Street- 1 Destiny Point to add strain to downgrade diffi-
tal to heal strain equal to wise or Knowledge (Under- damage equal to his ranks culty of Coercion checks. or
ranks in Second Wind. world) checks. in Streetwise to one hit of upgrade difficulty when tar-
a successful Brawl check. geted by Coercion checks.
by an equal number. Strain
suffered this way cannot ex-
ceed ranks in Intimidating.
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ARMED AND DANGEf
•
ARMED.A~ DANG
• U\ST ONE STANDING BASE ABILITY
Once per game session during a combat encounter. the character may spend 2 Destiny Points to make a Hard ct+ t l
Resilience check. If he suc-
ceeds. he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so will not get to partici-
pate further 1n the combat. but for the sake of the narrative. the PC can spend the next round of combat incapacitating them) The narrative means by
which he accomplishes this is up to the player character, but should be suitably exciting. and must also be approved by the GM
Once per game session as an incidental. the character may spend 2 Destiny Points to gain the following ability: once per round. after suffering a hit
and determining damage. the character may halve the damage (rounded up) dealt before it is applied to his soak. This ability is active for the remain-
der of the current round and two additional rounds
• DURATION • DESTINY
Unmatched Protection lasts Unmatched Protection costs
for one additional round. 1 Destiny Point instead of 2 May reduce the damage of May reduce the damage of
1 additional hit suffered I additional hit suffered
each round each round
•
When making the skill check to activate Last One BASE ABILITY
Standing. the GM can add D or • for any situational
effects that might affect the difficulty of the check. Once per game session as an incidental, the cha racter
may spend two Destiny Points to gain the fo llowing
UPGRADES ability: once per round. after suffering a hit and deter-
mining damage. the character may halve the damage
Last One Standing has several upgrades that can im- (rounded up) dealt before it is applied to his soak.
prove its effects and make 1t easier to use. Any up- This ability is active for the remainder of the current
grades that appear 1n Last One Standing's tree mul- round and two additional rounds.
tiple times have their effects stack.
Add Boost: Wh en making the ski ll check to activate UPGRADES
Last One Standing. the character adds D . Unmatched Protection has several upgrades that can
Destiny: To activate Last One Standing, the character improve its effects and make it easier to use. Any up-
only needs to spend one Destiny Point instead of the grades that appear in Unmatched Protection's tree
normal two. multiple times have their effects stack.
Increase Effect: When tr1gger1ng Last One Standing, Additional Reduction: May redu ce the damage of
eliminate one rival per increase effect upgrade 1n ad- one additional hit suffered each round Unmatched
d1t1on to the minions. Protection is active.
Reduce Difficulty: The skill check to activate Last One Destiny: To activate Unmatched Protection. the char-
Standing is Average c++J
instead of Hard c+••). acter only needs to spend one Destiny Point instead
Reduce Setback: When making the skill check to ac- of the normal two.
tivate Last One Standing. the character removes Duration: Unmatched Protection lasts for one addi-
tional round.
SIGNATURE ABILITY: Protect Ally: Once per session while Unmatched Pro-
UNMATCHED PROTECTION tection is active, when an engaged ally is hit by an
ARMEDAND DANGEROUS
DAN GFROlJS COVEW\H Is
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Take a Full Throttle action; Remove • per rank of Remove • per rank of Once per round. may
make a Hard (+ + +l Pi Skilled Jockey from all Pi Galaxy Mapper from As mount or dismount a ve
loting check to increase a loting (Planetary) and Pi trogation checks. Astro hicle or beast, or enter a
vehicle's top speed by 1 loting (Space) checks the gation checks take half cockpit or weapon station
for a number of rounds character attempts. normal time. on a vehicle. as an inci
equal to Cunning . dental.
Remove • per rank of Spend 1 Destiny Point to Remove • per rank of When healing strain after
Skilled Jockey from all Pi add additional damage Galaxy Mapper from As an encounter. heal 1 addi
loting (Planetary) and Pi equal to half Agility [round trogation checks. Astro tional strain per rank of
loting (Space) checks the ed up) to one hit of success gation checks take half Rapid Recovery.
character attempts. ful attack made with ship or normal time.
vehicle-mounted weaponry.
Career Skills: Coordination, Deception, Knowledge !Underworld), Pen;eption, Piloting ISpacel, Skulduggery,
Streetwise, Vigilance • PASSIVE
Scoundrel Bonus Career Skills: Charm, Cool, Deception, Ranged I light)
Suffer a number of strain to Gain hidden storage in ve Once per round, may per
add an equal number of >tf hicles or equipment that form Side Step maneuver
to initiative checks. Strain holds items with total en and suffer a number of strain
suffered cannot exceed cumbrance equal to ranks to upgrade difficulty of all
ranks in Rapid Reaction. in Hidden Storage incoming ranged attacks by
an equal number for this
round. Strain suffered this
way cannot exceed ranks in
Side Step
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Smuggler: Thief Talent Tree
Career Skills: Coordination, Deception, Knowledge !Underworld!, Perception, Piloting !Space!, Skulduggery,
Streetwise, Vigilance
Thief Bonus Career Skills: Computers, Skulduggery, Stealth, Vigilance
Add D per rank of Stalker Suffer a number of strain to During a chase. add D per
to all Stealth and Coordi- add an equal number of >tf rank in Shortcut to any
to initiative checks. Strain checks made to catch or
suffered cannot exceed
ranks in Rapid Reaction .
Take the Disarming Smile ac Take the Disarming Smile ac Cain + 1 strain threshold.
tion; succeed at an opposed Once per session, make tion; succeed at an opposed
Charm check to lower all de one skill check using Pres Charm check to lower all de
fenses of a target by ranks in ence rather than the char fenses of a target by ranks in
Disarming Smile until the acteristic linked to that skill. Disarming Smile until the
end of the encounter. end of the encounter
When first acquired, choose May suffer a number of Once per round as an inci
1 skill: Charm, Coercion, strain to downgrade difficul dental, spend 1 Destiny Spend 1 Destiny Point to
Deception, or Negotiation. ty of Charm or Negotiation Point to ignore ^ generat recover strain equal to
When making checks with checks, or upgrade difficulty ed on a social check by the Presence rating.
that skill, spend (J) to gain when targeted by Charm or character or any ally in
additional & equal to ranks Negotiation checks, by an short range.
in Smooth Talker. equal number. Strain suf
fered this way cannot ex
ceed ranks in Congenial.
Gain + 1 strain threshold. Gain + 2 wound threshold When gambling, win 10%
Remove ■ per rank of more credits per rank of Up
Convincing Demeanor from the Ante.
Deception or Skulduggery
checks.
When gambling, win 10% When gambling, win 10% Once per session, make Once per encounter,
more credits per rank of Up more credits per rank of Up one skill check using Cun choose a number of posi
the Ante. the Ante. ning rather than the charac tive dice equal to ranks in
teristic linked to that skill Second Chances and re
roll them.
Gain +1 strain threshold. Add □ per rank of Quick Suffer a number of strain to Once per round, draw or
Strike to combat checks add an equal number of & holster a weapon or acces
against targets that have not to initiative checks. Strain sible item as an incidental.
acted yet this encounter suffered cannot exceed
ranks in Rapid Reaction.
Add +10 per rank of Le Gain + 1 strain threshold. Add □ per rank of Quick
thal Blows to any Critical Strike to combat checks May use Quick Draw twice
Injury results inflicted on against targets that have not per round.
opponents. acted yet this encounter.
May decrease difficulty of Add + 10 per rank of Le As an incidental, suffer 2 Suffer a number of strain to
Discipline checks to avoid thal Blows to any Critical Strain to avoid increasing add an equal number of &
fear by 1 per rank of Confi Injury results inflicted on the difficulty of a Ranged to initiative checks. Strain
dence. opponents. (Light) check to attack with suffered cannot exceed
two weapons. ranks in Rapid Reaction.
Once per game session, the character may spend two Destiny Points to make a Hard ( ♦ ♦ ♦ ) Streetwise check. If successful, the character is im
mediately able to flee from the current personal-scale combat encounter unscathed. The challenge is not overcome or defeated, but the character is
able to evade the hazard or threat for the time being. The exact nature of what the character is trying to accomplish, as well as the end results, must
be approved by the GM (see Narrative Abilities on page 38), but should be suitably creative or daring.
Remove ■ from the skill Affect an additional number Add □ to the skill check to Narrow Escape can be acti
check to activate Narrow of allied characters equal to activate Narrow Escape. vated in a vehicle with the
Escape. Cunning per Increase Effect Piloting (Planetary) or Pilot
upgrade purchased. ing (Space) skill.
Affect an additional number Narrow Escape can be acti Narrow Escape costs 1 Des
Reduce the difficulty of the of allied characters equal to vated during social encoun tiny Point instead of 2.
skill check to activate Narrow Cunning per Increase Effect ters with the Deception skill.
Escape to Average upgrade purchased.
Once per game session as an incidental, the character may spend 2 Destiny Points to change the face of one positive die in the character's dice pool
to another face adjacent to it. An "adjacent” face is any die face sharing an edge—not a point—with the rolled face. Unmatched Fortune cannot be used
on a O
Unmatched Fortune can be Unmatched Fortune affects Unmatched Fortune can also Unmatched Fortune affects
used one additional time one additional die per In be used on the dice pool of a one additional die per In
each game session per Fre crease Number upgrade willing ally within short range. crease Number upgrade
quency upgrade purchased. purchased. purchased.
Unmatched Fortune costs 1 Unmatched Fortune can also Increases the maximum Unmatched Fortune can be
Destinv Point instead of 2 be used on negative dice. range at which Unmatched used one additional time
Fortune can affect willing each game session per Fre
allies by 1 per Increase quency upgrade purchased.
Range upgrade purchased.
Remove • per rank of When reducing the amount The character repairs + 1
Cearhead from Mechan of system strain a starship hull trauma per rank of Sol
ics checks. Halve the or vehicle suffers, reduce 1 id Repairs whenever he re
credit cost to add mods additional strain per rank of pairs a starship or vehicle.
to attachments . Fine Tuning.
Once per session, take The character repairs + 1 When reducing the amount When staggered or disori
Contraption action; make a hull trauma per rank of Sol of system strain a starship ented, perform the Hard
Hard (•••) Mechanics id Repairs whenever he re or vehicle suffers, reduce 1 Headed action; make a
check to fashion a device to pairs a starship or vehicle. additional strain per rank of Daunting(••••) Dis
solve a current problem us Fine Tuning. cipline check to remove
ing just the tools and parts status. Difficulty reduces
on hand. per rank of Hard Headed .
May add I additional hard Remove • per rank of May add I additional hard
point to a number of items Utinnil from checks to point to a number of items
equal to ranks in Tinkerer. And or scavenge items or equal to ranks in Tinkerer.
Each item may only be gear Such checks take Each item may only be
modined once. half the time. modined once.
• ACTIVE
Technician: Slicer Talent Tree
Career Skills: Astrogation, Computers, Coordination, Discipline, Knowledge lOoter Riml, Mechanics, Perception,
Piloting !Planetary) • PASSIVE
Slicer Bonus Career Skills: Computers, Knowledge !Education), Knowledge !Underworld!, Stealth
When making a Computers Once per round, may take Spend 1 Destiny Point to
check may spend � to a Master Slicer incidental to ignore effects of Critical
make further Computers suffer 2 strain and decrease Injuries on Intellect or
checks within this system difficulty of Computers or Cunning checks until end
other slicing checks by 1 , to of encounter.
a minimum of Easy [.).
Permission granted to print and photocopy this page for personal JlS
Ace: Driver Talent Tree
Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary], Piloting (Space), Ranged (Light)
Driver Bonus Career Skills: Cool, Gunnery, Mechanics, Piloting (Planetary)
ALL-TERRAIN
DRIVER
Take a Full Throttle action; When repairing system Remove • per rank of
make a H a r d ( • • • ) Pi- Do not suffer usual penal- strain on a starship or ve- Gearhead from Mechan-
l o t i n g check to increase a ties for driving through dif- hicle, repair 1 additional ics checks. Halve the
vehicle's top speed by 1 ficult terrain when using Pi- system strain per rank of credit cost to a d d mods
for a number of rounds loting (Planetary). Fine Tuning. to attachments.
equal to Cunning.
Remove • per rank of Once per session, may re- Remove • per rank of
Increase defense of vehicle Skilled Jockey from Pilot- roll any 1 Piloting (Plane- Gearhead from Mechan-
or starship being piloted ing (Planetary) and Piloting tary) or Gunnery check. ics checks. Halve the
by 1 per rank of Defensive (Space) checks. credit cost t o a d d mods
Driving. to attachments.
CHARACTER CREATION
A C E O F R E B E L L I O N
Cain + 2 wound threshold. Perform the Brace ma- Cannot run out of ammo
P
neuver to remove • per due to ^ . Items with Limit- Once per round, may per-
rank of Brace from next ed A m m o quality run out of form a True Aim maneuver
action. This may only re- ammo as normal. to gain benefits of aiming
move • added by envi- and upgrade combat check
ronmental circumstances. once per rank of True Aim.
May reduce any Critical Inju- Gain + 1 soak value. Choose 1 weapon, armor,
P
ry suffered by 10 per rank of or other item and give it a Upon unsuccessful attack
Durable to a minimum of 1. permanent improvement with a starship or vehicle
while it remains in use. weapon, may spend O O
per rank of Overwhelm De-
fenses. Reduce the defense
in the targeted zone by 1
for every t > O spent.
P
Gain + 2 wound threshold. Gain + 1 soak value. Perform the Brace ma-
neuver to remove • per
Jgjgjgujjjj^p
Before attacking a starship
rank of Brace from next
action. This may only re- or vehicle, the character
move • added by envi- may spend 1 Destiny Point
ronmental circumstances. to ignore the effects of the
Massive rule for the attack.
i riiiiTiTiiiiiw I ITil'iMiifilMiliy
Take a Full Throttle action; Remove • per rank of Remove • per rank of Once per round, may
make a Hard ( 4 4 4 ) Pi- Skilled Jockey from Pilot- Galaxy Mapper from As- mount or dismount a ve-
loting check to increase a ing (Planetary) and Piloting trogation checks. Astro- hicle or beast, or enter a
vehicle's t o p speed by 1 (Space) checks gation checks take half cockpit or weapon station
for a number of rounds normal time. o n a vehicle, as an inci-
equal to Cunning. dental.
I r 1 1
r • 1 » i j a y I l:MJI.I:lJJ.il]J:l'l^
Remove • per rank of Spend 1 Destiny Point t o Remove • per rank o f When recovering strain af-
Skilled Jockey from Pilot- add additional damage Galaxy Mapper from As- ter an encounter, recover 1
ing (Planetary) and Piloting equal to half Agility (round- trogation checks. Astro- additional strain per rank
(Space) checks. ed up) to one hit of success- gation checks take half of Rapid Recovery.
ful attack made with ship or normal time.
vehicle-mounted weaponry.
IMPROVED FDLL
THROTTLE
IMPROVED DEAD
TO RIGHTS
^^^^J P
Gain + I strain threshold, Once per session, may re-
Suffer 1 strain t o a t t e m p t Spend 1 Destiny Point to v roll any 1 Piloting (Space)
Full Throttle as a maneu- add additional damage or Gunnery check.
ver and decrease its diffi- equal to Agility (rounded
culty to Average [4) 4))- up) to one hit of successful
attack made with ship or
vehicle-mounted weaponry.
•
SUPREME FULL
THROTTLE
Gain + I strain threshold. Count vehicle or starship
When performing Full piloted as having a silhou- Increase defense of vehicle
Throttle, top speed in- ette 1 lower when being or starship being piloted
creases by 2 instead of attacked. by 1 per rank of Defensive
Driving.
••N.IWJI.IM P BRILLIANT
EVASION
Once per round when pilot- Gain + 1 to a single charac- Gain + 2 wound threshold.
ing a starship, may suffer 2 teristic. This cannot bring a Once per encounter may
strain to perform any action characteristic above 6. take Brilliant Evasion action.
as a maneuver. Select 1 opponent and
make an opposed Piloting
(Planetary) or (Space)
check t o stop opponent
from attacking character for
rounds equal to Agility.
\
Permission granted to photocopy For personal use only. © LFL. 0 FFG.
A C E : B e a s t Rider
Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light)
Beast Rider Bonus Career Skills: Athletics, Knowledge (Xenology), Perception, Surviual
I I.IM.I.I..."!^ — »
Remove • per rank of Remove • per rank of Ex- Cain + 2 wound threshold. Remove • per rank of Ex-
Outdoorsman from checks pert Tracker from checks to pert Handler from Survival
to move through terrain or find tracks or track targets. checks made to ride beasts.
manage environmental ef- Decrease time to track a
fects. Decrease overland target by half.
travel times by half.
— *
Remove • per rank of Ex- Add • per rank of Beast Once per round, may Cain + I strain threshold.
pert Tracker from checks to Wrangler to checks to tame mount or dismount a ve-
find tracks or track targets. or wrangle creatures. hicle or beast, or enter a
Decrease time to track a cockpit or weapon station
target by half. on a vehicle, as an inci-
dental.
Suffer 1 strain to attempt Take a Spur action; make Remove • per rank of Ex-
Spur as a maneuver and a Hard + Survival Once per session, may re- pert Handler from Survival
decrease its difficulty to check to increase a roll any 1 Resilience or Sur- checks made to ride beasts.
Average beast's top speed by 1. vival check.
The beast suffers 2 strain
every round it stays
spurred.
W
• GRIT i B u i
When activating and main- Cain +1 to a single charac- Take a Soothing Tone action;
taining Spur, the beast teristic. This cannot bring a make an Average 4)
only suffers 1 strain characteristic above 6. Knowledge (Xenology)
instead of 2. check to allow a beast to
recover strain equal to &
A C E : Hotshot
Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light)
Hotshot Bonus Career Skills: Cool, Coordination, Piloting (Planetary), Piloting (Space)
I mi.i^u p I I!IM!I1J;J1'II«
During a chase, add • per When a starship or vehicle Remove • per rank of Cain + 1 strain threshold.
rank in Shortcut to any being piloted would suffer Skilled Jockey from Pilot-
checks made to catch or system strain, may suffer ing (Planetary) and Piloting
escape an opponent. stain up to ranks in High-G (Space) checks.
Training to prevent an equal
amount of system strain.
m a n y
i b p When a starship or vehicle
Once per encounter, Cain + 1 strain threshold. During a chase, add • per
choose a number of posi- rank in Shortcut to any being piloted would suffer
tive dice equal to ranks in checks made to catch or system strain, may suffer
Second Chances and re- escape an opponent. stain up to ranks in High-G
roll them. Training to prevent an equal
amount of system strain.
i msmm
Spend I Destiny Point to When a starship or vehicle Gain + I strain threshold. Spend 1 Destiny Point to
add additional damage being piloted would suffer recover strain equal to Pres-
equal to half Agility (round- system strain, may suffer ence rating.
ed up) to one hit of success- stain up to ranks in High-G
ful attack made with ship or Training to prevent an equal
vehicle-mounted weaponry. amount of system strain.
I l^.l'l.l.'H'I.A 1
E H S g » • GRIT
ft
Cain +1 to a single charac- When making a check in a
Spend 1 Destiny Point to teristic. This cannot bring a starship or vehicle, may suf-
add additional damage When performing a Corel- characteristic above 6. fer 2 strain to gain on
equal to Agility (rounded lian Sendoff, the targets success or @ on failure.
up) to one hit of successful suffer a major collision
attack made with ship or instead.
vehicle-mounted weaponry.
A C E : Rigger
Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light)
Rigger Bonus Career Skills: Gunnery, Knowledge (Underworld), Mechanics, Resilience
i um p
Cain + 2 wound threshold. Remove • per rank of
I U g f l g p
Signature Vehicle can have
When purchasing illegal Cearhead from Mechan- a silhouette 1 larger per
goods, may reduce rarity ics checks. Halve the rank of Larger Project.
by 1 per rank of Black credit cost to add mods
Market Contacts, increas- to attachments.
ing cost by 50 percent of
base cost per reduction.
. P
Cain + 1 strain threshold. Upgrade all Charm, De- Signature Vehicle can have
ception, and Negotiation Choose one starship or vehi- a silhouette 1 larger per
checks made in the pres- cle as Signature Vehicle. Up- rank of Larger Project,
ence of Signature Vehicle grade all Mechanics checks i
once. made on that vehicle once.
When purchasing illegal Increase the value of the Increase the armor value of
goods, may reduce rarity Limited Ammo quality of Increase the handling of Signature Vehicle by t per
by 1 per rank of Black any weapons mounted on Signature Vehicle by 1 per rank of Bolstered Armor.
Market Contacts, increas- Signature Vehicle by 1 per rank of Tuned Maneuvering
ing cost by 50 percent of rank of Overstocked Thrusters.
base cost per reduction. Ammo.
ft
P i mmm p
Cain + 2 wound threshold. Remove • per rank of
Increase the system strain Cearhead from Mechan- Increase the hull trauma
threshold of Signature Ve- ics checks. Halve the threshold of Signature Ve-
hicle by 2 per rank of Cus- credit cost to add mods hicle by 1 per rank of Forti-
tomized Cooling Unit. to attachments. fied Vacuum Seal.
Once per game session, when piloting a starship or vehicle, the character may spend 2 Destiny Points to challenge another starship or vehicle in the battle with
equal silhouette. For 2 rounds, the two ships are locked in a duel. For the duration of the duel, the two dueling ships can only make attacks targeting each other,
and no other starships or characters can target the dueling ships with attacks.
• CHANGE ^
SILHOUETTE J
This One is Mine lasts for 1 This One is Mine lasts for 1 Upgrade the difficulty of all
additional round. additional round. incoming attacks once while
V This One is Mine is active.
This One is Mine may be This One is Mine costs I Upgrade the difficulty of all
This One is Mine can target used twice per game session. Destiny Point instead of 2. incoming attacks once while
ships or vehicle with a silhou- This One is Mine is active.
ette 1 higher or lower.
Once per game session, when piloting a starship or vehicle with a silhouette of 3 or less that is crippled (has hull trauma in excess of its hull trauma threshold), the
character may spend 2 Destiny Points as an incidental. The starship or vehicle operates as if it is not crippled for the next 3 rounds, acting as if its hull trauma is
equal to its hull trauma threshold.
EgBU p P P
p
Unmatched Survivability Reduce Critical Hits suffered Reduce Critical Hits suffered
Unmatched Survivability af- may be used twice per game by the ship or vehicle by 10 by the ship or vehicle by 10
fects ships or vehicles with 1 session. while Unmatched Survivabil- while Unmatched Survivabil-
greater silhouette. ity is active. ity is active.
ACE SIGNATURE
UPGRADES
BEHIND T H E STICK
STAY ON TARGET
Commander: Commodore Talent Tree
Career Skills: Coercion, Cool, Discipline, Knowledge (Warfare), Leadership, Perception, Ranged (Light), Vigilance
Commodore Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Knowledge (Outer Rim)
I E H ?
When repairing hull trau- Add • per rank of Com- Suffer a number of strain to Remove • per rank of
ma on a starship o r vehi- mand when making Lead- add an equal number of & Galaxy Mapper from As-
cle, repair 1 additional ership checks. Affected tar- to Initiative checks. Strain trogation checks. Astro-
hull trauma per rank of gets add • to Discipline suffered cannot exceed gation checks take half
Solid Repairs. checks for next 24 hours. ranks in Rapid Reaction normal time.
•
I I 4 i ii, » COMMANDING
PRESENCE
MASTER
STARHDPPER
Spend 1 Destiny Point to Gain + 1 strain threshold.
perform a Hold Together in- Remove • per rank of \ Once per round, suffer 2
cidental immediately after Commanding Presence strain to decrease the diffi-
vehicle or starship takes from Leadership and Cool culty of next Astrogation
damage t o turn it into sys- checks. check by 1 to a minimum
tem strain. of Easy (4})
i uimum. P
When repairing hull trau- Take the Fire Control action; Remove • per rank of
ma on a starship or vehi- all combat checks made Gain + 1 to a single charac- Galaxy Mapper from As-
cle, repair 1 additional from current starship or ve- teristic. This cannot bring a trogation checks. Astro-
hull trauma per rank of hicle count their target's sil- characteristic above 6. gation checks take half
Solid Repairs. houette as one higher than normal time.
normal until beginning of
next turn. Does not stack. X
CHARACTER CREATION
A C E O F R E B E L L I O N
b
Add • per rank of Quick Once per round, may
Strike to combat checks mount or dismount a ve- Increase defense of vehicle
against targets that have not hicle or beast, or enter a or starship being piloted
acted yet this encounter. cockpit or weapon station by 1 per rank of Defensive
A on a vehicle, as an inci- Driving.
dental.
BEMBP •J.Ly.NINJ p P
Take the Field Commander May decrease difficulty Add • per rank of Quick
action; make an Average of Discipline checks to Strike to combat checks Allies within short range of
(4) 4)) Leadership check avoid fear by 1 per rank against targets that have not the vehicle add • to their
A number of allies equal to of Confidence. acted yet this encounter. Perception and Vigilance
Presence may immediate- checks. Allies within close
ly suffer 1 strain to perform range add • • instead.
1 free maneuver.
h i i i m . u p
mWmm
Add • per rank of Com- Cain + 1 strain threshold. When piloting a ship or ve-
mand when making Lead- hicle, take a Full Stop ma- Increase defense of vehicle
ership checks. Affected tar- neuver to reduce speed to or starship being piloted
gets add • to Discipline zero and suffer system by I per rank of Defensive
checks for next 24 hours. strain equal to the speed Driving.
reduced.
P j j g j j j a p
Add • per rank of Com- Allies equal to ranks in Count vehicle or starship
Field Commander action mand when making Lead- Leadership in close range piloted as having a silhou-
affects allies equal to d o u - ership checks. Affected tar- gain the benefits of the ette 1 lower when being
ble Presence, and may gets add • to Discipline Gain the Advantage action. attacked.
spend ($) to allow one ally checks for next 24 hours.
to suffer I strain and per-
form 1 free action instead.
— » P P
Once per round, suffer 2 May decrease difficulty Gain + 1 to a single charac-
strain to decrease difficulty of Discipline checks to teristic. This cannot bring a Once per encounter may
of next Leadership check avoid fear by 1 per rank characteristic above 6. take Brilliant Evasion action.
by one, to a minimum of of Confidence. Select 1 opponent and
Easy(+) make an o p p o s e d Piloting
(Planetary) or (Space)
check to stop opponent
from attacking character for
rounds equal to Agility.
Remove • per rank of Cain + 2 wound threshold. Once per round, may per-
Outdoorsman from checks Remove • per rank of form Side Step maneuver
to move through terrain or Commanding Presence and suffer a number of strain
manage environmental ef- from Leadership and Cool to upgrade difficulty of all
fects. Decrease overland checks. incoming ranged attacks by
travel times by half. an equal number for the
next round. Strain suffered
this way cannot exceed
ranks in Side Step.
Remove • per rank of May decrease difficulty Once per round, draw or Do not suffer usual penal-
Outdoorsman from checks of Discipline checks to holster a weapon or acces- ties for moving through
to move through terrain or avoid fear by 1 per rank sible item as an incidental. difficult terrain.
manage environmental ef- of Confidence.
fects. Decrease overland
travel times by half.
E m )
Gain + 2 wound threshold. Once per round, perform Once per round, perform
Once per session, may re- the Body Guard maneuver the Body Guard maneuver
roll any 1 Resilience or Sur- to guard an engaged charac- to guard an engaged charac-
vival check. ter. Suffer a number of strain ter. Suffer a number of strain
no greater than ranks of no greater than ranks of
Body Guard, then until the Body Guard, then until the
beginning of the next turn beginning of the next turn
upgrade the difficulty of upgrade the difficulty of
combat checks targeting the combat checks targeting the
character by that number. character by that number.
V i
May decrease difficulty Take the Field Commander Once per round, may per-
of Discipline checks to Remove • per rank of action; make an Average form Side Step maneuver
avoid fear by 1 per rank Commanding Presence [4)4}) Leadership check and suffer a number of strain
of Confidence. from Leadership and Cool A number of allies equal to to upgrade difficulty of all
checks. Presence may immediate- incoming ranged attacks by
ly suffer 1 strain to perform an equal number for the
1 free maneuver. next round. Strain suffered
this way cannot exceed
ranks in Side Step.
m a s m
Once per session, may re- Gam + I to a single charac-
Take the Coordinated As- roll any 1 Cool o r Leader- Field Commander action teristic. This cannot bring a
sault maneuver; a number ship check. affects allies equal to dou- characteristic above 6.
of engaged allies equal to ble Presence, and may
Leadership ranks add i > to spend <$) to allow one ally
combat checks until begin- to suffer 1 strain and per-
ning of next turn. Range in- form 1 free action instead.
creases per rank of Coordi-
nated Assault.
CHARACTER CREATION
A C E O F R E B E L L I O N
FIGUREHEAD
PASSIVE
RANKED
Spec Bonus Career Skills: Cool, Leadership, Negotiation, Knowledge (Core Worlds)
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COST 15
ranks in Leadership.
COST 15
COST 20 COST 20
INSTRUCTOR
PASSIVE
RANKED
Spec Bonus Career Skills: Discipline, Medicine, Ranged (Heavy), Knowledge (Education)
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STRATEGIST
PASSIVE
RANKED
COST 10
for the next 24 hours.
COST 10
COST 25
COMMANDER
UPGRADE
RANKED
COST 30
COST 15
COST 15
| GRIT
i L, IJ'IJ3 3 .um
Spend 1 Destiny Point t o M a y decrease difficulty
Remove • per rank of Kill Take the Inspiring Rhetoric ignore effects of Critical of Discipline checks t o
with Kindness from Charm action; make an Average Injuries on Willpower and avoid fear by 1 per rank
and Leadership checks. {4)4)) Leadership check Presence checks until the of Confidence.
Each & causes 1 ally in end of the encounter.
close range t o recover 1
strain. Spend O t o cause
1 affected ally to recover 1
additional strain.
ft
Remove • per rank of Remove • per rank of
•
May suffer a number of
Street Smarts from Street- Street Smarts from Street- Remove • per rank of strain to downgrade diffi-
wise and Knowledge (Un- wise and Knowledge (Un- Convincing Demeanor culty of Coercion checks, or
derworld) checks. derworld) checks. from Deception and Skul- upgrade difficulty when tar-
duggery checks. geted by Coercion checks,
by an equal number. Strain
suffered this way cannot ex-
ceed ranks in Intimidating.
milium iv-p
Take a Scathing Tirade ac- Gain + 1 strain threshold.
Remove • per rank of Remove • per rank of tion; make an Average {4}
Convincing Demeanor Plausible Deniability from 4)) Coercion check Each
from Deception and Skul- Coercion and Deception # causes one enemy in
duggery checks. checks. short range to suffer 1
strain. Spend O to cause 1
affected enemy to suffer 1
additional strain.
I I -1^ 1 1
•
May suffer a number of Gain + 1 to a single charac- Once per session, may take
strain to downgrade diffi- teristic. This cannot bring a Suffer 1 strain to perform an Incite Rebellion action;
culty of Coercion checks, or characteristic above 6. Scathing Tirade as a ma- make a H a r d (4} 4/ 4)) Co-
upgrade difficulty when tar- neuver, instead of an action. ercion check to cause a
geted by Coercion checks, number of beings up to
by an equal number. Strain ranks in Coercion to become
suffered this way cannot ex- rebellious until the end of
ceed ranks in Intimidating. the encounter.
CHARACTER CREATION
A G E O F R E B E L L I O N
I mmmm
Quartermaster Bonus Career Skills: Computers, Negotiation, Skulduggery, Vigilance
«J.f'lllJ.ia • GRIT
Once per session, when When first acquired, choose When selling goods legally,
attempting to purchase a 1 skill: Charm, Coercion. gain 1 0 % more credits per
legally available item, re- Deception, or Negotiation. rank of Wheel and Deal.
duce its rarity by 1 per When making checks with
rank of Know Somebody. that skill, spend ($) to gain
S. . additional # equal to ranks
in Smooth Talker.
m a p
When first acquired, choose Before making a social When buying or selling Gain + 2 wound threshold.
1 skill: Charm. Coercion, check, may spend up to 5 0 goods, may suffer 2 strain
Deception, or Negotiation. credits per rank of Creased to sell for 2 5 % more or
When making checks with Palms to upgrade the ability buy for 2 5 % less.
that skill, spend ($) to gain of the check once for every
additional # equal to ranks 5 0 spent.
in Smooth Talker.
L E S k ^ k ^ k m ITIiffllflilTrW
Gain + 1 strain threshold. When selling goods legally, Instead of making a Knowl- Gain + 1 strain threshold.
gain 1 0 % more credits per edge check, may take a
rank of Wheel and Deal. Bought Info action; spend
credits equal to 50 times the
difficulty of the check to
pass with one
i m m
Once per session, when Perform an Intense Focus
a t t e m p t i n g to purchase a At the start of each ses- At the start of each ses- maneuver; suffer 1 strain
legally available item, re- sion, gain 100 credits for sion, gain 100 credits for and upgrade the ability of
duce its rarity by 1 per each rank of Sound In- each rank of Sound In- the next skill check once.
rank of Know Somebody. vestments. vestments.
H P | SUPERIOR
REFLEXES
Gain + 1 to a single charac- Gain + 2 wound threshold.
teristic. This cannot bring a Once per session, may re-
characteristic above 6. roll any 1 Cool or Negotia-
tion check.
8*
CHARACTER CREATION
A C E O F R E B E L L I O N
Once per session, choose Choose any 2 skills. They Gain + 1 strain threshold. May decrease difficulty
an organization and make a permanently become ca of Discipline checks to
Hard ( ♦ ♦ ♦ ) Deception reer skills. avoid fear by 1 per rank
check. On success, organi of Confidence.
zation members have their
wound thresholds reduced
by 1, plus I per # &
until the end of the session.
Cain +2 wound threshold. May decrease difficulty When targeted by combat Once per session, may
of Discipline checks to check, may perform a reveal a contact who can
avoid fear by 1 per rank Dodge incidental to suffer a shed light on a chosen
of Confidence. number of strain no greater subject.
than ranks of Dodge, then
upgrade the difficulty of the
check by that number.
Once per game session, when a combat encounter against one or more sentient creatures is about to begin, the character may spend 2 Destiny Points and make
a Daunting ( ♦ ♦ ♦ ♦ ) Charm check to turn the encounter into a social encounter instead.
May make a Coercion check Remove ■ from skill check to Other friendly characters May make a Leadership
instead of a Charm check to activate Diplomatic Solution. gain □ on social checks un check instead of a Charm
activate Diplomatic Solution. til the end of the encounter check to activate Diplo
per Boost Allies Upgrade. matic Solution.
iplomatic Solution gives Diplomat characters Other times, the GM should consider ways
D a great deal of narrative power, and lets them
shape entire scenes and even whole sessions.
that the Diplomat can use Diplomatic Solution
without depriving the other PCs of a fight. For
While this can be a lot of fun if used at appro instance, in a battle with Imperial troops, the
priate times, sometimes the Soldier just wants GM might let the Diplomat use this signature
to fire that heavy blaster rifle at some storm- ability to negotiate a cease-fire mid-battle to
troopers or the Ace is looking to dogfight with exchange prisoners or to evacuate civilians
a deadly foe. The GM should keep this in mind, from the area, but not end the battle entirely.
and consider ways in which the Diplomat and Alternatively, if the PCs are on a mission to
more martially minded characters can contrib negotiate for supplies or support, Diplomatic
ute at the same time, so that everyone has fun! Solution might let the Diplomat smooth over
Of course, when the Diplomat does use Diplo ruffled feathers after a situation turns hostile,
matic Solution, the GM should encourage the but not completely eliminate the need for com
other PCs to participate in the ensuing encoun bat. Perhaps an offended party demands a duel
ter, even if diplomacy is not their strong suit. to see honor upheld, or maybe the aggrieved
After all, Soldiers, Commanders, and Aces can group demands that the PCs take care of some
offer insight into the realities of the battlefield dangerous task to make amends. This is where
that Diplomats might lack, while Spies and other characters can step in and shine!
Engineers often have information that nobody By using narrative techniques like these, the
else in the party would have reason to pos GM can let the Diplomat affect the story in a
sess. Many different skills can be used over the big way by defusing conflicts and still give the
course of a diplomatic encounter, and the GM other characters important jobs in the diplo
should encourage the PCs to be creative! matic process.
Diplomat Signature A bility Tree: Unmatched Insight
Once per game session, during an encounter or scene involving one or more other sentient creatures, the character may spend 2 Destiny Points. The character
immediately becomes aware of the emotional states and basic histories of up to 3 chosen participants in the scene.
The character realizes the Increase the number of par Increase the number of par Unmatched Insight may be
motivations of each other ticipants affected by 2 per ticipants affected by 2 per used twice per game session.
participant in the scene. Increase Number upgrade. Increase Number upgrade.
Choose 1 character. Up Unmatched Insight costs Choose 1 character. Up Notice one important detail
grade the ability of all so Destiny Point instead of 2. grade the ability of all so that a chosen character
cial checks once per Lever cial checks once per Lever would prefer to conceal.
age Upgrade against that age Upgrade against that
character until the end of character until the end of
the encounter. the encounter.
Engineer: Mechanic Talent Tree
Career Skills: Athletics, Computers, Knowledge (Education), Mechanics, Perception, Piloting (Space),
Ranged (Light), Uigilance
Mechanic Bonus Career Skills: Brawl, Mechanics, Piloting (Space), Skulduggery
pi I U.lll,Jl«
Remove • per rank of Gain + 2 wound threshold. When repairing system When repairing hull trau-
Gearhead from Mechan- strain on a starship or ve- ma on a starship or vehi-
ics checks. Halve the hicle, repair 1 additional cle, repair 1 additional
credit cost t o a d d mods system strain per rank of hull trauma per rank of
to attachments. Fine Tuning. Solid Repairs.
w
When repairing hull trau- Remove • per rank of Gain + 1 strain threshold.
Once per session, may ma on a starship o r vehi- Gearhead from Mechan-
take a Redundant Systems cle, repair 1 additional ics checks. Halve t h e
action; make an Easy {4}) hull trauma per rank of credit cost t o a d d mods
Mechanics check to har- Solid Repairs. to attachments.
vest components from a
functioning device t o re-
pair a broken one without
breaking the first device.
i i:H,iii,uiiw,ta> I TOUGHENED
When repairing hull trau- Gain + 1 soak value. Once per session, may take
ma on a starship or vehi- a Bad Motivator action;
cle, repair 1 additional make a Hard ( + 4/ 4})
hull trauma per rank of Mechanics check to cause
Solid Repairs. one targeted device t o
spontaneously fail.
Once per session, may take When repairing hull trau- When repairing system When staggered or disori-
Contraption action; make a ma o n a starship or vehi- strain on a starship o r ve- ented, perform the Hard
Hard 4/4/4/ Mechanics cle, repair 1 additional hicle, repair 1 additional Headed action; make a
check to fashion a device to hull trauma per rank of system strain per rank o f Daunting ( 4 4 4 4 ) Dis-
solve a current problem us- Solid Repairs. Fine Tuning. cipline check to remove
ing just the tools and parts status. Difficulty reduced I
on hand. per rank of Hard Headed.
i mggy
Spend 1 Destiny Point to Gain + 1 to a single charac-
Once per session, may re- perform a Hold Together in- teristic. This cannot bring a When incapacitated due
roll any 1 Mechanics check. cidental immediately after characteristic above 6. to strain exceeding thresh-
vehicle or starship takes o l d , may take a more dif-
damage to turn damage ficult Hard Headed action
into system strain. to reduce strain to 1 be-
low threshold.
CHARACTER CREATION
A C E O F R E B E L L I O N
I I:H.I1U,UJ*.
When involuntarily suffer- Once per encounter, may Gain + 1 strain threshold. When recovering strain af-
ing strain, suffer 1 less use Second Wind inciden- ter an encounter, recover 1
strain per rank of Resolve, tal to recover strain equal additional strain per rank
to a minimum of I. I to ranks in Second Wind. of Rapid Recovery.
I • GRIT
I l.n , J ' 1»
Increase Blast damage Gain + 2 wound threshold. Once per encounter, may
dealt by explosives, ex- use Second Wind inciden-
plosive weapons, and gre- tal to recover strain equal
nades by I per rank of to ranks in Second Wind.
Powerful Blast.
i n a i f
May spend 1 Destiny Point When recovering strain af- When involuntarily suffer- When staggered or disori-
to perform a Move maneu- ter an encounter, recover 1 ing strain, suffer I less ented, perform the Hard
ver as an incidental to at- additional strain per rank strain per rank of Resolve, Headed action; make a
tempt to move into cover or of Rapid Recovery. to a minimum of 1. D a u n t i n g ( 4 4 4 4 ) Dis-
out of the Blast range of a cipline check to remove
weapon or explosion. status. Difficulty reduced 1
per rank of Hard Headed.
— j » ft
Gain + 1 to a single charac-
•
Decrease the cost to
teristic This cannot bring a activate the Blast quality When using any weapon When incapacitated due
characteristic above 6. on any weapon used by 1 with the Blast quality, spend to strain exceeding thresh-
to a minimum of I . \ > to exclude 1 target that old, may take a more dif-
would normally be affected ficult Hard Headed action
by the explosion. May not to reduce strain to 1 be-
exceed ranks in Selective low threshold.
Detonation.
CHARACTER CREATION
A G E O F R E B E L L I O N
ft i iu"j:ii'H,m
I
Remove • per rank of Re- When directing NPC droids.
When acquired, choose 1 May downgrade difficulty searcher from Knowledge may grant them • per rank
Knowledge skill. When of checks t o interact with checks. Researching a sub- of Speaks Binary on checks.
making that skill check, institutes of learning by ject takes half the time.
may spend ($) result t o one per rank of Respect-
gain additional successes ed Scholar.
equal to ranks in Knowl-
edge Specialization.
IllU.IJlUtWJJ*
Remove • per rank of Re- Cain hidden storage in ve- May add 1 additional hard
searcher from Knowledge When acquired, choose 1 hicle or equipment that point to a number of items
checks. Researching a sub- Knowledge skill. When holds items with total en- equal to ranks in Tinkerer.
ject takes half the time. making that skill check, cumbrance equal t o ranks Each item may only be
may spend <$) result to in Hidden Storage. modified once.
gain additional successes
equal to ranks in Knowl-
edge Specialization.
Spend 1 Destiny Point t o When directing NPC droids, When constructing new
May downgrade difficulty ignore effects of Critical may grant them • per rank items or modifying attach-
of checks t o interact with Injuries on Intellect a n d of Speaks Binary on checks. ments, add • or remove •
institutes of learning by Cunning checks until e n d per rank of Inventor.
one per rank of Respect- of encounter.
ed Scholar.
I — »
Once per session, may re- Once per session, make When constructing new May add I additional hard
roll any 1 Knowledge skill one skill check using Intel- items or modifying attach- point to a number of items
check. lect rather than the charac- ments, add • or remove • equal to ranks in Tinkerer.
teristic linked to that skill. per rank of Inventor. Each item may only be
modified once.
Cain + 1 strain threshold Cain + 2 wound threshold. Add 1 damage per rank of
Add • per rank of Physical k Point Blank to damage of
Training to Athletics and Re- one hit of successful attack
silience checks. using Ranged (Heavy) or
Ranged (Light) skills at
short range or engaged.
Cain + 2 wound threshold. May reduce any Critical Inju- w Treat thrown weapons as if
ry suffered by 10 per rank of Add • per rank of Physical they had 1 greater range.
k
Durable, to a minimum of 1. Training to Athletics and Re-
silience checks.
Add • per rank of Blooded When wearing armor, in- Add 1 damage per rank of
to all checks to resist or re- crease total soak value by 1. Once per session, may re- Feral Strength to one hit of
cover from poisons, ven- roll any 1 Resilience or Sur- successful attack made using
oms, or toxins. Reduce d u - vival check. Brawl or Melee skill.
ration of ongoing poisons by
1 round per rank of Blood-
ed, to a minimum of 1.
I —
Cain + 2 wound threshold. May spend 1 Destiny Point May reduce any Critical Inju- After hitting with a melee
to ignore effects of Critical ry suffered by 10 per rank of attack, may spend <$) to
Injuries on Brawn or Agility Durable, to a minimum of 1. knock the target prone.
checks until the end of the l k
encounter.
I |IHJJJjlJJ
1
B U B r
Gain + 1 to a single charac- If a Critical Injury roll is 1 Add 1 damage per rank of
When wearing armor with a teristic. This cannot bring a or reduced t o 1. d o n o t Feral Strength to one hit of
soak value of 2 or higher, in- characteristic above 6. receive the critical injury. successful attack made using
crease defense by I . Brawl or Melee skill..
8*
CHARACTER CREATION
A C E O F R E B E L L I O N
I E ^
Remove up to • • from Cain + 1 strain threshold. When making a Medicine
skill checks t o find food, Stimpacks heal 1 a d d i - check t o help a character
water, o r shelter. Survival tional wound per rank of heal wounds, the target
checks to forage take half Stimpack Specialization. heals 1 additional wound
the time. per rank of Surgeon.
— — ^ ^ ^ ^
I BBBUBSP
Choose any 2 skills. They Cain + 1 strain threshold.
• M Take the Stim Application
i I l,"-H- 1 ' II
Once per round, suffer 2
permanently become ca- Action; make an Average strain to decrease the dif-
reer skills. {4} 4}) M e d i c i n e check If ficulty of a Medicine check
successful, 1 engaged ally byl.
increases 1 characteristic
by 1 for the remainder of
the encounter and suffers
4 strain.
•
When targeted by combat Once per session, may re-
check, may perform a roll any 1 Medicine check. When performing Stim Ap- Stimpacks heal 1 addi-
Dodge incidental to suffer a plication Action, may in- tional wound per rank of
number of strain no greater crease difficulty of check to Stimpack Specialization.
than ranks of Dodge, then H a r d {4} 4} 4)), and target
upgrade the difficulty of the only suffers 1 strain.
check bv that number.
I I.IJ.IIJy.M p ITWTTTT"TTI
After a making a successful Gain + 1 to a single charac-
attack, may spend I Desti- teristic. This cannot bring a Once per session when an When performing the Stim
ny Point to add damage characteristic above 6. ally would suffer a Critical Application action, spend
equal to Intellect to one hit. Injury, may take an It's Not ($> t o increase an addi-
That Bad action; make a tional characteristic by 1.
Hard {4} 4} 4}) Medicine
check to stop the ally from
gaining the Critical Injury.
«8 CHARACTER CREATION
A C E O F R E B E L L I O N
I EBBBgfr
Remove • per rank of Ex- Before making a non- Perform the Brace ma- Cain + I strain threshold.
pert Tracker from checks to thrown ranged attack, may neuver t o remove • per
k
find tracks or track targets. perform a Sniper Shot ma- rank of Brace f r o m next
Decrease time to track a neuver to increase the action. This may only re-
target by half. weapon's range by 1 range move • added by envi-
band per rank in Sniper ronmental circumstances.
Shot. Upgrade the difficulty
of the attack by 1 per range
band increase.
I —
Cain + 1 strain threshold. Once per round, may per- When acquired, choose 1 Add + 1 0 per rank of Le-
form a True Aim maneuver combat skill. Add damage thal Blows to any Critical
to gain benefits of aiming equal to ranks in that skill to Injury results inflicted on
and upgrade combat check one hit of successful attack opponents.
once per rank of True Aim. made using that skill.
Perform the Brace ma- Add + 1 0 per rank of Le- Before making a non- Once per round, may per-
neuver to remove • per thal Blows to any Critical thrown ranged attack, may form a True Aim maneuver
rank of Brace from next Injury results inflicted on perform a Sniper Shot ma- to gain benefits of aiming
Action. This may only re- opponents. neuver to increase the and upgrade combat check
move • added by envi- weapon's range by 1 range once per rank of True Aim.
ronmental circumstances. band per rank in Sniper
Shot. Upgrade the difficulty
of the attack by 1 per range
band increase.
Remove • per rank of Ex- When acquired, choose 1 Gain + 2 wound threshold. Increase the difficulty of
pert Tracker from checks to combat skill. Add damage next combat check by 1. If
find tracks or track targets. equal to ranks in that skill to check deals damage, target
Decrease time to track a one hit of successful attack suffers 1 strain whenever
target bv half. made using that skill. he moves for the remainder
of the encounter.
Once per session, make Gain + 1 to a single charac- After making a successful
one skill check using Agility Once per session, may re- teristic. This cannot bring a attack, may spend 1 Desti-
rather than the characteris- roll any 1 Ranged (Light) characteristic above 6. ny Point to add damage
tic linked to that skill. or Ranged (Heavy) check. equal to Agility to one hit.
V .
CHARACTER CREATION
I — »
Cain + 1 strain threshold. When targeted by combat When making a Melee or Once per round, may per-
v check, may perform a Brawl check, suffer a num- form Defensive Stance ma-
Dodge incidental to suffer a ber of strain to upgrade neuver and suffer a n u m -
number of strain no greater the attack an equal num- ber of strain to upgrade
than ranks of Dodge, then ber of times. The strain suf- difficulty of all incoming
upgrade the difficulty of the fered may not exceed melee attacks by an equal
check by that number. ranks in Frenzied Attack. number. Strain suffered
this way cannot exceed
ranks in Defensive Stance.
• GRIT
When making Melee After making a successful Once per round, may stand
checks, may inflict damage attack, may spend 1 Desti- from seated or prone as an
as strain instead of wounds. ny Point to add damage incidental.
This does not ignore soak. equal to Cunning to one hit.
0
After hitting with a melee When making a Melee or Cain + 1 strain threshold. When targeted by combat
attack, may spend ($) to Brawl check, suffer a num- check, may perform a
knock the target prone. ber of strain to upgrade Dodge incidental to suffer a
the attack an equal num- number of strain no greater
ber of times. The strain suf- than ranks of Dodge, then
fered may not exceed upgrade the difficulty of the
ranks in Frenzied Attack. check by that number.
CHARACTER CREATION
A C E O F R E B E L L I O N
i —
When recovering strain af- Add • per rank of Stalker Gain + 1 strain threshold. During a chase, add • per
ter an encounter, recover 1 to Stealth and Coordina- rank in Shortcut to any
additional strain per rank tion checks. checks made to catch or
of Rapid Recovery. escape an opponent.
P
Remove up to • • from Add • per rank of Quick Once per round, may After hitting with combat
skill checks to find food, Strike to combat checks mount o r dismount a ve- check, may spend O O
water, or shelter. Survival against targets that have not hicle or beast, or enter a to disorient target for num-
checks to forage take half yet acted this encounter. cockpit or weapon station ber of rounds equal to
the time. on a vehicle, as an inci- ranks in Disorient.
dental.
P
I IJL ,1 „• J,],'l Once per session, may re- Once per session, may per- During a chase, add • per
roll any 1 Perception or form a Familiar Suns maneu- rank in Shortcut to any
When recovering strain af-
Vigilance check. ver; make a H a r d {4} 4) 4)) checks made to catch or
ter an encounter, recover 1
Knowledge (Outer Rim) or escape an opponent.
additional strain per rank
(Core Worlds) check to re
of Rapid Recovery.
veal the current type of plan-
etary environment and oth-
er useful information.
j g j g j j g j p
Gain + I strain threshold. Gain + 2 wound threshold. Add • per rank of Quick
Allies within close range Strike to combat checks
add • t o Perception or against targets that have not
Vigilance checks. Engaged yet acted this encounter.
allies add • •
••IJ.lWil.M p
Spend 1 Destiny Point to Gain + 1 to a single charac- A d d • per rank of Stalker After hitting with combat
perform a Utility Belt inci- teristic. This cannot bring a to Stealth and Coordina- check, may spend O O
dental; produce a previously characteristic above 6. tion checks. to disorient target for num-
undocumented item or ber of rounds equal to
weapon (with restrictions) ranks in Disorient.
from a tool belt or a satchel.
CHARACTER CREATION
A C E O F R E B E L L I O N
I E H I I —
When defending comput- Gain + 1 strain threshold. Remove • per rank of
er systems, add • per Reduce time needed to Bypass Security from
rank of Defensive Slicing complete computer-relat- checks made to disable a
to opponents' checks. ed tasks by 2 5 % per rank. security device or open a
V locked door.
1
snap
When defending c o m p u t - Remove • per rank in Co- When involuntarily suffer-
er systems, a d d • per Defensive Slicing now u p - debreaker from checks to ing strain, suffer I less
rank of Defensive Slicing grades opponents' diffi- break codes or decrypt strain per rank of Resolve,
to opponents' checks. culty once per rank of communications. Decrease to a minimum of 1.
Defensive Slicing; this re- difficulty of checks to
places the usual benefits. break codes or decrypt
communications by 1.
CHARACTER CREATION
A C E O F R E B E L L I O N
• PASSIVE
CONSULAR: Healer
Career Skills: Cool, Discipline, Knowledge (Education), Knowledge (lore), leadership, Negotiation
Additional Career Skills: Discipline, Knowledge (Education), Knowledge lXenologyJ, Medicine FORCE TALENT
• SURGEON • TOUGHENED
When making a Medrc1ne When an opponent targets Gain + ? ~vound threshold
check to l1elp a character When heallng wounds due character with a Force pow-
heal wounds. l11e target to Healing Trance. make a er. reduce()generated by l
l1eals 1 add1Lronal wound Resilience check to l1eal a
per rank of Sui geon Critical Injury. Dirliculty of
tile check equals severity of
the Critical Injury.
CHARACTER CREATION
FORCE AM> DEl11NY
• PASSIVE
CONSULAR: Niman Disciple
Career Skills: Cool, Discipline, Knowledge (Education), Knowledge (lore), leadership, Negotiation
Additional Career Skills: Discipline, leadership, lightsaber, Negotiation FORCE TALENT
• TOUGHENED • PARRY
When making a Lightsaber Gain + 2 wound threshold. When 111L by a melee at-
When wielding a Lighl· skill check, the character tack. suffer 3 sl rain to re-
saber. Melee. or Brawl may use Willpower instead duce damage by 2 plus
weapon. tl1e weapon gains of Bravvn. ranks 1n Parry.
I he Defensive quality 1-vith
a rating equal Lo ranks in
Defensive Training.
• PARRY
When hit by a melee at- Add D to all Charm. Coer- When hit by a ranged at-
tack. suffer 3 strain to re- cion. and Deception checks tack. suffer 3 strain to re· Wt1en wielding a Light·
duce damage l)y 2 plus unless the target is immune duce damage by 2 plus saber. Melee. or Brawl
ranks 1n Parry. to Force powers. ranks in Reflect. weapon. the weapon gains
the Defensive quality with
a rating equal to ranks in
Defensive Training.
May spend @ or t) t) When l1it by a ranged at· Perform Draw Closer action: Take a Center or Being ma-
with successful Ligl1tsabcr tack, suffer 3 strain to re- make a Lightsaber ('v\fillpow- neuver Until the beginning
check to disarm opponent duce damage by 2 plus er) combat check against of next turn. allacks against
ran ks in Reflect. one silhouette I target within the character increase their
medium range, adding 0 no crilical rating by 1 per rank
greater than Force rating to of Center of Being.
check. Spend () to move
target one range band closer
or to add :-P. to check.
• DEDICATION
Gain + I to a single charac- Spend @ or t> t> t> on a
1erislic. This cannot bring a missed Ugl1tsaber (Willpow- Suffer 1 strain to perform
cl1aracterist ic above 6. er) combat check to imme- Center of Being maneuver
diately perform Move Force as an 1nc1dental.
power aclion as maneuver.
CHARACTER CREATI ON
•
FORCE Alll> DESTINY
• PASSIVE
CONSULAR: Sage
Career Skills: Caal, Discipline, Knowledge (Education), Knowledge (lore) , leadership, Negotiation
Additional Career Skills: Astragatian, Charm, Cool, Knowledge (lore) FORCE TALENT
• GRIT
Gain + I strain threshold.
May spend 1 Destiny Point \Nllen acquired. choose 1
lo disengage from engaged l<nowledge skill Wl1en
enemy as an oul-of-turn in- mal<1ng Ihat sl<1ll cl1ecl<.
cidental may spenc1 @ result Lo gain
adctiuonal successes equal
lo ranks 1n Kno1vledge Spe-
ciahzallon.
CHARACTER CREATIO N
FORCE AJm DESTINY
• PASSIVE
GUARDIAN: Peacekeeper
Career Skills: Brawl, Cool, Discipline, Melee, Resilience, Vigilance
Additional Career Skills: Discipline, Leadership, Perception, Piloting (Planetary) FORCE TALENT
• PASSIVE
GUARDIAN: Protector
Career Skills: Brawl, Cool, Discipline, Melee, Resilience, Vigilance
Additional Career Skills: Athletics, Medicine, Ranged (Light), Resilience FORCE TALENT
• PARRY • PHYSICIAN
v\lhen l11t by a melee at- Wl1en making a Medicine Perform t11e Force Protec
tack. suffer 3 slra1n lo re- check to help a character Slimpacks heal 1 addiUon- lion maneuver: suffer I
duce damage by 2 plus heal wounds. Lhe target al wound per rank of St1m- slrain and commit O up Lo
ranks in Parry. heals 1 additional strain pack Spec1alizauon. ranks or Force Prolecllon
per rank of Physician. Increase soak by number of
0 comn1iLLed unul begin-
ning or next Lum. Suffer I
sLra1n every Lurn 0 remains
con1m1LLed
• DEDICATION
Take a Center or Being ma Gain + 1 to a single charac-
neuver. Uni ii the beginning teristic. This cannot bring a Once pe1 session. vvhen an
or next turn. attacks against characteristic above 6. ally protecled by the Body
l11e character increase their Guard maneuver suffers a
critical raung by 1 per rank hit, suffer Lhe h1L instead.
of Center of Being.
CHARACTER CREATION
FORCE AM> DES'T1NY
• PASSIVE
GUARDIAN: Soresu Defender
Career Skills: Brawl, Cool, Discipline, Melee, Resilience, Vigilance
Additional Career Skills: Discipline, Knowledge lloreJ, Lightsaber, Vigilance FORCE TALENT
• GRIT • GRIT
When hil by a ranged at- Gain + l strain L11reshold. Gain + I sl rain threshold.
When making a check using tack. suffer 3 strain to re-
L11e Lightsaber skill . the duce damage by 2 plus
character may use Intellect ranks in Reflect.
instead of Brawn .
• DEDICATION
If the user did not make a Gain + I to a single charac- May Lake lhe Strategic Form
combat check during l11s teristic. This cannot bring a When reflecting a hit that aclion. making a Hard (+
previous Lum. may suffer I
strain to use Parry.
characteristic above 6. generated @ or ~§> ~§> ~§> .
may hit one target in medi·
+ +) Lightsaber (Intel·
lect) check, rolling 0 no
um range with the same greater than Force raung. If
damage as the initial hit. af- successful. I target 1vil111n
ter original attack resolves. short range may only allacl<
characte1 for I round
Spend () to extend effects
for I target for I round.
ARMORER
PASSIVE
RANKED
FORCE TALENT
Spec Bonus Career Skills: Knowledge (Outer Rim), Lightsaber, Mechanics, Resilience
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COST 5
COST 20
soak, minimum 1.
COST 20
WARDEN
PASSIVE
RANKED
CONFLICT COST
FORCE TALENT
Spec Bonus Career Skills: Brawl, Coercion, Discipline, Knowledge (Underworld)
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WARLEADER
PASSIVE
RANKED
FORCE TALENT
Spec Bonus Career Skills: Leadership, Perception, Ranged (Light), Survival
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COST 10
COST 20
GUARDIAN
UPGRADE
RANKED
COST 10
Heroism by 1. COST 10
COST 10
• PASSIVE
MYSTIC: Advisor
Career Skills: Charm, Coercion, Knowledge (Lore), Knowledge (Outer Rim), Perception, Vigilance
Additional Career Skills: Charm, Deception, Negotiation, Streetwise FOREE TALENT
CHARACTER CREATION
FORCE AM> DEST9IY
• PASSIVE
MYSTIC: Makashi Duelist
Career Skills: Charm, Coercion, Knowledge (Lore), Knowledge (Outer Aim), Perception, Vigilance
Adlllitional Career Skills: Charm, Cool, Coordination, Lightsaber FORCE TALENT
• PARRY • FEINT
Wt1cn hit by a melee al Spend @ or t> t> t> gen
Lack. suffer 3 strain Lo re· When rnak1ng a check using Add D to Melee and Light eratcd on a missed melee
cluce damage by 2 plus the L1ghlsaber skill. lhe saber checks when engaged attack to upgrade d1rf1culty
ran ks 111 Parry. character may use Pres- 1v1th only one opponent. or opponent's next attack
ence instead of Bra~vn targeling character by ranks
in Fe1nL
• DEDICATION
Gain 1- I to a single charac May spend @ or t} t> Take the Makashi Finish ac Once per encounter. per
I ensue Th rs cannot bnng a with successful Ugl1tsaber lion Perform a Lightsaber form Makash1 Flounsl1
cl1aracterisltc above 6. check Lo disarm opponent. (Presence) combat check aclion Make an Average
against engaged target. (+ +> Lightsaber (Pres-
adding 0 no greater than ence) check. I engaged
Force rating. Spend () to opponenl suffers strarn
add + I 0 to any resultrng equal lo ~ . and heal an
Critical Injury rolls. equal amount or strain
COST 25 ~·
CHARACTER CREATION
FOR4FAM>~
• PASSIVE
MYSTIC: Seer
Career Skills: Charm, Coercion, Knowledge (lore), Knowledge (Outer Rimi, Perception, Vigilance
Additional Career Skills: Discipline, Knowledge (lore), Survival, Vigilance FORCE TALENT
• GRIT
Once per game. remove Gain + I strain threshold. Perform the Forewarning
• • from any I check. action. All allies within me- May spend I Destiny Point
dium range increase de· to disengage from engaged
fense by character's Force enemy as an out-of-turn in-
rating until they act 1n the cidental.
encounter.
• DODGE
When targeted by combat
Once per session. may add Once per session. may suf- check. may perform a
• • to I NPC's skill check. fer 2 strain Lo perform Dodge incidental Lo suffer a
Force power action as ma- number of strain no greater
neuver. than ranks of Dodge. then
upgrade the difficulty of the
check by that nurnber.
CHARACTER CREATIO N
FORCE Alm DES'1WtY
• PASSIVE
SEEKER: Ataru Striker
Career Skills: Knowledge lXenologyJ, Piloting (Planetary), Piloting lSpacel, Ranged lHeavyJ, Survival, Vigilance
Additional Career Skills: Athletics, Coordination, Lightsaber, Perception FDRC:E TALENT
• DODGE • C:DNDITIDNED
When targeted by combat Take the Hawk Bat Swoop Perform the Saber Swarm Remove • per rank of Con-
check. may perform a action. Perform a Lightsaber maneuver; suffer I strain, ditioned from Athleucs and
Dodge incidental lo suffer a (Agility) combat check to make nexl Lightsaber Coordination cl1ecks. Re-
nun1ber of strain no greater against target witl11n short (Agility) combat check this duce tl1e damage and strain
than ranks of Dodge. then range. adding 0 no greater turn gain the Linked item suffered from falling by I
upgrade the difficulty of lhe than Force rating. Spend () quality equal to Force rat- per rank of Conditioned.
check by that number. to engage target and spend ing during check.
() to add tJ. to check .
• PARRY • DEDICATION
When hit by a melee at· Gain + I to a single charac- Perform Saber Throw ac- When the character recov
tack. suffer 3 strain lo re- teristic This cannot bring a tion; make Lightsaber com- ers strain al the end of the
duce damage by 2 plus characteristic above 6 bat check as ranged attack encounter. he may add 0
ranks in Parry at target within medium per Force rating. He recov-
range. adding 0 no greater ers additional strain equal
than Force rating. Must to () generated.
spend ()and succeed to hit
target: spend () to have
weapon return to hand.
• PASSIVE
SEEKER: Hunter
Career Skills: Knowledge (Xenology), Piloting (Planetary), Piloting (Space), Ranged (Heavy), Survival, Vigilance
Additional Career Skills: Coordination, Ranged (Heavy), Stealth, Vigilance FORCE TALENT
• PASSIVE
SEEKER: Pathfinder
Career Skills: Knowledge lXenologyJ, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Survival, Vigilance
Additional Career Skills: Medicine, Ranged (Light), Resilience, Survival FORCE TALENT
• GRIT
When 1nak1ng checks to Develop long-term bond Gain + I strain threshold. Add O Lo all Stealtt1 checks
handle or tame animals. 1v1Lh single animal or s1lhou unless Lile oppos1t1on 1s 1111
add 0 no greater than ene no greater Lhan half niune to Force po1\'e1s
Force rating to the check Force rating rounded do~\'n .
Spend () Lo add ~ or tJ
Lo Lhe check
• TOUGHENED
May perform the Mental Gain + t Force raung. Suffer 2 strain to perform Gain + 2 1vound thrcsllolcl
Bond action Commit 0 Lhe Quick tvtovemenL inci-
While comm1LLed. may dental. add 0 no greater
communicate w1lh bone! than Force rating to next
ed animal al long range ct1eck May spend () () to
and see and hear Lhrougll perform one additional
its senses Move maneuver after action
• ENDURING • DEDICATION
May perform the Share Gain + I soak value. Gain + I Lo a single ct1arac
Pain 1nc1dental when bond- Once per session. may re- tensuc This cannot b11ng a
ed animal suffers vvounds • roll any I Resilience or Sur- charactensuc above 6
Reduce wounds suffered to vival check
half then character suffers
vvounds equal to nurnbcr
reduced
CHARACTER CREATION
FORCE AND DESTINY
• PASSIVE
SENTINEL: Artisan
Career Skills: Computers, Deception, Knowledge CCore Worlds), Perception, Skulduggery, Stealth
Additional Career Skills: Astrogation, Computers, Knowledge (Education), Mechanics FORCE TALENT
Wl1en repairing hull trau- When repa iring system Always count as having
ma on a starship or vehi- strain on a starship or ve· the right tools for the job Reduce time neecled 10
cle. repair I add1Lional hicle. repair 1 additional vvhen performing Meehan complete Computers-relal ·
hull trauma per rank of system strain per rank of 1cs checks. ed tasks by 25°10 per rank.
Solid Repairs. Fine Tuning.
• PASSIVE
SENTINEL: Shadow
C1r1er Skills: Computers, Deception, Knowledge (Core Worlds), Perception, Skulduggery, Stealth
Additional Career Skills: Knowledge (Underworld), Skulduggery, Stealth, Streetwise FOR(E TALENT
• DODGE • GRIT
The character may spend I When targeted by combat Add D to all Stealth checks Gain + I slra1n ll1rcshold
Destiny Point Lo make him check. may perform a unless the oppos1t1on 1s 1m
sell undetectable via Force Dodge 1nc1dental to suffer a mune to Force po1vers
po1,ers and make his own number of strain no greater
po1vers go unnoticed for 111e than ranks of Dodge. then
remainder of Lhe encounler upgrade the difficulty of Lhe
check by that number
• (ODEBREAKER • DODGE
If under tl1e effects or a Remove • per rank of Co- Once per session. take Novv When targeted by coml)al
Force po1"1er perrorn1 l he debreaker from checks to You See Me action Make a check. may perform a
Slippery Minded acuon. break codes or decrypt Hard (+++) Deception Dodge 1nc1dcntal 10 surfer a
make a Hard (+++) De- comrnun1Calions. Decrease check to make a numbe1of number of st1a1n no greate1
ception check Lo 1mmed1 difficulty of checks to break NPCs equal to Cunning than ranks of Dodge. lhen
ately encl effects of po~ve1 codes or decrypt commun1- 1v1th1n medium range forget upgrade ll1e d1ff1culty of the
cauons by I about character. check by that number
• DEDICATION
Gain + I Force raung. Gain + I to a single charac-
After making a successful Once per round. suffer 2 teristic. This cannot bnng a
allack. may spend I Desti- strain to decrease difficulty characteristic above 6
ny Point to add damage or next Stealth or Skuldug
equal to Intellect to one hit. gery check by I .
CHARACTER CREATION
FORC'E AM> DEST1NY
• PASSIVE
SENTINEL: Shien Expert
Career Skills: Computers, Deception, Knowledge (Core Worlds), Perception, Skulduggery, Stealth
Additional Career Skills: Athletics, lightsaber, Resilience, Skulduggery FORCE TALENT
• TOUGHENED • PARRY
Gain + 2 ~vound threshold When hit by a melee at· When making a check using When hit by a ranged at
tack. suffer 3 strain to re- the L1ghtsaber skill. the tack. sufler 3 s1rain to re
duce damage by 2 plus character may use Cunning duce damage by 2 plus
ranks 1n Parry instead of Bravvn. ranks 1n Reflect
• PARRY • GRIT
When hit by a melee at- When an attack misses the Gain + I strain threshold.
tack, surfer 3 strain 10 re- character and generates @ When reflecung a hit 111at
duce damage by 2 plus or '§} {§~ . may upgrade next generated AW/ or ,_,
'o' 'o' 'o' '
,_, ,_,
ranks 1n Parry L1ghtsaber (Cunning) check may hit one i.argel 1n med1
against attacker dunng en- um range with tl1e san1e
counter once. damage as the 1n1L1al l11t ar
ter ong1nal attack 1esolves.
• DEFENSIVE STANCE
Once per round. may per Perform Saber TI1row ac- When hit by a rangecJ a1-
Arter using Reflect. may rorm Defensive Stance ma uon. make Lightsaber com- tack. sufrer 3 Sll a111 lo re
spend I Destiny Point to neuver and suffer a number bat check as ranged attack duce damage by 2 plus
perform Move 1nancuver as of strain to upgrade diffi al target vvith1n medium ranks 1n Reflect.
out-of turn 1nc1dcnlal to culty or all incoming n1clec range. adding 0 no greater
close distance w1l11 or en auacks by an equal num· l11an Force rating. Must
gage opponent be1 fo1 the next round spend() and succeed to hit
Strain suffered this way target; spend () to have
cannot exceed ranks 1n De- weapon return to hand.
fensive Stance.
• DEDICATION
Garn + I to a single charac-
Suffer 2 strain to add dam terisuc. This cannot bnng a Perform D1srupt1ve Strike If the user d1d not make a
age equal to Brawn to next characteristic above 6 acuon. make a Llghtsaber combat check dunng prcv1
L1ghtsabe1 combat check (Cunning) combat check. ous tum. may suffe1 I strain
made that turn adding 0 no greater than to use Reflect
Force raLing. Spend () to
add Y to the nexl combat
check tile target makes.
• PASSIVE
WARRIOR: Aggressor
Career Skills: Athletics, Brawl, Cool, Melee, Perception, Survival
Additional Career Skills: Coercion, Knowledge lUndervvorld), Ranged llight), Streetwise FORCE TALENT
• FEARSOME • INTIMIDATING
When an adversary be- May suffer a number of
comes engaged with Lhe strain to downgrade difficul- Add + 1 damage to one Once per session. may add
character. the character ty of Coercion checks. or hit of successful combat • • to I NPC's skill cl1eck.
may force Lhe adversary to upgrade difficulty wl1en tar- checks against disorient-
1nake a fear check. with tl1e geted by Coercion checks. ed targets per rank of Prey
difficulty equal to Lhe char by an equal number. Strain on the Weak.
acter's ranks 1n Fearsome. suffered this way cannot ex-
ceed ranks 111 Intimidating.
• FEARSOME • DEDICATION
When an adversary be- Gain + I to a single charac- When incapacitated. per-
comes engaged with the teristic. This cannot bring a form Against All Odds ac-
character. the character characteristic above 6. tion: making Hard (• • •)
may force the adversary to Resilience check with b
make a fear check, with the equal to Force rating. Heal
difficulty equal to the char- wounds equal to ':tf . spend
acter's ranks in Fearsome. () Lo add *
CHARACTER CREATION
FMCF Am DESTWIY
• PASSIVE
WARRIOR: Shii-Cho Knight
Career Skills: Athletics, Brawl, Cool, Melee, Perception, Survival
Additional Career Skills: Athletics, Coordination, Lightsaber, Melee FORCE TALENT
• IMPROVED PARRY
Increase difficulty of Light· When parrying a hit that May spend @ or ti ti
Once rer session. niay re- saber check by I to per- genera Led @ or {§~ {§~ {§~ . wit11 successful L1ghlsaber
roll any 1 L1gl1Lsaber or form Sarlacc Sweep action. may hit attacker once check to disarm opponent.
Melee check. May spend ti O to hit with L1ghtsaber. Brawl . or
additional engaged targets. Melee weapon (dealing
base damage) after ong1
nal attack resolves.
CHARACTER CREATION
FORCE AND DEIT1NY
• PASSIVE
WARRIOR: Starfighter Ace
Career Skills: Athletics, Brawl, Cool, Melee, Perception, Survival
Additional Career Skills: Astrogation, Gunnery, Mechanics, Piloting (Space) FORCE TALENT
11 liWIJJ.UWl k I l,IIU,l,l,l:l»
Once per encounter, may Remove • per rank of
Brawl and Ranged (Light) use Second Wind inciden- Outdoorsman from checks Melee and Ranged (Heavy)
become career skills. tal to recover strain equal to move through terrain or become career skills.
j to ranks in Second Wind. manage environmental ef-
fects. Decrease overland
travel times by half.
• TOUGHENED
Once per round, draw or Gain + 1 strain threshold. Gain + 2 wound threshold. Cannot run out of ammo
holster a weapon or acces- due to ® . Items with Limit-
sible item as an incidental. ed Ammo quality run out of
ammo as normal.
Once per encounter, may Once per round, may stand Gain + 1 strain threshold. Reduce the crit rating of
use Second Wind inciden- from seated or prone as an improvised weapons by 2
tal to recover strain equal incidental. (to a minimum of 1).
to ranks in Second Wind.
When making a ranged at- Gain + 1 to a single charac- Gain + 2 wound threshold. Gain + 1 soak value.
tack while engaged with an teristic. This cannot bring a
opponent, may suffer 2 characteristic above 6.
strain to reduce the ranged
modifier by 1.
CHARACTER CREATION
A C E O F R E B E L L I O N
• FORAGER
Remove up to •• from
skill checks to find food,
water, or shelter. Survival
checks to forage take half
the time.
• SUPERIOR
REFLEXES
Permission granted to print and photocopy this page for personal se. (g LFL 2013.
Universal: Force-Sensitive Emergent Talent Tree
Gain Force Rating 1 FORCE TALENT
Perception and Discipline Add • per rank of Un- Upgrade difficulty of Cain + 1 strain threshold.
become career skills. canny Senses to all Per- checks to identify charac-
ception checks. ter once per rank of Indis-
tinguishable.
Gain + 2 wound threshold. Once per session, remove Once per session, add When the character recov-
• • f r o m any 1 check. • • t o any 1 check. ers strain at the end of the
encounter, he may add O
per Force rating. He recov-
ers additional strain equal
to O generated.
L^r -
Once per encounter, may Once per session, make Gain + 1 Force rating. Gain + 1 to a single charac-
add O to a check using one skill check using Will- teristic. This cannot bring a
Brawn or Agility made by power rather than the char- characteristic above 6.
an ally in short range. O acteristic linked to that skill.
add & and # add ® .
THE FORCE
A C E O F R E B E L L I O N
• MAGNITUDE • CONTROL
Spend()to affect a number When making a Battle Meditation power check, the user may
of additional targets equal make an Easy r+l Leadersh ip check as part of the pool. If the user
to Presence per rank of is able to activate the power and succeeds on the check, he may
Magnitude purchased. send simple orders as part of the power.
r---
1
• STRENGTH
Spend () to affect a number Spend ()() to add one additional automatic *- to affected characters'
of additional targets equal checks.
to Presence per rank of
Magnitude purchased.
• DURATION
Spend () to increase power's CommitOOO to sustain the ongoing effects of the power on each
range by a number of range affected target while it remains in range.
bands equal to Range up-
grades purchased.
/ /
/
• MASTERY
e
If no were used to generate (), choose one skill. Whi le 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 e to generate (), each affected character must make
an Easy r+l Discipline check if he wishes to resist obeying orders.
I /
/
The basic power has one way of spending Force points:
---/ FORCE POWER:
• The user may spend () to add one automatic :(f to
BATTLE MEDITATION all checks made by a number of engaged friendl y
Some Force users can telepathically guide allies around targets up to his Presence before the end of his next
/ them, helping them to coordinate and achieve amazing turn. If the user uses any e
to generate () on th is
feats. This guidance can easily become domination, check, reduce each target's Wi llpower by 1 (to a
'. minimum of 1] until the end of the encounter. The
/ howeve r, and Force users must strive to maintain a bal -
ance between gentle guidance and outright tyran ny. user may not activate this multiple times.
Meanwhile, individuals less concerned with trifling
matters like "morality" and "the basic dignity of all sen - UPGRADES
I tients" use Battle Meditation to guide the ir disposable
Control Upgrade: When making a Battle Meditation
pawns to ignoble ends for the ir own selfish betterment
\ power check, the user may make an Easy(+ ) Leader-
ship check as part of the pool. If he generates enough
BASIC POWER
Force points to activate the power and succeeds on tile
Battle Meditation's basic power allows the Force user check, he can telepathical ly transmit a simple order to
/
to influence and coordi nate large groups of allies, guid- each cha racter he affects with this power This order is
ing their actions to help_them work as a unified who le. not mandatory, but the rec ipient comprehends iteven /
if he does not understand the user's language. 9-
/-
I _/ '
THE FORCE
FORCE AND DESTINY
~·
- /
j
'
• MAGNITUDE • STRENGTH
Spend ()() to affect I addi- Spend () to disorient the tar- Commit 0 0 0 to sustain
tional target within range per get for a number of rounds the ongoing effects of the
rank of Magnitude purchased. equal to Strength upgrades power on each affected
purchased. target.
/
• CONTROL • MAGNITUDE • STRENGTH
Spend () to move the target Spend ()() to affect I addi- Spend() to disorient the target for a number of rounds equal to Strength
one range band closer or far- tional target within range per upgrades purchased.
ther away. rank of Magnitude purchased.
/ /
-/ /
• MASTERY /
When the user is making a Bind power check, if the check was not already opposed, the user may roll an opposed
e
Discipline vs. Discipline check against one target of the power. If no were used to generate()and the user succeeds
.I e
on the check. he may immediately stagger the target until the end of his next tum. If any were used to generate () ./
and the check succeeds, the target suffers a Critical Injury. adding+ I 0 to the roll per() spent on the check.
)
'/ / FORCE POWER: BIND soak) per () spent on the check. The user may not
) ac tivate t his mu ltip le times.
_/ Force users skil led in telekinetic powers can seize oth-
ers from afar, preventing them from moving or attack- UPGRADES
ing. When used with a calm heart, this power ca n be
Control Upgrade: Spend () to immediatel y move the
an extremel y useful defensive tool, letting t he Force
targe t one ra nge band toward or away from t he user.
user stop an enemy in his tracks wit hout hurting hi m.
/ The user may not activate th is multiple t imes.
O f course, once a foe is in t he Force user's grip, it can
be extreme ly tempting to si mp ly crush him. Control Upgrade: Spend (); whenever a target af- I
fected by Bind takes an action, he suffers strain equa l '
BASIC POWER to the user's Wi ll power. The use r may not activate this
mu lt iple times.
Bind's basic power all ows the Force user to restrain
t hose nearby, preventing them from harming oth-
Duration Upgrade: The power gains the ongoing effect:
\ ers and themse lves. The basic power has one way to
spend Force poi nts: ·
Co mmit 0 0 0 after successfu lly activating the basic
power. If a target was immobi lized or staggered by this
power, he rema ins immobi lized or staggered as long as
• The user may spend () to immob ilize a target 0 0 0 rema in committed and the targe t stays within
with in short range un ti l the end of the user's next range. If a target moves beyond the range of the power,
/
turn. If the user used any e
to genera te () on th is the effects end for him, but not for any other ta rgets of
check, the ta rget also suffers 1 wo und (ignoring the power. The user may not activa te this mul tiple times.
I ~
~I
THE FORCE
FORCE AND DES'T1NY
/
I /- r
J
Force Power Tree: Enhance • FORCE ABILITY
Pryrequisites: Force Rating 1 +
• CONTROL • CONTROL
When performing a Force Leap, the user can jump vertica lly in addition to
jumping horizontally.
/
/ • CONTROL • CONTROL
Ongoing effect Commit 0 . The user increases his Agil ity cha racteristic I
by I (to a maximum of 6).
I ./
/ / BASIC POWER
/ FORCE POWER: ENHANCE
/ One of the most straightforwa rd ways in whi ch Force Enhance all ows Force users to perform ath letic fea ts
users utilize the power of the Force is to imbue their beyond the original scope of their natural abilities. The
own bodies with energy and strength Making leaps basic power has one way of spend in g Force points:
/
that might otherwise be deemed impossible, mov- • When making an Ath letics check, the user may
ing at high speeds, and harnessing physica l strength roll an En hance power check as part of the
/ well beyond the capacity of most sentient beings are pool. Th e user may spend () to ga in >:1- or tJ (hi s
/'
all eq uall y viable. In thi s way, the Force becomes an choice) on the check. (Remember. th is coun ts as
almost li tera l fue l fo r feats of endura nce and power. a norma l Force power check in every way- it is
Most Force users fin d it a relatively simple thi ng to simp ly combined with th e ove rall skill check.)
use the Force in order to overcome their own physica l
li mitations and shrug off the effects of fatigue. Wi th UPGRADES
a little practice, most Force users are able to expand
the arenas in whic h they can use the Force beyond Upgrades to Enhance work in two distinct ways. Force
that of mere brute stre ngth. They are ab le to co ncen - users may choose to use the power to improve their
trate the Force into assisting them with acts of dexter- natural abili ties. enha ncin g existin g skill s and even
ity and acrobatics. im proving th eir bodies' physical charac teristics usin g
--' r-;
THE FORCE
FORCE AND DEmNY
---
j
,/ -
/ • CONTROL
When making a skill check to detenmine Initiative, the user may roll a Foresee power check as part of the pool. He
/ may spend() to gai n "R on the check.
I
• CONTROL
When performing a Foresee power check as part of an Initiative check. the user may spend () to allow all
affected targets to take one free maneuver before the First round of combat begins.
./
r
FORCE POWER: FORESEE BASIC POWER
Force users often have precognitive flashes, expe ri - The most basic form of Foresee all ows the character
enci ng waking dreams or visions about peopl e and to look into the Force to see vague hin ts of his nea r
situations through thei r ab il ities. Th ese powers are future. These hin ts may be blu rry visua l images, brief
ra rely so cl ear an d obvious as to provide unequivoca l sa mples of sou nd, or simple emotions. The basic pow-
visions of the fu ture, but they are certai nly enough to er has one way of spend ing Force poin ts:
give Force users pause for th ought when they have a • Th e user may spend () to ga in vague hints of
"bad feel ing about somethi ng." even ts to come in the next day of his own, per-
The power of fo resight has been used in coun t- sona l future. The basic power ca nn ot see further
less different ways by co un tless di ffere nt Force users tha n one day.
thro ughou t histo ry. So me use it to gain vague images
\ far into the future. while others use it to pred ict the
movements of their foes or see an unexpected event
Foresee's upgrades wo rk in two distinct ma nners.
UPGRADES
soon to happen.
The fi rs t set of upgrades serves to further enhance
/
the character's abi li ty to in tui t the actions of oth-
~ I
//,._ 1
fj --
-
'
~I
THE FORCE
FORCE AND DESTINY
-j
"
Force Power Tree: Heal/Harm • FORCE ABILITY
...;.- Prerequisites: Force Rating 1 +
,..----"
,..- j
• HEAL/HARM BASI[ POWER
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend () to heal a number of wounds equal to Intellect from an engaged living creature [including user).
,.)
Harm: Spend () to inflict a number of wounds equal to Intellect [ignoring soak) on an engaged living ta rget. The user gains I Conflict.
)
/
• MAGNITUDE • MAGNITUDE • CONTROL
/
Spend ()() to affect I addi- Spend ()() to affect I addi- Heal: If no e generated (),
tional target within range per tional target within range per target heals strain equal to
rank of Magnitude purchased. rank of Magnitude purchased. wounds healed.
Harm: lfany e were used to
r generate(), user heals strain
equal to wounds inflicted.
..)
__.)
·~ Medici ne. also heals one Critical Injury. when this power kills a target. wou nds inflicted by I per
Harm: May make a Harm may restore one engaged rank of Strength upgrades
power check combined with character who died this en- pu rchased.
/
/) /
an opposed Medicine vs.
Resilience check. If check
succeeds. one ta rget who
counter to life. Each character
gains 7 Conflict f
suffers wounds also suffers
__./ I one Critical Injury [adding
+ 10 to the roll per tH.:n
/.' FORCE POWER: HEAUHARM injuries, while Harm lets him drain the life fro m his foes.
When a character purchases the basic power Heal/
) Thi s power refl ects a Force user's capa city to ma nipu- Harm. he gains access to both Heal and Harm. Each
l late the living energy in things aro und hi m. It is the ti me a character uses the basic power, he must choose
ind ividual's choice, however, whether to use this gi ft to whether he is using Heal or Harm, and he receives only
help others fl ourish, bind ing their inju ri es and making the effects associated with his choice. Each upgrade a
them whole. or to stea l their vital essence. ripping the character purc hases improves both Heal and Harm , but
\ li fe from them to watch as they wither and die. some improve each power in a different way.
HEAL (LIGHT SIDE FORCE USER ONLY)
1. BASIC POWER
The basic power for Hea l lets a character mend
Unlike many oth er Force powers, Heal/Harm has a basic wo unds with a simple touc h. Hea l can on ly be used by
power that ca n be used in two distinct ways (to heal or to light side Force-sensitive characters. The basic power
harm). Heal allows the F9rce user to treat his comrades' has one way to spend Force points:
THE FORCE
FORCE AND DEn1IIY
J
Force Power Tree: Influence • FORCE ABILITY
Prerequisites: Force Rating 1 +
• CONTROL • STRENGTH
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence
power check as part of his dice pool. He may spend () to gain '!) or 0 [user's choice) on the check .
• RANGE
/
) Spend () to increase power's
range by a number of range
bands equal to Range up-
grades purchased.
// /
__/
Influence's most basi c and arguab ly crudest ab ili ty
FORCE POWER: INFLUENCE all ows the user to inflict strain on a living target, stress-
The ability to influence the minds of others is not some- ing his mind un t il he passes out. However. upgrades
thing to be taken lightly. Misuse of the ability, col loq ui- allow th e Force use r who spec ial izes in Influe nce to
/ ally known as a "mind trick," is a su re step on the pa th perform much more subt le and im pressive fea ts.
to the dark side. A powerful Force user can manipu late
the minds of others to the point where he ca n convince BASIC POWER
them to believe thi ngs tha t are untrue, or ca lm an angry
The most basic form of Influence does not allow the
crowd . Conversely, he can l'ile the crowd into a murder-
Force user to guide or sha pe the th oughts of others. He
ous frenzy, or frighten a single so ul into gibbe ring mad-
ca n merely strain their mi nd, in fl icting stress and ex-
) ness. This is where th e danger of Influence lies.
haustion. The basic power has one effect that can be
\
However, Influ ence is not inh eren t ly evil. M any triggered mu lti ple times on t he sa me or di fferen t ta rgets:
Force users have used Influence to pro tec t the he lp-
• Th e user spends() to stress t he mind of one living
less or to dea l with a threat in a way that avoids vi o-
target he is engaged wi t h, infli cting 1 strain. The
len ce. It is much better to co nvi nce a guard to re t urn
use r may acti va te t his mul ti ple times, increasing
to his post than to have to kil l him.
the st rai n inflicted by one eac h t ime.
J
I _.1 I -
'
THE FORCE
FORCE AND DES11NY
j
Force Power Tree: Misdirect • FORCE ABILITY
P~requisites: Force Rating 1 +
/
• RANGE • DURATION • STRENGTH • CONTROL
Spend () to increase power's Commit OO to susta in this Spend ()C) to increase the sil- The user may al ter the per-
range by a nurnber of range power wh ile the beguiled tar- houette of the object obscured ceived appearance of the
bands equal to Range up- get remains in ra nge. or illusion created by I per chosen person or object in-
grades purchased . Strength upgrade purchased. stead of hiding it.
• MAGNITUDE
Spend () to affect additional
targets equal to Presence per
rank of Magnitude purchased.
/
/
• RANGE • MASTERY
Spend () to increase power's Spend ()() to obscure addi-
range by a number of range tional objects or create illu-
bands equal to Range up- sions equal to Cunning plus
I grades purchased Decepoon.
// I
I
• RANGE • STRENGTH
Spend() to increase power's range by a number of range bands equal to Spend ()() to increase the sil houette of the object obscured or il lusion
! Range upgrades purchased. created by 1 per Strength upgrade pu rchased.
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,.
/ /
j/ FORCE POWER: MISDIRECT • The user may spend () to deceive the senses of
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THE FORCE
FORCE Aim DEI11IIY
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Force Power Tree: Move • FORCE ABILITY
Prerequisites: Force Rating 1 +
r
• MAGNITUDE • RANGE
Spend () to increase targets Spend () to increase power's
affec ted equal to Magnitude range by a number of range
upgrades purchased. bands equal to Range up-
grades purchased.
/
/ /
/ /
) ,/ FORCE POWER: MOVE • Th e user may spend () to move one object of sil hou -
ette 0 that is wi thin short range up to his maxim um
r
range. The defau lt maximum range is sho rt range.
-~/ Many Force use rs develop the abil ity to shift objects
witho ut physica lly hand ling them . moving matter with The user may not activate thi s mu ltiple times.
the power of the mind. Those with a modicum of training
in the ski ll ca n ca use sma ll objects to slowly and pa ins- UPGRADES
takingly rise, fal l, or travel in space. True masters of the
/ Move's upgrades inc lude the abil ity to move a large r·
Force are rumored to be able to hurl starsh ips about or
numbe r of objects at once, to move in creasin gly large
juggle heavy crates in the air. Other applications of the
objects. and to move objects over greate r distances.
power al low for Force users to manipulate control pa nels
Some upgrades give th e Force user di ffe rent wa ys to
or comp ute r keyboards at a distance. There is thought
use the power, though most are cumu lative improve -
to be no limit to what a Forc e user co uld move with the
me nts to the abil ities described by the basic power.
app lication of enough concentration.
Control Upgrade: The user gai ns t he abi lity to move
\ When movin g items, the de fau lt speed is slow and
de libera te. not fast enough to inflict inj ury or acc urate
objects fast enough so as to be both diffi cu lt to dodge
and capab le of inflic ting damage. Resul ting impacts
enough to allow for fine man ipulati on .
deal damage to both t he target and the object being
moved. The user ma kes a Force power check and rol ls a
/ BASIC POWER
ranged attack as part of the poo l. The attack's difficulty
At its most basic, Move all ows the Force user to move is equa l to the silhoue tte of t he object bei ng t hrown /
sma ll objects that are near him. It has one basic effect: instead of the normal d ifficu lty for raLl ged attacksa'iia
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! --' '
THE FORCE
FORCE AND DEST1NY
j
1 -/-
Force Power Tree: Protect/Unleash • FORCE ABILITY
Prerequisites: Force Rating 3 +
• STRENGTH • STRENGTH
Spend () to decrease dam- Spend () to decrease dam-
age or add damage equal to age or add damage equal to
ranks of Strength purchased. ranks of Strength purchased .
• RANGE
Spend ()() to increase pow- Protect: Spend () to allow
er's range by a number of power to protect against all
range bands equal to Range types of attack.
upgrades purchased.
./
/
• CONTROL • MASTERY ,...
Protect: Light side Force users may spend 1 Destiny Point to use Protect Protect: Light side Force users may spend ()() to reflect all attacks they l
as an out-of-tum incidental once per session. reduce to 0 damage, dealing damage equal to initial attack to attacker
Unleash: Dark side Force users may spend I Destiny Point to use Unleash Unleash: Dark side Force users may spend () to reduce critical rating of
as a maneuver once per session. attacks to I .
- ::-- j
THE FORCE
FORCE Aim DEST1JfY'
./
j
Force Power Tree: Seek • FORCE ABILITY
' Prerequisites: Force Rating 1 +
..:-· r·--
/
• SEEK BASIC POWER
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend ()() to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.
./ The user may spend () and succeed at an Average ct t l Vigilance check [or opposed Vigilance vs. Discipline check] to see through illusions.
• MAGNITUDE • CONTROL
Ongoing effect: Commit 0 . Upgrade the ability of Vigilance and Percep-
tion checks once.
• MAGNITUDE • MAGNITUDE
Spend () to gain one addi-
tional detail per Magnitude
upgrade purchased .
Spend () to eliminate I Force-based il lusion per Strength upgrade Spend () to gain one addi-
pu rchased donal detail per Magnitude
upgrade purcl1ased .
./
/
I/
,;
/
_/
• DURATION • CONTROL • MASTERY
/ Commit O to continue track- Ongoing effect: Comm it OOO. The user's attacks gain Pierce with rat- Make Seek power check
ing target even when it ing equal to Cunning plus ranks in Perception. and spend ()()() to add~
to combat checks against
one target for remainder of
encounter. j
/
/
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/ I
) / FORCE POWER: SEEK • Th e use r may spend ()() to gai n insight into t he
gene ral loca t io n or direc tion of a person or ob-
The Force user casts out wi th hi s mi nd's eye, search - ject tha t he knows abou t. rega rdless of its current
ing for somethi ng lost, conceal ed , or forgotten. Whi le d ista nce from hi m. Th e user may not activate th is
co untl ess di fferen t Force trad it ions ac ross tile ga laxy multiple times.
have attac hed d ifferen t practices and techniques to
t ll is power. from triba l cul tures t hat use it to hunt
• Tile user may make an Average (+t l
Vigilance
check wi th the power check to see through al l
prey-beasts to orde rs of assass ins who see k out any senso ry misd irections co nfronting him , whether
who de fy the ir orthodoxy, the basic ab ility remains th ese come from tech nology or more eso teric
the same: those who fo ll ow pathways of t he Force can sources. Thi s powe 1· wo rks against tricks such as
trac k down anyt hing or anyone, 1·egardless of th e dis- cloa king fie lds, holograms. Force ill usions. and
tance or eons tha t se parate th em from t heir qua rry. even physica l disguises. at the GM's discretion.
bu t has no direct effect on spo ken or wri tten lies.
\ BASIC POWER To success fully see past the decep t ion. t ile char-
acter must spend () to ac ti vate th e powe r and
Seek's basic powe r allows Force use rs to find faraway
things and to shatter sensory tricks th at migh t hide
mu st succeed on t he Average (+ t l
Vigilance
\ check [or opposed Vigilance versus Discipline
t heir q uarry. Th e bas ic power has two ways to spend
check if illus ions are being created by another
Force poin ts
Force user). If th e use r succeeds, llis supernatural
~ . )
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THE FORCE
FORCE AND DES11NY /.
/
j
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• mNTROL • [ONTROL
Ongoing effect: Commit O . Once per round. when an attack targets the Effect: Spend () The Force user senses the current thoughts of one liv-
Force user. he upgrades the difficulty of the pool once. ing target with whom he is engaged.
I /
/
/ • [ONTROL • RANGE • MAGNITUDE
Ongoing effect: Commit O . Once per round, when the Force user makes Spend () to increase power's Spend C) to increase number
a combat check. he upgrades the ability of that check once.. range by a number of range of targets affected by power
bands equal to Range up- equal to Magnitude up- .J
I grades purchased. grades purchased.
)
/
THE FORCE
FORCE Aim DEST1NY
FORCE POWER RANKED
SUPPRESS
Prerequisites: Force Rating 1+
Find more handouts at BeggingForXP.com
CONTROL RANGE
Commit one or more C ; when an opponent targets the user with a Force power, after the Spend F to increase
opponent generates F reduce the total F generated by 1 per C committed, to a minimum of 0. power’s range by a number
of range bands equal to
COST 10
Range upgrades purchased.
COST 5
MASTERY CONTROL
The user may make a Suppress power check along with an Whenever a Force user targets a character affected by
opposed Discipline vs Discipline check targeting another Suppress with a hostile Force power, if that opponent used z
Force user within short range. If the user spends F F and to generate F on the check, he suffers strain equal to the
succeeds on the check, the target Force user immediately user’s ranks in Discipline.
uncommits all C and ends all ongoing effects of Force COST 15
powers and Force talents that required committed C .
COST 20
The Force user can feel the Force flowing around another specific individual to gain insight into what that Unlocked upon acquiring the
person might do. kyber crystal in Episode II
The user may spend 3 to gain hints about what another individual within short range is likely to do in
the near future. Unlocked upon acquiring the
kyber crystal in Episode III.
Spend 3 to increase power's When making a skill check to determine Initiative, the Force user may roll a Warde’s Foresight power check as part of
range by a number of range the pool. Fie may spend3 to add automatic Y? on his first check this encounter.
bands equal to Range up
grades purchased.
S p e n d 3 3 to a d d L je q u a Once per encounter, use Spend 3 3 to have the Spend 3 3 to have the
to Strength upgrades pur the basic power as a ma bonuses the power grants bonuses the power grants
chased to user’s nex1 neuver. apply to all checks for apply to all checks for
check against the target. rounds equal to Duration rounds equal to Duration
upgrades purchased. upgrades purchased.
Spend 3 to increase pow Spend 3 3 to have the When performing a Warde’s When performing a Warde’s
er's range by a number of bonuses the power grants Foresight power check as Foresight power check as part
range bands equal to Range apply to all checks for part of an Initiative check, of an Initiative check, spend
upgrades purchased. rounds equal to Duration spend 3 to add Oon user’s 3 to add & or O to ally's
upgrades purchased. first check this encounter. first check this encounter.
S p e n d 3 3 to add □ equal When performing a Warde's Foresight power check as part of an Initiative check, if the user did not u s e # to generate
to Strength upgrades pur 3 each ally adds automatic & to the results of his Initiative check. If the user used # to generate3 the user may
chased to user's next immediately perform an action before the encounter begins, but each enemy in the encounter adds automatic Yf to
check against the target. the results of his Initiative check.
ft s Yoda says, “ Difficult to see. Always in motion, the One way to address this is to make sure that the charac
future is.” In other words, it is im portant tha t the ter always learns something useful from using Warde’s
future not be immutable, because one of the underly Foresight. Even if a vision does not come to pass, per
ing themes of Star Wars is that destiny is forged not haps it reveals a detail that is true—and useful—about
only through prophecy, but also through the choices the person it concerned. For example, even if a mysteri
tha t individuals make when faced with predictions of ous Force sensitive does not choose to unleash blasts
their possible futures. of withering energy on the user of Warde’s Foresight
in response to an impertinent question, knowing that
On the other hand, the players would likely find it
the character has the capacity to do so is valuable in
frustrating if their new Force power wasn’t useful be
and of itself. The vision might not come true, but it still
cause the future is too mercurial to predict at all, and
reveals truth. Warde’s Foresight can and should reveal
so the CM should strive to balance the effectiveness
things that don’t come to pass, but it generally should
of Warde’s Foresight with the idea that destiny is what
not show visions that are completely impossible.
one makes of it.