Professional Documents
Culture Documents
Career Compilation
Career Compilation
ACE COMMANDER
Age of Rebellion Age of Rebellion
Skills (4): Astrogation, Cool, Gunnery, Mechanics, Perception, Skills (4): Coercion, Cool, Discipline, Knowledge (Warfare),
Piloting (Planetary), Piloting (Space), Ranged (Light). Leadership, Perception, Ranged (Light), Vigilance.
Specializations: Commodore ------------------------------------- 35
Beast Rider --------------------------------------- 4 Figurehead --------------------------------------- 36
Driver ---------------------------------------------- 5 Instructor ----------------------------------------- 37
Gunner -------------------------------------------- 6 Squadron Leader ------------------------------- 38
Hotshot ------------------------------------------- 7 Strategist ----------------------------------------- 39
Pilot ------------------------------------------------ 8 Tactician ------------------------------------------ 40
Rigger---------------------------------------------- 9 Signature Abilities:
Signature Abilities: Rousing Oratory -------------------------------- 41
This one is Mine -------------------------------- 10 Unmatched Authority ------------------------- 42
Unmatched Survivability ---------------------- 11
CONSULAR
BOUNTY HUNTER Force and Destiny
Edge of the Empire Skills (3): Cool, Discipline, Knowledge (Education), Knowledge
Skills (4): Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Lore), Leadership, Negotiation.
(Space), Ranged (Heavy), Streetwise, Vigilance. Gain Force Rating 1
Assassin ------------------------------------------- 12 Arbiter--------------------------------------------- 43
Gadgeteer ---------------------------------------- 13 Ascetic -------------------------------------------- 44
Martial Artist ------------------------------------ 14 Healer --------------------------------------------- 45
Operator ------------------------------------------ 15 Niman Disciple ---------------------------------- 46
Skip Tracer --------------------------------------- 16 Sage ------------------------------------------------ 47
Survivalist ---------------------------------------- 17 Teacher ------------------------------------------- 48
Signature Abilities: Signature Abilities:
Always Get my Mark --------------------------- 18 Much to Learn ----------------------------------- 49
Unmatched Devastation ---------------------- 19 Unmatched Negotiation ---------------------- 50
COLONIST
Unmatched Insight ----------------------------- 58
`
EXPLORER MYSTIC
Edge of the Empire Force and Destiny
Skills (4): Astrogation, Cool, Knowledge (Outer Rim), Knowledge Skills (3): Charm, Coercion, Knowledge (Lore), Knowledge (Outer
(Xenology), Perception, Piloting (Space), Survival. Rim), Perception, Vigilance.
Archaeologist ------------------------------------ 67 Gain Force Rating of 1
Big Game Hunter ------------------------------- 68 Advisor -------------------------------------------- 96
Driver ---------------------------------------------- 69 Alchemist ----------------------------------------- 97
Fringer--------------------------------------------- 70 Magus --------------------------------------------- 98
Scout----------------------------------------------- 71 Makashi Duelist --------------------------------- 99
Trader --------------------------------------------- 72 Prophet ------------------------------------------- 100
Signature Abilities: Seer ------------------------------------------------ 101
Sudden Discovery ------------------------------ 73 Signature Abilities:
Unmatched Mobility --------------------------- 74 Prophecy ----------------------------------------- 102
Unmatched Destiny ---------------------------- 103
GUARDIAN
Force and Destiny SEEKER
Skills (3): Brawl, Cool, Discipline, Melee, Resilience, Vigilance. Force and Destiny
Gain Force Rating of 1 Skills (3): Knowledge (Xenology), Piloting (Planetary), Piloting
Armorer ------------------------------------------- 75 (Space), Ranged (Heavy), Survival, Vigilance.
Peacekeeper ------------------------------------- 76 Gain Force Rating of 1
Protector ----------------------------------------- 77 Ataru Striker ------------------------------------- 104
Soresu Defender -------------------------------- 78 Executioner -------------------------------------- 105
Warden ------------------------------------------- 79 Hermit --------------------------------------------- 106
Warleader ---------------------------------------- 80 Hunter--------------------------------------------- 107
Signature Abilities: Navigator ----------------------------------------- 108
Fated Duel ---------------------------------------- 81 Pathfinder ---------------------------------------- 109
Unmatched Heroism --------------------------- 82 Signature Abilities:
Unexpected Demise --------------------------- 110
`
SOLDIER UNIVERSAL
Age of Rebellion All
Skills (4):: Athletics, Brawl, Knowledge (Warfare), Medicine, Skills: none
Melee, Ranged (Light), Ranged (Heavy), Survival. Death Watch Warrior ------------------------- 160
Commando --------------------------------------- 128 Force Adherent --------------------------------- 161
Heavy ---------------------------------------------- 129 Force Sensitive Emergent -------------------- 162
Medic ---------------------------------------------- 130 Force Sensitive Exile --------------------------- 163
Sharpshooter ------------------------------------ 131 Force-Sensitive Outcast ----------------------- 164
Trailblazer ---------------------------------------- 132 Imperial Academy Cadet---------------------- 165
Vanguard ----------------------------------------- 133 Nightsister---------------------------------------- 166
Signature Abilities: Padawan Survivor ------------------------------ 167
The Bigger They Are --------------------------- 134 Pirate ---------------------------------------------- 168
Unmatched Courage --------------------------- 135 Recruit -------------------------------------------- 169
Republic Navy Officer ------------------------- 170
Republic Representative ---------------------- 171
SPY Retired Clone Trooper ------------------------- 172
Scavenger ---------------------------------------- 173
Age of Rebellion Senator-------------------------------------------- 174
Skills (4): Computers, Cool, Coordination, Deception, Knowledge Separatist Commander ----------------------- 175
(Warfare), Perception, Skulduggery, Stealth. Ship Captain ------------------------------------- 176
Courier -------------------------------------------- 136
FORCE POWERS
Infiltrator ----------------------------------------- 137
Interrogator -------------------------------------- 138
Scout----------------------------------------------- 139
Sleeper Agent ----------------------------------- 140 Alter ----------------------------------------------- 177
Slicer ----------------------------------------------- 141 Battle Meditation ------------------------------ 178
Signature Abilities: Bind ------------------------------------------------ 179
Counterespionage ------------------------------ 142 Conjure ------------------------------------------- 180
Unmatched Tradecraft ------------------------ 143 Ebb Flow ------------------------------------------ 181
Endure -------------------------------------------- 182
TECHNICIAN Enhance------------------------------------------- 183
Farsight ------------------------------------------- 184
Edge of the Empire Foresee ------------------------------------------- 185
Skills (4): Astrogation, Computers, Coordination, Discipline, Heal Harm ---------------------------------------- 186
Knowledge (Outer Rim), Mechanics, Perception, Piloting (Planetary). Imbue --------------------------------------------- 187
Cyber Tech --------------------------------------- 144 Influence------------------------------------------ 188
Droid Tech ---------------------------------------- 145 Jerserras Influence ----------------------------- 189
Mechanic ----------------------------------------- 146 Manipulate--------------------------------------- 190
Modder ------------------------------------------- 147 Misdirect ----------------------------------------- 191
Outlaw Tech ------------------------------------- 148 Move ---------------------------------------------- 192
Slicer ----------------------------------------------- 149 Protect Unleash --------------------------------- 193
Signature Abilities: Seek ------------------------------------------------ 194
Inventive Creation ------------------------------ 150 Sense ---------------------------------------------- 195
Unmatched Calibration ----------------------- 151 Suppress ------------------------------------------ 196
Warde’s Foresight ------------------------------ 197
WARRIOR
Force and Destiny
Skills (3): Athletics, Brawl, Cool, Melee, Perception, Survival.
Gain Force Rating of 1
Aggressor ----------------------------------------- 152
Colossus ------------------------------------------ 153
Juyo Berserker ---------------------------------- 154
Shii-Cho Knight ---------------------------------- 155
Starfighter Ace ---------------------------------- 156
Steel Hand Adept ------------------------------- 157
Signature Abilities:
Deadly Reputation ----------------------------- 158
Unmatched Ferocity --------------------------- 159
`
PASSIVE
RANKED
COST 10
RANKED
RANKED
May reduce any Critical Gain +1 strain threshold. Upon unsuccessful attack Upon Successful attack with
Injury suffered by 10 per rank COST 5 with a starship or vehicle a starship or vehicle weapon,
of Durable to a minimum of weapon, may spend may spend to reduce
1. per rank of Overwhelm the maximum speed of the
Defenses. Reduce the target by 1 until the end of
COST 5 defense in the targeted zone the next round.
by 1 for every spent.
COST 5
COST 5
May reduce any Critical Gain +1 soak value. Choose 1 weapon, armor or Upon unsuccessful attack
Injury suffered by 10 per rank other item and give it a with a starship or vehicle
of Durable to a minimum of
COST 15 permanent improvement weapon, may spend
1. while it remains in use. per rank of Overwhelm
Defenses. Reduce the
COST 15 COST 15
defense in the targeted zone
by 1 for every spent.
COST 15
COST 20 COST 20
RANKED
COST 15 COST 15
COST 25
PASSIVE
RANKED
Pilot Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
COST 15
RANKED
COST 5
COST 30
ATTACHED TO
COST 30
COST 15
PASSIVE
RANKED
Once per round, may When acquired, choose 1 Gain +1 to a single Once Per round, suffer 2
perform a Precise Aim combat skill. Add damage characteristic. This cannot strain to decrease difficulty
maneuver. Suffer a number equal to ranks in that skill to bring a characteristic above of next Stealth or Subterfuge
of strain no greater than one hit of successful attack 6. check by one.
ranks in Precise Aim, then made using that skill.
COST 25 COST 25
reduce target’s melee and
ranged defense by that COST 25
number.
COST 25
PASSIVE
RANKED
Choose 1 weapon, armor or May add 1 additional hard When acquired, choose 1 When dealing strain damage
other item and give it a point to a number of items combat skill. Add damage with Melee or Brawl, spend
permanent improvement equal to ranks in Tinkerer. equal to ranks in that skill to to stagger target for 1
while it remains in use. Each item may only be one hit of successful attack round per spent.
modified once. made using that skill.
COST 20 COST 20
COST 20 COST 20
COST 5 COST 5
COST 25
PASSIVE ACTIVE
Gain +1 strain threshold. Remove per rank of During a chase, add per Upon unsuccessful attack
COST 5 Galaxy Mapper from rank in Shortcut to any with a starship or vehicle
Astrogation checks. checks made to catch or weapon, may spend
Astrogation checks take half escape an opponent. per rank of Overwhelm
normal time. Defenses. Reduce the
COST 5 defense in the targeted zone
COST 5
by 1 for every spent.
COST 5
Take a Full Throttle action; Remove per rank of Planet Gain +1 strain threshold. Upon Successful attack with
make a Hard ( ) Mapper from Streetwise or COST 10 a starship or vehicle weapon,
Piloting check to increase a Survival checks used for may spend to reduce
vehicle’s top speed by 1 for a navigation on a world. Such the maximum speed of the
number of rounds equal to checks also take half normal target by 1 until the end of
Cunning. time. the next round.
COST 10 COST 10 COST 10
Once per round, may mount During a chase, add per Gain +1 strain threshold. Upon unsuccessful attack
or dismount a vehicle or rank in Shortcut to any COST 20 with a starship or vehicle
beast, or enter a cockpit or checks made to catch or weapon, may spend
weapon station on a vehicle, escape an opponent. per rank of Overwhelm
as an incidental. Defenses. Reduce the
COST 20 defense in the targeted zone
COST 20
by 1 for every spent.
COST 20
COST 10
RANKED
COST 5
Gain +2 wound threshold. Remove per rank of Add per rank of Stalker to Once per session, reroll any 1
Expert Tracker to find tracks all Stealth and Coordination Resilience or Survival check.
COST 15
or track targets. Decrease checks.
time to track a target by half. COST 15
COST 15
COST 15
COST 30
COST 15
BOUNTY HUNTER UNMATCHED DEVASTATION
ATTACHED TO
COST 30
COST 15 COST 15
PASSIVE ACTIVE
COST 5
Bonus Career Skills: Knowledge (Core Worlds), Knowledge (Warfare), Leadership, Perception
COST 15 COST 15
May suffer a Critical Injury to Gain +1 to a single As an action, make a Hard Once per session, make an
reroll a Mass Combat check. characteristic. This cannot ( ) Knowledge opposed Knowledge
At the GM’s discretion, may bring a characteristic above (Warfare) check. Choose one (Warfare) check against a
sacrifice an item, vehicle, or 6. ship or vehicle per s. Until leader of enemy forces to
individual of personal the end of the character’s gain a narrative advantage.
COST 25
significance instead. next turn, the chosen ships COST 25
COST 25 must perform one extra
maneuver to move.
COST 25
PASSIVE ACTIVE
Bonus Career Skills: Cool, Leadership, Knowledge (Outer Rim), Knowledge (Warfare)
IMPROVED FIELD COMMANDER DEDICATION IMPROVED SCRAP EM! FOR THE REPUBLIC!
Field Commander action Gain +1 to a single Scrap’em! Affects twice the When an ally is incapacitated
affects allies equal to double characteristic. This cannot number of allies, and allies or killed, the character can
Presence, and may spend bring a characteristic above add to combat checks make a Daunting ( )
to allow allies to suffer 1 6. against the target. Leadership check. If
strain and perform 1 free successful, the ally is not
COST 25 COST 25
action instead. defeated until the end of the
following round.
COST 25
COST 25
PASSIVE ACTIVE
COST 5
RANKED
COST 15
RANKED
Entrepreneur Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Underworld), Negotiation
RAPID RECOVERY WHEEL AND DEAL SOUND INVESTMENTS WHEEL AND DEAL
When healing strain after an When selling goods legally, At the start of each session, When selling goods legally,
encounter, heal 1 additional gain 10% more credits per gain 100 credits for each rank gain 10% more credits per
strain per rank of Rapid rank of Wheel and Deal. of Sound Investments. rank of Wheel and Deal.
Recovery.
COST 10 COST 10 COST 10
COST 10
Before making a social check, At beginning of session, Instead of making a At the start of each session,
may spend up to 50 credits spend 100 credits to ignore Knowledge check, may take a gain 100 credits for each rank
per rank of Greased Palms to strain threshold penalty due Bought Info action; spend of Sound Investments.
upgrade the ability of the to triggered Obligation. credits equal to 50 times the
check once for every 50 difficulty of the check to pass COST 15
spent. COST 15 with on .
COST 15 COST 15
COST 20
Once per session, may reroll Perform an Intense Focus Gain +1 to a single At the start of each session,
any 1 Streetwise or maneuver; suffer 1 strain and characteristic. This cannot gain 100 credits for each rank
Negotiation check. upgrade the ability of the bring a characteristic above of Sound Investments.
next skill check once. 6.
COST 25 COST 25
COST 25 COST 25
PASSIVE
RANKED
Marshal Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Vigilance
IMPROVED UNRELENTING
IMPROVED HARD HEADED
SKEPTIC DEDICATION NATURAL MARKSMAN
When incapacitated due to When targeted by a Gain +1 to a single Once per session, may re-roll
strain exceeding threshold, Deception check that fails, characteristic. This cannot any 1 Ranged (Light) or
may take a more difficult may spend 1 Destiny Point to bring a characteristic above Ranged (Heavy) check.
Hard Headed action to add to result. 6.
reduce strain to 1 below COST 25
COST 25 COST 25
threshold.
COST 25
PASSIVE
RANKED
When first acquired, choose Remove per rank of Kill Make a Distracting Behavior Remove per rank of
1 skill; Charm, Coercion, with Kindness from all Charm maneuver and suffer strain Convincing Demeanor from
Deception, or Negotiation. and Leadership checks. no greater than ranks in Deception or Skulduggery
When making checks with Cunning. Until beginning of checks.
that skill, spend to gain COST 5 next turn, equal number of
additional equal to ranks NPCs suffer on checks.
COST 5
in Smooth Talker. Range increases with
additional ranks.
COST 5
COST 5
COST 15
IMPROVED DISTRACTING
SMOOTH TALKER BEHAVIOR GRIT TOUGHENED
When first acquired, choose The Distracting Behavior Gain +1 strain threshold. Gain +2 wound threshold.
1 skill; Charm, Coercion, maneuver inflicts on COST 20 COST 20
Deception, or Negotiation. NPCs’ checks when NPCs
When making checks with target character’s allies.
that skill, spend to gain
additional equal to ranks COST 20
in Smooth Talker.
COST 20
COST 25
PASSIVE
RANKED
Politico Bonus Career Skills: Charm, Coercion, Deception, Knowledge (Core Worlds)
Take the Inspiring Rhetoric Remove per rank of Kill Take a Scathing Tirade Remove per rank of
action: make an Average with Kindness from all Charm action: make an Average Plausible Deniability from all
( ) Leadership check. and Leadership checks. ( ) Coercion check. Each Coercion and Deception
Each causes 1 ally in close causes one enemy in close checks.
range to recover 1 strain. COST 10 range to suffer 1 strain.
Spend to cause 1 affected Spend to cause 1 affected
COST 10
ally to recover 1 additional enemy to suffer 1 additional
strain. strain.
COST 10 COST 10
COST 15
RANKED
Scholar Bonus Career Skills: Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology), Perception
COST 15 COST 15
KNOWLEDGE SPECIALIZATION
INTENSE FOCUS CONFIDENCE RESOLVE
When acquired, choose 1 Perform an Intense Focus May decrease difficulty of When a character
Knowledge skill. When maneuver; suffer 1 strain and Discipline checks to avoid involuntarily suffers strain,
making that skill check, may upgrade the ability of the fear by 1 per rank of he suffers 1 less strain per
spend result to gain next skill check once. Confidence. rank of Resolve to a
additional successes equal to minimum of 1.
COST 20 COST 20
ranks in Knowledge COST 20
Specialization.
COST 20
COST 30
COST 30
RANKED
Commodore Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Knowledge (Outer Rim)
Spend 1 Destiny Point to Remove per rank of Gain +1 strain threshold. Once per round, suffer 2
perform a Hold Together Commanding Presence from COST 20 strain to decrease the
incidental immediately after Leadership and Cool checks. difficulty of next Astrogation
vehicle or starship takes check by 1 to a minimum of
damage to turn it into system COST 20 Easy ( ).
strain.
COST 20
COST 20
COST 25
PASSIVE ACTIVE
When a character May decrease difficulty of May spend on fear checks Remove per rank of
involuntarily suffers strain, Discipline checks to avoid to give allies in short range Commanding Presence from
he suffers 1 less strain per fear by 1 per rank of additional on the same Leadership and Cool checks.
rank of Resolve to a Confidence. fear check.
minimum of 1. COST 20
COST 20 COST 20
COST 20
Gain +2 wound threshold. After an engaged ally fails a Remove per rank of Stimpacks heal 1 additional
check, may suffer 1 strain to Conditioned from Athletics wound per rank of Stimpack
COST 10
assist that ally’s next check and Coordination checks. Specialization.
this encounter as an out of Reduce the damage and
turn Incidental. strain suffered from falling by
COST 10
1 per rank of Conditioned.
COST 10
COST 10
Add per rank of Physical Once per round as an out of Once per round, perform the Once per session, when an
Training to Athletics and turn incidental, may suffer 2 Body Guard maneuver to ally protected by the Body
Resilience checks. strain to allow ally to use guard an engaged character. Guard maneuver suffers a
character’s ranks in Discipline Suffer a number of strain no hit, suffer the hit instead.
COST 15 for next Discipline check an greater than ranks of Body
COST 15
ally makes. Guard, then until the
beginning of the next turn
COST 15 upgrade the difficulty of
combat checks targeting the
character by that number.
COST 15
IMPROVED FIELD COMMANDER NATURAL INSTRUCTOR THAT’S HOW IT’S DONE DEDICATION
Field Commander action Once per session, may re-roll May suffer 1 strain on Gain +1 to a single
affects allies equal to double one Discipline or Leadership successful skill check to add characteristic. This cannot
Presence, and may spend check. to the same skill check bring a characteristic above
to allow allies to suffer 1 made by a number of allies 6.
strain and perform 1 free
COST 25 equal to Willpower within
COST 25
action instead. short range during the next
round.
COST 25
COST 25
PASSIVE
RANKED
Squadron Leader Bonus Career Skills: Gunnery, Mechanics, Piloting (Planetary), Piloting (Space)
Take the Field Commander May decrease difficulty of Add per rank of Quick Allies within short range of
action; make an Average Discipline checks to avoid Strike to combat checks the vehicle add to their
( ) Leadership check. A fear by 1 per rank of against targets that have not Perception and Vigilance
number of allies equal to Confidence. acted yet this encounter. checks. Allies within close
Presence may immediately range add instead.
suffer 1 stain to perform 1
COST 10 COST 10
free maneuver. COST 10
COST 10
COST 15 COST 15
KNOWLEDGE SPECIALIZATION
RESEARCHER READY FOR ANYTHING MASTER STRATEGIST
When acquired, choose 1 Removes per rank of Remove per rank of Ready Once per phase during a
Knowledge skill. When Researcher from all for Anything on Mass mass combat, may suffer 2
making that skill check, may Knowledge checks. Combat checks and Cool of strain to decrease difficulty
spend result to gain Researching a subject takes Vigilance checks to of Mass Combat check once.
additional successes equal to half the time. determine Initiative order.
ranks in Knowledge
COST 15
COST 15 COST 15
Specialization.
COST 15
COST 25 COST 25
PASSIVE
RANKED
COST 30
COST 10
COST 15
COMMANDER UNMATCHED AUTHORITY
ATTACHED TO
COST 30
COST 10
Force
Bonus Career Skills: Knowledge (Xenology), Lightsaber, Negotiation, Perception Sensitive
only
COST 20
Force Conflict
Bonus Career Skills: Athletics, Discipline, Resilience, Vigilance Sensitive Cost
only
When Suffocating, the If under the effects of a Force Perform an Intense Focus Add per rank of Physical
character suffers 1 strain power, perform the Slippery maneuver; suffer 1 strain and Training to Athletics and
each round instead of 3, Minded action; make a Hard upgrade the ability of the Resilience checks.
When exposed to vacuum, ( ) Deception check to next skill check once.
the character suffers 1 immediately end effects of COST 15
COST 15
wound each round instead of power.
3.
COST 15
COST 15
RANKED
Healer Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Xenology), Medicine Force Sensitive only
RANKED
Niman Disciple Bonus Career Skills: Discipline, Leadership, Lightsaber, Negotiation Force Sensitive only
When hit by a melee attack, Add to all Charm, When hit by a ranged attack, When wielding a Lightsaber,
suffer 3 strain to reduce Coercion, and Deception suffer 3 strain to reduce Melee, or Brawl weapon, the
damage by 2 plus ranks in checks unless the target is damage by 2 plus ranks in weapon gains the Defensive
Parry. immune to Force powers. Reflect. quality with a rating equal to
ranks in Defensive Training.
COST 15 COST 15 COST 15
COST 15
RANKED
Sage Bonus Career Skills: Astrogation, Charm, Cool, Knowledge (Lore) Force Sensitive only
When first acquired, choose Removes per rank of May decrease difficulty of When acquired, choose 1
1 skill; Charm, Coercion, Researcher from all Discipline checks to avoid Knowledge skill. When
Deception, or Negotiation. Knowledge checks. fear by 1 per rank of making that skill check, may
When making checks with Researching a subject takes Confidence. spend result to gain
that skill, spend to gain half the time. additional successes equal to
COST 10 ranks in Knowledge
additional equal to ranks
COST 10
in Smooth Talker. Specialization.
COST 10 COST 10
VALUABLE FACTS SMOOTH TALKER KNOWLEDGE SPECIALIZATION ONE WITH THE UNIVERSE
Once per encounter perform When first acquired, choose When acquired, choose 1 Once per session, meditate,
a Valuable Facts action: make 1 skill; Charm, Coercion, Knowledge skill. When then perform One with the
an Average ( ) Deception, or Negotiation. making that skill check, may Universe action: make
Knowledge check. if When making checks with spend result to gain Average ( ) Astrogation
successful, add to one that skill, spend to gain additional successes equal to check. If successful, add to
ally’s skill check during the additional equal to ranks ranks in Knowledge all Force power checks in
encounter. in Smooth Talker. Specialization. next encounter. If successful
with , add instead.
COST 15 COST 15 COST 15
COST 15
Gain +1 Force Rating. Gain +1 strain threshold. May spend 1 Destiny Point to When acquired, choose 1
COST 20 disengage from engaged Knowledge skill. When
COST 20 enemy as an out-of-turn making that skill check, may
incidental. spend result to gain
additional successes equal to
COST 20 ranks in Knowledge
Specialization.
COST 20
Force
Bonus Career Skills: Knowledge (Education), Knowledge (Lore), Leadership, Perception Sensitive
only
COST 5 COST 5
Knowledge (Core Worlds) Gain +1 strain threshold. Upgrade difficulty of After an engaged ally fails a
and Knowledge (Outer Rim) COST 10 incoming Charm, Coercion, check, may suffer 1 strain to
become career skills. or Deception checks once per assist that ally’s next check
rank of Nobody’s Fool. this encounter as an out of
COST 10 turn Incidental.
COST 10
COST 10
COST 30
COST 15 COST 15
CONSULAR UNMATCHED NEGOTIATION
ATTACHED TO
COST 30
COST 10
COST 15
PASSIVE
RANKED
When an NPC exceeds his Gain +1 to a single After another character Spend 1 Destiny Point to
strain threshold, may spend characteristic. This cannot makes a social check, suffer 3 recover strain equal to
1 Destiny Point to convince bring a characteristic above strain to take an Interjection Cunning rating.
that NPC to perform a single 6. incidental: make an Average
task of choice instead. ( ) Vigilance check to add COST 25
COST 25
or equal to , and
COST 25
or equal to to the
check.
COST 25
PASSIVE
RANKED
RANKED
Diplomat Bonus Career Skills: Charm, Discipline, Knowledge (Core Worlds), Negotiation
RANKED
Removes per rank of When acquired, choose 1 Remove per rank in Reduce time needed to
Researcher from all Knowledge skill. When Codebreaker from checks to complete Computer-related
Knowledge checks. making that skill check, may break codes or decrypt tasks by 25% per rank.
Researching a subject takes spend result to gain communications. Decrease
half the time. additional successes equal to difficulty of checks to break COST 5
ranks in Knowledge codes or decrypt
COST 5
Specialization. communications by 1.
COST 5 COST 5
When acquired, choose 1 On a successful Knowledge Remove per rank in Upgrade the difficulty of
Knowledge skill. When check, character and allies Codebreaker from checks to checks to decrypt this
making that skill check, may gain automatic per rank break codes or decrypt character’s coded messages
spend result to gain of Researcher on checks to communications. Decrease without the proper cipher a
additional successes equal to act on those facts until the difficulty of checks to break number of times equal to
ranks in Knowledge end of his next turn. codes or decrypt Computes skill.
Specialization. communications by 1.
COST 15 COST 15
COST 15 COST 15
Gain +1 strain threshold. Once per session, perfectly When acquired, choose 1 Once per session, may re-roll
COST 20 recall an important fact Knowledge skill. When any 1 Computers or
previously learned as if a making that skill check, may Astrogation check.
Destiny Point had been spend result to gain
spent. additional successes equal to COST 20
ranks in Knowledge
COST 20 Specialization.
COST 20
COST 25 COST 25
PASSIVE
RANKED
COST 25 COST 25
PASSIVE
RANKED
COST 15
COST 30
COST 30
COST 15 COST 15
PASSIVE ACTIVE
COST 5
RANKED
Once per session, may re-roll Spend 1 Destiny Point to Gain +1 to a single When incapacitated due to
any 1 Mechanics check. perform a Hold Together characteristic. This cannot strain exceeding threshold,
incidental immediately after bring a characteristic above may take a more difficult
COST 25 vehicle or starship takes 6. Hard Headed action to
damage to turn it into system reduce strain to 1 below
COST 25
strain. threshold.
COST 25 COST 25
PASSIVE
RANKED
COST 10 COST 10
COST 15 COST 15
Gain +1 to a single Decrease the cost to When using a weapon with When incapacitated due to
characteristic. This cannot activate the Blast quality on the Blast quality, spend to strain exceeding threshold,
bring a characteristic above any weapon used by 1 to a exclude 1 target that would may take a more difficult
6. minimum of 1. be affected by the explosion, Hard Headed action to
up to ranks in Selective reduce strain to 1 below
COST 25 COST 25
Detonation. threshold.
COST 25 COST 25
PASSIVE ACTIVE
Spend 1 Destiny Point to Treat thrown weapons as if Once per session, make a Decrease the cost to
perform a Utility Belt they had 1 greater range. Hard ( ) Mechanics activate the Blast quality on
incidental; produce a check to perform the any weapon used by 1 to a
previously undocumented COST 20 Improvised Detonation minimum of 1.
item or weapon (with action and build an explosive
COST 20
restrictions) from a tool belt device, dealing damage equal
or satchel. to ranks in Intellect + ranks in
Mechanics + .
COST 20
COST 20
COST 25 COST 25
PASSIVE
RANKED
Scientist Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Lore), Medicine
COST 5
COST 10
The character repairs +1 hull When reducing the amount After making a Mechanics of Upon Successful attack with
trauma per rank of Solid of system strain a starship or Computers check, may suffer a starship or vehicle weapon,
Repairs whenever he repairs vehicle suffers, reduce 1 strain up to ranks in Eye for may spend to reduce
a starship or vehicle. additional strain per rank of Detail to convert that many the maximum speed of the
Fine Tuning. to . target by 1 until the end of
COST 10
the next round.
COST 10 COST 10
COST 10
COST 30
COST 30
RANKED
Archaeologist Bonus Career Skills: Athletics, Discipline, Knowledge (Education), Knowledge (Lore)
May reduce any Critical Gain +2 wound threshold. When a character When acquired, choose 1
Injury suffered by 10 per rank involuntarily suffers strain, Knowledge skill. When
COST 10
of Durable to a minimum of he suffers 1 less strain per making that skill check, may
1. rank of Resolve to a spend result to gain
minimum of 1. additional successes equal to
COST 10 ranks in Knowledge
COST 10
Specialization.
COST 10
When staggered or Gain +1 soak value. Gain +1 strain threshold. When acquired, choose 1
disoriented, perform the COST 20 Knowledge skill. When
Hard Headed action; make a
COST 20 making that skill check, may
Daunting ( ) spend result to gain
Discipline check to remove additional successes equal to
status. Difficulty reduced per ranks in Knowledge
rank of Hard Headed. Specialization.
COST 20 COST 20
RANKED
Big-Game Hunter Bonus Career Skills: Knowledge (Xenology), Ranged (Heavy), Stealth, Survival
COST 10
Add per rank of Stalker to Once per session, may re-roll Remove per rank of Allies within close range add
all Stealth and Coordination any 1 Perception or Vigilance Expert Tracker to find tracks to Perception or Vigilance
checks. check. or track targets. Decrease checks. Engaged allies add
time to track a target by half. .
COST 15 COST 15
COST 15 COST 15
Once per attack, spend 1 Suffer 2 strain to perform Gain +1 to a single Gain +1 melee defense.
Destiny Point to add damage Hunter’s Quarry action as a characteristic. This cannot
to a single hit equal to maneuver. bring a characteristic above
COST 25
target’s Brawn value. 6.
COST 25
COST 25 COST 25
PASSIVE
RANKED
RANKED
RANKED
COST 20 COST 20
COST 25
PASSIVE
RANKED
Trader Bonus Career Skills: Deception, Knowledge (Core Worlds), Knowledge (Underworld), Negotiation
WHEEL AND DEAL STEELY NERVES BLACK MARKET CONTACTS BLACK MARKET CONTACTS
When selling goods legally, Spend 1 Destiny Point to When purchasing illegal When purchasing illegal
gain 10% more credits per ignore effects of Critical goods, may reduce rarity by 1 goods, may reduce rarity by 1
rank of Wheel and Deal. Injuries on Willpower or per rank of Black Market per rank of Black Market
Presence checks until the Contacts, increasing cost by Contacts, increasing cost by
COST 20 end of the encounter. 50 percent of base cost per 50 percent of base cost per
reduction. reduction.
COST 20
COST 20 COST 20
Once per session, when Once per session, may re-roll Gain +1 to a single When buying or selling
attempting to purchase a any 1 Cool or Negotiation characteristic. This cannot goods, or paying off or taking
legally available item, reduce check. bring a characteristic above Obligation, may suffer 2
its rarity by 1 per rank of 6. strain to sell for 25% more,
Know Somebody. COST 25 buy for 25% less, pay off 1
COST 25
more Obligation, or take on 1
COST 25 less.
COST 25
● EXPLORER SUDDEN DISCOVERY
ATTACHED TO
COST 30
COST 30
RANKED
Bonus Career Skills: Knowledge (Outer Rim), Lightsaber, Mechanics, Resilience Force Sensitive only
COMPREHEND
TINKERER FALLING AVALANCHE SUPREME ARMOR MASTER
TECHNOLOGY
Take Comprehend May add 1 additional hard Suffer 2 strain to add damage Once per round, may suffer 3
Technology action; make an point to a number of items equal to Brawn to next strain to take the Armor
Average ( ) Knowledge equal to ranks in Tinkerer. Lightsaber combat check Master incidental; reduce the
(Education) check to use Each item may only be made that turn. next Critical Injury suffered
Force rating as ranks in skills modified once. by 10 per point of soak, to a
COST 20 minimum of 1.
to use a single item. COST 20
COST 20 COST 20
COST 25 COST 25
PASSIVE
RANKED
Peacekeeper Bonus Career Skills: Discipline, Leadership, Perception, Piloting (Planetary) Force Sensitive only
Add per rank of Command May decrease difficulty of Once per encounter, may use Remove per rank of
when making Leadership Discipline checks to avoid Second Wind incidental to Commanding Presence from
checks. Affected targets add fear by 1 per rank of heal strain equal to ranks in Leadership and Cool checks.
to Discipline checks for Confidence. Second Wind.
next 24 hours. COST 5
COST 5 COST 5
COST 5
Spend 1 Destiny Point to Once per encounter, may use Gain +2 wound threshold. Field Commander action
ignore effects of Critical Second Wind incidental to affects allies equal to double
COST 20
Injuries on Willpower or heal strain equal to ranks in Presence, and may spend
Presence checks until the Second Wind. to allow allies to suffer 1
end of the encounter. strain and perform 1 free
COST 20
action instead.
COST 20
COST 20
RANKED
Protector Bonus Career Skills: Athletics, Medicine, Ranged (Light), Resilience Force Sensitive only
COST 15
Take a Center of Being Gain +1 Force Rating. Gain +1 to a single Once per session, when an
maneuver. Until the characteristic. This cannot ally protected by the Body
beginning of next turn, COST 25 bring a characteristic above Guard maneuver suffers a
attacks against the character 6. hit, suffer the hit instead.
increase their critical rating
COST 25 COST 25
by 1 per rank of Center of
Being.
COST 25
PASSIVE
RANKED
Soresu Defender Bonus Career Skills: Discipline, Knowledge (Lore), Lightsaber, Vigilance Force Sensitive only
Force Conflict
Bonus Career Skills: Brawl, Coercion, Discipline, Knowledge (Underworld) Sensitive Cost
only
COST 20 COST 20
RANKED
Bonus Career Skills: Leadership, Perception, Ranged (Light), Survival Force Sensitive only
COST 5 COST 5
COST 15
COST 25
GUARDIAN FATED DUEL
ATTACHED TO
COST 30
COST 15
GUARDIAN UNMATCHED HEROISM
ATTACHED TO
COST 30
COST 10
COST 15 COST 15
PASSIVE
RANKED
Body Guard Bonus Career Skills: Gunnery, Perception, Piloting (Planetary), Ranged (Heavy)
COST 20 COST 20
Gain +1 to a single Add 1 damage per rank of Gain +2 wound threshold. When incapacitated due to
characteristic. This cannot Barrage to 1 hit of successful strain exceeding threshold,
COST 25
bring a characteristic above attack while using Ranged may take a more difficult
6. (Heavy) or Gunnery skills at Hard Headed action to
long or extreme range. reduce strain to 1 below
COST 25
threshold.
COST 25
COST 25
PASSIVE
RANKED
COST 10
COST 15
Once per session, make a Increase Blast damage dealt Gain +1 strain threshold. When using a weapon with
Hard ( ) Mechanics by explosives, explosive COST 20 the Blast quality, spend to
check to perform the weapons, and grenades by exclude 1 target that would
Improvised Detonation +1 per rank of Powerful Blast. be affected by the explosion,
action and build an explosive up to ranks in Selective
device, dealing damage equal COST 20 Detonation.
to ranks in Intellect + ranks in
Mechanics + .
COST 20
COST 20
IMPROVED IMPROVISED
DETONATION DEDICATION MASTER GRENADIER SELECTIVE DETONATION
Reduce the difficulty of Gain +1 to a single Decrease the cost to When using a weapon with
Improvised Detonation’s characteristic. This cannot activate the Blast quality on the Blast quality, spend to
check to Average ( ) and bring a characteristic above any weapon used by 1 to a exclude 1 target that would
increase damage to twice 6. minimum of 1. be affected by the explosion,
ranks in Mechanics. up to ranks in Selective
COST 25 COST 25
Detonation.
COST 25
COST 25
PASSIVE
RANKED
COST 10
RANKED
RANKED
RANKED
COST 30
COST 30
COST 10
Unmatched Protection lasts Unmatched Protection costs May reduce the damage of 1 May reduce the damage of 1
for one additional round. 1 Destiny Point instead of 2. additional hit suffered each additional hit suffered each
round. round.
COST 15 COST 15
COST 15 COST 15
PASSIVE ACTIVE
Force Conflict
Bonus Career Skills: Knowledge (Warfare), Leadership, Piloting (Planetary), Vigilance. Prerequisite: Force Rating 2 Sensitive Cost
only
Force
Bonus Career Skills: Cool, Leadership, Lightsaber, Negotiation / Prerequisite: Force Rating 2+ Sensitive
only
Force
Bonus Career Skills: Charm, Knowledge (Core Worlds), Knowledge (Education), Perception. Prerequisite: Force Rating 3 Sensitive
only
COST 5
Force
Bonus Career Skills: Coordination, Knowledge (Education), Mechanics, Vigilance Sensitive
only
COST 5 COST 5
COST 30
COST 10
RANKED
Advisor Bonus Career Skills: Charm, Deception, Negotiation, Streetwise Force Sensitive only
Remove per rank of Once per session, when Gain +1 strain threshold. Remove per rank of Kill
Plausible Deniability from all attempting to purchase a COST 5 with Kindness from all Charm
Coercion and Deception legally available item, reduce and Leadership checks.
checks. its rarity by 1 per rank of
Know Somebody. COST 5
COST 5
COST 5
Gain +1 strain threshold. When first acquired, choose When first acquired, choose Remove per rank of
COST 15 1 skill; Charm, Coercion, 1 skill; Charm, Coercion, Plausible Deniability from all
Deception, or Negotiation. Deception, or Negotiation. Coercion and Deception
When making checks with When making checks with checks.
that skill, spend to gain that skill, spend to gain
additional equal to ranks additional equal to ranks
COST 15
in Smooth Talker. in Smooth Talker.
COST 15 COST 15
Force
Bonus Career Skills: Knowledge (Education), Knowledge (Xenology), Medicine, Resilience Sensitive
only
Force Conflict
Bonus Career Skills: Coercion, Discipline, Knowledge (Lore), Medicine Sensitive Cost
only
COST 20 COST 20
COST 25
PASSIVE
RANKED
Makashi Duelist Bonus Career Skills: Charm, Cool, Coordination, Lightsaber Force Sensitive only
COST 15
Spend 1 Destiny Point to When parrying a hit that Gain +1 strain threshold. When wielding a Lightsaber,
recover strain equal to generated or , COST 20 Melee, or Brawl weapon, the
Presence rating. may hit attacker once with weapon gains the Defensive
Lightsaber, Brawl, or Melee quality with a rating equal to
COST 20 weapon (dealing base ranks in Defensive Training.
damage) after original attack
resolves. COST 20
COST 20
Gain +1 to a single May spend or with Take the Makashi Finish Once per encounter, perform
characteristic. This cannot successful Lightsaber check action. Perform a Lightsaber Makashi Flourish action.
bring a characteristic above to disarm opponent. (Presence) combat check Make an Average ( )
6. against engaged target, Lightsaber (Presence) check.
COST 25 adding no greater than 1 engaged opponent suffers
COST 25
Force rating. Spend to add strain equal to , and heal
+10 to any resulting Critical an equal amount.
Injury rolls.
COST 25
COST 25
PASSIVE ACTIVE
Force Conflict
Bonus Career Skills: Charm, Coercion, Deception, Leadership Sensitive Cost
only
COST 15 COST 15
RANKED
Seer Bonus Career Skills: Discipline, Knowledge (Lore), Survival, Vigilance Force Sensitive only
Once per session, remove Gain +1 strain threshold. Perform the Forewarning May spend 1 Destiny Point to
from any 1 check. COST 15 action. All allies within disengage from engaged
medium range increase enemy as an out-of-turn
COST 15 defense by character’s Force incidental.
rating until they act in the
encounter. COST 15
COST 15
COST 30
COST 30
RANKED
Ataru Striker Bonus Career Skills: Athletics, Coordination, Lightsaber, Perception Force Sensitive only
COST 5
Force Conflict
Bonus Career Skills: Discipline, Melee, Perception, Ranged (Heavy) Sensitive Cost
only
COST 5 COST 5
Force
Bonus Career Skills: Discipline, Knowledge (Xenology), Stealth, Survival Sensitive
only
COST 15 COST 15
RANKED
Hunter Bonus Career Skills: Coordination, Ranged (Heavy), Stealth, Vigilance Force Sensitive only
Once per round, may Remove per rank of Keen Once per session, may re-roll Add per rank of Uncanny
perform Side Step maneuver Eyed from Perception and any 1 Perception or Vigilance Reactions to all Vigilance
and suffer a number of strain Vigilance checks. Decrease check. checks.
to upgrade difficulty of all time to search a specific area
incoming ranged attacks by COST 15 COST 15
by half.
an equal number for the next
round. Strain suffered this COST 15
way cannot exceed ranks in
Side Step.
COST 15
Force
Bonus Career Skills: Astrogation, Knowledge (Outer Rim), Perception, Survival Sensitive
only
Remove per rank of When engaging in a chase or Remove per rank of Planet May spend 1 Destiny Point to
Galaxy Mapper from race, may suffer 2 strain to Mapper from Streetwise or disengage from engaged
Astrogation checks. add equal to ranks in Survival checks used for enemy as an out-of-turn
Astrogation checks take half Shortcut to the check. navigation on a world. Such incidental.
normal time. checks also take half normal
COST 10 time.
COST 10
COST 10
COST 10
COST 25 COST 25
PASSIVE
RANKED
Pathfinder Bonus Career Skills: Medicine, Ranged (Light), Resilience, Survival Force Sensitive only
COST 30
COST 15
SEEKER UNMATCHED PURSUIT
ATTACHED TO
COST 30
COST 15
PASSIVE
RANKED
Artisan Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Mechanics Force Sensitive only
The character repairs +1 hull When reducing the amount Always count as having the Reduce time needed to
trauma per rank of Solid of system strain a starship or right tools for the job when complete Computer-related
Repairs whenever he repairs vehicle suffers, reduce 1 performing Mechanics tasks by 25% per rank.
a starship or vehicle. additional strain per rank of checks.
Fine Tuning. COST 5
COST 5 COST 5
COST 5
COST 15
COMPREHEND
MASTER ARTISAN INTUITIVE IMPROVEMENTS DEDICATION
TECHNOLOGY
Once per round, may take When making check to craft Gain +1 to a single Take Comprehend
the Master Artisan or repair item, may add characteristic. This cannot Technology action; make an
incidental; suffer 2 strain to no greater than Force rating bring a characteristic above Average ( ) Knowledge
decrease the difficulty of to check. Spend to 6. (Education) check to use
next Mechanics check by 1, increase hard points by 1, to COST 25 Force rating as ranks in skills
to a minimum of Easy ( ). max of +2. to use a single item.
COST 25 COST 25 COST 25
PASSIVE ACTIVE
Force
Bonus Career Skills: Knowledge (Education), Knowledge (Underworld), Perception, Streetwise Sensitive
only
COST 10
COST 20
Force
Bonus Career Skills: Cool, Coordination, Piloting (Planetary), Piloting (Space) Sensitive
only
Remove per rank of Suffer 1 strain to attempt Full Suffer 1 strain when making Suffer 4 strain when making
Skilled Jockey from all throttle as a maneuver and a Move maneuver to move a move maneuver to move to
Piloting (Planetary) and decrease its difficulty to to any location within short any location within medium
Piloting (Space) checks the Average ( ). range. range.
character attempts.
COST 15 COST 15 COST 15
COST 15
GRIT SUPREME FULL THROTTLE FORCE RATING BETTER LUCK NEXT TIME
Gain +1 strain threshold. When performing Full Gain +1 Force Rating. Take a Better Luck Next Time
COST 20 Throttle, top speed increases action; make a Hard ( )
by 2 instead of 1. COST 20 Cool check to force a
competitor to suffer a major
COST 20 misfortune.
COST 20
Force Conflict
Bonus Career Skills: Coordination, Lightsaber, Stealth, Vigilance Sensitive Cost
only
COST 5
Add per rank of Uncanny Gain +1 strain threshold. When hit by a ranged attack, Add per rank of Uncanny
Reactions to all Vigilance COST 10 suffer 3 strain to reduce Reactions to all Vigilance
checks. damage by 2 plus ranks in checks.
Reflect.
COST 10 COST 10
COST 10
RANKED
Shadow Bonus Career Skills: Knowledge (Underworld), Skulduggery, Stealth, Streetwise Force Sensitive only
Add to all Stealth checks Remove per rank of Street Remove per rank in Upgrade difficulty of checks
unless the opposition is Smarts from Streetwise or Codebreaker from checks to to identify character once
immune to Force powers. Knowledge (Underworld) break codes or decrypt per rank of Indistinguishable.
checks. communications. Decrease
COST 5 difficulty of checks to break
COST 5
COST 5
codes or decrypt
communications by 1.
COST 5
Choose any 2 skills. They Spend 1 Destiny Point to Gain +1 strain threshold. Upgrade difficulty of checks
permanently become career ignore effects of Critical COST 10 to identify character once
skills. Injuries on Intellect or per rank of Indistinguishable.
Cunning checks until end of
COST 10 encounter. COST 10
COST 10
RANKED
Shien Expert Bonus Career Skills: Athletics, Lightsaber, Resilience, Skulduggery Force Sensitive only
COST 25
SENTINEL MY CITY
ATTACHED TO
COST 30
COST 30
COST 15
PASSIVE
RANKED
Remove per rank of Kill Each ally affected by May suffer a number of Remove per rank of
with Kindness from all Charm Inspiring Rhetoric gains on strain to downgrade difficulty Plausible Deniability from all
and Leadership checks. all skill checks for a number of Charm or Negotiation Coercion and Deception
of rounds equal to ranks in checks or upgrade difficulty checks.
COST 10 Leadership. when targeted by Charm or
Negotiation checks, by an COST 10
COST 10 equal number. Strain
suffered this way cannot
exceed ranks in Congenial.
COST 10
COST 25
PASSIVE
RANKED
COST 10
COST 15
RANKED
Bonus Career Skills: Coercion, Cool, Knowledge (Outer Rim), Ranged (Light)
Add +10 per rank of Lethal Gain +1 strain threshold. Add per rank of Quick May use Quick Draw twice
Blows to any Critical Injury COST 10 Strike to combat checks per round.
result inflicted on opponents. against targets that have not
COST 10
acted yet this encounter.
COST 10
COST 10
RANKED
Pilot Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
COST 15
RANKED
COST 10
RANKED
COST 30
COST 15 COST 15
PASSIVE
RANKED
RANKED
RANKED
When targeted by combat Once per session, may re-roll When performing Stim Stimpacks heal 1 additional
check, may perform a Dodge any 1 Medicine check. Application Action, may wound per rank of Stimpack
incidental to suffer a number increase difficulty of check to Specialization.
of strain no greater than COST 20 Hard ( ), and target
ranks of Dodge, then only suffers 1 strain.
COST 20
upgrade the difficulty of the
check by that number. COST 20
COST 20
ANATOMY LESSONS DEDICATION IT’S NOT THAT BAD SUPREME STIM APPLICATION
After making a successful Gain +1 to a single Once per session when an When performing the Stim
attack, may spend 1 Destiny characteristic. This cannot ally would suffer a Critical Application Action, spend
Point to add damage equal to bring a characteristic above Injury, may take an It’s Not to increase an additional
Intellect to one hit. 6. That Bad action; make a Hard Characteristic by 1.
( ) Medicine check to
COST 25 COST 25 COST 25
stop the ally from gaining the
Critical Injury.
COST 25
PASSIVE
RANKED
Sharpshooter Bonus Career Skills: Cool, Perception, Ranged (Light), Ranged (Heavy)
COST 5
COST 10
COST 20
COST 30
If the target is destroyed (or The Bigger They Are… costs 1 Reduce the difficulty of the Increase the silhouette of
dies) while The Bigger They Destiny Point instead of 2 skill check to activate The targets that can be affected
Are… is active, the character Bigger They Are… to Average by The Bigger They Are… by
may spend 1 Destiny Point to COST 15 ( ). 1.
select a new target for The
COST 15 COST 15
Bigger They Are….
COST 15
SOLDIER UNMATCHED COURAGE
ATTACHED TO
COST 30
COST 10
RANKED
COST 15
RANKED
COST 20 COST 20
COST 25
PASSIVE ACTIVE
COST 5
Once per session, after capturing Remove per rank in Gain +1 strain threshold. Remove per rank of
enemy data, may perform the
Analyze Data action to make an
Codebreaker from checks to COST 15 Convincing Demeanor from
break codes or decrypt Deception or Skulduggery
Average ( ) Knowledge
(Warfare) check. Once during the
communications. Decrease checks.
difficulty of checks to break
remainder of the session he may
codes or decrypt
COST 15
then add equal to ranks in
Knowledge (Warfare) to one communications by 1.
check related to that data.
COST 15
COST 15
RANKED
Slicer Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth
COST 5
COST 30
COST 30
COST 10
COST 15 COST 15
PASSIVE ACTIVE
COST 5 COST 5
RANKED
Once per session, may re-roll Spend 1 Destiny Point to Gain +1 to a single When incapacitated due to
any 1 Mechanics check. perform a Hold Together characteristic. This cannot strain exceeding threshold,
incidental immediately after bring a characteristic above may take a more difficult
COST 25 vehicle or starship takes 6. Hard Headed action to
damage to turn it into system reduce strain to 1 below
COST 25
strain. threshold.
COST 25 COST 25
PASSIVE ACTIVE
May add 1 additional hard When a character Once per session, when Choose one starship or
point to a number of items involuntarily suffers strain, attempting to purchase a vehicle as Signature Vehicle.
equal to ranks in Tinkerer. he suffers 1 less strain per legally available item, reduce Upgrade all Mechanics
Each item may only be rank of Resolve to a its rarity by 1 per rank of checks made on that vehicle
modified once. minimum of 1. Know Somebody. once.
COST 5 COST 5 COST 5 COST 5
RANKED
Outlaw Tech Bonus Career Skills: Knowledge (Education), Knowledge (Underworld), Mechanics, Streetwise
RANKED
Slicer Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth
COST 5
COST 30
COST 30
RANKED
Aggressor Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Streetwise Force Sensitive only
COST 15
Force Conflict
Bonus Career Skills: Brawl, Discipline, Melee, Resilience Sensitive Cost
only
COST 25
PASSIVE ACTIVE
Force Conflict
Bonus Career Skills: Coercion, Discipline, Lightsaber, Melee Sensitive Cost
only
RANKED
Shii-Cho Knight Bonus Career Skills: Athletics, Coordination, Lightsaber, Melee Force Sensitive only
COST 10
Once per round, draw or Gain +1 strain threshold. When hit by a melee attack, When wielding a Lightsaber,
holster a weapon or COST 15 suffer 3 strain to reduce Melee, or Brawl weapon, the
accessible item as an damage by 2 plus ranks in weapon gains the Defensive
incidental. Parry. quality with a rating equal to
ranks in Defensive Training.
COST 15 COST 15
COST 15
COST 25
PASSIVE
RANKED
Starfighter Ace Bonus Career Skills: Astrogation, Gunner, Mechanics, Piloting (Space) Force Sensitive only
Force
Bonus Career Skills: Brawl, Coordination, Discipline, Vigilance Sensitive
only
COST 5 COST 5
COST 15 COST 15
COST 25 COST 25
WARRIOR DEADLY REPUTATION
ATTACHED TO
COST 30
COST 10
COST 30
COST 25 COST 25
PASSIVE
RANKED
Add per rank of Uncanny Add per rank of Uncanny Gain +1 strain threshold. Upgrade difficulty of checks
Senses to all Perception Reactions to all Vigilance COST 15 to identify character once
checks. checks. per rank of Indistinguishable.
COST 15 COST 15 COST 15
RANKED
Add per rank of Uncanny Perception and Discipline Remove up to from skill Add per rank of Uncanny
Senses to all Perception become career skills. checks to find food, water, or Reactions to all Vigilance
checks. shelter. Survival checks to checks.
COST 5
forage take half the time.
COST 5 COST 5
COST 5
Gain +1 ranged defense. Gain +1 Force Rating. Gain +1 to a single Gain +1 melee defense.
characteristic. This cannot
COST 25 COST 25 bring a characteristic above
COST 25
6.
COST 25
PASSIVE ACTIVE
Force Conflict
Bonus Career Skills: Gain Force Rating 1 Sensitive Cost
only
Bonus Career Skills: Knowledge (Warfare), Leadership, Piloting (Space), Ranged (Light)
Gain +1 strain threshold. Gunnery and Piloting Remove per rank of When acquired, choose 1
COST 5 (Planetary) become career Conditioned from Athletics Knowledge skill. When
skills. and Coordination checks. making that skill check, may
Reduce the damage and spend result to gain
COST 5
strain suffered from falling by additional successes equal to
1 per rank of Conditioned. ranks in Knowledge
Specialization.
COST 5
COST 5
TACTICAL COMBAT
KNOW THE ENEMY BY THE BOOK DEFENSIVE DRIVING TRAINING
The character may use Once per encounter, before Increase defense of vehicle Melee and Ranged (Heavy)
Knowledge (Warfare) skill making a combat check, the or starship being piloted by 1 become career skills.
when making checks to character may suffer two per rank of Defensive Driving.
determine Initiative.
COST 10
strain to add to the
results equal to his ranks in
COST 10
COST 10 By the Book.
COST 10
FORMATION TACTICS
Once per encounter, before Remove per rank of When acquired, choose 1
The difficulty of Formation making a combat check, the Conditioned from Athletics Knowledge skill. When
Tactics is reduced to Average character may suffer two and Coordination checks. making that skill check, may
( ). May spend or strain to add to the Reduce the damage and spend result to gain
6x to have effect last until results equal to his ranks in strain suffered from falling by additional successes equal to
end of encounter By the Book. 1 per rank of Conditioned. ranks in Knowledge
Specialization.
COST 20 COST 20 COST 20
COST 20
Force
Bonus Career Skills: Discipline, Knowledge (Lore), Stealth, Survival Sensitive
only
Force
Bonus Career Skills: Gain Force Rating 1 Sensitive
only
COST 10
When hit by a melee attack, When the character heals When first acquired, choose Once per round, suffer 2
suffer 3 strain to reduce strain at the end of the 1 skill; Charm, Coercion, strain to decrease difficulty
damage by 2 plus ranks in encounter, he may add Deception, or Negotiation. of next Stealth or
Parry. Force Rating. He regains When making checks with Skulduggery check by 1.
additional strain equal to that skill, spend to gain
COST 15 generated. additional equal to ranks COST 15
in Smooth Talker.
COST 15
COST 15
Before making a social check, Gain +2 wound threshold. Add automatic to the Remove per rank of
may spend up to 50 credits results of Coercion checks Commanding Presence from
COST 10
per rank of Greased Palms to equal to ranks in Fearsome Leadership and Cool checks.
upgrade the ability of the Rep.
check once for every 50 COST 10
spent. COST 10
COST 10
COST 25
PASSIVE
RANKED
TACTICAL COMBAT
BASIC COMBAT TRAINING SECOND WIND OUTDOORSMAN TRAINING
Brawl and Ranged (Light) Once per encounter, may use Remove per rank of Melee and Ranged (Heavy)
become career skills. Second Wind incidental to Outdoorsman from checks to become career skills.
heal strain equal to ranks in move through terrain or
COST 5 Second Wind.
COST 5
manage environmental
effects. Decrease overland
COST 5
travel time by half.
COST 5
COST 10
Bonus Career Skills: Charm, Cool, Knowledge (choose any one), Negotiation
Bonus Career Skills: Discipline, Knowledge (Warfare), Ranged (Heavy), Ranged (Light)
COST 20
LEAD FROM THE FRONT DEDICATION INTIMIDATING LEAD FROM THE BACK
After succeeding on a Gain +1 to a single May suffer a number of Once per round, may spend 1
Leadership check or other characteristic. This cannot strain to downgrade difficulty Destiny Point to redirect a
check to inspire, lead, or rally bring a characteristic above of Coercion checks, or successful attack against the
an audience, the character 6. upgrade difficulty when character to an allied NPC.
may spend 1 Destiny Point to
COST 25 targeted by Coercion checks, COST 25
upgrade the ability of the by an equal number. Strain
next combat check made by suffered this way cannot
all allies within short range. exceed ranks in Intimidating.
COST 25 COST 25
PASSIVE ACTIVE
WHEEL AND DEAL PRIDE AND JOY GRIT KILL WITH KINDNESS
When selling goods legally, Choose one starship or Gain +1 strain threshold. Remove per rank of Kill
gain 10% more credits per vehicle character owns with COST 5 with Kindness from all Charm
rank of Wheel and Deal. a silhouette of 4 or higher; it and Leadership checks.
becomes his “Pride and Joy”
COST 5 vessel. He upgrades the COST 5
ability of all social skill checks
he makes while within short
range of the vessel once.
COST 5
WHEEL AND DEAL ENCOURAGING WORDS SEEN A LOT OF THINGS FULL THROTTLE
When selling goods legally, After an engaged ally fails a Whenever the character fails Take a Full Throttle action;
gain 10% more credits per check, may suffer 1 strain to a Knowledge check, he may make a Hard ( )
rank of Wheel and Deal. assist that ally’s next check spend to roll the Piloting check to increase a
this encounter as an out of check again during his next vehicle’s top speed by 1 for a
COST 15 turn Incidental. turn. number of rounds equal to
Cunning.
COST 15 COST 15
COST 15
TRUST THE CAPTAIN INSPIRING RHETORIC TRUST THE CAPTAIN SUPREME PRIDE AND JOY
May take the Trust the Take the Inspiring Rhetoric May take the Trust the While inside his Pride and Joy
Captain action by making a action: make an Average Captain action by making a vessel, once per session as an
Hard ( ) Leadership ( ) Leadership check. Hard ( ) Leadership incidental, the character may
check. If successful, for the Each causes 1 ally in Short check. If successful, for the reduce its silhouette by 2 (to
rest of the encounter allies range to recover 1 strain. rest of the encounter allies a minimum of 0) for the
within short range increase Spend to cause 1 affected within short range increase remainder of the round and
their ranks in Discipline by an ally to recover 1 additional their ranks in Discipline by an following round.
amount equal to ranks in strain. amount equal to ranks in
Trust the Captain. Trust the Captain. COST 20
COST 20
COST 20 COST 20
COST 25
FORCE POWER TREE ALTER FORCE ABILITY
COST 15
COST 5
COST 15
COST 10 COST 10
COST 15 COST 15
COST 25
FORCE POWER TREE BIND FORCE ABILITY
COST 15
RANGE MASTERY
Spend to increase power’s When the user is making a Bind power check, if the check was not already opposed, the user may roll an
range by a number of range opposed Discipline vs. Discipline check against one target of the power. If no were used to generate and
bands equal to Range the user succeeds on the check, he may immediately stagger the target until the end of his next turn. If any
upgrades purchased. were used to generate and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per
spent on the check.
COST 20
COST 25
FORCE POWER TREE CONJURE FORCE ABILITY
COST 20
COST 10 COST 15
MASTERY
Spend to summon the facsimile of a creature of silhouette 1
or smaller instead of an object. This creature is bound to the user’s will,
and mindlessly follows that character’s commands until the end of the
Force user’s next turn. If the user has the corpse of the creature being
conjured to imbue with false life, this facsimile lasts until the end of the
encounter instead but the user gains 7 conflict for doing so.
COST 20
FORCE POWER TREE EBB / FLOW FORCE ABILITY
COST 10
COST 5
COST 10
CONTROL CONTROL
Commit until the end of the current encounter. For the remainder Ebb: Once per session, If at target suffered at least 5 strain from this
of the current encounter, add to all skill checks. Each and power, add to the target’s next check.
adds either or to the check; each causes the user to suffer 1 Flow: Once per session, if the user healed at least 5 strain from this
strain and gain 1 Conflict. power, add to user’s next check.
COST 10 COST 20
FORCE POWER TREE ENDURE FORCE ABILITY
COST 10
COST 10
MASTERY
When activating Endure, the character may make an Endure power
check, making a Discipline check with a difficulty equal to the severity
of the Critical Injury and adding up to the character’s Force rating. If
the character succeeds on the check and generates equal to the
Severity of the Critical Injury, the Critical Injury is not suffered.
COST 20
FORCE POWER TREE ENHANCE FORCE ABILITY
COST 10
COST 10
CONTROL CONTROL
Ongoing effect: Commit . The user increases his Agility The user can perform a Force Leap as a maneuver instead of an
characteristic by 1 (to a maximum of 6). action.
COST 10 COST 10
FORCE POWER TREE FARSIGHT FORCE ABILITY
COST 5
COST 10
CONTROL STRENGTH
When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the Spend to pick out specific
pool. He may spend to gain per point on the check. details equal to Strength
upgrades purchased.
COST 10
COST 5
CONTROL DURATION
When performing a Foresee power check as part of an initiative check, the Force user may spend to allow all Spend to increase the
affected targets to take one free maneuver before the first round of combat begins. days into the future the user
can see equal to Duration
COST 15 upgrades purchased.
COST 5
FORCE POWER TREE HEAL / HARM FORCE ABILITY
COST 15
COST 20
COST 20
FORCE POWER TREE IMBUE FORCE ABILITY
COST 15
RANGE RANGE
Spend to increase power’s range by a number of range bands Spend to increase power’s range by a number of range bands
equal to Range upgrades purchased. equal to Range upgrades purchased.
COST 10 COST 15
COST 10
CONTROL STRENGTH
When making a Coercion, Charm, Deception, Leadership, or When stressing the mind of a
Negotiation check, the Force user may roll an Influence Power target, the character inflicts 2
check as part of his dice pool. He may spend to gain or strain.
(user’s choice) on the check.
COST 10
COST 15
The Force user can project terrifying visions onto foes, forcing them to face their greatest fears. FORCE ABILITY
The user may spend to target one character within short range. That character must immediately make an Available after encountering
Average ( ) fear check as an out of turn incidental. Jerserra in Episode 1
Unlocked after securing the
COST 10 1 Nardithi Cluster shard.
Unlocked after occurrence of
2 the first shard vision.
RANGE STRENGTH 1
Spend to increase the The Force user may spend to increase the difficulty of the fear c heck by a number of times equal to Strength
power’s range by a number upgrades purchased.
of range bands equal to
Range upgrades purchased. COST 10
COST 5
COST 10
MASTERY 3 MASTERY 3
The Force user may target one character within short range and make an opposed Discipline vs. Discipline check Once per session, after a
combined with a Jerserra’s Influence power check. If the user spends and succeeds on the check, he may target fails a fear check
commit and force the target to also commit . Both dice remain committed until the Force user uncommits caused by this power, the
that or the encounter ends. Force user may have the
target perform one action as
COST 15 an out of turn incidental. The
Force user gains 3 Conflict.
COST 15
FORCE POWER TREE MANIPULATE FORCE ABILITY
COST 10
COST 5
COST 10
RANGE STRENGTH
Spend to increase power’s range by a number of range bands Spend to increase the silhouette of the object obscured or
equal to Range upgrades purchased. illusion created by 1 per Strength upgrade purchased.
COST 15 COST 15
FORCE POWER TREE MOVE FORCE ABILITY
COST 10
CONTROL MASTERY
Protect: Light side Force users may spend 1 Destiny Point to use Protect: Light side Force users may spend to reflect all
Protect as an out-of-turn incidental once per session. attacks they reduce to 0 damage, dealing damage equal to initial
Unleash: Dark side Force users may spend 1 Destiny Point to use attack to attacker.
Unleash as a maneuver once per session. Unleash: Dark side Force users may spend to reduce critical
rating of attacks to 1.
COST 25
COST 25
FORCE POWER TREE SEEK FORCE ABILITY
COST 10
MAGNITUDE CONTROL
Spend to gain one additional detail per Magnitude upgrade Ongoing effect: Commit . Upgrade the ability of Vigilance and
purchased. Perception checks once.
COST 5 COST 10
COST 10
CONTROL CONTROL
Ongoing effect: Commit . Once per round, when an attack Effect: Spend . The Force user senses the current thoughts of
targets the Force user, he upgrades the difficulty of the pool one living target with whom he is engaged.
once.
COST 10
COST 10
COST 10
COST 5 COST 5
CONTROL RANGE
Commit one or more . When an opponent targets the user with a Force power, after the opponent generates Spend to increase power’s
, reduce the total generated by 1 per committed, to a minimum of 0. range by a number of range
bands equal to Range
COST 10 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 Suppress
opposed Discipline vs. Discipline check targeting another Force with a hostile Force power, if that opponent used to generate
user within short range. If the user spends and succeeds on on the check, he suffers strain equal to the user’s ranks in
the check, the target Force user immediately uncommits all Discipline.
and ends all ongoing effects of Force powers and Force talents
that required committed .
COST 15
COST 20
FORCE POWER TREE WARDE’S FORESIGHT FORCE ABILITY
RANGE CONTROL 1
Spend to increase power’s When making a skill check to determine Initiative, the Force user may roll a Warde’s Foresight power check as
range by a number of range part of the pool. He may spend to add automatic on his first check this encounter.
bands equal to Range
upgrades purchased. COST 10
COST 5
STRENGTH 3 CONTROL 3
Spend to add equal When performing a Warde’s Foresight power check as part of an Initiative check, if the user did not use to
to Strength upgrades generate , each ally adds automatic to the results of his Initiative check. If the user used to generate ,
purchased to user’s next the user may immediately perform an action before the encounter begins, but each enemy in the encounter adds
check against the target. automatic to the results of his Initiative check.
COST 10 COST 15