TEXT: .
  .. 
  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 I Heavy I, Skulduggery, Stealth 
  • GRIT 
  • PRECISE AIM 
  Once per round, may per­
  form Precise Aim maneu­
  ver 
  Suffer a number of 
  strain no greater than ranks 
  in Precise Aim. then reduce 
  target's melee and ranged 
  defense by that number. 
  • TARGETED BLOW 
  After making a successful 
  attack, may spend 1 Desti­
  ny Point to add damage 
  equal to Agility to one hit. 
  • STALKER 
  • PRECISE AIM 
  Once per round, may per­
  form Precise Aim maneu­
  ver. 
  Suffer a number of 
  strain no greater than ranks 
  in Precise Aim. then reduce 
  target's melee and ranged 
  defense by t�at number. 
  • LETHAL BLOWS 
  Add + 10 per rank of Le­
  thal Blows to any Critical 
  Injury results inflicted on 
  opponents. 
  • JUMP UP 
  • STALKER 
  Add D per rank of Stalker 
  to all Stealth and Coordi-
  • SNIPER SHOT 
  Before 
  making 
  a 
  non­
  thrown ranged attack, may 
  perform a Sniper Shot ma­
  neuver 
  to 
  increase 
  the 
  weapon's range by 1 range 
  band per rank in Sniper 
  Shot. Upgrade the difficulty 
  of the attack by 1 per range 
  band increase . 
  • DEADLY ACCURACY 
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill to 
  one hit of successful attack 
  made using that skill. 
  • STALKER 
  • QUICK STRIKE 
  Add D per rank of Quick 
  Strike to combat checks 
  against targets that have not 
  acted yet this encounter. 
  • LETHAL BLOWS 
  Add+ 10 per rank of Le­
  thal Blows to any Critical 
  Injury results inflicted on 
  opponents. 
  • DODGE 
  When targeted by combat 
  check. 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  • DEDICATION 
  • ACTIVE 
  • PASSIVE 
  • OOOGE 
  When targeted by combat 
  check, 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number . 
  • QUICK DRAW 
  • ANATOMY LESSONS 
  After a making a successful 
  attack, may spend 1 Desti­
  ny Point to add damage 
  equal to Intellect to one hit. 
  • LETHAL BLOWS 
  Add+ 1 0 per rank of Le­
  thal Blows to any Critical 
  Injury results inflicted on 
  opponents. 
  • MASTER OF 
  SHADOWS 
  Once per round. suffer 2 
  strain to decrease difficulty 
  of next Stealth or Skuldug­
  gery check by one. 
  
  � .
  • r 
  Bounty Hunter: Gadgeteer�Talent Tree 
  Career Skills: Athletics, Brawl, Perception, Piloting !Planetary), Piloting !Space), Ranged !Heavy I, Streetwise, Vigilance 
  Gadgeteer Bonus Career Skills: Brawl, Coercion, Mechanics, Ranged !Light) 
  • BRACE 
  Perform 
  the 
  Brace ma­
  neuver to remove • per 
  rank of Brace from next 
  Action. This may only re­
  move • added by envi­
  ronmental circumstances. 
  • SPARE CLIP 
  Cannot run out of ammo 
  due to (i{J. Items with Limit­
  ed Ammo quality run out of 
  ammo as normal. 
  • TOUGHENED 
  • JURY RIGGED 
  Choose 1 weapon, armor, 
  or other item and give it a 
  permanent 
  improvement 
  while it remains in use. 
  • INTIMIDATING 
  May suffer a number of 
  strain to downgrade diffi­
  culty of Coercion checks, or 
  upgrade difficulty when tar­
  geted by Coercion checks. 
  by an equal number. Strain 
  suffered this way cannot ex­
  ceed ranks in Intimidating. 
  • TOUGHENED 
  • JURY RIGGED 
  Choose 1 weapon. armor, 
  or other item and give it a 
  permanent 
  improvement 
  while it remains in use. 
  • ARMOR MASTER 
  • TINKERER 
  May add 1 additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may 
  only be 
  modified once. 
  • DEDICATION 
  • INTIMIDATING 
  May suffer a number of 
  strain to downgrade diffi­
  culty of Coercion checks. or 
  upgrade difficulty when tar­
  geted by Coercion checks. 
  by an equal number. Strain 
  suffered this way cannot ex­
  ceed ranks in Intimidating. 
  • POINT BLANK 
  Add 1 damage per rank of 
  Point Blank to damage of 
  one hit of successful attack 
  while using Ranged [Heavy) 
  or Ranged [Light) skills at 
  close range or engaged . 
  • NATURAL 
  ENFORCER 
  • DEADLY ACCURACY 
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill to 
  one hit of successful attack 
  made using that skill. 
  • IMPROVED 
  ARMOR MASTER 
  When wearing armor with a 
  soak value of 2 or higher, in­
  crease defense by 1 
  " 
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  f•'t' 
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  • ACTIVE 
  • DEFENSIVE STANCE 
  Once per round, may per­
  form Defensive Stance ma­
  neuver and suffer a num­
  ber of strain to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number 
  Strain 
  suffered 
  this 
  way cannot exceed 
  ranks in Defensive Stance . 
  • DISORIENT 
  After hitting with combat 
  check, may spend tJ tJ 
  to disorient target for num­
  ber of rounds equal to 
  ranks in Disorient. 
  • STUNNING BLOW 
  When 
  making 
  Melee 
  checks, may inflict damage 
  as strain instead of wounds. 
  This does not ignore soak . 
  • IMPROVED 
  STUNNING BLOW 
  When dealing strain dam­
  age with Melee or Brawl 
  checks. may spend <1J to 
  stag€ier target for 1 round 
  per (!) . 
  • CRIPPLING BLOW 
  Increase the difficulty of 
  next combat check by 1 
  If 
  check deals damage, target 
  suffers 1 
  strain whenever 
  he moves for the remainder 
  of the encounter. 
  •d photocopy thi 
  ge for personal use. 1:1 LFL 2013. 
  -w.--
  
  .. 
  ._ 
  Bounty Hunter: Survivalist Talent Tree 
  Career Skills: Athletics, Brawl, Perception, Piloting !Planetary!, Piloting !Space!, Ranged I Heavy I, Streetwise, Vigilance 
  Survivalist Bonus Career Skills: Knowledge !Xenologyl, Perception, Resilience, Survival 
  • FORAGER 
  Remove up to • • from 
  skill checks to find food, 
  water. or shelter. Survival 
  checks to forage take half 
  the time. 
  • OUTDOORSMAN 
  Remove • per rank of 
  Outdoorsman from checks 
  to move through terrain or 
  manage environmental ef­
  fects. 
  Decrease overland 
  travel times by half 
  • TOUGHENED 
  • TOUGHENED 
  • ENDURING 
  • STALKER 
  Add D per rank of Stalker 
  to all Stealth and Coordi-
  • SWIFT 
  • EXPERT TRACKER 
  Remove • per rank of Ex­
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target by half 
  • HUNTER 
  Add D per rank of Hunter 
  to all checks when interact­
  ing with beast or animals 
  [including combat checks). 
  Add + 1 0 to Critical Injury 
  results against beasts or 
  animals per rank of Hunter. 
  • DEDICATION 
  • OUTDOORSMAN 
  Remove • per rank of 
  Outdoorsman from checks 
  to move through terrain or 
  manage environmental ef­
  fects 
  Decrease overland 
  travel times by half . 
  • HUNTER 
  Add D per rank of Hunter 
  to all checks when interact­
  ing with beast or animals 
  [including combat checks) 
  Add + 1 0 to Critical Injury 
  results against beasts or 
  animals per rank of Hunter . 
  • STALKER 
  • EXPERT TRACKER 
  Remove • per rank of Ex­
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target by half 
  • EXPERT TRACKER 
  Remove • per rank of Ex­
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target by half. 
  After making a successful 
  attack, may spend 1 Desti­
  ny Point to add damage 
  equal to Cunning to one hit 
  • NATURAL 
  DUTDDDRSMAN 
  • BLOODED 
  Add D per rank of Blooded 
  to all checks to resist or re­
  cover from 
  poisons, 
  ven­
  oms, or toxins. Reduce du­
  ration of ongoing poisons by 
  1 round per rank of Blooded 
  to a minimum of 1 . 
  • HERDIC FORTITUDE 
  May spend 1 Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  
  Colonist: Doctor Talent Tree 
  Career Skills: Charm, Deception, Knowledge !Core Worldsl, Knowledge !Education!, Knowledge llorel, Leadership, 
  Negotiation, Streetwise 
  Doctor Bonus Career Skills: Cool, Knowledge I Education I, Medicine, Resilience 
  • SURGEON 
  When making a Medicine 
  check to help a character 
  heal 
  wounds, 
  the target 
  heals 1 additional wound 
  per rank of Surgeon. 
  • STIM APPLICATION 
  Take the Stim Application 
  Action; make an Average 
  (+ +l Medicine check. If 
  successful. 1 engaged ally 
  increases 1 characteristic 
  by 1 for the remainder of 
  the encounter and suffers 
  4 strain . 
  • SURGEON 
  When making a Medicine 
  check to help a character 
  heal 
  wounds, 
  the 
  target 
  heals 1 
  additional wound 
  per rank of Surgeon. 
  • IMPROVED STIM 
  APPLICATION 
  When performing Stim Ap­
  plication Action, 
  may 
  in­
  crease difficulty of check to 
  Hard (+ + +J. and target 
  only suffers 1 strain. 
  • SUPREME STIM 
  APPLICATION 
  When performing the Stim 
  Application Action. spend 
  � to increase an addi­
  tional Characteristic by 1. 
  • BACTA SPECIALIST 
  Patients regain 1 addition­
  al wound per rank of Bac­
  ta 
  Specialist 
  when they 
  recover wounds from bac­
  ta tanks or long term care. 
  • GRIT 
  . GRIT 
  • NATURAL DOCTOR 
  • MASTER DOCTOR 
  Once per round, suffer 2 
  strain to decrease the dif­
  ficulty of a Medicine check 
  by 1 
  • GRIT 
  • SURGEON 
  When making a Medicine 
  check to help a character 
  heal 
  wounds, 
  the target 
  heals 1 additional wound 
  per rank of Surgeon 
  • BACT A SPECIALIST 
  Patients regain 1 addition­
  al wound per rank of Bac­
  ta 
  Specialist 
  when they 
  recover wounds from bac­
  ta tanks or long term care. 
  • TOUGHENED 
  • DEDICATION 
  Permission granted to print and photocopy this page for 
  • RESOLVE 
  When a character involun­
  tarily suffers strain. he suf­
  fers 1 less strain per rank of 
  Resolve, to a minimum of 1 
  • PRESSURE POINT 
  When 
  making 
  a 
  Brawl 
  check against an opponent, 
  instead of dealing damage, 
  may deal equivalent strain 
  plus additional strain equal 
  to ranks of Medicine (this 
  ignores soak) . 
  • ANATOMY LESSONS 
  After making a successful 
  attack, may spend 1 Desti­
  ny Point to add damage 
  equal to Intellect to one hit.. 
  • DODGE 
  When targeted by combat 
  check, 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  
  ..
  • c 
  Colonist: Politico Talent Tree 
  Career Skills: Charm, Deception, Knowledge !Core Worlds!, Knowledge !Education!, Knowledge llorel, Leadership, 
  Negotiation, Streetwise 
  Politico Bonus Career Skills: Charm, Coercion, Deception, Knowledge !Core Worlds! 
  • KILL WITH 
  KINDNESS 
  Remove • per rank of Kill 
  with 
  Kindness 
  from 
  all 
  Charm 
  and 
  Leadership 
  checks. 
  • INSPIRING 
  RHETORIC 
  Take the Inspiring Rhetoric 
  action; make an Average 
  r+ .) leadership check. 
  Each >tf causes 1 ally in 
  close range to recover 1 
  strain. Spend -tJ to cause 
  1 affected ally to recover 1 
  additional strain. 
  • DODGE 
  When targeted by combat 
  check. 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge. then 
  upgrade the difficulty of the 
  check by that number . 
  • GRIT 
  • STEELY NERVES 
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Willpower or 
  Presence checks until the 
  end of the encounter. 
  . GRIT 
  • KILL WITH 
  KINDNESS 
  Remove • per rank of Kill 
  with 
  Kindness 
  from 
  all 
  Charm 
  and 
  Leadership 
  checks. 
  • IMPROVED 
  INSPIRING RHETORIC 
  Each ally affected by In­
  spiring Rhetoric gains Don 
  all skill checks for a num­
  ber of rounds equal 
  to 
  ranks in Leadership. 
  • SUPREME INSPIRING 
  RHETORIC 
  • DEDICATION 
  • PlAUSIBLE 
  DENIABILITY 
  Remove • per rank of 
  Plausible Deniability from 
  all Coercion and Decep­
  tion checks. 
  • SCATHING TIRADE 
  Take a Scathing Tirade ac­
  tion; make an Average [. 
  +1 Coercion check. Each 
  >tf causes one enemy in 
  close 
  range 
  to suffer 1 
  strain. Spend -t} to cause 1 
  affected enemy to suffer 1 
  additional strain. 
  • IMPROVED 
  SCATHING TIRADE 
  Each enemy affected by 
  Scathing Tirade suffers • 
  on all skill checks for a 
  number of rounds equal to 
  ranks in Coercion. 
  • SUPREME 
  SCATHING TIRADE 
  • ACTIVE 
  • PASSIVE 
  • TOUGHENED 
  • PlAUSIBLE 
  DEN lABILITY 
  Remove • per rank of 
  Plausible Deniability from 
  all Coercion and Decep­
  tion checks. 
  • WELL ROUNDED 
  • NDBDDY'S FOOL 
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody's Fool. 
  • INTENSE PRESENCE 
  Spend 1 
  Destiny Point to 
  recover strain equal to Pres­
  ence rating. 
  thitPt!le for personal use.� LFL 2013. 
  
  Colonist: Scholar Talent Tree 
  Career Skills: Charm, Deception, Knowledge !Core Worlds), Knowledge !Education), Knowledge ILorel, Leadership, 
  Negotiation, Streetwise 
  Scholar Bonus Career Skills: Knowledge I Outer Rim I, Knowledge I Underworld I, Knowledge IXenologyl, Perception 
  • RESPECTED 
  SCHOLAR 
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning by 
  one level per rank of Re­
  spected Scholar. 
  • RESEARCHER 
  Remove • per rank of Re­
  searcher from all Knowl­
  edge checks. Researching a 
  subject takes half the time. 
  • CDDEBREAKER 
  Remove • per rank in Co­
  de breaker from checks to 
  break codes or decrypt 
  communications. Decrease 
  difficulty 
  of 
  checks 
  to 
  break codes or decrypt 
  communications by 1 
  • KNOWLEDGE 
  SPECIALIZATION 
  When acquired, choose 1 
  Knowledge 
  skill. 
  When 
  making that skill check, 
  may spend <!! result to 
  gain additional successes 
  equal to ranks in Knowl­
  edge Specialization. 
  • STROKE OF GENIUS 
  Once per session, make 
  one skill check using Intel­
  lect rather than the charac­
  teristic linked to that skill. 
  • SPEAKS BINARY 
  • RESPECTED 
  SCHOLAR 
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning by 
  one level per rank of Re­
  spected Scholar. 
  • KNOWLEDGE 
  SPECIALIZATION 
  When acquired, choose 1 
  Knowledge 
  skill. 
  When 
  making that skill check, 
  may spend <!! result to 
  gain additional successes 
  equal to ranks in Knowl­
  edge Specialization. 
  • MENTAL FORTRESS 
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries 
  on 
  Intellect 
  or 
  Cunning checks until end 
  of encounter. 
  • GRIT 
  • RESOLVE 
  When a character involun­
  tarily suffers strain, he suf­
  fers 1 less strain per rank of 
  Resolve, to a minimum of 1 
  • NATURAL SCHOLAR 
  • CONFIDENCE 
  May decrease difficulty 
  of 
  Discipline checks to 
  avoid fear by 1 per rank 
  of Confidence. 
  • DEDICATION 
  Permission granted to print and photocopy this page for personal 
  • ACTIVE 
  • PASSIVE 
  • BRACE 
  Perform the 
  Brace ma­
  neuver to remove • per 
  rank of Brace from next 
  Action. This may only re­
  move • added by envi­
  ronmental circumstances . 
  • RESEARCHER 
  Remove • per rank of Re­
  searcher from all Knowl­
  edge checks. Researching a 
  subject takes half the time. 
  • WELL ROUNDED 
  • RESOLVE 
  When a character involun­
  tarily suffers strain, he suf­
  fers 1 less strain per rank of 
  Resolve, to a minimum of 1 
  • TOUGHENED 
  
  Colonist: Entrepreneur Talent Tree 
  Career Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore), Leadership, 
  Negotiation, Streetwise 
  Entrepreneur Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Underworld), Negotiation 
  BUILDING BETTER WORLDS 
  F A R 
  H O R I Z O N S 
  Permission granted to print and photocopy this page For personal use. 0 L F L 2014.13 FFG Z 0 1 4 
  m • 
  At the start of each session, 
  gain 100 credits for each 
  rank of Sound Investments. 
  Remove • 
  per rank of 
  Plausible Deniability from 
  Coercion 
  and Deception 
  checks. 
  A/hen recovering strain af-
  ter an encounter, recover 1 
  additional strain per rank 
  Df Rapid Recovery. 
  Cain + 1 strain threshold. 
  1 
  —
  P 
  When recovering strain af-
  ter an encounter, recover 1 
  additional strain per rank 
  of Rapid Recovery. 
  When selling goods legally, 
  gain 10% more credits per 
  rank of Wheel and Deal. 
  At the start of each session, 
  gain 100 credits for each 
  rank of Sound Investments. 
  When selling goods legally, 
  gain 10% more credits per 
  rank of Wheel and Deal. 
  I IHJUJJU'im. 
  Before 
  making a social 
  check, may spend up to 5 0 
  credits per rank of Creased 
  Palms to upgrade the abili-
  ty of the check once for ev-
  ery 50 spent. 
  I 
  A 
  ^ ^ ^ ^ ^ ^ 
  At beginning of session, 
  spend 100 credits to ignore 
  strain 
  threshold 
  penalty 
  due to triggered Obligation. 
  Instead of making a Knowl-
  edge check, may take a 
  Bought Info action; spend 
  credits equal to 5 0 times 
  the difficulty of the check to 
  pass with one # 
  At the start of each session, 
  gain 100 credits for each 
  rank of Sound Investments. 
  Once per session, when 
  attempting to purchase a 
  legally available item, re-
  duce its rarity by 1 per 
  rank of Know Somebody. 
  ES3HSSP 
  When 
  buying or selling 
  goods, or paying off or 
  taking 
  Obligation, may 
  suffer 2 strain to sell for 
  2 5 % more, buy for 2 5 % 
  less, pay off 1 more Obli-
  gation, or take 1 less. 
  Cain + 2 wound threshold. 
  • 
  At the start of each session, 
  gain 100 credits for each 
  rank of Sound Investments. 
  ft 
  • 
  Once per session, may re-
  roll any 1 Streetwise or 
  Negotiation check. 
  Perform an Intense Focus 
  maneuver; suffer 1 strain 
  and upgrade the ability of 
  the next skill check once. 
  w 
  Cain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  • 
  At the start of each session, 
  gain 100 credits for each 
  rank of Sound Investments. 
  
  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 
  Permission granted to print and photocopy this page for personal use. (0 L F L 2014.13 FFG 2 0 1 4 
  p 
  When staggered or disori-
  ented, perform the Hard 
  Headed 
  action; make a 
  Daunting 
  + + 
  Dis-
  cipline check to remove 
  status. Difficulty reduced 
  per rank of Hard Headed. 
  Cain + 1 strain threshold. 
  Remove • 
  per rank of 
  Street Smarts from Street-
  wise or Knowledge (Under-
  world) checks. 
  Cain + 2 wound threshold. 
  May reduce any Critical Inju-
  ry suffered by 10 per rank of 
  Durable to a minimum of 1. 
  May spend O O 
  from a 
  Charm 
  or 
  Negotiation 
  check to upgrade ability of 
  a single ally's subsequent 
  Social 
  Interaction 
  check 
  against the target a number 
  of times equal to ranks in 
  Good Cop. 
  May spend O O 
  from a 
  Deception 
  or 
  Coercion 
  check to upgrade ability of a 
  single ally's subsequent So-
  cial Interaction check against 
  the target a number of times 
  equal to ranks in Bad Cop. 
  P 
  Once per round, draw or 
  holster a weapon or acces-
  sible item as an incidental. 
  P 
  Add 1 damage per rank of 
  Point Blank to damage of 
  one hit of successful attack 
  using Ranged (Heavy) or 
  Ranged 
  (Light) 
  skills at 
  close range or engaged. 
  P 
  Add 1 damage per rank of 
  Point Blank to damage of 
  one hit of successful attack 
  using Ranged (Heavy) or 
  Ranged 
  (Light) 
  skills at 
  close range or engaged. 
  Once per session, may re-
  roll any 1 Ranged (Light) 
  or Ranged (Heavy) check. 
  When staggered or disori-
  ented, perform the Hard 
  Headed 
  action; make a 
  Daunting ( • • • • ) 
  Dis-
  cipline check to remove 
  status. Difficulty reduced 
  per rank of Hard Headed. 
  Cain + 1 strain threshold. 
  May spend O O 
  from a 
  Charm 
  or 
  Negotiation 
  check to upgrade ability of 
  a single ally's subsequent 
  Social 
  Interaction 
  check 
  against the target a number 
  of times equal to ranks in 
  Good Cop. 
  jjjgjjg 
  p 
  May reduce any Critical Inju-
  ry suffered by 10 per rank of 
  Durable to a minimum of 1. 
  • 
  When targeted by a Decep-
  tion check, the character 
  automatically adds T to 
  the check equal to ranks in 
  Vigilance. 
  May spend O O 
  from a 
  Deception 
  or 
  Coercion 
  check to upgrade ability of a 
  single ally's subsequent So-
  cial Interaction check against 
  the target a number of times 
  equal to ranks in Bad Cop. 
  When incapacitated due 
  to strain exceeding thresh-
  old, may take a more dif-
  ficult Hard Headed action 
  to reduce strain to 1 be-
  low threshold. 
  When targeted by a Decep-
  tion check that fails, may 
  spend 1 Destiny Point to 
  add @ to results. 
  P 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  
  Colonist: Performer Talent Tree 
  Career Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore), Leadership, 
  Negotiation, Streetwise 
  Performer Bonus Career Skills: Charm, Coordination, Deception, Melee 
  BUILDING BETTER WORLDS 
  F A R 
  H O R I Z O N S 
  Permission granted to print and photocopy this page for personal use. (Q LFL 2014. © FFG 2 0 1 4 
  When first acquired, choose 
  1 
  skill; Charm. 
  Coercion. 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend 
  to gain 
  additional # equal to ranks 
  in Smooth Talker. 
  Remove • per rank of Kill 
  with 
  Kindness 
  from 
  Charm 
  and 
  Leadership 
  checks. 
  Make a Distracting Behav-
  ior maneuver and suffer 
  strain no greater than ranks 
  in Cunning. Until beginning 
  of next turn, equal number 
  of 
  NPCs 
  suffer 
  <§> on 
  checks. 
  Range 
  increases 
  with additional ranks. 
  Remove • 
  per rank of 
  Convincing 
  Demeanor 
  from Deception or Skul-
  duggery checks. 
  Make a Distracting Behav-
  ior maneuver and suffer 
  strain no greater than ranks 
  in Cunning. Until beginning 
  of next turn, equal number 
  of 
  NPCs 
  suffer 
  <§> on 
  checks. 
  Range 
  increases 
  with additional ranks. 
  May 
  suffer a number of 
  strain to downgrade difficul-
  ty of Charm or Negotiation 
  checks or upgrade difficulty 
  when targeted by Charm or 
  Negotiation checks, by an 
  equal number. 
  Strain suf-
  fered this way cannot ex-
  ceed ranks in Congenial. 
  When targeted by combat 
  check, 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  Once per round, may stanc 
  from seated or prone as ar 
  incidental. 
  Make a Distracting Behav-
  ior maneuver and suffer 
  strain no greater than ranks 
  in Cunning. Until beginning 
  of next turn, equal number 
  of 
  NPCs 
  suffer 
  © 
  on 
  checks. 
  Range 
  increases 
  with additional ranks. 
  — 
  Spend 1 Destiny Point to 
  recover 
  strain 
  equal to 
  Presence rating. 
  • 
  Once per session, may re-
  roll any I Athletics or Co-
  ordination check. 
  Once per encounter, may 
  use Second Wind inciden-
  tal to recover strain equal 
  to ranks in Second Wind. 
  When first acquired, choose 
  1 
  skill; Charm, 
  Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend 0 to gain 
  additional & equal to ranks 
  in Smooth Talker. 
  The 
  Distracting 
  Behavior 
  maneuver inflicts © © on 
  NPCs' checks when NPCs 
  target character's allies. 
  Gain + 1 strain threshold. 
  Gain + 2 wound threshold. 
  Once per session, may take 
  a Biggest Fan action; make a 
  Hard 
  + 
  + 
  + 
  Charm 
  check to turn one NPC into 
  the character's biggest fan. 
  Once per session, may 
  make Deceptive Taunt ac-
  tion. Make opposed De-
  ception check. If success-
  ful, one adversary 
  must 
  attack the character dur-
  ing adversary's next turn. 
  When targeted by a com-
  bat check, may spend 1 
  Destiny Point to add T 
  equal to ranks in Coordina-
  tion to check. 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  
  valuable information that he did not previously possess 
  pertaining to his current situation. What he learns is up 
  to the GM, but it must be valuable to the player in over-
  coming his immediate encounter or situation, and the 
  information cannot be obtainable by any other immedi-
  ately available means. 
  When making the skill check to activate Insightful Reve-
  lation, the GM can add • o r H for any situational effects 
  that might cause the test to be more easy or difficult. 
  UPGRADES 
  Insightful Revelation has several upgrades that can 
  improve its effects and make it easier to use. Any 
  upgrades that appear in Insightful Revelation's tree 
  multiple times have their effects stack. 
  Reduce Setback: When making the skill check to acti-
  vate Insightful Revelation, the character removes 
  • 
  Add Boost: When making the skill check to activate 
  Insightful Revelation, the character adds D 
  Destiny: To activate Insightful Revelation, the charac-
  ter only needs to spend one Destiny Point instead of 
  the normal two. 
  Reduce Difficulty: The skill check to activate Insightful 
  Revelation is Average ( • • ) 
  instead of Hard 
  Increase Effect: The character may spend ($) gen-
  erated on a successful Insightful Revelation check to 
  gain one additional piece of information. The informa-
  tion must be as useful as the original information. 
  Duration: The character may perform the Insightful 
  Revelation action one additional time per game session. 
  Additional Skills: When making the Insightful Rev-
  elation action, the character may replace Knowledge 
  (Education) with any other Knowledge skill. 
  UNMATCHED EXPERTISE 
  A combination of education and hard-earned life experi-
  ences can make Colonists far more capable individuals 
  than they appear. When the time is right, they can put 
  their vast experience to good use, making challenging 
  tasks look easy, and the impossible merely difficult. 
  BASE 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 mini-
  mum of Easy, for the remainder of the encounter. 
  UPGRADES 
  Unmatched Expertise has several upgrades that can 
  improve its effects and make it easier to use. Any 
  upgrades that appear in Unmatched Expertise's tree 
  multiple times have their effects stack. 
  Reduce Setback: When making the skill check to acti-
  vate Unmatched Expertise, the character removes •. 
  Reduce Difficulty: 
  Unmatched 
  Expertise reduces 
  the difficulty of subsequent career skill checks by two 
  instead of one. 
  Colonist Signature Ability Tree: Insightful Revelation 
  I N S I G H T F U L R E V E L A T I O N B A S E ABILITY 
  Once per game session, the character may perform an Insightful Revelation action and spend 2 Destiny points to make a H a r d ( + ^ 
  Knowledge 
  (Education) check If he succeeds, he learns some valuable information that he did not previously possess pertaining to his current situation. What he 
  learns is up to the GM. but it must be valuable to the player overcoming his immediate encounter or situation, and the information cannot be obtain-
  able by any other immediately available means. 
  R E D U C E 
  S E T B A C K 
  Remove • 
  from skill check to 
  activate Insightful Revelation. 
  ADD BOOST 
  Add • 
  to skill check to ac-
  tivate Insightful Revelation. 
  R E D U C E 
  S E T B A C K 
  Remove • from skill check to 
  activate Insightful Revelation. 
  R E D U C E DIFFICULTY 
  Reduce the difficulty of the 
  skill check to activate In-
  sightful Revelation to Aver-
  age ( • • ) 
  ADDITIONAL S K I L L S 
  When making the Insightful 
  Revelation action, the char-
  acter may replace 
  Knowl-
  edge (Education) 
  with any 
  other Knowledge skill. 
  I N C R E A S E 
  E F F E C T 
  If the check is successful, the 
  character may spend ($) to 
  gain one additional piece of 
  equally useful information. 
  DURATION 
  The character may perform 
  the Insightful Revelation ac-
  tion one additional time per 
  game session. 
  BUILDING BETTER WORLDS 
  F A R 
  H O R I Z O N S 
  Insightful Revelation costs 1 
  Destiny Point instead of 2. 
  
  Reduce Difficulty: Unmatched 
  Expertise 
  reduces the diffi-
  culty of subsequent career skill 
  checks to a minimum of Simple 
  nstead of Easy. 
  Activation: Unmatched 
  Exper-
  tise becomes a maneuver, instead 
  of an action. 
  Activation: Unmatched 
  Exper-
  tise becomes an incidental that 
  may be triggered out of turn, 
  instead of an action. 
  Destiny: To activate Unmatched 
  Expertise, 
  the character 
  only 
  needs to spend one Destiny 
  Point instead of the normal two. 
  Superior 
  Reduction: 
  Once 
  per session, once the charac-
  ter has activated Unmatched 
  Expertise, he may also use it to 
  reduce the difficulty of one non-
  career skill check he makes. 
  This follows the same rules as 
  using Unmatched Expertise to 
  reduce the difficulty of career skills. 
  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. 
  R E D U C E S E T B A C K 
  Remove • 
  from career skill 
  checks 
  made 
  while Un-
  matched 
  Expertise is acti-
  vated. 
  REDUCE DIFFICULTY 
  Reduce the difficulty of career 
  skill checks by 2 instead of 
  ACTIVATION 
  Activate Unmatched Exper-
  tise as a maneuver instead of 
  as an action. 
  S U P E R I O R 
  REDUCTION 
  Once per session while Un-
  matched 
  Expertise is acti-
  vated, may reduce the diffi-
  culty of one non-career skill. 
  R E D U C E S E T B A C K 
  Remove • 
  from career skill 
  checks 
  made 
  while Un-
  matched 
  Expertise is acti-
  vated. 
  R E D U C E DIFFICULTY 
  The difficulty of all career 
  skill checks is reduced to a 
  minimum of Simple instead 
  of Easy 
  BUILDING BETTER WORLDS 
  F A R 
  H O R I Z O N S 
  Colonist Signature Ability Tree: Unmatched Expertise 
  Activate Unmatched Exper-
  tise as a maneuver instead of 
  as an action. 
  Unmatched Expertise costs 
  1 Destiny Point to activate 
  instead of 2. 
  
  ,._ 
  -
  ..._ 
  ' 
  Explorer: Fringer Talent Tree 
  Career Skills: Astrogation, Cool, Knowledge !Lore), Knowledge !Outer Rim), Knowledge IKenologyl, Perception, 
  Piloting ISpacel, Survival 
  Fringer Bonus Career Skills: Astrogation, Coordination, Negotiation, Streetwise 
  • GALAXY MAPPER 
  Remove • per rank of 
  Galaxy Mapper from As­
  trogation checks. 
  Astro­
  gation 
  checks take half 
  normal time. 
  • SKILLED JD[KEY 
  Remove • per rank of 
  Skilled Jockey from all Pi­
  loting [Planetary) and Pi­
  loting [Space) checks the 
  character attempts. 
  • MASTER 
  STARHDPPER 
  Once per round, suffer 2 
  strain to decrease the diffi­
  culty of next Astrogation 
  check by I to a minimum 
  of Easy (+J 
  • RAPID RE[DVERY 
  When healing strain after 
  an encounter, heal I addi­
  tional strain per rank of 
  Rapid Recovery. 
  • DEDI[ATIDN 
  • STREET SMARTS 
  Remove • per rank of 
  Street Smarts from Street­
  wise or Knowledge [Under­
  world) checks. 
  • GALAXY MAPPER 
  Remove • per rank of 
  Galaxy Mapper from As­
  trogation checks. 
  Astro­
  gation checks take half 
  normal time. 
  • DEFENSIVE 
  DRIVING 
  Increase defense of vehicle 
  or starship being piloted 
  by I per rank of Defensive 
  Driving. 
  • JUMP UP 
  • TOUGHENED 
  • RAPID RE[DVERY 
  When healing strain after 
  an encounter, heal I addi­
  tional strain per rank of 
  Rapid Recovery. 
  • GRIT 
  • RAPID RE[DVERY 
  When healing strain after 
  an encounter, heal I addi­
  tional strain per rank of 
  Rapid Recovery. 
  • GRIT 
  • DODGE 
  When targeted by combat 
  check, 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  Permission granted to print and photocopy this page for personal JlS 
  • ACTIVE 
  • PASSIVE 
  • STREET SMARTS 
  Remove • per rank of 
  Street Smarts from Street­
  wise or Knowledge [Under­
  world) checks. 
  • DURABLE 
  • KND[KDDWN 
  • DODGE 
  When targeted by combat 
  check, 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  
  Explorer: Scout Talent Tree-
  Career Skills: Astrogation, Cool, Knowledge I Lore I, Knowledge !Outer _Rim!, Knowledge IXenologyl, PerDeption, Pilot­
  ing !Space), Survival 
  Scout Bonus Career Skills: Athletics, Medicine, Piloting !Planetary!, Survival 
  • RAPID RECOVERY 
  When healing strain after 
  an encounter, heal 1 addi­
  tional strain per rank of 
  Rapid Recovery 
  • FORAGER 
  Remove up to • • from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time. 
  • RAPID RECOVERY 
  When healing strain after 
  an encounter. heal 1 addi­
  tional strain per rank of 
  Rapid Recovery. 
  • GRIT 
  • UTILITY BELT 
  Spend 1 
  Destiny Point to 
  perform a Utility Belt inci­
  dental; produce a previously 
  undocumented 
  item 
  or 
  weapon 
  [with 
  restrictions] 
  from a tool belt or a satchel. 
  • STALKER 
  Add D per rank of Stalker 
  to all Stealth and Coordi-
  • QUICK STRIKE 
  Add D per rank of Quick 
  Strike to combat checks 
  against targets that have not 
  acted yet this encounter. 
  • NATURAL HUNTER 
  • HEIGHTENED 
  AWARENESS 
  Allies within close range 
  add D to Perception or 
  Vigilance checks. Engaged 
  allies add DD 
  • OEOICATIDN 
  • GRIT 
  • LET'S RIDE 
  Once 
  per 
  round. 
  may 
  mount or dismount a ve­
  hicle or beast, or enter a 
  cockpit or weapon station 
  on a vehicle, as an inci­
  dental. 
  • FAMILIAR SUNS 
  Once per session, may per­
  form a Familiar Suns maneu­
  ver; make a Hard !+ + +l 
  Knowledge (Outer Rim) or 
  (Core Worlds) check to re­
  veal the current type of plan­
  etary environment and oth­
  er useful information . 
  • TOUGHENED 
  • STALKER 
  Add D per rank of Stalker 
  to all Stealth and Coordi-
  " 
  t 
  .... 
  • PASSIVE 
  • SHORTCUT 
  During a chase. add D per 
  rank in Shortcut to any 
  checks made to catch or 
  • DISORIENT 
  After hitting with combat 
  check, may spend tJ tJ 
  to disorient target for num­
  ber of rounds equal to 
  ranks in Disorient. 
  • SHORTCUT 
  During a chase. add D per 
  rank in 
  Shortcut 
  to any 
  checks made to catch or 
  • QUICK STRIKE 
  Add D per rank of Quick 
  Strike to 
  combat checks 
  against targets that have not 
  acted yet this encounter 
  • DISORIENT 
  After hitting with combat 
  check, may spend tJ tJ 
  to disorient target for num­
  ber of rounds equal to 
  ranks in Disorient. 
  ' ' 
  antelftaiirlllt and photocopy thi 
  · ge for personal use. © LFL 2013. 
  
  • 
  ,._ 
  Explorer: Trader Talent Tree 
  Career Skills: Astrogation, Cool, Knowledge I lore!, Knowledge I Outer Rim!, Knowledge IXenologyl, Perception, Pilot­
  ing ISpacel, Survival 
  Trader Bonus Career Skills: Deception, Knowledge !Core Worlds!, Knowledge !Underworld!, Negotiation 
  • KNOW SOMEBODY 
  Once per session, when 
  attempting to purchase a 
  legally available item, re­
  duce its rarity by 1 per 
  rank of Know Somebody. 
  • WHEEL ANO OEAL 
  • KNOW SOMEBODY 
  Once per session. when 
  attempting to purchase a 
  legally available item. re­
  duce its rarity by 1 per 
  rank of Know Somebody. 
  • WHEEL ANO DEAL 
  • KNOW SOMEBODY 
  Once per session, when 
  attempting to purchase a 
  legally available item, re­
  duce its rarity by 1 per 
  rank of Know Somebody. 
  • [ONVIN[ING 
  DEMEANOR 
  Remove • per rank of 
  Convincing 
  Demeanor 
  from Deception or Skul­
  duggery checks. 
  • GRIT 
  • NOBOOY'S FOOL 
  May upgrade difficulty of 
  incoming Charm. Coercion, 
  or Deception checks once 
  per rank of Nobody's Fool. 
  • STEELY NERVES 
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Willpower or 
  Presence checks until the 
  end of the encounter. 
  • NATURAL 
  NEGOTIATOR 
  • WHEEL ANO OEAL 
  • SPARE [LIP 
  Cannot nun out of ammo 
  due to'@. Items with Limit­
  ed Ammo quality run out of 
  ammo as normal. 
  • SMOOTH TALKER 
  When 
  first 
  acquired, 
  choose 1 skill; Charm. Co­
  ercion. Deception, or Ne­
  gotiation. 
  When 
  making 
  checks 
  with 
  that 
  skill, 
  spend <;tl to gain addition­
  al '¢f equal to ranks in 
  Smooth Talker . 
  • BLA[K MARKET 
  EO NT ACTS 
  When 
  purchasing 
  illegal 
  goods, may reduce rarity 
  by 1 
  per rank of Black 
  Market Contacts, increas­
  ing cost by 50 percent of 
  base cost per reduction. 
  • OEOI[ATION 
  • SMOOTH TALKER 
  When first acquired, choose 
  1 
  skill; 
  Charm, 
  Coercion. 
  Deception. or Negotiation. 
  When making checks with 
  that skill, spend <;tl to gain 
  additional '¢f equal to ranks 
  in Smooth Talker . 
  • TOUGHENED 
  • NOBOOY'S FOOL 
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody's Fool. 
  • BLA[K MARKET 
  [ONTAETS 
  When 
  purchasing 
  illegal 
  gooos, may reduce rarity 
  by 1 
  per rank of Black 
  Market Contacts. increas­
  ing cost by 50 percent of 
  base cost per reduction. 
  • MASTER MER[HANT 
  When buying or selling 
  goods, or paying off or 
  taking 
  Obligation, 
  may 
  suffer 2 strain to sell for 
  25% more, buy for 25% 
  less, pay off 1 more Obli­
  gation, or take 1 less. 
  
  Explorer: Archaeologist Talent Tree 
  Career Skills: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge lXenologyJ, Perception, 
  Piloting (Space), Survival 
  Archaeologist Bonus Career Skills: Athletics, Discipline, Knowledge (Education), Knowledge (Lore) 
  • 
  WELL ROUNDEO 
  Choose any 2 skills. They 
  permanently become ca-
  reer skills. 
  • 
  DURABLE 
  May reduce any Critical Inju-
  ry suffered by 10 per rank of 
  Durable to a minimum of 1 . 
  • 
  STUNNING BLOW 
  When 
  making 
  Melee 
  checks. may inflict damage 
  as strain instead of wounds. 
  This does not ignore soak. 
  • 
  HARD HEADED 
  When staggered or disori-
  ented. perform the Hard 
  Headed action; make a 
  Daunting ( •••• 
  ) Dis-
  cipline check to remove 
  status. Difficulty reduced 
  per rank of Hard Headed. 
  • 
  PIN 
  Take Pin action; make an 
  Opposed Athletics check 
  to immobilize an engaged 
  opponent until the end of 
  the character's next turn. 
  Spend @ to extend duration 
  one round 
  • 
  HARD HEADED 
  When staggered or disori-
  ented. perform the Hard 
  Headed action; make a 
  Daunting <+•• .) 
  Dis-
  cipline check to remove 
  status. Difficulty reduced 
  per rank of Hard Headed . 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  • 
  KNOCKDOWN 
  After hitting with a melee 
  attack. may spend @ to 
  knock the target prone. 
  • 
  ENOURING 
  Gain + 1 soak value. 
  • 
  DEOICATION 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  • 
  RESEARCHER 
  Remove • per rank of Re-
  searcher from all Knowl-
  edge checks. Researching a 
  subject takes half the time. 
  • 
  RESOLVE 
  When a character involun-
  tarily suffers strain. he suf-
  fers 1 less strain per rank of 
  Resolve. to a minimum of 1 . 
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning by 
  one level per rank of Re-
  spected Scholar . 
  • 
  GRIT 
  Gain + 1 strain threshold. 
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning by 
  one level per rank of Re-
  spected Scholar 
  • 
  GALACTIC SOJOU 
  ..... ,.. 
  Permission granted to print and photocopy this page for pel'5lillal use. Cl 
  . D FF& ZD1 
  • 
  PASSIVE 
  • 
  GRIT 
  Gain + 1 strain threshold. 
  When acquired. choose 1 
  Knowledge 
  skill. When 
  making that skill check. 
  may spend @ result to 
  gain additional successes 
  equal to ranks in Knowl-
  edge Specialization . 
  • 
  RESEARCHER 
  Remove • per rank of Re-
  searcher from all f<nowl-
  edge checks. Researching a 
  subject takes half the time. 
  When acquired. choose I 
  Knowledge 
  skill. 
  When 
  making that skill check. 
  may spend @ result to 
  gain additional successes 
  equal to ranks in Knowl-
  edge Specialization . 
  • 
  MUSEUM WORTHY 
  Once per session. take Mu-
  seum Worthy action: make a 
  Hard ( ••• 
  ) Knowledge 
  (Education) check to ascer-
  tain information regarding a 
  relic. ruin. or piece of history. 
  
  ' • 
  Explorer: Big-Game Hunter Talent Tree 
  Career Skills: Astragation, Cool, Knowledge lloreJ, Knowledge lOuter Rimi, Knowledge lXenologyJ, Perception, 
  Piloting lSpaceJ, Survival 
  Big-Game Hunter Bonus Career Skills: Knowledge lXenologyJ, Ranged lHeavyJ, Stealth, Survival 
  • 
  FORAGER 
  Remove up to • • from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time. 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  • 
  STALKER 
  Add 0 per rank of Stalker 
  to all Stealth and Coordi-
  nation checks 
  • 
  GRIT 
  Gain + l strain threshold. 
  • 
  BRING IT DOWN 
  Once per attack, spend 1 
  Destiny Point to add dam-
  age to a single hit equal to 
  target's Brawn value. 
  • 
  GRIT 
  Gain + l strain threshold 
  • 
  OUTDOORSMAN 
  Remove • 
  per rank of 
  Outdoorsman from checks 
  to move through terrain or 
  manage environmental ef-
  fects. Decrease overland 
  travel times by half 
  • 
  NATURAL HUNTER 
  Once per session. may re-
  roll any 1 Perception or 
  Vigilance check. 
  • 
  HUNTER'S QUARRY 
  Take Hunter's Quarry ac-
  tion: make a Hard (+++) 
  Survival check to upgrade 
  the ability of all attacks 
  made against a target at 
  long range until the end of 
  the character's next turn. 
  Suffer 2 strain to perform 
  Hunter's Quarry action as a 
  maneuver. 
  Pemlsslan granted ta print iiit 
  • 
  STALKER 
  Add D per rank of Stalker 
  to all Stealth and Coordi-
  nation checks. 
  • 
  CONFIDENCE 
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by l per rank 
  of Confidence. 
  • 
  EXPERT TRACKER 
  Remove • per rank of Ex-
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target by half 
  • 
  QUICK STRIKE 
  Add D per rank of Quick 
  Strike to combat checks 
  against targets that have not 
  acted yet this encounter. 
  • 
  DEDICATION 
  Gain + l to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  • 
  • 
  OUTDOORSMAN 
  Remove • 
  per rank of 
  Outdoorsman from checks 
  to move through terrain or 
  manage environmental ef 
  fects Decrease overland 
  travel times by half . 
  • 
  SWIFT 
  Do not suffer usual penal-
  ties for moving through 
  difficult terrain . 
  Allies within close range 
  add D to Perception or 
  Vigilance checks. Engaged 
  allies add DO 
  • 
  EXPERT TRACKER 
  Remove • per rank of Ex-
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target by half. 
  
  , 
  • 
  Explorer: Driver Talent Tree 
  Career Skills: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rimi, Knowledge lXenologyJ, Perception, 
  Piloting (Space), Survival 
  Driver Bonus Career Skills: Cool, Gunnery, Mechanics, Piloting (Planetary) 
  • 
  FULL THROTTLE 
  Take a Full Throttle action. 
  make a Hard (+ + +1 Pi-
  loting check to increase a 
  vehicle's top speed by I 
  for a number of rounds 
  equal to Cunning. 
  • 
  GRIT 
  Gain + 1 strain threshold 
  Suffer 1 strain to attempt 
  Full Throttle as a maneu-
  ver and decrease its diffi-
  culty to Average (+ +1 
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving. 
  When 
  performing 
  Full 
  Throttle. top speed in-
  creases by 2 instead of 1 
  Do not suffer usual penal-
  ties for driving through dif-
  ficult terrain when using Pi-
  loting (Planetary). 
  • 
  SKILLED JOCKEY 
  Remove • 
  per rank of 
  Skilled Jockey from all Pi-
  loting [Planetary) and Pi-
  loting (Space) checks the 
  character attempts. 
  • 
  TRICKY TARGET 
  Count vehicle or starship 
  piloted as having a silhou-
  ette 1 lower when being 
  attacked. 
  • 
  SKILLED JOCKEY 
  Remove • 
  per rank of 
  Skilled Jockey from all Pi-
  loting (Planetary) and Pi-
  loting (Space) checks the 
  character attempts. 
  • 
  FULL STOP 
  When piloting a ship or ve-
  hicle. take a full-stop ma-
  neuver to reduce speed to 
  zero and suffer system 
  strain equal to the speed 
  reduced. 
  • 
  FINE TUNING 
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers. reduce 1 
  additional strain per rank of 
  Fine Tuning. 
  • 
  RAPID REACTION 
  Suffer a number of strain to 
  add an equal number of "# 
  to 1n1t1ative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks 1n Rapid Reaction 
  • 
  FINE TUNING 
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 1 
  additional strain per rank of 
  Fine Tuning. 
  • 
  NATURAL DRIVER 
  Once per session. may re-
  roll any 1 Piloting (Plane-
  tary) or Gunnery check. 
  • 
  MASTER DRIVER 
  Once per round when dnv-
  1ng a vehicle. may suffer 2 
  strain to perform any action 
  as a maneuver 
  • 
  PASSIVE 
  • 
  GEARHEAD 
  Remove • 
  per rank of 
  Gearhead from Mechan-
  ics checks 
  Halve 
  the 
  credit cost to add mods 
  to attachments. 
  ' 
  • 
  GRIT 
  Gain + 1 strain threshold 
  • 
  TOUGHENED 
  Gain + 2 wound threshold 
  • 
  GEARHEAD 
  Remove • 
  per rank of 
  Gearhead from Meehan 
  ics checks 
  Halve the 
  credit cost to add mods 
  to attachments. 
  • 
  DEDICATION 
  Gain + 1 to a single charac-
  teristic. This cannot bnng a 
  characteristic above 6 
  GALACTIC SOJOURN 
  MllATlll 
  Permission granted to print and photocopy this page for personal use. 1:1 
  . D FF& ZD13 
  
  Explorer Signature Ability Tree: Sudden Discovery 
  • 
  SUDDEN DISCOVERY BASE ABILITY 
  Once per game session. the character may spend 2 Destiny Points to make a Hard (+ + +1 
  Knowledge (Outer Rim) or Knowledge (Core Worlds) check. 
  If he succeeds. the character can pinpoint his exact location without a map or other guide. discover a lost or hidden item or location. or identify a safe and fast 
  path through any terrain. The exact nature of what the character 1s trying to accomplish. as well as the end results. must be approved by the GM 
  • 
  ADD BOOST 
  Add D to skill check to acti-
  vate Sudden Discovery 
  • 
  ADD BOOST 
  Add O to skill check to acti-
  vate Sudden Discovery. 
  • 
  REDUCE SETBACK 
  Remove.
  from skill check to 
  activate Sudden Discovery. 
  Reduce the difficulty of the 
  skill check to activate Sudden 
  Discovery to Average c++J 
  SIGNATURE ABILITY: 
  SUDDEN DISCOVERY 
  Plying the endless worlds of the galaxy leads Explor-
  ers to master many different skills, not the least of 
  which is the uncanny ability to keep their bearing no 
  matter where they find themselves. A veteran spacer 
  may be able to ascertain his position in the galaxy 
  by simply staring out of the cockpit, while an expe-
  rienced scout may be able to find his way out of a 
  completely unknown alien wilderness solely through 
  instinct and past experience. 
  BASE ABILITY 
  Once per game session. the character may spend 2 
  Destiny Points to make a Hard (+ + +1 Knowledge 
  (Outer Rim) or Knowledge (Core Worlds) check. If he 
  succeeds. the character can pinpoint his exact location 
  without a map or other guide. discover a lost or hidden 
  item or location. or identify a safe and fast path through 
  any terrain. 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). 
  When making the skill check to activate Sudden Dis-
  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 
  • 
  REDUCE SETBACK 
  Remove• from skill check to 
  activate Sudden Discovery 
  • 
  FREQUENCY 
  Sudden Discovery may be 
  used twice per game session. 
  ' 
  • 
  CHANGE SKILL 
  Sudden Discovery can be 
  activated with the Astroga-
  t1on or Survival skills. 
  • 
  DESTINY 
  Sudden Discovery costs 1 
  Destiny Point instead of 2. 
  UPGRADES 
  Sudden Discovery has several upgrades that can im-
  prove its effects and make it easier to use. Any up-
  grades that appear in Sudden Discovery's tree mul-
  tiple times have their effects stack. 
  Add Boost Upgrade: When making the skill check 
  to activate Sudden Discovery, the character adds D. 
  Change Skill Upgrade: To activate Sudden Discov-
  ery, the character can choose to use the Astrogation 
  skill to find locations in space or the Survival skill to 
  find locations on the ground (instead of the normal 
  Knowledge skills). 
  Destiny Upgrade: To activate Sudden Discovery, the 
  character only needs to spend 1 Destiny Point in-
  stead of the normal 2. 
  Frequency Upgrade: Sudden Discovery can be used 
  twice per game session instead of once. 
  Reduce Difficulty Upgrade: The skill check difficulty 
  to activate Sudden Discovery is Average (+ +1 in-
  stead of Hard (+ + +1. 
  Reduce Setback Upgrade: 
  When making the skill check to activate Sudden Dis-
  covery, the character removes • · 
  
  Explorer Signature Ability Tree: Unmatched Mobility 
  • 
  UNMATCHED MOBILITY BASE ABILITY 
  Once per game session as an incidental. the character may spend 2 Destiny Points to increase the number of maneuvers he is allowed to perform 1n a turn to 
  three for the next two rounds. This third maneuver may be gained through any of the means a second maneuver is normally gained 
  • 
  DURATION 
  Unmatched Mobility lasts for 
  one additional round 
  • 
  DURATION 
  Unmatched Mobility lasts for 
  one additional round 
  • 
  FREE MANEUVER 
  Cain one additional free ma-
  neuver while base ability 1s 
  active. This does not increase 
  per-turn maneuvers. 
  • 
  DURATION 
  Unmatched Mobility lasts for 
  one additional round. 
  SIGNATURE ABILITY: 
  UNMATCHED MOBILITY 
  Agile and talented, Explorer characters often survive and 
  thnve among the dangers of the galaxy through the use 
  of speed and mobility. A seasoned Explorer can focus 
  under pressure. using adrenaline and training to move 
  around and complete tasks faster than those around 
  him. Some use this ability to evade danger. keeping 
  themselves out of harm's way. Others use it to gain an 
  edge against their foes. outmaneuvering them in battle. 
  NARRATIVE ABILITIES 
  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 
  C)Vcrcon1c a challenge in his path These alJili 
  tics arc po\verful tools that allov\ the play·ers 
  and G~
  11 to \vor·k tc)gcthcr to tell a n1ore collab 
  or·atrvc. cinematic story_ Hc)\\'ever. they can also 
  pc>se a ct1allengc to the Gt'v1 as the character 
  c1rcun1vcnts sections of l11s planned narr·ativc. 
  Because of these pol cntial challenges. \vl1cn 
  a player \visl1es to use a s1f~11ilture ability 1\'ith 
  a narrative effect. he rnust first consult vvitl1 
  t11c c~rv1. Toget11er. tl1c plavcr and Cf\/] decide 
  on tile effect the abilit ;,; vvill have. fitting it into 
  the nar ralive of lhe garnc. Ho1\·cvcr. as 1vith all 
  tl11ngs. the G~'l is the final flrb1ter as to the ef 
  feet c)f t11e ab1l1tv_ 
  • 
  FREE MANEUVER 
  Cain one additional free ma-
  neuver while base ability 1s 
  active. This does not increase 
  per-turn maneuvers. 
  • 
  DESTINY 
  Unmatched Mobility costs 1 
  Destiny Point instead of 2 
  • 
  MELEE DEFENSE 
  Cain + 1 melee defense 
  while Unmatched Mobility 
  1s active_ 
  • 
  RANGED DEFENSE 
  Cain + 1 ranged defense 
  while Unmatched Mobility 
  1s active. 
  BASE ABILITY 
  Once per game session as an incidental, the character 
  may spend two Destiny Points to increase the number 
  of maneuvers he is allowed to perform in a turn to 
  three for the next 2 rounds. This third maneuver may 
  be gained through any of the means a second maneu-
  ver is gained (see page 200 of the Core Rulebook). 
  UPGRADES 
  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 
  multiple times have their effects stack. 
  Destiny Upgrade: To activate Unmatched Mobility, 
  the character only needs to spend 1 Destiny Point in-
  stead of the norm a I 2. 
  Duration Upgrade: Unmatched Mobility lasts for 
  one additional round. 
  Free Maneuver Upgrade: While Unmatched Mobil-
  ity is active. the character gains one additional free 
  maneuver on his turn. This does not increase the 
  maximum number of maneuvers the character can 
  perform per turn (three with base ability active). 
  Melee Defense Upgrade: While Unmatched Mobil-
  ity is active. the character increases his melee defense 
  value by 1. 
  Ranged Defense Upgrade: While Unmatched Mo-
  bility is active. the character increases his ranged de-
  fense value by 1 . 
  GALACTIC SOJOURNERS 
  ENTER THE Uf:llCllOWN 
  
  Hired Gun: Bodyguard Talent Tree 
  Career Skills: Athletics, Brawl, Discipline, Melee, Piloting I Planetary I, Ranged llightl, Resilience, Vigilance 
  Bodyguard Bonus Career Skills: Gunnery, Perception, Piloting !Planetary!, Ranged I Heavy I 
  • TIJUGHENED 
  • BODY GUARD 
  Once per round, perform 
  the Body Guard maneuver 
  to guard an engaged charac­
  ter. Suffer a number of strain 
  no greater than ranks of 
  Body Guard, then until the 
  beginning of the next turn 
  upgrade 
  the 
  difficulty 
  of 
  combat checks targeting the 
  character by that nurnber. 
  • BODY GUARD 
  Once per round, perform 
  the Body Guard maneuver 
  to guard an engaged charac­
  ter Suffer a number of strain 
  no greater than ranks of 
  Body Guard, then until the 
  beginning of the next turn 
  upgrade 
  the 
  difficulty 
  of 
  combat checks targeting the 
  character by that number. 
  • DEDICATION 
  • BARRAGE 
  Add I damage per rank 
  of Barrage to I hit of suc­
  cessful attack while using 
  Ranged [Heavy) or Gun­
  nery skills at long or ex­
  treme range. 
  • HARD HEADED 
  When staggered or disori­
  ented, perform the Hard 
  Headed action; 
  make a 
  Daunting !++++l Dis­
  cipline check to rernove 
  status. Difficulty reduced 
  per rank of Hard Headed. 
  • SIDE STEP 
  Once per round, may per­
  form Side Step maneuver 
  and suffer a number of strain 
  to upgrade difficulty of all 
  incoming ranged attacks by 
  an equal number for the 
  next round. Strain suffered 
  this 
  way 
  cannot 
  exceed 
  ranks in Side Step. 
  • SIDE STEP 
  Once per round, may per­
  form Side Step maneuver 
  and suffer a number of strain 
  to upgrade difficulty of all 
  incoming ranged attacks by 
  an equal number for the 
  next round. Strain suffered 
  this 
  way 
  cannot 
  exceed 
  ranks in Side Step. 
  • BARRAGE 
  Add I damage per rank 
  of Barrage to I hit of suc­
  cessful attack while using 
  Ranged [Heavy) or Gun­
  nery skills at long or ex­
  treme range. 
  • DURABLE 
  • BARRAGE 
  Add I damage per rank 
  of Barrage to I hit of suc­
  cessful attack while using 
  Ranged [Heavy) or Gun­
  nery skills at long or ex­
  treme range. 
  • DEFENSIVE STANCE 
  Once per round, may per­
  form Defensive Stance ma­
  neuver and suffer a num­
  ber of strain to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round. 
  Strain 
  suffered 
  this 
  way 
  cannot exceed ranks in De­
  fensive Stance. 
  • DEFENSIVE STANCE 
  Once per round, may per­
  form Defensive Stance ma­
  neuver and suffer a num­
  ber of strain to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round. 
  Strain suffered this way 
  cannot exceed ranks in De­
  fensive Stance . 
  Permission granted to print and photocopy this page for personal JlSl_ 
  • GRIT 
  • BRACE 
  Perform 
  the Brace ma­
  neuver to remove • per 
  rank of Brace from next 
  Action. This may only re­
  move • added by envi­
  ronmental circumstances. 
  • BRACE 
  Perform 
  the Brace ma­
  neuver to remove • per 
  rank of Brace frorn next 
  Action. This may only re­
  move • added by envi­
  ronmental circumstances. 
  • HARD HEADED 
  When staggered or disori­
  ented, perform the Hard 
  Headed action; 
  rnake a 
  Daunting !++++J Dis­
  cipline check to rernove 
  status. 
  Difficulty reduced 
  per rank of Hard Headed. 
  • IMPROVED 
  HARD HEADED 
  When incapacitated due 
  to strain exceeding thresh­
  old, may take a more dif­
  ficult Hard Headed action 
  to reduce strain to I be­
  low threshold. 
  
  "' • 
  .rill 
  Hired Gun: Marauder Talent-Tree 
  . 
  .. 
  Career Skills: Athletics, Brawl, Discipline, Melee, Piloting !Planetary), Ranged !Lightl, Resilience, Vigilance 
  Marauder Bonus Career Skills: Coercion, Melee, Resilience, Survival 
  • TOUGHENED 
  • FERAL STRENGTH 
  Add I damage per rank of 
  Feral Strength to one hit of 
  successful attacks made us­
  ing Brawl or Melee skills .. 
  • ENDURING 
  • TOUGHENED 
  • FRENZIED ATTACK 
  When making a Melee or 
  Brawl check, suffer a num­
  ber of strain to upgrade 
  the attack an equal num­
  ber of times. The strain suf­
  fered 
  may 
  not 
  exceed 
  ranks in Frenzied Attack. 
  • FRENZIED ATTACK 
  When making a Melee or 
  Brawl check, suffer a num­
  ber of strain to upgrade 
  the attack an equal num­
  ber of times. The strain suf­
  fered 
  may 
  not 
  exceed 
  ranks in Frenzied Attack. 
  • TOUGHENED 
  • LETHAL BLOWS 
  Add+ I 0 per rank of Le­
  thal Blows to any Critical 
  Injury results inflicted 
  opponents. 
  • FERAL STRENGTH 
  Add I damage per rank of 
  Feral Strength to one hit of 
  successful attacks made us­
  ing Brawl or Melee skills .. 
  • ENDURING 
  • FERAL STRENGTH 
  Add I damage per rank of 
  Feral Strength to one hit of 
  successful attacks made us­
  ing Brawl or Melee skills .. 
  • HERDIC FORTITUDE 
  May spend I Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  • TOUGHENED 
  • NATURAL 
  BRAWLER 
  • DEFENSIVE STANCE 
  Once per round, may per­
  form Defensive Stance ma­
  neuver and suffer a num­
  ber of strain to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round. 
  Strain suffered this 
  way 
  cannot exceed ranks jn De­
  fensive Stance. 
  • PASSIVE 
  • LETHAL BLOWS 
  Add+ I 0 per rank of Le­
  thal Blows to any Critical 
  Injury results inflicted on 
  opponents. 
  • KNOCKDOWN 
  • FRENZIED ATTACK 
  When making a Melee or 
  Brawl check, suffer a num­
  ber of strain to upgrade 
  the attack an equal num­
  ber of times. The strain suf­
  fered 
  may 
  not 
  exceed 
  ranks in Frenzied Attack . 
  • LETHAL BLOWS 
  Add+ I 0 per rank of Le­
  thal Blows to any Critical 
  Injury results inflicted on 
  opponents 
  • DEDICATION 
  
  Hired Gun: Mercenary Soldier Talent Tree 
  Career Skills: Athletics, Brawl, Discipline, Melee, Piloting I Planetary), Ranged I Light!, Resilience, Vigilance 
  Mercenary Soldier Bonus Career Skills: Discipline, Gunnery, Leadership, Ranged I Heavy I 
  • CDMMAND 
  Add 0 per rank of Com­
  mand when making Lead­
  ership checks. Affected tar­
  gets add 0 to Discipline 
  checks for next 24 hours. 
  • SECDND WIND 
  Once per encounter. may 
  use Second Wind inciden­
  tal to heal strain equal to 
  ranks in Second Wind. 
  • FIELD COMMANDER 
  Take the Field Commander 
  action; make a Average 
  (+ +l Leadership check. 
  A number of allies equal to 
  Presence may immediate­
  ly suffer 1 strain to perform 
  1 free maneuver. 
  • IMPROVED FIELD 
  COMMANDER 
  Field Commander action 
  affects allies equal to dou­
  ble 
  Presence. 
  and 
  may 
  spend <1J to allow allies to 
  suffer 1 strain and perform 
  1 free action instead . 
  • DEADLY ACCURACY 
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill to 
  one l1it of a successful at­
  tack made using that skill. 
  • SECDND WIND 
  Once per encounter. may 
  use Second Wind inciden­
  tal to heal strain equal to 
  ranks in Second Wind. 
  • CDNFIDENCE 
  May decrease difficulty 
  of 
  Discipline 
  checks to 
  avoid fear by 1 per rank 
  of Confidence. 
  • CDMMAND 
  Add 0 per rank of Com­
  mand when making Lead­
  ership checks. Affected tar­
  gets add 0 to Discipline 
  checks for next 24 hours. 
  • GRIT 
  • TRUE AIM 
  Once per round, may per­
  form a True Aim maneuver 
  to gain benefits of aiming 
  and upgrade combat check 
  once per rank of True Aim. 
  • POINT BLANK 
  Add 1 damage per rank of 
  Point Blank to damage of 
  one 
  hit 
  of 
  successful 
  Ranged [Heavy) or Ranged 
  (Light) attacks made while 
  at close range or engaged. 
  • STRONG ARM 
  • NATURAL 
  MARKSMAN 
  • TOUGHENED 
  • DEDICATION 
  • ACTIVE 
  • PASSIVE 
  • SIDE STEP 
  Once per round, may per­
  form Side Step maneuver 
  and suffer a number of strain 
  to upgrade difficulty of all 
  incoming ranged attacks by 
  an equal number. Strain suf­
  fered this way cannot ex­
  ceed ranks in Side Step . 
  • POINT BLANK 
  Add I damage per rank of 
  Point Blank to damage of 
  one 
  hit 
  of 
  successful 
  Ranged [Heavy) or Ranged 
  (Light) attacks made while 
  at close range or engaged . 
  • SNIPER SHOT 
  Before 
  making 
  a 
  non­
  thrown ranged attack, may 
  perform a Sniper Shot ma­
  neuver 
  to 
  increase 
  the 
  weapon's range by I range 
  band per rank in Sniper 
  Shot. Upgrade the difficulty 
  of the attack by 1 per range 
  band increase . 
  • TRUE AIM 
  Once per round, may per­
  form a True Aim maneuver 
  to gain benefits of aiming 
  and upgrade combat check 
  once per rank ofTrue Aim. 
  
  • 
  • 
  ... 
  Hired Gun: Enforcer Talent Tree 
  Career Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light), Resilience, Vigilance 
  Enforcer Bonus Career Skills: Brawl, Coercion, Knowledge (Underworld), Streetwise 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  • 
  DURABLE 
  May reduce any Critical Inju-
  ry suffered by 10 per rank of 
  Durable to a minimum of 1 . 
  • 
  INTIMIDATING 
  May suffer a number of 
  strain to downgrade diffi-
  culty of Coercion checks. or 
  upgrade difficulty when tar-
  geted by Coercion checks. 
  by an equal number. Strain 
  suffered this way cannot ex-
  ceed ranks in Intimidating. 
  • 
  SECOND WINO 
  Once per encounter. may 
  use Second Wind inciden-
  tal to heal strain equal to 
  ranks in Second Wind. 
  • 
  FEARSOME 
  When an adversary be-
  comes engaged with the 
  character. 
  the 
  character 
  may force the adversary to 
  make a fear check. with the 
  difficulty equal to the char-
  acter's ranks in Fearsome. 
  • 
  INTIMIDATING 
  May suffer a number of 
  strain to downgrade diffi-
  culty of Coercion checks. or 
  upgrade difficulty when tar-
  geted by Coercion checks. 
  by an equal number. Strain 
  suffered this way cannot ex-
  ceed ranks in Intimidating . 
  • 
  STUNNING BLOW 
  When 
  making 
  Melee 
  checks. may inflict damage 
  as strain instead of wounds. 
  This does not ignore soak. 
  • 
  DEFENSIVE STANCE 
  Once per round. may per-
  form Defensive Stance ma-
  neuver and suffer a num-
  ber of strain to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number. Strain suffered 
  this way cannot exceed 
  ranks in Defensive Stance. 
  • 
  STREET SMARTS 
  Remove • 
  per rank of 
  Street Smarts from Street-
  wise or Knowledge (Under-
  world) checks. 
  • 
  DEDICATION 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  • 
  FEARSOME 
  When an adversary be-
  comes engaged with the 
  character. 
  the 
  character 
  may force the adversary to 
  make a fear check. with the 
  difficulty equal to the char-
  acter's ranks in Fearsome. 
  Once per session. may re-
  roll any 1 Coercion or 
  Streetwise check. 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  • 
  WALK THE WALK 
  The character may spend 
  1 Destiny Point to add 
  damage equal to his ranks 
  in Streetwise to one hit of 
  a successful Brawl check. 
  When purchasing illegal 
  goods. may reduce rarity 
  by 1 per rank of Black 
  Market Contacts. increas-
  ing cost by 50 percent of 
  base cost per reduction. 
  • 
  PASSIVE 
  • 
  STREET SMARTS 
  Remove • 
  per rank of 
  Street Smarts from Street-
  wise or Knowledge (Under-
  world) checks. 
  • 
  • 
  TALK THE TALK 
  When making a Knowledge 
  skill check. the character 
  may spend 1 Destiny Point 
  to substitute Knowledge 
  (Underworld) or Streetwise 
  for the required skill. 
  • 
  LOOM 
  When an ally engaged 
  with the character makes 
  a successful Charm. De-
  ception. or Negotiation 
  check. the character adds 
  t) per rank in Coercion to 
  the ally's check. 
  • 
  INTIMIDATING 
  May suffer a number of 
  strain to downgrade diffi-
  culty of Coercion checks. or 
  upgrade difficulty when tar-
  geted by Coercion checks. 
  by an equal number. Strain 
  suffered this way cannot ex-
  ceed ranks in Intimidating . 
  • 
  FEARSOME 
  When an adversary be-
  comes engaged with the 
  character. 
  the 
  character 
  may force the adversary to 
  make a fear check, with the 
  difficulty equal to the char-
  acter's ranks in Fearsome. 
  ARMED AND DANGEf 
  ........... 
  • 
  
  • 
  Hired Gun: Demolitionist Talent Tree 
  Career Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light), Resilience, Vigilance 
  Demolitionist Bonus Career Skills: Computers, Cool, Mechanics, Skulduggery 
  • 
  POWERFUL BLAST 
  Increase Blast damage 
  dealt by explosives. ex-
  plosive weapons. and gre-
  nades by + I per rank of 
  Powerful Blast 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  • 
  ENDURING 
  Gain + I soak value 
  Once per session. make a 
  Hard (+++l Mechanics 
  check to perform the Im-
  provised Detonation action 
  and build an explosive de-
  vice, dealing damage equal 
  to ranks 1n Intellect+ ranks 
  in Mechanics+ ~ 
  Reduce the difficulty of Im-
  provised 
  Detonation's 
  check to Average ( •• 
  ) 
  and increase damage to 
  twice ranks in Mechanics. 
  • 
  GRIT 
  Gain + 1 strain threshold 
  • 
  TIME TO GO 
  The character may spend 1 
  Destiny Point to perform a 
  Move maneuver as an inci-
  dental to attempt to move 
  into cover or out of the 
  blast range of a weapon or 
  explosion 
  When activating Time to Go. 
  allow 1 engaged ally to also 
  perform an out of tum Move 
  maneuver as an incidental to 
  attempt to move into cover 
  or out of the blast range of a 
  weapon or explosion . 
  • 
  POWERFUL BLAST 
  Increase Blast damage 
  dealt by explosives, ex-
  plosive weapons. and gre-
  nades by + I per rank of 
  Powerful Blast. 
  • 
  DEDICATION 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6 
  When using a weapon with 
  the Blast quality, spend ti 
  to exclude I target that 
  would be affected by the 
  explosion. up to ranks in 
  Selective Detonation. 
  • 
  POWERFUL BLAST 
  Increase Blast damage 
  dealt by explosives. ex-
  plosive weapons. and gre-
  nades by + 1 per rank of 
  Powerful Blast 
  • 
  STEADY NERVES 
  Remove • 
  per rank of 
  Steady Nerves from Cool 
  or Skulduggery checks. 
  • 
  GRIT 
  Gain + I strain threshold. 
  • 
  MASTER GRENADIER 
  Decrease the ti cost to 
  activate the Blast quality 
  on any weapon used by I 
  to a minimum of 1 
  , 
  • 
  PASSIVE 
  • 
  STEADY NERVES 
  Remove • 
  per rank of 
  Steady Nerves from Cool 
  or Skulduggery checks. 
  • 
  • 
  • 
  GRIT 
  Gain + 1 strain threshold 
  • 
  RAPID REACTION 
  Suffer a number of strain to 
  add an equal number of ~ 
  to 1n1t1at1ve checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks 1n Rapid Reaction. 
  When using a weapon with 
  the Blast quality. spend ti 
  to exclude I target that 
  would be affected by the 
  explosion, up to ranks in 
  Selective Detonation 
  When using a weapon with 
  the Blast quality. spend ti 
  to exclude 1 target that 
  would be affected by the 
  explosion. up to ranks 1n 
  Selective Detonation. 
  ARMED AND DANG 
  
  • 
  Hired Gun: Heavy Talent Tree 
  Career Skills: Athletics, Brawl, Disci11line, Melee, Piloting lP111etaryJ, Rln1ell (light), Resilience, Vigilance 
  Heavy Bonus Career Skills: Gunnery, Perce11tion, Ranged lHe1vyJ, Rnilience 
  • 
  BURLY 
  Reduce any wielded weap-
  on's Cumbersome quality 
  and Encumbrance rating 
  by a number equal to 
  ranks in Burly to a mini-
  mum of 1 
  • 
  BARRAGE 
  Add 1 damage per rank 
  of Barrage to 1 hit of sue 
  cessful attack while using 
  Ranged (Heavy) or Gun-
  nery skills at long or ex-
  treme range 
  • 
  SIDE STEP 
  Once per round. may per-
  form Side Step maneuver 
  and suffer a number of strain 
  to upgrade difficulty of all 
  incoming ranged attacks by 
  an equal number Strain suf-
  fered this way cannot ex-
  ceed ranks 1n Side Step. 
  • 
  BRA[E 
  Perform the Brace ma-
  neuver to remove • per 
  rank of Brace from next 
  Action. This may only re-
  move • added by envi-
  ronmental circumstances. 
  • 
  BURLY 
  Reduce any wielded weap-
  on's Cumbersome quality 
  and Encumbrance rating 
  by a number equal to 
  ranks in Burly to a mini-
  mum of 1 
  . 
  • 
  BARRAGE 
  Add 1 damage per rank 
  of Barrage to 1 hit of suc-
  cessful attack while using 
  Ranged (Heavy) or Gun-
  nery skills at long or ex-
  treme range. 
  • 
  BRA[E 
  Perform the Brace ma-
  neuver to remove • per 
  rank of Brace from next 
  Action. This may only re-
  move • added by envi-
  ronmental circumstances. 
  • 
  BURLY 
  Reduce any wielded weap-
  on's Cumbersome quality 
  and Encumbrance rating 
  by a number equal to 
  ranks 1n Burly to a mini-
  mum of 1 
  • 
  BARRAGE 
  Add 1 damage per rank 
  of Barrage to 1 hit of suc-
  cessful attack while using 
  Ranged (Heavy) or Gun-
  nery skills at long or ex-
  treme range. 
  • 
  DEDl[ATIDN 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6 
  • 
  GRIT 
  Gain + 1 strain threshold. 
  • 
  SPARE [LIP 
  Cannot run out of ammo 
  due to @ Items with Limit-
  ed Ammo quality run out of 
  ammo as normal 
  • 
  HERDI[ FORTITUDE 
  May spend 1 Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  encounter 
  • 
  RAIN OF DEATH 
  Perform the Rain of Death 
  maneuver to ignore the 
  increased difficulty due to 
  the Auto-fire quality of at-
  tacks made this turn. 
  • 
  ARMOR MASTER 
  When wearing armor. in-
  crease total soak value by 1 
  • 
  PASSIVE 
  • 
  TOUGHENED 
  Gain + 2 wound threshold 
  • 
  • 
  • 
  DURABLE 
  May reduce any Critical lnju 
  ry suffered by 10 per rank of 
  Durable to a minimum of 1 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  Immediately after being hit 
  by an attack but before 
  suffering damage. spend 1 
  Destiny Point to increase 
  soak by ranks 1n Resilience. 
  • 
  HEAVY HITTER 
  Once per session. spend@ 
  on a successful Ranged 
  (Heavy) or Gunnery check 
  to add the Breach I quality 
  to the attack. or increase an 
  existing Breach rating by 1 
  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 
  • 
  REDUCE SETBACK 
  Remove• from skill check to 
  activate Last One Standing. 
  Reduce the difficulty of the 
  skill check to activate Last 
  One Standing to Average 
  c++1. 
  • 
  ADD BOOST 
  Add D to skill check to acti-
  vate Last One Standing. 
  • 
  INCREASE EFFECT 
  When triggering Last One 
  Standing. eliminate one rival 
  per increase effect upgrade 
  in addition to the minions. 
  • 
  REDUCE SETBACK 
  Remove• from skill check to 
  activate Last One Standing. 
  • 
  INCREASE EFFECT 
  When triggering Last One 
  Standing. eliminate one rival 
  per increase effect upgrade 
  in addition to the minions. 
  • 
  ADD BOOST 
  Add D to skill check to acti-
  vate Last One Standing. 
  • 
  DESTINY 
  Last One Standing costs 1 
  Destiny Point instead of 2. 
  
  Hired Gun Signature Ability Tree: Unmatched Protection 
  • 
  • 
  UNMATCHED PROTECTION BASE ABILITY 
  ,., 
  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 
  Unmatched Protection lasts 
  for one additional round. 
  • 
  DURATION 
  Unmatched Protection lasts 
  for one additional round. 
  • 
  DURATION 
  Unmatched Protection lasts 
  for one additional round 
  • 
  DESTINY 
  Unmatched Protection costs 
  1 Destiny Point instead of 2 
  When making the skill check to activate Last One 
  Standing. the GM can add D or • for any situational 
  effects that might affect the difficulty of the check. 
  UPGRADES 
  Last One Standing has several upgrades that can im-
  prove its effects and make 1t easier to use. Any up-
  grades that appear 1n Last One Standing's tree mul-
  tiple times have their effects stack. 
  Add Boost: When making the skill check to activate 
  Last One Standing. the character adds D . 
  Destiny: To activate Last One Standing, the character 
  only needs to spend one Destiny Point instead of the 
  normal two. 
  Increase Effect: When tr1gger1ng Last One Standing, 
  eliminate one rival per increase effect upgrade 1n ad-
  d1t1on to the minions. 
  Reduce Difficulty: The skill check to activate Last One 
  Standing is Average c++J instead of Hard c+ •• ). 
  Reduce Setback: When making the skill check to ac-
  tivate Last One Standing. the character removes 
  SIGNATURE ABILITY: 
  UNMATCHED PROTECTION 
  Some of the toughest sentients in the galaxy are 
  Hired Guns. A lifetime of conflict leaves them covered 
  in scars from countless wounds. However. this also 
  leaves them as tough and resilient as durasteel. 
  • 
  SOAK 
  Gain + I soak while Un-
  matched Protection is active. 
  May reduce the damage of 
  1 additional hit suffered 
  each round 
  • 
  PROTECT ALLY 
  Once per session while Un-
  matched Mobility is active. 
  when an engaged ally is hit 
  by an attack. may choose to 
  be hit by that attack instead . 
  May reduce the damage of 
  I additional hit suffered 
  each round 
  BASE ABILITY 
  Once per game session as an incidental, the character 
  may spend two Destiny Points to gain the following 
  ability: once per round. after suffering a hit and deter-
  mining damage. the character may halve the damage 
  (rounded up) dealt before it is applied to his soak. 
  This ability is active for the remainder of the current 
  round and two additional rounds. 
  UPGRADES 
  Unmatched Protection has several upgrades that can 
  improve its effects and make it easier to use. Any up-
  grades that appear in Unmatched Protection's tree 
  multiple times have their effects stack. 
  Additional Reduction: May reduce the damage of 
  one additional hit suffered each round Unmatched 
  Protection is active. 
  Destiny: To activate Unmatched Protection. the char-
  acter only needs to spend one Destiny Point instead 
  of the normal two. 
  Duration: Unmatched Protection lasts for one addi-
  tional round. 
  Protect Ally: Once per session while Unmatched Pro-
  tection is active, when an engaged ally is hit by an 
  attack. the character may choose to be hit by that 
  attack instead. 
  Soak: Gain + 1 soak while Unmatched Protection is 
  active. 
  ARMED AND DANGEROUS 
  DAN GFROlJS COVEW\H Is 
  .
  
  .. 
  Smuggler: Pilot Talent Tree 
  Career Skills: Coordination, Deception, Knowledge !Underworld), Perception, Piloting ISpacel, Skulduggery, 
  Streetwise, Vigilance 
  Pilot Bonus Career Skills: Astrogation, Gunnery, Piloting I Planetary I, Piloting ISpacel 
  • FULL THROTTLE 
  Take a Full Throttle action; 
  make a Hard (+ + +l Pi­
  loting check to increase a 
  vehicle's top speed by 1 
  for a number of rounds 
  equal to Cunning. 
  • SKILLED JOCKEY 
  Remove • per rank of 
  Skilled Jockey from all Pi­
  loting (Planetary) and Pi­
  loting (Space) checks the 
  character attempts. 
  • IMPROVED FULL 
  THROTTLE 
  Suffer 1 strain to attempt 
  Full Throttle as a maneu­
  ver and decrease its diffi­
  culty to Average (+ +l-
  • GRIT 
  • MASTER PILOT 
  Once per round when pilot­
  ing a starship, may suffer 2 
  strain to perform any action 
  • SKILLED JOCKEY 
  Remove • per rank of 
  Skilled Jockey from all Pi­
  loting (Planetary) and Pi­
  loting (Space) checks the 
  character attempts. 
  • DEAD TO RIGHTS 
  Spend 1 Destiny Point to 
  add 
  additional 
  damage 
  equal to half Agility [round­
  ed up) to one hit of success­
  ful attack made with ship or 
  vehicle-mounted weaponry . 
  • IMPROVED DEAD 
  TO RIGHTS 
  Spend 1 Destiny Point to 
  add 
  additional 
  damage 
  equal to Agility [rounded 
  up) to one hit of successful 
  attack made with ship or 
  vehicle-mounted weaponry . 
  • SUPREME FULL 
  THROTTLE 
  • DEDICATION 
  • GALAXY MAPPER 
  Remove • per rank of 
  Galaxy Mapper from As­
  trogation checks. 
  Astro­
  gation checks take half 
  normal time. 
  • GALAXY MAPPER 
  Remove • per rank of 
  Galaxy Mapper from As­
  trogation checks. 
  Astro­
  gation 
  checks 
  take half 
  normal time. 
  • GRIT 
  • TRICKY TARGET 
  Count vehicle or starship 
  piloted as having a silhou­
  ette 1 lower when being 
  attacked. 
  • TOUGHENED 
  Permission granted to print and photocopy this page for personal 
  • LET'S RIDE 
  Once 
  per 
  round. 
  may 
  mount or dismount a ve­
  hicle or beast, or enter a 
  cockpit or weapon station 
  on a vehicle. as an inci­
  dental. 
  • RAPID RECOVERY 
  When healing strain after 
  an encounter. heal 1 addi­
  tional strain per rank of 
  Rapid Recovery. 
  • NATURAL PILOT 
  • DEFENSIVE 
  DRIVING 
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving 
  • BRILLIANT 
  EVASION 
  Once per encounter may 
  take Brilliant Evasion action. 
  Select 
  1 
  opponent 
  and 
  make 
  Opposed 
  Piloting 
  [Planetary or Space) check 
  to stop opponent from at­
  tacking character for rounds 
  equal to Agility. 
  
  t 
  \ .... 
  � r 
  ' 
  �-:-.,. 
  Smuggler: Scoundrel Talent :rree 
  r 
  Career Skills: Coordination, Deception, Knowledge !Underworld), Pen;eption, Piloting ISpacel, Skulduggery, 
  Streetwise, Vigilance 
  Scoundrel Bonus Career Skills: Charm, Cool, Deception, Ranged I light) 
  • BLACK MARKET 
  CONTACTS 
  When 
  purchasing 
  illegal 
  goods, may reduce rarity 
  by 1 
  per rank of Black 
  Market Contacts, increas­
  ing cost by 50 percent of 
  base cost per reduction. 
  • CONVINCING 
  DEMEANOR 
  Remove • per rank of 
  Convincing 
  Demeanor 
  from Deception or Skul­
  duggery checks. 
  • HIDDEN STORAGE 
  Gain hidden storage in ve­
  hicles or equipment that 
  holds items with total en­
  cumbrance equal to ranks 
  in Hidden Storage 
  • TOUGHENED 
  • DEDICATION 
  • CONVINCING 
  DEMEANOR 
  Remove • per rank of 
  Convincing 
  Demeanor 
  from Deception or Skul­
  duggery checks. 
  • BLACK MARKET 
  CONTACTS 
  When 
  purchasing 
  illegal 
  goods, may reduce rarity 
  by 1 
  per rank of Black 
  Market Contacts, increas­
  ing cost by 50 percent of 
  base cost per reduction . 
  • TOUGHENED 
  • RAPID REACTION 
  Suffer a number of strain to 
  add an equal number of >tf 
  to initiative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction. 
  • NATURAL 
  CHARMER 
  • QUICK DRAW 
  • CONVINCING 
  DEMEANOR 
  Remove • per rank of 
  Convincing 
  Demeanor 
  from Deception or Skul­
  duggery checks. 
  • BLACK MARKET 
  CONTACTS 
  When 
  purchasing 
  illegal 
  goods, may reduce rarity 
  by 1 
  per rank of Black 
  Market Contacts, increas­
  ing cost by 50 percent of 
  base cost per reduction. 
  • HIDDEN STORAGE 
  Gain hidden storage in ve­
  hicles or equipment that 
  holds items with total en­
  cumbrance equal to ranks 
  in Hidden Storage 
  • SOFT SPOT 
  After making a successful 
  attack, may spend 1 Desti­
  ny Point to add damage 
  equal to Cunning to one hit. 
  "' 
  f 
  ...... 
  J -' 
  • ACTIVE 
  • PASSIVE 
  • RAPID REACTION 
  Suffer a number of strain to 
  add an equal number of >tf 
  to initiative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction. 
  • QUICK STRIKE 
  Add D per rank of Quick 
  Strike to combat checks 
  against targets that have not 
  acted yet this encounter. 
  • SIDE STEP 
  Once per round, may per­
  form Side Step maneuver 
  and suffer a number of strain 
  to upgrade difficulty of all 
  incoming ranged attacks by 
  an equal number for this 
  round. Strain suffered this 
  way cannot exceed ranks in 
  Side Step 
  • SIDE STEP 
  Once per round, may per­
  form Side Step maneuver 
  and suffer a number of strain 
  to upgrade difficulty of all 
  incoming ranged attacks by 
  an equal 
  number for this 
  round. 
  Strain suffered this 
  way cannot exceed ranks in 
  Side Step 
  • QUICK STRIKE 
  Add D per rank of Quick 
  Strike to 
  combat checks 
  against targets that have not 
  acted yet this encounter. 
  and photocopy thl 
  ge for personal use. IC LFL 2013. 
  
  Smuggler: Thief Talent Tree 
  Career Skills: Coordination, Deception, Knowledge !Underworld!, Perception, Piloting !Space!, Skulduggery, 
  Streetwise, Vigilance 
  Thief Bonus Career Skills: Computers, Skulduggery, Stealth, Vigilance 
  • STREET SMARTS 
  Remove • per rank of 
  Street Smarts from Street­
  wise or Knowledge [Under­
  world) checks 
  • BLACK MARKET 
  CONTACTS 
  When 
  purchasing 
  illegal 
  goods. may reduce rarity 
  by I 
  per rank of Black 
  Market Contacts. increas­
  ing cost by 50 percent of 
  base cost per reduction . 
  • STALKER 
  Add D per rank of Stalker 
  to all Stealth and Coordi-
  • BYPASS SECURITY 
  Remove • per rank of 
  Bypass 
  Security 
  from 
  checks made to disable a 
  security device or open a 
  locked door. 
  • MASTER OF 
  SHADOWS 
  Once per round, suffer 2 
  strain to decrease difficulty 
  of next Stealth or Skuldug­
  gery check by I . 
  • BLACK MARKET 
  CONTACTS 
  When 
  purchasing 
  illegal 
  goods. may reduce rarity 
  by I 
  per rank of Black 
  Market Contacts. increas­
  ing cost by 50 percent of 
  base cost per reduction . 
  • DODGE 
  When targeted by combat 
  check, 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  • GRIT 
  • NATURAL ROGUE 
  • DODGE 
  When targeted by combat 
  check. 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  • INDISTINGUISHABLE 
  Upgrade 
  difficulty 
  of 
  checks to identify character 
  once per rank of Indistin­
  guishable. 
  • GRIT 
  • RAPID REACTION 
  Suffer a number of strain to 
  add an equal number of >tf 
  to initiative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction . 
  • STREET SMARTS 
  Remove • per rank of 
  Street Smarts from Street­
  wise or Knowledge [Under­
  world) checks 
  • INDISTINGUISHABLE 
  Upgrade 
  difficulty 
  of 
  checks to identify character 
  once per rank of Indistin­
  guishable. 
  • BYPASS SECURITY 
  Remove • per rank of 
  Bypass 
  Security 
  from 
  checks made to disable a 
  security device or open a 
  locked door. 
  • HIDDEN STORAGE 
  Gain hidden storage in ve­
  hicles or equipment that 
  holds items with total en­
  cumbrance equal to ranks 
  in Hidden Storage. 
  • SHORTCUT 
  During a chase. add D per 
  rank in Shortcut to any 
  checks made to catch or 
  • JUMP UP 
  
  Smuggler: Charmer Talent Tree
  Career Skills: Coordination, Deception, Knowledge (Underworld), Perception, Piloting (Space), Skulduggery, 
  Streetwise, Vigilance
  Charmer Bonus Career Skills: Charm, Cool, Leadership, Negotiation
  When first acquired, choose 
  1 skill: Charm, Coercion, 
  Deception, or Negotiation, 
  When making checks with 
  that skill, spend (£) to gain 
  additional #  equal to ranks 
  in Smooth Talker.
  Take the Inspiring Rhetoric 
  action; make an Average 
  Leadership check
  Each &  causes 1 ally in 
  short range to recover 1 
  strain. Spend O  to cause 
  1 affected ally to recover 1 
  additional strain.
  Remove ■  per rank of Kill 
  with Kindness from Charm 
  and Leadership checks.
  Remove ■  per rank of Kill 
  with Kindness from Charm 
  and Leadership checks.
  Each ally affected by Inspir­
  ing Rhetoric gains □  on all 
  skill checks for a number of 
  rounds equal to ranks in 
  Leadership.
  May suffer a number of 
  strain to downgrade difficul­
  ty of Charm or Negotiation 
  checks, or upgrade difficulty 
  when targeted by Charm or 
  Negotiation checks, by an 
  equal number. Strain suf­
  fered this way cannot ex­
  ceed ranks in Congenial.
  When first acquired, choose 
  1 skill: Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend (J) to gain 
  additional &  equal to ranks 
  in Smooth Talker.
  May suffer a number of 
  strain to downgrade difficul­
  ty of Charm or Negotiation 
  checks, or upgrade difficulty 
  when targeted by Charm or 
  Negotiation checks, by an 
  equal number. Strain suf­
  fered this way cannot ex­
  ceed ranks in Congenial.
  Once per round as an inci­
  dental, spend 1 
  Destiny 
  Point to ignore ^  generat­
  ed on a social check by the 
  character or any ally in 
  short range.
  Cain + 1 to a single charac­
  teristic. This cannot bring a 
  characteristic above 6.
  Once per session as an 
  action, make a Hard 
  Charm check On suc­
  cess, cannot be the target of 
  combat checks until the end 
  of the encounter or until 
  making a combat check.
  Remove ■  per rank of 
  Plausible Deniability from 
  Coercion and 
  Deception 
  checks.
  Gain + 1 strain threshold
  Take the Disarming Smile ac­
  tion; succeed at an opposed 
  Charm check to lower all de­
  fenses of a target by ranks in 
  Disarming Smile until the 
  end of the encounter.
  Once per session, make 
  one skill check using Pres­
  ence rather than the char­
  acteristic linked to that skill.
  Take the Disarming Smile ac­
  tion; succeed at an opposed 
  Charm check to lower all de­
  fenses of a target by ranks in 
  Disarming Smile until the 
  end of the encounter
  Cain + 1 strain threshold.
  Spend 1 Destiny Point to 
  recover strain 
  equal to 
  Presence rating.
  When a character involun­
  tarily suffers strain, he suf­
  fers 1 less strain per rank of 
  Resolve, to a minimum of 1
  Once per session, may re­
  roll any 1 Charm or Decep­
  tion check.
  
  Smuggler: Gambler Talent Tree
  Career Skills: Coordination, Deception, Knowledge (Underworld), Perception, Piloting (Space), Skulduggery, 
  Streetwise, Vigilance
  Gambler Bonus Career Skills: Computers, Cool, Deception, Skulduggery
  Remove ■  per rank of 
  Convincing Demeanor from 
  Deception or Skulduggery 
  checks.
  Once 
  per 
  encounter, 
  choose a number of posi­
  tive dice equal to ranks in 
  Second Chances and re­
  roll them.
  Gain +1 to a single charac­
  teristic. This cannot bring a 
  characteristic above 6.
  Remove ■  per rank of 
  Convincing Demeanor from 
  Deception or Skulduggery 
  checks.
  Once per session as an inci­
  dental, suffer 2 strain to flip 
  one dark side Destiny Point 
  to light side.
  When gambling, win 10% 
  more credits per rank of Up 
  the Ante.
  When gambling, win 10% 
  more credits per rank of Up 
  the Ante.
  Once per session, make 
  one skill check using Cun­
  ning rather than the charac­
  teristic linked to that skill
  When gambling, win 10% 
  more credits per rank of Up 
  the Ante.
  Suffer 2 strain to perform 
  the Double or Nothing in­
  cidental to increase the 
  difficulty 
  of 
  the 
  next 
  check by one. Then, after 
  canceling opposing sym­
  bols, double the amount 
  of remaining O
  When first acquired, choose 
  1 
  skill: Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend 
  to gain 
  additional ^  equal to ranks 
  in Smooth Talker.
  Once per session, may re­
  roll any 1 Cool or Negotia­
  tion check.
  When performing the Dou­
  ble or Nothing incidental, 
  after canceling opposing 
  symbols, also double the 
  amount of remaining &
  Gain + 1 strain threshold.
  Gain +2 wound threshold
  Cain + 1 strain threshold.
  When performing the Dou­
  ble or Nothing incidental, 
  also double the number of 
  (J) and
  Once 
  per 
  encounter, 
  choose a number of posi­
  tive dice equal to ranks in 
  Second Chances and re­
  roll them.
  Once per session, may re­
  roll any 1 Skulduggery or 
  Stealth check.
  Once 
  per 
  encounter, 
  choose a number of posi­
  tive dice equal to ranks in 
  Second Chances and re­
  roll them.
  
  Smuggler: Gunslinger Talent Tree
  Career Skills: Coordination, Deception, Knowledge (Underworld!, Perception, Piloting (Space), Skulduggery, 
  Streetwise, Vigilance
  Gunslinger Bonus Career Skills: Coercion, Cool, Knowledge (Outer Rim), Ranged (Light)
  Add □  per rank of Quick 
  Strike to combat checks 
  against targets that have not 
  acted yet this encounter
  Add +10 per rank of Le­
  thal Blows to any Critical 
  Injury results inflicted on 
  opponents.
  May decrease difficulty of 
  Discipline checks to avoid 
  fear by 1 per rank of Confi­
  dence.
  Cain + 1 to a single charac­
  teristic. This cannot bring a 
  characteristic above 6,
  After a successful com­
  bined 
  check 
  with 
  two 
  Ranged (Light) weapons, 
  additional hits can be allo­
  cated to other targets with­
  in range of the weapon.
  Suffer a number of strain to 
  add an equal number of &  
  to initiative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction.
  Add □  per rank of Quick 
  Strike to combat checks 
  against targets that have not 
  acted yet this encounter.
  When targeted by combat 
  check, 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number.
  Once per round, draw or 
  holster a weapon or acces­
  sible item as an incidental.
  May use Quick Draw twice 
  per round.
  Suffer a number of strain to 
  add an equal number of &  
  to initiative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction.
  Once per session, may re­
  roll any 1 Ranged (Light) or 
  Ranged (Heavy) check.
  Gain +1 strain threshold.
  Gain + 1 strain threshold.
  Do not add ■  to combat 
  checks due to the use of 
  the Aim maneuver.
  Gain + 2 wound threshold.
  Decrease the Critical Rating 
  of a weapon by 1 (to a 
  minimum of 1) against tar­
  gets that have not yet acted 
  this encounter.
  Add +10 per rank of Le­
  thal Blows to any Critical 
  Injury results inflicted on 
  opponents.
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill to 
  one hit of successful attack 
  made using that skill.
  As an incidental, suffer 2 
  Strain to avoid increasing 
  the difficulty of a Ranged 
  (Light) check to attack with 
  two weapons.
  
  Smuggler Signature Ability Tlree: Narrow Escape
  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 
  check to activate Narrow 
  Escape.
  Affect an additional number 
  of allied characters equal to 
  Cunning per Increase Effect 
  upgrade purchased.
  Add □  to the skill check to 
  activate Narrow Escape.
  Narrow Escape can be acti­
  vated in a vehicle with the 
  Piloting (Planetary) or Pilot­
  ing (Space) skill.
  Reduce the difficulty of the 
  skill check to activate Narrow 
  Escape to Average
  Affect an additional number 
  of allied characters equal to 
  Cunning per Increase Effect 
  upgrade purchased.
  SIGNATURE ABILITY: 
  N ARRO W  ESCAPE
  Whether a smuggling deal has gone south or the author­
  ities see through the ship’s fake transponder code, 
  Smugglers frequently find themselves in a position 
  where they need to make a getaway—and fast. Besides, 
  what good is a reward if nobody gets to spend it?
  BASE ABILITY
  Once per game session, the character may spend 
  two Destiny Points to make a Hard 
  Street­
  wise check. If he succeeds, the character immedi­
  ately flees from the current personal-scale combat 
  encounter unscathed. The challenge is not overcome 
  or defeated, but the character evades 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).
  When making the skill check to activate Narrow 
  Escape, the GM can add □  or ■  for any situational 
  effects that might cause the check to be easier or 
  more difficult.
  RUN AWAY!
  n
  arrow Escape is fantastic for that moment 
  when the party finds that its trusty space­
  craft has been parked in the maw of a giant, 
  hungry creature or for when somebody’s debt 
  collectors have come calling. However, if running 
  away could solve all of one’s problems, most 
  smugglers would live carefree lives. The fact is 
  that Narrow Escape doesn’t so much eliminate 
  most problems as it does defer them. Dodging 
  a bounty hunter today means that he will still 
  be on the trail of the PCs tomorrow, and avoid­
  ing an awkward conversation with an estranged 
  relative does little to repair the relationship.
  When a GM knows that he has a PC with Nar­
  row Escape burning a hole in his pocket, he 
  should give the character a chance to use it in 
  memorable ways. The GM should also keep in 
  mind that some encounters can contribute just 
  as much to the story whether the PCs engage 
  with them or avoid them. For instance, when a 
  Smuggler slips past a pair of Black Sun thugs 
  looking to rearrange his face, he might over­
  hear their conversation and discover the name 
  of the boss trying to hunt him down. Similarly, 
  giving a PC the chance to make the choice to 
  run away or stay and face an old fear can be 
  as interesting as the actual encounter itself.
  Narrow Escape can be acti­
  vated during social encoun­
  ters with the Deception skill.
  Narrow Escape costs 1 Des­
  tiny Point instead of 2.
  
  Smuggler Signature Ability Tree: Unmatched Fortune
  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 
  used one additional time 
  each game session per Fre­
  quency upgrade purchased.
  Unmatched Fortune affects 
  one additional die per In­
  crease 
  Number upgrade 
  purchased.
  Unmatched Fortune can also 
  be used on the dice pool of a 
  willing ally within short range.
  Unmatched Fortune affects 
  one additional die per In­
  crease Number upgrade 
  purchased.
  Unmatched Fortune can also 
  be used on negative dice.
  Increases 
  the 
  maximum 
  range at which Unmatched 
  Fortune can affect willing 
  allies by 1 
  per Increase 
  Range upgrade purchased.
  Unmatched Fortune can be 
  used one additional time 
  each game session per Fre­
  quency upgrade purchased.
  SIGNATURE ABILITY: 
  UNMATCHED FORTUNE
  Smugglers learn early on to be self-reliant and sure 
  of themselves. It isn’t enough to hope things will work 
  out or believe in some hokey religion—they have to 
  take luck into their own hands if they want to keep 
  flying, much less make a credit or two.
  BASE ABILITY
  Once per game session, as an incidental, the charac­
  ter 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 .
  UPGRADES
  Unmatched 
  Fortune has several 
  upgrades. Any 
  upgrades that appear in Unmatched Fortune’s tree 
  multiple times have their effects stack.
  Destiny Upgrade: To activate Unmatched Fortune, 
  the character only needs to spend 1 Destiny Point 
  instead of the normal 2.
  Frequency Upgrade: Unmatched Fortune can be 
  used an additional time per game session equal to 
  ranks in Frequency upgrade.
  Increase Effect Upgrade: Unmatched Fortune can 
  also be used on negative dice.
  Increase Number Upgrade: Unmatched Fortune 
  affects one additional die per rank in Increase Num­
  ber upgrade.
  Increase Range Upgrade: Increases the maxi 
  mum range at which willing allies 
  can be affected by a number of 
  range bands equal to the num- 
  a 
  ber of Increase Range upgrades 
  purchased.
  Shared 
  Luck: 
  Unmatched
  Fortune can also be used on 
  the dice pool of a willing 
  ally within short range. All 
  upgrades the acting char­
  acter has in Unmatched 
  Fortune 
  can 
  be applied to 
  the character 
  receiving heb.
  Unmatched Fortune costs 1 
  Destinv Point instead of 2
  
  Technician: Mechanic Talent Tree 
  Career Skills: Astrogation, Computers, Coordination, Discipline, Knowledge !Outer Rim), Mechanics, Perception, 
  Piloting !Planetary) 
  Mechanic Bonus Career Skills: Brawl, Mechanics, Piloting IS pace), Skulduggery 
  • GEARHEAD 
  Remove • per rank of 
  Cearhead from Mechan­
  ics 
  checks. 
  Halve 
  the 
  credit cost to add mods 
  to attachments . 
  • REDUNDANT 
  SYSTEMS 
  Once 
  per 
  session, 
  may 
  take a Redundant Systems 
  action; make an Easy [.) 
  Mechanics check to har­
  vest components from a 
  functioning device to re­
  pair a broken one without 
  breaking the first device. 
  • SOLID REPAIRS 
  The character repairs 
  + 1 
  hull trauma per rank of Sol­
  id Repairs whenever he re­
  pairs a starship or vehicle. 
  • EDNTRAPTIDN 
  Once 
  per 
  session, 
  take 
  Contraption action; make a 
  Hard ( ••• ) Mechanics 
  check to fashion a device to 
  solve a current problem us­
  ing just the tools and parts 
  on hand. 
  • NATURAL 
  TINKERER 
  • TOUGHENED 
  • SOLID REPAIRS 
  The character repairs 
  + 1 
  hull trauma per rank of Sol­
  id Repairs whenever he re­
  pairs a starship or vehicle. 
  • ENDURING 
  • SOLID REPAIRS 
  The character repairs 
  + 1 
  hull trauma per rank of Sol­
  id Repairs whenever he re­
  pairs a starship or vehicle. 
  • HOLD TOGETHER 
  Spend 1 
  Destiny Point to 
  perform a Hold Together in­
  cidental immediately after 
  vehicle 
  or 
  starship 
  takes 
  damage to turn it into sys­
  tem strain. 
  • FINE TUNING 
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 1 
  additional strain per rank of 
  Fine Tuning. 
  • GEARHEAD 
  Remove • per rank of 
  Cearhead from Mechan­
  ics 
  checks. 
  Halve 
  the 
  credit cost to add mods 
  to attachments. 
  • BAD MOTIVATOR 
  Once per session, may take 
  a 
  Bad 
  Motivator 
  action; 
  make a Hard ( ••• ) Me­
  chanics check to cause 
  one 
  targeted 
  device 
  to 
  spontaneously fail. 
  • FINE TUNING 
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 1 
  additional strain per rank of 
  Fine Tuning. 
  • DEDICATION 
  Permission granted to print and photocopy this page for personal 
  • SOLID REPAIRS 
  The character repairs 
  + 1 
  hull trauma per rank of Sol­
  id Repairs whenever he re­
  pairs a starship or vehicle. 
  • GRIT 
  • TOUGHENED 
  • HARD HEADED 
  When staggered or disori­
  ented, perform the Hard 
  Headed action; 
  make a 
  Daunting( •••• ) Dis­
  cipline check to remove 
  status. 
  Difficulty reduces 
  per rank of Hard Headed . 
  • IMPROVED 
  HARD HEADED 
  When incapacitated due 
  to strain exceeding thresh­
  old, may take a more dif­
  ficult Hard Headed action 
  to reduce strain to 1 be­
  low threshold. 
  
  ; . . t 
  t �· 
  Technician: Outlaw Tech T�lent Tree· 
  ' _.-.... 
  Career Skills: Astrogation, Computers, Coordination, Discipline, KnQwledge !Outer Rim!, Mechanics, Perception, 
  Piloting !Planetary! 
  Outlaw Tech Bonus Career Skills: Knowledge !Education!, Knowledge !Underworld!, Mechanics, Streetwise 
  • TINKERER 
  May add I additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each 
  item may 
  only 
  be 
  modined once. 
  • SOLID REPAIRS 
  The character repairs 
  + I 
  hull trauma per rank of Sol­
  id Repairs whenever he re­
  pairs a starship or vehicle. 
  • UTILITY BELT 
  Spend I 
  Destiny Point to 
  perform a Utility Belt inci­
  dental; produce a previously 
  undocumented 
  item 
  or 
  weapon 
  [with 
  restrictions) 
  from a tool belt or a satchel. 
  • JURY RIGGED 
  Choose I weapon. armor. 
  or other item and give it a 
  permanent 
  improvement 
  while it remains in use. 
  . INVENTOR 
  When 
  constructing 
  new 
  items or modifying attach­
  ments. add D or remove • 
  per rank of Inventor. 
  • UTINNI! 
  Remove • per rank of 
  Utinnil 
  from checks to 
  And or scavenge items or 
  gear 
  Such checks take 
  half the time. 
  • GRIT 
  • SIDE STEP 
  Once per round. may per­
  form Side Step maneuver 
  and suffer a number of strain 
  to upgrade difficulty of all 
  incoming ranged attacks by 
  an equal number for the 
  next round. Strain suffered 
  this 
  way 
  cannot 
  exceed 
  ranks in Side Step. 
  • DEDICATION 
  • SPEAKS BINARY 
  • UTINNI! 
  Remove • per rank of 
  Utinnil 
  from checks to 
  And or scavenge items or 
  gear 
  Such checks take 
  half the time. 
  • BRACE 
  Perform the Brace ma­
  neuver to remove • per 
  rank of Brace from next 
  Action. This may only re­
  move • added by envi­
  ronmental circumstances. 
  • INVENTOR 
  When 
  constructing 
  new 
  items or modifying attach­
  ments, add D or remove • 
  per rank of Inventor 
  • KNOWN 
  SCHEMATIC 
  Once per session, may per­
  form the Known Schematic 
  maneuver; make a Hard 
  !+++J Knowledge (Edu· 
  cation) 
  check. 
  Success 
  grants 
  familiarity 
  with 
  a 
  building or ship's design. 
  • ACTIVE 
  • PASSIVE 
  • TINKERER 
  May add I additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may only be 
  modi ned once. 
  • TOUGHENED 
  • DEFENSIVE STANCE 
  Once per round . may per­
  form Defensive Stance ma­
  neuver and suffer a num­
  ber of strain to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round. 
  Strain suffered this 
  way 
  cannot exceed ranks in De­
  fensive Stance . 
  • JURY RIGGED 
  Choose I weapon, armor. 
  or other item and give it a 
  permanent 
  improvement 
  while it remains in use. 
  • BRACE 
  Perform the 
  Brace 
  ma­
  neuver to remove • per 
  rank of Brace from next 
  Action. This may only re­
  move • added by envi­
  ronmental circumstances. 
  · ge for personal use.© LFL 2013. 
  
  .. 
  Technician: Slicer Talent Tree 
  Career Skills: Astrogation, Computers, Coordination, Discipline, Knowledge lOoter Riml, Mechanics, Perception, 
  Piloting !Planetary) 
  Slicer Bonus Career Skills: Computers, Knowledge !Education), Knowledge !Underworld!, Stealth 
  • CDDEBREAKER 
  Remove • per rank in Co­
  debreaker from checks to 
  break codes or decrypt 
  communications. Decrease 
  difficulty 
  of 
  checks 
  to 
  break codes or decrypt 
  communications by 1 
  • DEFENSIVE SLICING 
  When defending comput­
  er systems, add • per 
  rank of Defensive Slicing 
  to opponents' checks. 
  • NATURAL 
  PROGRAMMER 
  • DEFENSIVE SLICING 
  When defending comput­
  er systems, add • per 
  rank of Defensive Slicing 
  to opponents' checks. 
  • SKILLED SLICER 
  When making a Computers 
  check may spend � to 
  make 
  further 
  Computers 
  checks within this system 
  • GRIT 
  • TECHNICAL 
  APTITUDE 
  • BYPASS SECURITY 
  Remove • per rank of 
  Bypass 
  Security 
  from 
  checks made to disable a 
  • IMPROVED 
  DEFENSIVE SLICING 
  Defensive Slicing now up­
  grades opponents' 
  diffi­
  culty once per rank of 
  Defensive Slicing; this re­
  places the usual benefits. 
  • MASTER SLICER 
  Once per round, may take 
  a Master Slicer incidental to 
  suffer 2 strain and decrease 
  difficulty of Computers or 
  other slicing checks by 1 , to 
  a minimum of Easy [.). 
  • TECHNICAL 
  APTITUDE 
  • GRIT 
  • DEFENSIVE SLICING 
  When defending comput­
  er systems. add • per 
  rank of Defensive Slicing 
  to opponents' checks . 
  • CDDEBREAKER 
  Remove • per rank in Co­
  debreaker from checks to 
  break codes or decrypt 
  communications. Decrease 
  difficulty 
  of 
  checks 
  to 
  break codes or decrypt 
  communications by 1 . 
  • MENTAL FORTRESS 
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries 
  on 
  Intellect 
  or 
  Cunning checks until end 
  of encounter. 
  Permission granted to print and photocopy this page for personal JlS 
  • ACTIVE 
  • PASSIVE 
  • BYPASS SECURITY 
  Remove • per rank of 
  Bypass 
  Security 
  from 
  checks made to disable a 
  security device or open a 
  locked door. 
  • BYPASS SECURITY 
  Remove • per rank of 
  Bypass 
  Security 
  from 
  checks made to disable a 
  security device or open a 
  locked door 
  • GRIT 
  • RESOLVE 
  When a character involun­
  tarily suffers strain. he suf­
  fers 1 less strain per rank of 
  Resolve, to a minimum of 1 
  • DEDICATION 
  
  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) 
  Take a Full Throttle action; 
  make a Hard ( •••) Pi-
  loting check to increase a 
  vehicle's top speed by 1 
  for a number of rounds 
  equal to Cunning. 
  ALL-TERRAIN 
  DRIVER 
  Do not suffer usual penal-
  ties for driving through dif-
  ficult terrain when using Pi-
  loting (Planetary). 
  When 
  repairing 
  system 
  strain on a starship or ve-
  hicle, repair 1 additional 
  system strain per rank of 
  Fine Tuning. 
  Remove • 
  per rank of 
  Skilled Jockey from Pilot-
  ing (Planetary) and Piloting 
  (Space) checks. 
  i m a y 
  Suffer a number of strain to 
  add an equal number of # 
  to Initiative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction. 
  Count vehicle or starship 
  piloted as having a silhou-
  ette 1 lower when being 
  attacked. 
  When 
  repairing 
  system 
  strain on a starship or ve-
  hicle, repair 1 additional 
  system strain per rank of 
  Fine Tuning. 
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving. 
  Remove • 
  per rank of 
  Skilled Jockey from Pilot-
  ing (Planetary) and Piloting 
  (Space) checks. 
  Once per session, may re-
  roll any 1 Piloting (Plane-
  tary) or Gunnery check. 
  Remove • per rank of 
  Gearhead from Mechan-
  ics 
  checks. 
  Halve the 
  credit cost to add mods 
  to attachments. 
  Remove • per rank of 
  Gearhead from Mechan-
  ics 
  checks. 
  Halve the 
  credit cost to add mods 
  to attachments. 
  m 
  P 
  When 
  performing 
  Full 
  Throttle, top speed in-
  creases by 2 instead of 1. 
  When piloting a ship or ve-
  hicle, take a Full Stop ma-
  neuver to reduce speed to 
  zero and suffer 
  system 
  strain equal to the speed 
  reduced. 
  Once per round when driv-
  ing a vehicle, may suffer 2 
  strain to perform any action 
  as a maneuver. 
  P 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Permission granted to photocopy for personal use only. E LFL. 0 FFG. 
  CHARACTER CREATION 
  A C E 
  O F 
  R E B E L L I O N 
  Gain + 1 strain threshold. 
  Suffer I strain to attempt 
  Full Throttle as a maneu-
  ver and decrease its diffi-
  culty to Average 
  Gain + 2 wound threshold. 
  
  Ace: Gunner Talent Tree 
  Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light) 
  Gunner Bonus Career Skills: Discipline, Gunnery, Ranged (Heavy), Resilience 
  •^mWm, 
  CHARACTER CREATION 
  A C E 
  O F 
  R E B E L L I O N 
  Permission granted to photocopy For personal use only. El LFL. 13 FFG. 
  May reduce any Critical Inju-
  ry suffered by 10 per rank of 
  Durable to a minimum of 1. 
  Cain + 1 strain threshold, 
  h 
  Upon unsuccessful attack 
  with a starship or vehicle 
  weapon, may spend O 
  O 
  per rank of Overwhelm De-
  fenses. Reduce the defense 
  in the targeted zone by 1 
  for every f > 4*> spent. 
  Upon successful attack with 
  a starship or vehicle weap-
  on, may spend O O to re-
  duce the maximum speed 
  of the target by 1 until the 
  end of the next round. 
  Cain + 2 wound threshold. 
  Perform the Brace ma-
  neuver to remove • per 
  rank of Brace from next 
  action. This may only re-
  move • 
  added by envi-
  ronmental circumstances. 
  Cannot run out of ammo 
  due to ^ . Items with Limit-
  ed Ammo quality run out of 
  ammo as normal. 
  P 
  Once per round, may per-
  form a True Aim maneuver 
  to gain benefits of aiming 
  and upgrade combat check 
  once per rank of True Aim. 
  May reduce any Critical Inju-
  ry suffered by 10 per rank of 
  Durable to a minimum of 1. 
  Gain + 1 soak value. 
  P 
  Choose 1 weapon, armor, 
  or other item and give it a 
  permanent 
  improvement 
  while it remains in use. 
  Upon unsuccessful attack 
  with a starship or vehicle 
  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 
  rank of Brace from next 
  action. This may only re-
  move • 
  added by envi-
  ronmental circumstances. 
  Jgjgjgujjjj^p 
  Before attacking a starship 
  or vehicle, the character 
  may spend 1 Destiny Point 
  to ignore the effects of the 
  Massive rule for the attack. 
  Once per round, may per-
  form a True Aim maneuver 
  to gain benefits of aiming 
  and upgrade combat check 
  once per rank of True Aim. 
  P 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  P 
  Choose 1 weapon, armor, 
  or other item and give it a 
  permanent 
  improvement 
  while it remains in use. 
  May spend 1 Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  encounter. 
  
  Ace: Pilot Talent Tree 
  Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light) 
  Pilot Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space) 
  Take a Full Throttle action; 
  make a Hard (444) Pi-
  loting check to increase a 
  vehicle's top speed by 1 
  for a number of rounds 
  equal to Cunning. 
  i riiiiTiTiiiiiw 
  Remove • 
  per rank of 
  Skilled Jockey from Pilot-
  ing (Planetary) and Piloting 
  (Space) checks 
  I r 
  1
  1 
  r 
  • 1
  » 
  Remove • 
  per rank of 
  Skilled Jockey from Pilot-
  ing (Planetary) and Piloting 
  (Space) checks. 
  i j
  a
  y 
  Spend 1 Destiny Point to 
  add 
  additional 
  damage 
  equal to half Agility (round-
  ed up) to one hit of success-
  ful attack made with ship or 
  vehicle-mounted weaponry. 
  IMPROVED FDLL 
  THROTTLE 
  Suffer 1 strain to attempt 
  Full Throttle as a maneu-
  ver and decrease its diffi-
  culty to Average [4) 4))-
  IMPROVED DEAD 
  TO RIGHTS 
  Spend 1 Destiny Point to 
  add 
  additional 
  damage 
  equal to Agility (rounded 
  up) to one hit of successful 
  attack made with ship or 
  vehicle-mounted weaponry. 
  SUPREME FULL 
  THROTTLE 
  When 
  performing 
  Full 
  Throttle, top speed in-
  creases by 2 instead of 
  Once per round when pilot-
  ing a starship, may suffer 2 
  strain to perform any action 
  as a maneuver. 
  I ITil'iMiifilMiliy 
  Remove • per rank of 
  Galaxy Mapper from As-
  trogation checks. 
  Astro-
  gation checks 
  take half 
  normal time. 
  Once per round, may 
  mount or dismount a ve-
  hicle or beast, or enter a 
  cockpit or weapon station 
  on a vehicle, as an inci-
  dental. 
  Remove • 
  per rank of 
  Galaxy Mapper from As-
  trogation checks. 
  Astro-
  gation checks 
  take half 
  normal time. 
  I l:MJI.I:lJJ.il]J:l'l^ 
  When recovering strain af-
  ter an encounter, recover 1 
  additional strain per rank 
  of Rapid Recovery. 
  Count vehicle or starship 
  piloted as having a silhou-
  ette 1 lower when being 
  attacked. 
  ••N.IWJI.IM 
  P 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  • 
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving. 
  BRILLIANT 
  EVASION 
  \ 
  Once per encounter may 
  take Brilliant Evasion action. 
  Select 
  1 opponent and 
  make an opposed Piloting 
  (Planetary) 
  or 
  (Space) 
  check to stop 
  opponent 
  from attacking character for 
  rounds equal to Agility. 
  Permission granted to photocopy For personal use only. © LFL. 0 FFG. 
  ^^^^J P 
  Gain + I strain threshold, 
  v 
  Once per session, may re-
  roll any 1 Piloting (Space) 
  or Gunnery check. 
  Gain + I strain threshold. 
  Gain + 2 wound threshold. 
  
  A C E : Beast Rider 
  Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light) 
  Beast Rider Bonus Career Skills: Athletics, Knowledge (Xenology), Perception, Surviual 
  Remove up to • • from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time. 
  Cain + 2 wound threshold. 
  I 
  Remove • 
  per rank of 
  Outdoorsman from checks 
  to move through terrain or 
  manage environmental ef-
  fects. Decrease overland 
  travel times by half. 
  I 
  — 
  Add • per rank of Beast 
  Wrangler to checks to tame 
  or wrangle creatures, 
  s. 
  I 
  I.IM.I.I..."!^ 
  Remove • 
  per rank of 
  Outdoorsman from checks 
  to move through terrain or 
  manage environmental ef-
  fects. Decrease overland 
  travel times by half. 
  Remove • per rank of Ex-
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target by half. 
  Cain + 2 wound threshold. 
  —
  » 
  Remove • per rank of Ex-
  pert Handler from Survival 
  checks made to ride beasts. 
  —
  * 
  Remove • per rank of Ex-
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target by half. 
  Add • per rank of Beast 
  Wrangler to checks to tame 
  or wrangle creatures. 
  Once per round, may 
  mount or dismount a ve-
  hicle or beast, or enter a 
  cockpit or weapon station 
  on a vehicle, as an inci-
  dental. 
  Cain + I strain threshold. 
  Suffer 1 strain to attempt 
  Spur as a maneuver and 
  decrease its difficulty to 
  Average 
  Take a Spur action; make 
  a Hard 
  + 
  Survival 
  check 
  to 
  increase 
  a 
  beast's top speed by 1. 
  The beast suffers 2 strain 
  every 
  round 
  it stays 
  spurred. 
  Once per session, may re-
  roll any 1 Resilience or Sur-
  vival check. 
  Remove • per rank of Ex-
  pert Handler from Survival 
  checks made to ride beasts. 
  When activating and main-
  taining Spur, the beast 
  only 
  suffers 
  1 strain 
  instead of 2. 
  W 
  Cain +1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  • 
  GRIT 
  i 
  B
  u
  i 
  Take a Soothing Tone action; 
  make an Average 
  4) 
  Knowledge 
  (Xenology) 
  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 
  m i . i ^ u 
  p 
  During a chase, add • per 
  rank in Shortcut to any 
  checks made to catch or 
  escape an opponent. 
  I I!IM!I1J;J1'II« 
  When a starship or vehicle 
  being piloted would suffer 
  system strain, may suffer 
  stain up to ranks in High-G 
  Training to prevent an equal 
  amount of system strain. 
  Remove • per rank of 
  Skilled Jockey from Pilot-
  ing (Planetary) and Piloting 
  (Space) checks. 
  Cain + 1 strain threshold. 
  i 
  b
  p 
  Once 
  per encounter, 
  choose a number of posi-
  tive dice equal to ranks in 
  Second Chances and re-
  roll them. 
  Cain + 1 strain threshold. 
  During a chase, add • per 
  rank in Shortcut to any 
  checks made to catch or 
  escape an opponent. 
  m
  a
  n
  y 
  When a starship or vehicle 
  being piloted would suffer 
  system strain, may suffer 
  stain up to ranks in High-G 
  Training to prevent an equal 
  amount of system strain. 
  i msmm 
  Spend I Destiny Point to 
  add 
  additional 
  damage 
  equal to half Agility (round-
  ed up) to one hit of success-
  ful attack made with ship or 
  vehicle-mounted weaponry. 
  When a starship or vehicle 
  being piloted would suffer 
  system strain, may suffer 
  stain up to ranks in High-G 
  Training to prevent an equal 
  amount of system strain. 
  Gain + I strain threshold. 
  Spend 1 Destiny Point to 
  recover strain equal to Pres-
  ence rating. 
  I 
  l ^ . l ' l . l . ' H ' I . A 
  Once 
  per encounter, 
  choose a number of posi-
  tive dice equal to ranks in 
  Second Chances and re-
  roll them. 
  — 
  Take a Corellian Sendoff ac-
  tion targeting two ships or 
  vehicles at Close range, 
  make a Hard ( + + •) 
  Cool check to cause the 
  targets to suffer a minor 
  collision. 
  1 
  E
  H
  S
  g
  » 
  When an opponent has 
  gained the advantage on a 
  starship or vehicle being pi-
  loted, may perform a Koio-
  gran Turn maneuver to re-
  move the effects. 
  • 
  GRIT 
  Spend 1 Destiny Point to 
  add 
  additional 
  damage 
  equal to Agility (rounded 
  up) to one hit of successful 
  attack made with ship or 
  vehicle-mounted weaponry. 
  ft 
  When performing a Corel-
  lian Sendoff, the targets 
  suffer a major collision 
  instead. 
  Cain +1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  When making a check in a 
  starship or vehicle, may suf-
  fer 2 strain to gain 
  on 
  success or @ on failure. 
  
  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 
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank of Black 
  Market Contacts, increas-
  ing cost by 50 percent of 
  base cost per reduction. 
  i um p 
  Cain + 2 wound threshold. 
  Remove • 
  per rank of 
  Cearhead from Mechan-
  ics 
  checks. 
  Halve the 
  credit cost to add mods 
  to attachments. 
  I 
  U
  g
  f
  l
  g
  p 
  Signature Vehicle can have 
  a silhouette 1 larger per 
  rank of Larger Project. 
  Cain + 1 strain threshold. 
  . 
  P 
  Upgrade all Charm, De-
  ception, and Negotiation 
  checks made in the pres-
  ence of Signature Vehicle 
  once. 
  Choose one starship or vehi-
  cle as Signature Vehicle. Up-
  grade all Mechanics checks 
  made on that vehicle once. 
  Signature Vehicle can have 
  a silhouette 1 larger per 
  rank of Larger Project, 
  i 
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank of Black 
  Market Contacts, increas-
  ing cost by 50 percent of 
  base cost per reduction. 
  Increase the value of the 
  Limited Ammo quality of 
  any weapons mounted on 
  Signature Vehicle by 1 per 
  rank 
  of 
  Overstocked 
  Ammo. 
  Increase the handling of 
  Signature Vehicle by 1 per 
  rank of Tuned Maneuvering 
  Thrusters. 
  Increase the armor value of 
  Signature Vehicle by t per 
  rank of Bolstered Armor. 
  Cain + 2 wound threshold. 
  ft 
  P 
  Increase the system strain 
  threshold of Signature Ve-
  hicle by 2 per rank of Cus-
  tomized Cooling Unit. 
  i mmm p 
  Remove • 
  per rank of 
  Cearhead from Mechan-
  ics 
  checks. 
  Halve the 
  credit cost to add mods 
  to attachments. 
  Increase the hull trauma 
  threshold of Signature Ve-
  hicle by 1 per rank of Forti-
  fied Vacuum Seal. 
  Cain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Increase the handling of 
  Signature Vehicle by 1 per 
  rank of Tuned Maneuvering 
  Thrusters. 
  Once per session, spend 
  a Destiny Point to save 
  Signature 
  Vehicle 
  from 
  destruction. 
  Signature 
  Vehicle 
  gains 
  Massive 1: when making 
  an attack targeting the 
  ship or vehicle, the Critical 
  rating of any weapon used 
  counts as 1 higher 
  
  A c e S i g n a t u r e A b i l i t y T r e e : This One is Mine 
  A C E 
  S I G N A T U R E 
  A B I L I T Y : 
  T H I S O N E I S M I N E 
  Amidst the pandemonium of battles involving hun-
  dreds of starships and vehicles, pilots must ignore the 
  chaos around them and focus on individual enemy 
  targets to prioritize. Ace characters have 
  become 
  masters of this. When they focus on a target, all else 
  seems to disappear around them as they stalk their 
  prey. And in turn, as an Ace begins the attack, his tar-
  get is forced to focus all its attention on staying alive. 
  As the two combatants fight, they weave through the 
  ongoing battle, ignored by all others as they duel for 
  their lives. 
  B A S E A B I L I T Y 
  Once per game session, when piloting a starship or 
  vehicle, the character may spend 2 Destiny Points to 
  challenge another starship or vehicle with equal sil-
  houette in the battle. 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. 
  U P G R A D E S 
  This One is Mine has several upgrades that can 
  improve its effects and make it easier to use. Any 
  upgrades that appear in This One is Mine's tree mul-
  tiple times have their effects stack. 
  Change Silhouette Upgrade: This One is Mine can 
  target a starship or vehicle with a silhouette 1 higher 
  or lower per Change Silhouette Upgrade than the 
  starship or vehicle the character is piloting. 
  Destiny Upgrade: To activate This One is Mine, the 
  character only needs to spend 1 Destiny Point instead 
  of the normal 2. 
  Duration Upgrade: This One is Mine lasts for 1 addi-
  tional round per Duration Upgrade. 
  Evasion Upgrade: While This One is Mine is active, 
  the character upgrades the difficulty all incoming 
  attacks once per Evasion Upgrade. 
  Frequency Upgrade: This One is Mine can be used 
  twice per game session instead of once. 
  BEHIND THE STICK 
  S T A Y ON T A R G E T 
  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 
  additional round. 
  This One is Mine lasts for 1 
  additional round. 
  V 
  Upgrade the difficulty of all 
  incoming attacks once while 
  This One is Mine is active. 
  This One is Mine can target 
  ships or vehicle with a silhou-
  ette 1 higher or lower. 
  This One is Mine may be 
  used twice per game session. 
  This One is Mine costs I 
  Destiny Point instead of 2. 
  Upgrade the difficulty of all 
  incoming attacks once while 
  This One is Mine is active. 
  
  Ace Signature Ability Tree: Unmatched Survivability 
  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. 
  p 
  Unmatched Survivability af-
  fects ships or vehicles with 1 
  greater silhouette. 
  Unmatched Survivability af-
  fects ships or vehicles with 1 
  greater silhouette. 
  EgBU p 
  Unmatched 
  Survivability 
  may be used twice per game 
  session. 
  Unmatched 
  Survivability 
  costs 1 Destiny Point in-
  stead of 2. 
  P 
  Reduce Critical Hits suffered 
  by the ship or vehicle by 10 
  while Unmatched Survivabil-
  ity is active. 
  P 
  Reduce Critical Hits suffered 
  by the ship or vehicle by 10 
  while Unmatched Survivabil-
  ity is active. 
  The Critical rating of all 
  weapons targeting the ship 
  or vehicle counts as 1 high-
  er while Unmatched Sur-
  vivability is active. 
  A C E 
  S I G N A T U R E 
  A B I L I T Y : 
  U N M A T C H E D 
  S U R V I V A B I L I T Y 
  Flying speeders and fighters into combat is a danger-
  ous job. Amidst the chaos of a battle, one stray blast 
  can knock an unsuspecting ship out of commission. 
  Experienced Aces know this, and know every little 
  trick to keep their vehicle going as long as possible. 
  B A S E A B I L I T Y 
  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 thresh-
  old), 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. 
  U P G R A D E S 
  Unmatched Survivability has several upgrades that 
  can improve its effects and make it easier to use. Any 
  upgrades that appear in Unmatched 
  Survivability's 
  tree multiple times have their effects stack. 
  Change Silhouette Upgrade: 
  Unmatched 
  Surviv-
  ability affects starships and vehicles with 1 greater 
  silhouette per Change Silhouette Upgrade. 
  Destiny Upgrade: To activate Unmatched Survivabil-
  ity, the character only needs to spend 1 Destiny Point 
  instead of the normal 2. 
  Durability Upgrade: While Unmatched Survivability 
  is active, the character reduces Critical Hits the star-
  ship or vehicle suffers by 10 per Durability Upgrade, 
  to a minimum of 1. 
  Duration Upgrade: Unmatched 
  Survivability lasts 
  until the end of the encounter, instead of 3 rounds. 
  Frequency Upgrade: Unmatched Survivability can 
  be used twice per game session instead of once. 
  Reinforcement Upgrade: While Unmatched Surviv-
  ability is active, when an opponent makes an attack 
  targeting the starship or vehicle, the Critical rating of 
  any weapon they use counts as 1 higher. 
  BEAST RIDER SIGNATURE ABILITIES 
  fl
  ny time one of the Ace Signature Abilities 
  presented here refers to a starship or vehi-
  cle, it can also be applied to a riding beast. (In 
  the case of Unmatched Survivability, it affects 
  the beast's wound threshold and Critical Inju-
  ries instead of hull trauma and Critical Hits.) 
  BEHIND THE STICK 
  S T A Y O N T A R G E T 
  Unmatched 
  Survivability 
  lasts until the end of the en-
  counter. 
  
  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) 
  When repairing hull trau-
  ma on a starship or vehi-
  cle, repair 1 additional 
  hull trauma per rank of 
  Solid Repairs. 
  KNDWN 
  SCHEMATIC 
  Once per session, may per-
  form the Known Schematic 
  maneuver; make a Hard 
  [4)4)4)) Knowledge (Edu-
  cation) 
  check 
  Success 
  grants familiarity with a 
  building or ship's design. 
  i uimum. 
  When repairing hull trau-
  ma on a starship or vehi-
  cle, repair 1 additional 
  hull trauma per rank of 
  Solid Repairs. 
  Add • per rank of Com-
  mand when making Lead-
  ership checks. Affected tar-
  gets add • to Discipline 
  checks for next 24 hours. 
  COMMANDING 
  PRESENCE 
  Remove • 
  per rank of 
  Commanding 
  Presence 
  from Leadership and Cool 
  checks. 
  Add • per rank of Com-
  mand when making Lead-
  ership checks. Affected tar-
  gets add • to Discipline 
  checks for next 24 hours. 
  COMMANDING 
  PRESENCE 
  Remove • 
  per rank of 
  Commanding 
  Presence 
  from Leadership and Cool 
  checks. 
  I 
  E
  H
  ? 
  Suffer a number of strain to 
  add an equal number of & 
  to Initiative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction 
  i m y 
  Suffer a number of strain to 
  add an equal number of # 
  to Initiative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction. 
  Take the Fire Control action; 
  all combat checks 
  made 
  from current starship or ve-
  hicle count their target's sil-
  houette as one higher than 
  normal until beginning of 
  next turn. Does not stack. 
  Remove • per rank of 
  Galaxy Mapper from As-
  trogation checks. Astro-
  gation checks 
  take half 
  normal time. 
  Remove • 
  per rank of 
  Galaxy Mapper from As-
  trogation checks. 
  Astro-
  gation checks 
  take half 
  normal time. 
  MASTER 
  STARHDPPER 
  Once per round, suffer 2 
  strain to decrease the diffi-
  culty of next Astrogation 
  check by 1 to a minimum 
  of Easy (4}) 
  P 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  X 
  Remove • per rank of 
  Galaxy Mapper from As-
  trogation checks. Astro-
  gation checks 
  take half 
  normal time. 
  CHARACTER CREATION 
  A C E 
  O F 
  R E B E L L I O N 
  Permission granted to photocopy for personal use only. GD LFL. IS FFG. 
  I • 
  GRIT 
  ^^^^^^^ 
  Once per session, may per-
  form a Familiar Suns maneu-
  ver; make a Hard [4) 4) 4)) 
  Knowledge (Outer Rim) or 
  (Core Worlds) check to re-
  veal the current type of plan-
  etary environment and oth-
  er useful information. 
  When repairing hull trau-
  ma on a starship or vehi-
  cle, repair I 
  additional 
  hull trauma per rank of 
  Solid Repairs. 
  I I 4 i ii, 
  » 
  Spend 1 Destiny Point to 
  perform a Hold Together in-
  cidental immediately after 
  vehicle or starship 
  takes 
  damage to turn it into sys-
  tem strain. 
  • 
  Gain + 1 strain threshold. 
  \ 
  
  Permission granted to photocopy for personal use only. IS LFL. 03 FFG. 
  Commander: Squadron Leader Talent Tree 
  Career Skills: Coercion, Cool, Discipline, Knowledge (Warfare), Leadership, Perception, Ranged (Light), Uigilance 
  Squadron Leader Bonus Career Skills: Gunnery, Mechanics, Piloting (Planetary), Piloting (Space) 
  Add • 
  per rank of Quick 
  Strike 
  to combat 
  checks 
  against targets that have not 
  acted yet this encounter. 
  A 
  Once 
  per 
  round, 
  may 
  mount or dismount a ve-
  hicle or beast, or enter a 
  cockpit or weapon station 
  on a vehicle, as an inci-
  dental. 
  b 
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving. 
  BEMBP 
  Take the Field Commander 
  action; make an Average 
  (4) 4)) Leadership check 
  A number of allies equal to 
  Presence may immediate-
  ly suffer 1 strain to perform 
  1 free maneuver. 
  •J . L y . N I N J 
  p 
  May 
  decrease difficulty 
  of Discipline checks 
  to 
  avoid fear by 1 per rank 
  of Confidence. 
  P 
  Add • 
  per rank of Quick 
  Strike to combat 
  checks 
  against targets that have not 
  acted yet this encounter. 
  Allies within short range of 
  the vehicle add • to their 
  Perception 
  and 
  Vigilance 
  checks. Allies within close 
  range add • • instead. 
  Add • 
  per rank of Com-
  mand when making Lead-
  ership checks. Affected tar-
  gets add • 
  to Discipline 
  checks for next 24 hours. 
  Cain + 1 strain threshold. 
  h i i i m . u 
  p 
  When piloting a ship or ve-
  hicle, take a Full Stop ma-
  neuver to reduce speed to 
  zero 
  and 
  suffer 
  system 
  strain equal to the speed 
  reduced. 
  mWmm 
  Increase defense of vehicle 
  or starship being piloted 
  by I per rank of Defensive 
  Driving. 
  Field Commander 
  action 
  affects allies equal to dou-
  ble Presence, and 
  may 
  spend ($) to allow one ally 
  to suffer I strain and per-
  form 1 free action instead. 
  P 
  Add • 
  per rank of Com-
  mand when making Lead-
  ership checks. Affected tar-
  gets add • 
  to Discipline 
  checks for next 24 hours. 
  j j g j j j a 
  p 
  Allies equal to ranks in 
  Leadership in close range 
  gain the benefits of the 
  Gain the Advantage action. 
  Count vehicle or starship 
  piloted as having a silhou-
  ette 1 lower when being 
  attacked. 
  —
  » 
  Once per round, suffer 2 
  strain to decrease difficulty 
  of next Leadership check 
  by one, to a minimum of 
  Easy(+) 
  P 
  May 
  decrease difficulty 
  of Discipline checks 
  to 
  avoid fear by 1 per rank 
  of Confidence. 
  P 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Once per encounter may 
  take Brilliant Evasion action. 
  Select 
  1 
  opponent 
  and 
  make an opposed Piloting 
  (Planetary) 
  or 
  (Space) 
  check 
  to stop opponent 
  from attacking character for 
  rounds equal to Agility. 
  
  Commander: Tactician Talent Tree 
  Career Skills: Coercion, Cool, Discipline, Knowledge (Warfare), Leadership, Perception, Ranged (Light), Uigilance 
  Tactician Bonus Career Skills: Brawl, Discipline, Leadership, Ranged (Heauy) 
  CHARACTER CREATION 
  A C E 
  O F 
  R E B E L L I O N 
  Permission granted to photocopy for personal use only. 0 LFL. © FFG. 
  Remove • 
  per rank of 
  Outdoorsman from checks 
  to move through terrain or 
  manage environmental ef-
  fects. Decrease overland 
  travel times by half. 
  Remove • 
  per rank of 
  Commanding 
  Presence 
  from Leadership and Cool 
  checks. 
  Cain + 2 wound threshold. 
  Once per round, may per-
  form Side Step maneuver 
  and suffer a number of strain 
  to upgrade difficulty of all 
  incoming ranged attacks by 
  an equal number for the 
  next round. Strain suffered 
  this way cannot 
  exceed 
  ranks in Side Step. 
  Remove • 
  per rank of 
  Outdoorsman from checks 
  to move through terrain or 
  manage environmental ef-
  fects. Decrease overland 
  travel times by half. 
  May 
  decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank 
  of Confidence. 
  Once per round, draw or 
  holster a weapon or acces-
  sible item as an incidental. 
  Do not suffer usual penal-
  ties for moving through 
  difficult terrain. 
  Once per session, may re-
  roll any 1 Resilience or Sur-
  vival check. 
  E
  m 
  ) 
  Gain + 2 wound threshold. 
  Once per round, perform 
  the Body Guard maneuver 
  to guard an engaged charac-
  ter. Suffer a number of strain 
  no greater than ranks of 
  Body Guard, then until the 
  beginning of the next turn 
  upgrade the difficulty of 
  combat checks targeting the 
  character by that number. 
  V 
  i 
  Once per round, perform 
  the Body Guard maneuver 
  to guard an engaged charac-
  ter. Suffer a number of strain 
  no greater than ranks of 
  Body Guard, then until the 
  beginning of the next turn 
  upgrade the difficulty of 
  combat checks targeting the 
  character by that number. 
  May 
  decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank 
  of Confidence. 
  Remove • 
  per rank of 
  Commanding 
  Presence 
  from Leadership and Cool 
  checks. 
  Take the Field Commander 
  action; make an Average 
  [4)4}) Leadership check 
  A number of allies equal to 
  Presence may immediate-
  ly suffer 1 strain to perform 
  1 free maneuver. 
  Once per round, may per-
  form Side Step maneuver 
  and suffer a number of strain 
  to upgrade difficulty of all 
  incoming ranged attacks by 
  an equal number for the 
  next round. Strain suffered 
  this way cannot 
  exceed 
  ranks in Side Step. 
  Take the Coordinated As-
  sault maneuver; a number 
  of engaged allies equal to 
  Leadership ranks add i > to 
  combat checks until begin-
  ning of next turn. Range in-
  creases per rank of Coordi-
  nated Assault. 
  m
  a
  s
  m 
  Once per session, may re-
  roll any 1 Cool or Leader-
  ship check. 
  Field Commander 
  action 
  affects allies equal to dou-
  ble Presence, and may 
  spend <$) to allow one ally 
  to suffer 1 strain and per-
  form 1 free action instead. 
  Gam + I to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  
  CALM COMMANDER
  May use ranks in Cool to 
  upgrade Mass Combat 
  checks instead of Leadership.
  IMPROVED  
  CONFIDENCE
  May spend x  on fear 
  checks to give allies in 
  short range additional s 
  on the same fear check.
  IMPROVED 
  COMMANDING 
  PRESENCE
  Once per session, as an 
  action; make an opposed 
  Cool vs Discipline check to 
  force target to leave the 
  encounter.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  IMPROVED 
  INSPIRING RHETORIC
  Each ally affected by 
  Inspiring Rhetoric gains 
  b  on all skill checks for a 
  number of rounds equal to 
  ranks in Leadership.
  INSPIRING RHETORIC
  Take an Inspiring Rhetoric 
  action; make a d d 
  Leadership check. One ally 
  for each s, in short range, 
  recovers 1 strain. Spend 
  a for 1 affected ally to 
  recover 1 additional strain.
  INTENSE PRESENCE
  Spend 1 Destiny Point to 
  recover strain equal to 
  Presence rating.
  POSITIVE SPIN
  When any character’s 
  Duty would increase, it 
  increases by an additional 
  1 per rank of Positive Spin.
  NATURAL LEADER
  Once per session, may 
  re-roll any 1 Cool or 
  Leadership check.
  COMMANDING 
  PRESENCE
  Remove b per rank of 
  Commanding Presence 
  from Leadership and Cool 
  checks.
  COMMANDING 
  PRESENCE
  Remove b  per rank of 
  Commanding Presence 
  from Leadership and Cool 
  checks.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b  to Discipline checks 
  for the next 24 hours.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b to Discipline checks 
  for the next 24 hours.
  RESOLVE
  When a character 
  involuntarily suffers strain, 
  he suffers 1 less strain per 
  rank of Resolve, minimum 1. 
  RESOLVE
  When a character 
  involuntarily suffers strain, 
  he suffers 1 less strain per 
  rank of Resolve, minimum 1. 
  COMMANDER
  FIGUREHEAD
  Spec Bonus Career Skills: Cool, Leadership, Negotiation, Knowledge (Core Worlds)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  MASTER  
  INSTRUCTOR
  Once per round, as an out 
  of turn incidental, may 
  suffer 2 strain to allow ally 
  to use character’s ranks 
  in Discipline for the next 
  Discipline check they make.
  IMPROVED 
  BODY GUARD
  Once per session, when an 
  ally protected by the Body 
  Guard maneuver suffers 
  a hit, suffer the hit instead.
  ENCOURAGING 
  WORDS
  After an engaged ally fails 
  a check, may suffer 1 
  strain to assist that ally’s 
  next check this encounter 
  as an out of turn incidental.
  THAT’S HOW  
  IT’S DONE
  May suffer 1 strain on a 
  successful skill check to add 
  a  to the same skill check 
  made during the next round 
  by a number of allies in short 
  range equal to Willpower.
  NATURAL  
  INSTRUCTOR
  Once per session, may 
  re-roll one Discipline or 
  Leadership check.
  CONDITIONED
  Remove b per rank of 
  Conditioned from Athletics 
  and Coordination checks. 
  Reduce damage and strain 
  suffered from falling by 1 
  per rank of Conditioned.
  CONDITIONED
  Remove b  per rank of 
  Conditioned from Athletics 
  and Coordination checks. 
  Reduce damage and strain 
  suffered from falling by 1 
  per rank of Conditioned.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  PHYSICAL TRAINING
  Add b per rank of Physical 
  Training to Athletics and 
  Resilience checks.
  PHYSICAL TRAINING
  Add b per rank of Physical 
  Training to Athletics and 
  Resilience checks.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  STIMPACK  
  SPECIALIZATION
  Stimpacks heal 1 additional 
  wound per rank of 
  Stimpack Specialization. 
  STIMPACK  
  SPECIALIZATION
  Stimpacks heal 1 additional 
  wound per rank of 
  Stimpack Specialization. 
  FIELD COMMANDER
  Take the Field Commander 
  action; make a d d 
  Leadership check. A 
  number of allies equal to 
  Presence may immediately 
  suffer 1 strain to perform 
  1 free maneuver.
  IMPROVED 
  FIELD COMMANDER
  Field Commander action 
  affects allies equal to 
  double Presence, and may 
  spend x  to allow allies to 
  suffer 1 strain to perform 
  1 action instead.
  BODY GUARD
  Once per round, perform 
  a maneuver to guard an 
  engaged ally. Suffer strain 
  up to ranks to upgrade 
  difficulty of attacks against 
  them by that number until 
  the start of next turn.
  BODY GUARD
  Once per round, perform 
  a maneuver to guard an 
  engaged ally. Suffer strain 
  up to ranks to upgrade 
  difficulty of attacks against 
  them by that number until 
  the start of next turn.
  COMMANDER
  INSTRUCTOR
  Spec Bonus Career Skills: Discipline, Medicine, Ranged (Heavy), Knowledge (Education)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  MASTER 
  STRATEGIST
  Once per phase during 
  mass combat, may suffer 
  2 strain to decrease the 
  difficulty of a Mass Combat 
  check once. 
  WELL READ
  Choose any 3 Knowledge 
  skills. They permanently 
  become career skills.
  IMPROVED READY 
  FOR ANYTHING
  When making Cool or 
  Vigilance checks to deter-
  mine initiative order, may 
  spend x  to add s  equal to 
  ranks in Ready for Anything.
  READY FOR 
  ANYTHING
  Remove b  per rank of 
  Ready for Anything on 
  Mass Combat checks and 
  Cool or Vigilance checks to 
  determine initiative order.
  READY FOR 
  ANYTHING
  Remove b  per rank of 
  Ready for Anything on 
  Mass Combat checks and 
  Cool or Vigilance checks to 
  determine initiative order.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  RESEARCHER
  Remove b per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  RESEARCHER
  Remove b  per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  COORDINATED 
  ASSAULT
  Take a maneuver to add 
  a  to combat checks for 
  a number of engaged allies 
  equal to Leadership until 
  beginning of next turn. 
  Increase range per rank.
  CLEVER COMMANDER
  May use ranks in Knowledge 
  (Warfare) to upgrade Mass 
  Combat checks instead of 
  Leadership.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b  to Discipline checks 
  for the next 24 hours.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b  to Discipline checks 
  for the next 24 hours.
  CAREFUL PLANNING
  Once per session, may 
  introduce a “fact” into the 
  narrative as if a Destiny 
  Point had been spent.
  IMPROVED  
  RESEARCHER
  On a successful Knowledge 
  check, character and allies 
  gain automatic a  per rank 
  of Researcher on checks to 
  act on those facts until the 
  end of the next turn. 
  THOROUGH 
  ASSESSMENT
  Once per session, as an 
  action make a d d d 
  Knowledge check to gain 
  b equal to s  that can 
  be distributed during the 
  encounter.
  COMMANDER
  STRATEGIST
  Spec Bonus Career Skills: Computers, Cool, Vigilance, Knowledge (Warfare)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  ROUSING ORATORY BASE ABILITY
  Once per game session, the character may perform a Rousing Oratory action, spend 2 Destiny Points, and make a d d d  Leader-
  ship check to inspire a group to take action in a military situation about which members were previously hesitant. 
  UNMATCHED AUTHORITY BASE ABILITY
  Once per game session, as an action during an encounter in structured time, the character may spend 2 Destiny Points to gain the 
  following ability for the remainder of the current round and two additional rounds. As an out of turn incidental, the character may suf-
  fer 2 strain to downgrade the difficulty of an ally’s skill check once. 
  CHANGE SKILL
  May make a Discipline 
  check instead of a Leader-
  ship check to activate.
  DURATION
  Unmatched Authority lasts 
  one additional round.
  BOOST ALLIES
  Add b  per Boost Allies 
  upgrade to all Discipline 
  and Cool checks that 
  targets make until the end 
  of the encounter.
  DESTINY
  Unmatched Authority costs 
  1 Destiny Point instead of 2.
  REDUCE SETBACK
  Remove b  from skill 
  check to activate Rousing 
  Oratory.
  FIRM RESOLVE
  Increase strain threshold 
  by 2 while Unmatched 
  Authority is active.
  REDUCE DIFFICULTY
  Reduce the difficulty of the 
  activating skill check to 
  d d.
  ENDURANCE
  Reduce the strain cost to 
  modify an ally’s skill check 
  with Unmatched Authority 
  by 1.
  RECOVER STRAIN
  Friendly targets of Rousing 
  Oratory recover strain equal 
  to ranks in Leadership.
  DURATION
  Unmatched Authority lasts 
  one additional round.
  TURNING POINT
  During a mass combat, 
  may activate create a 
  turning point or boost allies 
  already taking part in one.
  INCREASE EFFECT
  May remove b from an 
  ally’s skill check instead of 
  downgrading the difficulty.
  CHANGE SKILL
  May make a Cool check 
  instead of a Leadership 
  check to activate.
  MASS COMBAT
  The character can spend 
  strain to modify Mass 
  Combat checks with Un-
  matched Authority.
  DESTINY
  Rousing Oratory cost 1 
  Destiny Point instead of 2.
  INCREASE EFFECT
  May reduce the difficulty of 
  an ally’s skill check instead 
  of downgrading the difficulty.
  COST 30
  COST 30
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  CAREER
  COMMANDER
  Career Skills: Coercion, Cool, Leadership, Negotiation, Knowledge (Core Worlds)
  BASE ABILITY
  UPGRADE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  Diplomat: Ambassador Talent Tree 
  Career Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim), 
  Knowledge (Xenology), Leadership, Negotiation 
  Ambassador Bonus Career Skills: Charm, Discipline, Knowledge (Core Worlds), Negotiation 
  CHARACTER CREATION 
  A C E O F 
  R E B E L L I O N 
  8* 
  Permission granted to photocopy for personal use only. 0 LFL. E FFG. 
  Upgrade 
  difficulty 
  of 
  checks to identify charac-
  ter once per rank of Indis-
  tinguishable. 
  Remove • per rank of Kill 
  with Kindness from Charm 
  and Leadership checks. 
  Upgrade 
  difficulty of in-
  coming Charm, Coercion, 
  and Deception checks once 
  per rank of Nobody's Fool. 
  May 
  decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank 
  of Confidence. 
  Upgrade 
  difficulty 
  of 
  checks to identify charac-
  ter once per rank of Indis-
  tinguishable. 
  | 
  GRIT 
  Gain + 1 strain threshold. 
  When targeted by combat 
  check, 
  may perform a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  A 
  Remove • per rank of Kill 
  with Kindness from Charm 
  and Leadership checks. 
  Take the Inspiring Rhetoric 
  action; make an Average 
  {4)4)) 
  Leadership check 
  Each & causes 1 ally in 
  close range to recover 1 
  strain. Spend O to cause 
  1 affected ally to recover 1 
  additional strain. 
  / 
  i L, J 3IJ'I 3 
  .um 
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Willpower and 
  Presence checks until the 
  end of the encounter. 
  May 
  decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank 
  of Confidence. 
  Each ally affected by In-
  spiring Rhetoric gainsQon 
  all skill checks for a num-
  ber of rounds equal to 
  ranks in Leadership. 
  1 
  Spend 1 Destiny Point to 
  recover strain equal to Pres-
  ence rating. 
  Once per session, 
  make 
  one skill check using Pres-
  ence rather than the char-
  acteristic linked to that skill. 
  When targeted by combat 
  check, 
  may perform a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  Gain + I ranged defense. 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  —
  P 
  Once per session, may re-
  roll any 1 Charm or Decep-
  tion check. 
  Suffer 1 strain to perform 
  Inspiring Rhetoric as a 
  maneuver, instead of an 
  action. 
  
  Diplomat: Agitator Talent Tree 
  Career Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim), 
  Knowledge (Xenology), Leadership, Negotiation 
  Agitator Bonus Career Skills: Coercion, Deception, Knowledge (Underworld), Streetwise 
  CHARACTER CREATION 
  A G E 
  O F 
  R E B E L L I O N 
  Permission granted to photocopy For personal use only. fD LFL. © FFG. 
  Remove • 
  per rank of 
  Plausible Deniability from 
  Coercion and Deception 
  checks. 
  Upgrade difficulty of in-
  coming Charm, Coercion, 
  and Deception checks once 
  per rank of Nobody's Fool. 
  Cain + 1 strain threshold 
  May 
  suffer a number of 
  strain to downgrade diffi-
  culty of Coercion checks, or 
  upgrade difficulty when tar-
  geted by Coercion checks, 
  by an equal number. Strain 
  suffered this way cannot ex-
  ceed ranks in Intimidating. 
  Remove • 
  per rank of 
  Street Smarts from Street-
  wise and Knowledge (Un-
  derworld) checks. 
  Remove • 
  per rank of 
  Street Smarts from Street-
  wise and Knowledge (Un-
  derworld) checks. 
  ft 
  • 
  Remove • 
  per rank of 
  Convincing 
  Demeanor 
  from Deception and Skul-
  duggery checks. 
  May 
  suffer a number of 
  strain to downgrade diffi-
  culty of Coercion checks, or 
  upgrade difficulty when tar-
  geted by Coercion checks, 
  by an equal number. Strain 
  suffered this way cannot ex-
  ceed ranks in Intimidating. 
  Remove • 
  per rank of 
  Convincing 
  Demeanor 
  from Deception and Skul-
  duggery checks. 
  Remove • 
  per rank of 
  Plausible Deniability from 
  Coercion and Deception 
  checks. 
  milium iv-p 
  Take a Scathing Tirade ac-
  tion; make an Average {4} 
  4)) Coercion check Each 
  # 
  causes one enemy in 
  short range to suffer 1 
  strain. Spend O to cause 1 
  affected enemy to suffer 1 
  additional strain. 
  Gain + 1 strain threshold. 
  Once per session, may re-
  roll any I 
  Coercion or 
  Streetwise check. 
  Upgrade 
  difficulty of in-
  coming Charm, Coercion, 
  and Deception checks once 
  per rank of Nobody's Fool. 
  Each enemy affected by 
  Scathing Tirade suffers • 
  on all skill checks for a 
  number of rounds equal to 
  ranks in Coercion. 
  May suffer a number of 
  strain to downgrade diffi-
  culty of Coercion checks, or 
  upgrade difficulty when tar-
  geted by Coercion checks, 
  by an equal number. Strain 
  suffered this way cannot ex-
  ceed ranks in Intimidating. 
  May suffer a number of 
  strain to downgrade diffi-
  culty of Coercion checks, or 
  upgrade difficulty when tar-
  geted by Coercion checks, 
  by an equal number. Strain 
  suffered this way cannot ex-
  ceed ranks in Intimidating. 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Suffer 1 strain to perform 
  Scathing Tirade as a ma-
  neuver, instead of an action. 
  I I -1^ 
  1 1 
  • 
  Once per session, may take 
  an Incite Rebellion action; 
  make a Hard (4} 4/ 4)) Co-
  ercion check to cause a 
  number of beings up to 
  ranks in Coercion to become 
  rebellious until the end of 
  the encounter. 
  
  Diplomat: Quartermaster Talent Tree 
  Career Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim), 
  Knowledge (Xenology), Leadership, Negotiation 
  Quartermaster Bonus Career Skills: Computers, Negotiation, Skulduggery, Vigilance 
  CHARACTER CREATION 
  A C E O F 
  R E B E L L I O N 
  Permission granted to photocopy for personal use only. IS LFL. El FFG. 
  8* 
  I mmmm 
  Once per session, when 
  attempting to purchase a 
  legally available item, re-
  duce its rarity by 1 per 
  rank of Know Somebody. 
  S. 
  . 
  When first acquired, choose 
  1 skill: Charm, Coercion. 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend ($) to gain 
  additional # equal to ranks 
  in Smooth Talker. 
  «J.f'lllJ.ia 
  When selling goods legally, 
  gain 1 0 % more credits per 
  rank of Wheel and Deal. 
  • 
  GRIT 
  When first acquired, choose 
  1 skill: Charm. Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend ($) to gain 
  additional # equal to ranks 
  in Smooth Talker. 
  m a p 
  Before 
  making a 
  social 
  check, may spend up to 5 0 
  credits per rank of Creased 
  Palms to upgrade the ability 
  of the check once for every 
  50 spent. 
  When buying or selling 
  goods, may suffer 2 strain 
  to sell for 2 5 % more or 
  buy for 2 5 % less. 
  Gain + 2 wound threshold. 
  L E S k ^ k ^ k m 
  Gain + 1 strain threshold. 
  ITIiffllflilTrW 
  When selling goods legally, 
  gain 1 0 % more credits per 
  rank of Wheel and Deal. 
  Instead of making a Knowl-
  edge check, may take a 
  Bought Info action; spend 
  credits equal to 50 times the 
  difficulty of the check to 
  pass with one 
  Gain + 1 strain threshold. 
  Once per session, when 
  attempting to purchase a 
  legally available item, re-
  duce its rarity by 1 per 
  rank of Know Somebody. 
  At the start of each ses-
  sion, gain 100 credits for 
  each rank of Sound In-
  vestments. 
  At the start of each ses-
  sion, gain 100 credits for 
  each rank of Sound In-
  vestments. 
  i m
  m 
  Perform an Intense Focus 
  maneuver; suffer 1 strain 
  and upgrade the ability of 
  the next skill check once. 
  H 
  P 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Once per session, may re-
  roll any 1 Cool or Negotia-
  tion check. 
  | 
  SUPERIOR 
  REFLEXES 
  Gain + 2 wound threshold. 
  
  DIPLOMAT: Advocate Talent Tree
  Career Skills: Charm, Deception, Knowledge (Care Worlds), Knowledge (Lore), Knowledge (Outer Rim), 
  Knowledge (Xenology), Leadership, Negotiation
  Advocate Bonus Career Skills: Coercion, Deception, Negotiation, Vigilance
  
  DIPLOMAT: Analyst Talent Tree
  Career Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim), 
  Knowledge (Xenology), Leadership, Negotiation
  Analyst Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Warfare), Perception
  
  DIPLOMAT: Propagandist Talent Tree
  Career Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim), 
  Knowledge (Xenology), Leadership, Negotiation
  Propagandist Bonus Career Skills: Charm, Deception, Knowledge (Warfare), Perception
  Cain + 1 strain threshold.
  Whenever any character's 
  Duty would increase, it in­
  creases by an additional I 
  per rank of Positive Spin.
  Remove ■  up to ranks in 
  In the Know from checks 
  to get information from 
  people 
  or 
  disseminate 
  news. Minion NPCs do not 
  realize 
  this 
  character’s 
  allegiance in interviews.
  Once per encounter, when 
  making a Coercion skill 
  check, the character may 
  use Deception skill instead.
  Remove ■  up to ranks in 
  In the Know from checks 
  to get information from 
  people 
  or 
  disseminate 
  news. Minion NPCs do not 
  realize 
  this 
  character's 
  allegiance in interviews.
  Once per session, if no PC’s 
  Duty triggered, make a 
  Daunting (+  +  +  + ) 
  Charm check with the dif­
  ficulty decreased once per 
  rank of Positive Spin to 
  have one PC’s Duty trigger.
  Whenever any character’s 
  Duty would increase, it in­
  creases by an additional 1 
  per rank of Positive Spin.
  Cain +2 wound threshold
  Once per session, choose 
  an organization and make a 
  Hard ( ♦ ♦ ♦ )  Deception 
  check. On success, organi­
  zation members have their 
  wound thresholds reduced 
  by 1, plus I per #  &  
  until the end of the session.
  Choose any 2 skills. They 
  permanently become ca­
  reer skills.
  Gain + 1 strain threshold.
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank 
  of Confidence.
  Cain +2 wound threshold.
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank 
  of Confidence.
  When targeted by combat 
  check, 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number.
  Once per session, may 
  reveal a contact who can 
  shed light on a chosen 
  subject.
  Whenever any character’s 
  Duty would increase, it in­
  creases by an additional 1 
  per rank of Positive Spin.
  Cain + 1 to a single charac­
  teristic. This cannot bring a 
  characteristic above 6.
  Once per session, make an 
  opposed Deception vs 
  Vigilance check with the 
  difficulty downgraded once 
  per rank of In the Know to 
  have a target NPC believe 
  specific false intelligence.
  Remove ■  up to ranks in 
  In the Know from checks 
  to get information from 
  people 
  or 
  disseminate 
  news. Minion NPCs do not 
  realize 
  this 
  character’s 
  allegiance in interviews.
  
  Diplomat Signature Ability Tree: Diplomatic Solution
  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 
  instead of a Charm check to 
  activate Diplomatic Solution.
  Remove ■  from skill check to 
  activate Diplomatic Solution.
  May activate Diplomatic 
  Solution at the start of any 
  combat turn instead of 
  only at the start of combat.
  Other friendly characters 
  gain □  on social checks un­
  til the end of the encounter 
  per Boost Allies Upgrade.
  May make a Leadership 
  check instead of a Charm 
  check to activate Diplo­
  matic Solution.
  Reduce the difficulty of the 
  skill check to activate Dip­
  lomatic Solution to Hard 
  < ♦ ♦ ♦ )
  Diplomatic Solution costs 
  Destiny Point instead of 2.
  Other friendly characters 
  gain □  on social checks un­
  til the end of the encounter 
  per Boost Allies Upgrade.
  SHARING THE SPOTLIGHT
  D
   iplomatic Solution gives Diplomat characters 
  a great deal of narrative power, and lets them 
  shape entire scenes and even whole sessions. 
  While this can be a lot of fun if used at appro­
  priate times, sometimes the Soldier just wants 
  to fire that heavy blaster rifle at some storm- 
  troopers or the Ace is looking to dogfight with 
  a deadly foe. The GM should keep this in mind, 
  and consider ways in which the Diplomat and 
  more martially minded characters can contrib­
  ute at the same time, so that everyone has fun!
  Of course, when the Diplomat does use Diplo­
  matic Solution, the GM should encourage the 
  other PCs to participate in the ensuing encoun­
  ter, even if diplomacy is not their strong suit. 
  After all, Soldiers, Commanders, and Aces can 
  offer insight into the realities of the battlefield 
  that Diplomats might lack, while Spies and 
  Engineers often have information that nobody 
  else in the party would have reason to pos­
  sess. Many different skills can be used over the 
  course of a diplomatic encounter, and the GM 
  should encourage the PCs to be creative!
  Other times, the GM should consider ways 
  that the Diplomat can use Diplomatic Solution 
  without depriving the other PCs of a fight. For 
  instance, in a battle with Imperial troops, the 
  GM might let the Diplomat use this signature 
  ability to negotiate a cease-fire mid-battle to 
  exchange prisoners or to evacuate civilians 
  from the area, but not end the battle entirely. 
  Alternatively, if the PCs are on a mission to 
  negotiate for supplies or support, Diplomatic 
  Solution might let the Diplomat smooth over 
  ruffled feathers after a situation turns hostile, 
  but not completely eliminate the need for com­
  bat. Perhaps an offended party demands a duel 
  to see honor upheld, or maybe the aggrieved 
  group demands that the PCs take care of some 
  dangerous task to make amends. This is where 
  other characters can step in and shine!
  By using narrative techniques like these, the 
  GM can let the Diplomat affect the story in a 
  big way by defusing conflicts and still give the 
  other characters important jobs in the diplo­
  matic process.
  
  Diplomat Signature Ability 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.
  Choose 1 character. Up­
  grade the ability of all so­
  cial checks once per Lever­
  age Upgrade against that 
  character until the end of 
  the encounter.
  Unmatched Insight costs 
  Destiny Point instead of 2.
  Choose 1 
  character. Up­
  grade the ability of all so­
  cial checks once per Lever­
  age Upgrade against that 
  character until the end of 
  the encounter.
  Notice one important detail 
  that a chosen 
  character 
  would prefer to conceal.
  The character realizes the 
  motivations of each other 
  participant in the scene.
  Increase the number of par­
  ticipants affected by 2 per 
  Increase Number upgrade.
  Increase the number of par­
  ticipants affected by 2 per 
  Increase Number upgrade.
  Unmatched Insight may be 
  used twice per game session.
  
  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 
  CHARACTER CREATION 
  A C E O F 
  R E B E L L I O N 
  Permission granted to photocopy for personal use only. 0 LFL. 0 FFG. 
  Remove • per rank of 
  Gearhead from Mechan-
  ics 
  checks. 
  Halve the 
  credit cost to add mods 
  to attachments. 
  p i 
  Gain + 2 wound threshold. 
  When 
  repairing 
  system 
  strain on a starship or ve-
  hicle, repair 1 additional 
  system strain per rank of 
  Fine Tuning. 
  I U . l l l , J l « 
  When repairing hull trau-
  ma on a starship or vehi-
  cle, repair 1 additional 
  hull trauma per rank of 
  Solid Repairs. 
  Gain + 1 strain threshold. 
  Remove • per rank of 
  Gearhead from Mechan-
  ics 
  checks. 
  Halve the 
  credit cost to add mods 
  to attachments. 
  w 
  When repairing hull trau-
  ma on a starship or vehi-
  cle, repair 1 additional 
  hull trauma per rank of 
  Solid Repairs. 
  Once per session, may 
  take a Redundant Systems 
  action; make an Easy {4}) 
  Mechanics check to har-
  vest components from a 
  functioning device to re-
  pair a broken one without 
  breaking the first device. 
  When repairing hull trau-
  ma on a starship or vehi-
  cle, repair 1 additional 
  hull trauma per rank of 
  Solid Repairs. 
  Gain + 1 soak value. 
  i i:H,iii,uiiw,ta> 
  Once per session, may take 
  a Bad Motivator action; 
  make a Hard ( + 4/ 4}) 
  Mechanics check to cause 
  one 
  targeted 
  device to 
  spontaneously fail. 
  I 
  T O U G H E N E D 
  Once per session, may take 
  Contraption action; make a 
  Hard 4/4/4/ Mechanics 
  check to fashion a device to 
  solve a current problem us-
  ing just the tools and parts 
  on hand. 
  When repairing hull trau-
  ma on a starship or vehi-
  cle, repair 1 additional 
  hull trauma per rank of 
  Solid Repairs. 
  When 
  repairing 
  system 
  strain on a starship or ve-
  hicle, repair 1 additional 
  system strain per rank of 
  Fine Tuning. 
  When staggered or disori-
  ented, perform the Hard 
  Headed 
  action; make a 
  Daunting (4444) Dis-
  cipline check to remove 
  status. Difficulty reduced I 
  per rank of Hard Headed. 
  Once per session, may re-
  roll any 1 Mechanics check. 
  i m g g y 
  Spend 1 Destiny Point to 
  perform a Hold Together in-
  cidental immediately after 
  vehicle or starship 
  takes 
  damage to turn 
  damage 
  into system strain. 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  When incapacitated due 
  to strain exceeding thresh-
  old, may take a more dif-
  ficult Hard Headed action 
  to reduce strain to 1 be-
  low threshold. 
  
  Engineer: Saboteur Talent Tree 
  Career Skills: Athletics, Computers, Knowledge (Education), Mechanics, Perception, Piloting (Space), 
  Ranged (Light), Vigilance 
  Saboteur Bonus Career Skills: Coordination, Mechanics, Skulduggery, Stealth 
  CHARACTER CREATION 
  A G E 
  O F 
  R E B E L L I O N 
  Permission granted to photocopy for personal use only. (3 LFL. 19 FFG 
  When involuntarily suffer-
  ing strain, suffer 1 less 
  strain per rank of Resolve, 
  to a minimum of I. 
  Once per encounter, may 
  use Second Wind inciden-
  tal to recover strain equal 
  I 
  to ranks in Second Wind. 
  Gain + 1 strain threshold. 
  I I:H.I1U,UJ*. 
  When recovering strain af-
  ter an encounter, recover 1 
  additional strain per rank 
  of Rapid Recovery. 
  I • 
  GRIT 
  I l.n , J ' 1» 
  Increase 
  Blast 
  damage 
  dealt by explosives, ex-
  plosive weapons, and gre-
  nades by I per rank of 
  Powerful Blast. 
  Gain + 2 wound threshold. 
  Once per encounter, may 
  use Second Wind inciden-
  tal to recover strain equal 
  to ranks in Second Wind. 
  May spend 1 Destiny Point 
  to perform a Move maneu-
  ver as an incidental to at-
  tempt to move into cover or 
  out of the Blast range of a 
  weapon or explosion. 
  i n a i f 
  When recovering strain af-
  ter an encounter, recover 1 
  additional strain per rank 
  of Rapid Recovery. 
  When involuntarily suffer-
  ing strain, suffer I 
  less 
  strain per rank of Resolve, 
  to a minimum of 1. 
  When staggered or disori-
  ented, perform the Hard 
  Headed 
  action; make a 
  Daunting (4444) Dis-
  cipline check to remove 
  status. Difficulty reduced 1 
  per rank of Hard Headed. 
  Gain + 2 wound threshold. 
  k 
  When using any weapon 
  with the Blast quality, spend 
  i > to exclude 1 target that 
  would normally be affected 
  by the explosion. May not 
  exceed ranks in Selective 
  Detonation. 
  When activating Time to Go, 
  allow 1 engaged ally to also 
  perform an out of turn Move 
  maneuver as an incidental to 
  attempt to move into cover 
  or out of the Blast range of a 
  weapon or explosion. 
  Increase 
  Blast 
  damage 
  dealt by explosives, ex-
  plosive weapons, and gre-
  nades by 1 per rank of 
  Powerful Blast. 
  Gain + 1 to a single charac-
  teristic This cannot bring a 
  characteristic above 6. 
  — j » 
  Decrease the 
  cost to 
  activate the Blast quality 
  on any weapon used by 1 
  to a minimum of I. 
  ft 
  • 
  When using any weapon 
  with the Blast quality, spend 
  \ > to exclude 1 target that 
  would normally be affected 
  by the explosion. May not 
  exceed ranks in Selective 
  Detonation. 
  When incapacitated due 
  to strain exceeding thresh-
  old, may take a more dif-
  ficult Hard Headed action 
  to reduce strain to 1 be-
  low threshold. 
  
  Engineer: Scientist Talent Tree 
  Career Skills: Athletics, Computers, Knowledge (Education), Mechanics, Perception, Piloting (Space), 
  Ranged (Light), Ifigilance 
  Scientist Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Lore), Medicine 
  CHARACTER CREATION 
  A G E 
  O F 
  R E B E L L I O N 8* 
  Permission granted to photocopy for personal use only. E LFL. 0 FFG. 
  When acquired, choose 1 
  Knowledge 
  skill. 
  When 
  making that skill check, 
  may spend ($) result to 
  gain additional successes 
  equal to ranks in Knowl-
  edge Specialization. 
  ft 
  I 
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning by 
  one per rank of Respect-
  ed Scholar. 
  Remove • per rank of Re-
  searcher from Knowledge 
  checks. Researching a sub-
  ject takes half the time. 
  i iu"j:ii'H,m 
  When directing NPC droids. 
  may grant them • per rank 
  of Speaks Binary on checks. 
  Remove • per rank of Re-
  searcher from Knowledge 
  checks. Researching a sub-
  ject takes half the time. 
  When acquired, choose 1 
  Knowledge 
  skill. 
  When 
  making that skill check, 
  may spend <$) result to 
  gain additional successes 
  equal to ranks in Knowl-
  edge Specialization. 
  I l l U . I J l U t W J J * 
  Cain hidden storage in ve-
  hicle or equipment that 
  holds items with total en-
  cumbrance equal to ranks 
  in Hidden Storage. 
  May add 1 additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may only be 
  modified once. 
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning by 
  one per rank of Respect-
  ed Scholar. 
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Intellect and 
  Cunning checks until end 
  of encounter. 
  When directing NPC droids, 
  may grant them • per rank 
  of Speaks Binary on checks. 
  When 
  constructing new 
  items or modifying attach-
  ments, add • or remove • 
  per rank of Inventor. 
  I 
  —
  » 
  Once per session, may re-
  roll any 1 Knowledge skill 
  check. 
  Once per session, 
  make 
  one skill check using Intel-
  lect rather than the charac-
  teristic linked to that skill. 
  When 
  constructing new 
  items or modifying attach-
  ments, add • or remove • 
  per rank of Inventor. 
  May add I additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may only be 
  modified once. 
  Spend 1 Destiny Point to 
  perform a Utility Belt inci-
  dental; produce a previously 
  undocumented 
  item 
  or 
  weapon 
  (with restrictions) 
  from a tool belt or a satchel. 
  Cain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Once per session, may intro-
  duce a "fact" into the narra-
  tive as if a Destiny Point had 
  been spent. 
  Perform an Intense Focus 
  maneuver; suffer 1 strain 
  and upgrade the ability of 
  the next skill check once. 
  
  Soldier: Commando Talent Tree 
  Career Skills: Athletics, Brawl, Knowledge (Warfare), Medicine, Melee, Ranged (Light), 
  Ranged (Heavy), Survival 
  Commando Bonus Career Skills: Brawl, Melee, Resilience, Survival 
  CHARACTER CREATION 
  A C E 
  O F 
  R E B E L L I O N 
  8* 
  Permission granted to photocopy For personal use only. £1 LFL. 0 FFG. 
  • • • • 
  ^
  \ 
  Add • per rank of Physical 
  Training to Athletics and Re-
  silience checks. 
  Cain + 1 strain threshold 
  k 
  Cain + 2 wound threshold. 
  Add 1 damage per rank of 
  Point Blank to damage of 
  one hit of successful attack 
  using Ranged (Heavy) or 
  Ranged 
  (Light) 
  skills at 
  short range or engaged. 
  Cain + 2 wound threshold. 
  k 
  May reduce any Critical Inju-
  ry suffered by 10 per rank of 
  Durable, to a minimum of 1. 
  w 
  Add • per rank of Physical 
  Training to Athletics and Re-
  silience checks. 
  Treat thrown weapons as if 
  they had 1 greater range. 
  Add 1 damage per rank of 
  Feral Strength to one hit of 
  successful attack made using 
  Brawl or Melee skill. 
  Once per session, may re-
  roll any 1 Resilience or Sur-
  vival check. 
  When wearing armor, in-
  crease total soak value by 1. 
  Add • per rank of Blooded 
  to all checks to resist or re-
  cover from poisons, ven-
  oms, or toxins. Reduce du-
  ration of ongoing poisons by 
  1 round per rank of Blood-
  ed, to a minimum of 1. 
  Cain + 2 wound threshold. 
  I 
  — 
  May spend 1 Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  encounter. 
  May reduce any Critical Inju-
  ry suffered by 10 per rank of 
  Durable, to a minimum of 1. 
  l 
  After hitting with a melee 
  attack, may spend <$) to 
  knock the target prone. 
  k 
  1 
  B U B r 
  Add 1 damage per rank of 
  Feral Strength to one hit of 
  successful attack made using 
  Brawl or Melee skill.. 
  If a Critical Injury roll is 1 
  or reduced to 1. do not 
  receive the critical injury. 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  I 
  | I H J J J j l J J 
  When wearing armor with a 
  soak value of 2 or higher, in-
  crease defense by I. 
  
  Soldier: Medic Talent Tree 
  Career Skills: Athletics, Brawl, Knowledge (Warfare), Medicine, Melee, Ranged (Light), 
  Ranged (Heauy), Survival 
  Medic Bonus Career Skills: Knowledge (Xenology), Medicine, Resilience, Vigilance 
  «8 
  CHARACTER CREATION 
  A C E O F R E B E L L I O N 
  Permission granted to photocopy for personal use only. © LFL. IS FFG. 
  I E 
  ^ 
  Remove up to • • from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time. 
  Stimpacks 
  heal 1 addi-
  tional wound per rank of 
  Stimpack Specialization. 
  Cain + 1 strain threshold. 
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional wound 
  per rank of Surgeon. 
  Gain + 2 wound threshold. 
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional wound 
  per rank of Surgeon. 
  —
  —
  ^
  ^
  ^
  ^ 
  Stimpacks 
  heal 1 addi-
  tional wound per rank of 
  Stimpack Specialization. 
  V 
  Patients heal 1 additional 
  wound per rank of Bacta 
  Specialist when they heal 
  wounds via bacta tanks or 
  long-term care. 
  X. 
  A 
  I l,"-H- 1 ' II 
  Once per round, suffer 2 
  strain to decrease the dif-
  ficulty of a Medicine check 
  b y l . 
  I BBBUBSP 
  Choose any 2 skills. They 
  permanently become ca-
  reer skills. 
  Cain + 1 strain threshold. 
  • M
  i 
  Take the Stim Application 
  Action; make an Average 
  {4} 4}) Medicine check If 
  successful, 1 engaged ally 
  increases 1 characteristic 
  by 1 for the remainder of 
  the encounter and suffers 
  4 strain. 
  • 
  When targeted by combat 
  check, 
  may perform a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check bv that number. 
  Once per session, may re-
  roll any 1 Medicine check. 
  When performing Stim Ap-
  plication Action, may in-
  crease difficulty of check to 
  Hard {4} 4} 4)), and target 
  only suffers 1 strain. 
  Stimpacks heal 1 addi-
  tional wound per rank of 
  Stimpack Specialization. 
  I T W T T T T " T T I 
  When performing the Stim 
  Application action, spend 
  ($> to increase an addi-
  tional characteristic by 1. 
  Once per session when an 
  ally would suffer a Critical 
  Injury, may take an It's Not 
  That Bad action; make a 
  Hard {4} 4} 4}) Medicine 
  check to stop the ally from 
  gaining the Critical Injury. 
  I 
  I . I J . I I J y . M 
  p 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  After a making a successful 
  attack, may spend I Desti-
  ny Point to add damage 
  equal to Intellect to one hit. 
  
  Soldier: Sharpshooter Talent Tree 
  Career Skills: Athletics, Brawl, Knowledge (Warfare), Medicine, Melee, Ranged (Light), 
  Ranged (Heavy), Survival 
  Sharpshooter Bonus Career Skills: Cool, Perception, Ranged (Light), Ranged (Heavy) 
  CHARACTER CREATION 
  A C E 
  O F 
  R E B E L L I O N 
  3» 
  Permission granted to photocopy for personal use only. E LFL. 0 FFG. 
  I EBBBgfr 
  Remove • per rank of Ex-
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target by half. 
  Before 
  making 
  a non-
  thrown ranged attack, may 
  perform a Sniper Shot ma-
  neuver 
  to 
  increase 
  the 
  weapon's range by 1 range 
  band per rank in Sniper 
  Shot. Upgrade the difficulty 
  of the attack by 1 per range 
  band increase. 
  Perform the Brace ma-
  neuver to remove • per 
  rank of Brace from next 
  action. This may only re-
  move • 
  added by envi-
  ronmental circumstances. 
  Cain + I strain threshold. 
  k 
  Add + 1 0 per rank of Le-
  thal Blows to any Critical 
  Injury results inflicted on 
  opponents. 
  Once per round, may per-
  form a True Aim maneuver 
  to gain benefits of aiming 
  and upgrade combat check 
  once per rank of True Aim. 
  I 
  — 
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill to 
  one hit of successful attack 
  made using that skill. 
  Cain + 1 strain threshold. 
  Perform the Brace ma-
  neuver to remove • per 
  rank of Brace from next 
  Action. This may only re-
  move • 
  added by envi-
  ronmental circumstances. 
  Add + 1 0 per rank of Le-
  thal Blows to any Critical 
  Injury results inflicted on 
  opponents. 
  Before 
  making 
  a non-
  thrown ranged attack, may 
  perform a Sniper Shot ma-
  neuver 
  to 
  increase 
  the 
  weapon's range by 1 range 
  band per rank in Sniper 
  Shot. Upgrade the difficulty 
  of the attack by 1 per range 
  band increase. 
  Once per round, may per-
  form a True Aim maneuver 
  to gain benefits of aiming 
  and upgrade combat check 
  once per rank of True Aim. 
  Remove • per rank of Ex-
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target bv half. 
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill to 
  one hit of successful attack 
  made using that skill. 
  Gain + 2 wound threshold. 
  Increase the difficulty of 
  next combat check by 1. If 
  check deals damage, target 
  suffers 1 strain whenever 
  he moves for the remainder 
  of the encounter. 
  Once per session, 
  make 
  one skill check using Agility 
  rather than the characteris-
  tic linked to that skill. 
  V 
  . 
  Once per session, may re-
  roll any 1 Ranged (Light) 
  or Ranged (Heavy) check. 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  After making a successful 
  attack, may spend 1 Desti-
  ny Point to add damage 
  equal to Agility to one hit. 
  
  Spy: Infiltrator Talent Tree 
  Career Skills: Computers, Cool, Coordination, Deception, Knowledge (Warfare), Perception, 
  Skulduggery, Stealth 
  Infiltrator Bonus Career Skills: Deception, Melee, Skulduggery, Streetwise 
  CHARACTER CREATION 
  A C E 
  O F 
  R E B E L L I O N 
  Permission granted to photocopy for personal use only. E) LFL. GD FFG. 
  Cain + 1 strain threshold. 
  v 
  When targeted by combat 
  check, 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  When making a Melee or 
  Brawl check, suffer a num-
  ber of strain to upgrade 
  the attack an equal num-
  ber of times. The strain suf-
  fered 
  may not 
  exceed 
  ranks in Frenzied Attack. 
  I 
  —
  » 
  Once per round, may per-
  form Defensive Stance ma-
  neuver and suffer a num-
  ber of strain to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number. 
  Strain 
  suffered 
  this way cannot 
  exceed 
  ranks in Defensive Stance. 
  Once per round, may stand 
  from seated or prone as an 
  incidental. 
  After making a successful 
  attack, may spend 1 Desti-
  ny Point to add damage 
  equal to Cunning to one hit. 
  • 
  GRIT 
  When 
  making 
  Melee 
  checks, may inflict damage 
  as strain instead of wounds. 
  This does not ignore soak. 
  0 
  After hitting with a melee 
  attack, may spend ($) to 
  knock the target prone. 
  When making a Melee or 
  Brawl check, suffer a num-
  ber of strain to upgrade 
  the attack an equal num-
  ber of times. The strain suf-
  fered 
  may not exceed 
  ranks in Frenzied Attack. 
  Cain + 1 strain threshold. 
  When targeted by combat 
  check, 
  may 
  perform 
  a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge, then 
  upgrade the difficulty of the 
  check by that number. 
  Once per round, may per-
  form Defensive Stance ma-
  neuver and suffer a num-
  ber of strain to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number. 
  Strain 
  suffered 
  this way cannot 
  exceed 
  ranks in Defensive Stance. 
  i m HI.IUII* 
  Once per session, may re-
  roll any 1 Skulduggery or 
  Stealth check. 
  When dealing strain dam-
  age with Melee or Brawl 
  checks, may spend ($) to 
  stagger target for 1 round 
  per ® 
  Cain + 2 wound threshold. 
  Once per session, may re-
  roll any 1 Brawl or Melee 
  check. 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  • H P 
  Once per session, 
  make 
  one skill check using Cun-
  ning rather than the charac-
  teristic linked to that skill. 
  Once per round, suffer 2 
  strain to decrease difficulty 
  of next Stealth or Skuldug-
  gery check by 1. 
  
  Spy: Scout Talent Tree 
  Career Skills: Computers, Cool, Coordination, Deception, Knowledge (Warfare), Perception, 
  Skulduggery, Stealth 
  Scout Bonus Career Skills: Athletics, Medicine, Piloting (Planetary), Suruiual 
  CHARACTER CREATION 
  A C E O F 
  R E B E L L I O N 
  Permission granted to photocopy For personal use only. 0 LFL. 0 FFG. 
  i
  — 
  When recovering strain af-
  ter an encounter, recover 1 
  additional strain per rank 
  of Rapid Recovery. 
  Add • per rank of Stalker 
  to Stealth and Coordina-
  tion checks. 
  Gain + 1 strain threshold. 
  During a chase, add • per 
  rank in Shortcut to any 
  checks made to catch or 
  escape an opponent. 
  P 
  After hitting with combat 
  check, may spend O 
  O 
  to disorient target for num-
  ber of rounds equal to 
  ranks in Disorient. 
  Remove up to • • from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time. 
  Add • per rank of Quick 
  Strike to combat 
  checks 
  against targets that have not 
  yet acted this encounter. 
  Once per round, may 
  mount or dismount a ve-
  hicle or beast, or enter a 
  cockpit or weapon station 
  on a vehicle, as an inci-
  dental. 
  I IJL ,1 „• J,],'l 
  When recovering strain af-
  ter an encounter, recover 1 
  additional strain per rank 
  of Rapid Recovery. 
  P 
  Once per session, may re-
  roll any 1 Perception or 
  Vigilance check. 
  Once per session, may per-
  form a Familiar Suns maneu-
  ver; make a Hard {4} 4) 4)) 
  Knowledge (Outer Rim) or 
  (Core Worlds) check to re 
  veal the current type of plan-
  etary environment and oth-
  er useful information. 
  During a chase, add • per 
  rank in Shortcut to any 
  checks made to catch or 
  escape an opponent. 
  Add • per rank of Quick 
  Strike to combat 
  checks 
  against targets that have not 
  yet acted this encounter. 
  j g j g j j g j 
  p 
  Gain + 2 wound threshold. 
  Allies within close range 
  add • to Perception or 
  Vigilance checks. Engaged 
  allies add • • 
  Gain + I strain threshold. 
  Spend 1 Destiny Point to 
  perform a Utility Belt inci-
  dental; produce a previously 
  undocumented 
  item 
  or 
  weapon 
  (with restrictions) 
  from a tool belt or a satchel. 
  ••I J . l W i l . M 
  p 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Add • per rank of Stalker 
  to Stealth and Coordina-
  tion checks. 
  After hitting with combat 
  check, may spend O 
  O 
  to disorient target for num-
  ber of rounds equal to 
  ranks in Disorient. 
  
  Spy: Slicer Talent Tree 
  Career Skills: Computers, Cool, Coordination, Deception, Knowledge (Warfare), Perception, 
  Skulduggery, Stealth 
  Slicer Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth 
  CHARACTER CREATION 
  A C E 
  O F 
  R E B E L L I O N 
  Permission granted to photocopy For personal use only. _ LFL. _ FFG. 
  Remove • per rank in Co-
  debreaker from checks to 
  break codes or decrypt 
  communications. Decrease 
  difficulty 
  of checks to 
  break codes or decrypt 
  communications by 1. 
  Gain + I strain threshold. 
  Reduce time needed to 
  complete 
  computer-relat-
  ed tasks by 2 5 % per rank. 
  I 
  — 
  Remove • 
  per rank of 
  Bypass 
  Security 
  from 
  checks made to disable a 
  security device or open a 
  locked door. 
  I 
  E
  H 
  When defending comput-
  er systems, add • per 
  rank of Defensive Slicing 
  to opponents' checks. 
  Reduce time needed to 
  complete 
  computer-relat-
  ed tasks by 2 5 % per rank. 
  V 
  Gain + 1 strain threshold. 
  I 
  I — 
  Remove • 
  per rank of 
  Bypass 
  Security 
  from 
  checks made to disable a 
  security device or open a 
  locked door. 
  Gain + I strain threshold. 
  I 
  M
  B 
  When defending comput-
  er systems, add • per 
  rank of Defensive Slicing 
  to opponents' checks. 
  Remove • 
  per rank of 
  Bypass 
  Security 
  from 
  checks made to disable a 
  security device or open a 
  locked door. 
  Once per session, may re-
  roll any 1 Computers or 
  Astrogation check. 
  1 s n a p 
  When defending comput-
  er systems, add • per 
  rank of Defensive Slicing 
  to opponents' checks. 
  Defensive Slicing now up-
  grades 
  opponents' 
  diffi-
  culty once per rank of 
  Defensive Slicing; this re-
  places the usual benefits. 
  Remove • per rank in Co-
  debreaker from checks to 
  break codes or decrypt 
  communications. Decrease 
  difficulty 
  of checks to 
  break codes or decrypt 
  communications by 1. 
  When involuntarily suffer-
  ing strain, suffer I 
  less 
  strain per rank of Resolve, 
  to a minimum of 1. 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Intellect or 
  Cunning checks until end 
  of encounter. 
  I 
  WEMB 
  Once per round, may take 
  a Master Slicer incidental to 
  suffer 2 strain and decrease 
  difficulty of Computers or 
  other slicing checks by 1, to 
  a minimum of Easy [4)). 
  When making a Computers 
  check, may spend 
  to 
  make 
  further 
  Computers 
  checks within this system 
  as maneuvers. 
  
  CONSULAR: Healer 
  Career Skills: Cool, Discipline, Knowledge (Education), Knowledge (lore), leadership, Negotiation 
  Additional Career Skills: Discipline, Knowledge (Education), Knowledge lXenologyJ, Medicine 
  • 
  SURGEON 
  When making a Medicine 
  check 10 help a character 
  heal wounds. I he largel 
  heals I add1tronal wound 
  per rank of Surgeon. 
  • 
  PHYSICIAN 
  When making a Medicine 
  check to help a character 
  heal \\rounds. Lhe target 
  heals l add1uonal strain 
  per rank or Physrc1an 
  Commit 0 For every full 
  encounter O 1 ema1ns com-
  mitted. l1eal I wound per 
  rank of Healing Trance 
  • 
  SURGEON 
  When making a Medrc1ne 
  check to l1elp a character 
  heal wounds. l11e target 
  l1eals 1 add1Lronal wound 
  per rank of Sui geon 
  • 
  DEDICATION 
  Gain + l to a single cllarac -
  tenst1c. This cannot bnng a 
  characterisuc above 6 
  Commit 0 
  For every full 
  encounter 0 remains com-
  mitted. heal l wound per 
  rank of Healing Trance. 
  • 
  PHYSICIAN 
  When making a Med1c1ne 
  check to help a character 
  heal 
  ~vounds. the target 
  heals l add1t1onal strain 
  per rank of Phys1c1an 
  • 
  GRIT 
  Gain + 1 strain threshold 
  When heallng wounds due 
  to Healing Trance. make a 
  Resilience check to l1eal a 
  Critical Injury. Dirliculty of 
  tile check equals severity of 
  the Critical Injury . 
  • 
  NATURAL DOCTOR 
  Once per session. may re 
  roll any l Med1c1ne check. 
  • 
  RAPID RECOVERY 
  When l1eal1ng strain after 
  an encounter. heal l addi· 
  llonal strain per rank of 
  Rapid Recovery 
  • 
  GRIT 
  Gain + l strain threshold. 
  When healing an ally. 
  spend I Destiny Point to 
  heal add1t1onal 
  ~vounds 
  equal lo ranks 1n Kno~vl· 
  edge (Xenology) 
  When an opponent targets 
  character with a Force pow-
  er. reduce()generated by l 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  PHYSICIAN 
  When making a Med1c1ne 
  check to help a characte1 
  heal wounds, L11e target 
  heals I adclil1onal strain 
  per rank or Pl1ys1c1an. 
  Commit O Fo1 every full 
  encounter 0 remains com 
  milted. l1eal l 1vound per 
  rank or Healing Trance 
  • 
  RAPID RECOVERY 
  When healing strain after 
  an encounter. heal I add1 
  tional strain per rank or 
  RaprcJ Recovery 
  • 
  TOUGHENED 
  Gain + ? ~vound threshold 
  Spend a maneuver and 
  suffer / strain to extend 
  Calming Aur<1'<; effects Lo 
  allies equal 10 Willpower at 
  sl1or1 range uni 11 sta1 t of 
  next lL11 n 
  CHARACTER CREATION 
  FORCE AM> DEl11NY 
  Permission granted to photocopy for personal use only. © LFL. © FFG. 
  
  CONSULAR: Niman Disciple 
  Career Skills: Cool, Discipline, Knowledge (Education), Knowledge (lore), leadership, Negotiation 
  Additional Career Skills: Discipline, leadership, lightsaber, Negotiation 
  • 
  PARRY 
  When l1it by a melee at-
  tack, suffer 3 strain LO re-
  d11ce damage by 2 plus 
  ranks in Parry. 
  When wielding a Lighl· 
  saber. Melee. or Brawl 
  weapon. tl1e weapon gains 
  I he Defensive quality 1-vith 
  a rating equal Lo ranks in 
  Defensive Training . 
  • 
  PARRY 
  When hit by a melee at-
  tack. suffer 3 strain to re-
  duce damage l)y 2 plus 
  ranks 1n Parry. 
  May spend @ or t) t) 
  with successful Ligl1tsabcr 
  check to disarm opponent 
  • 
  DEDICATION 
  Gain + I to a single charac-
  1 erislic. This cannot bring a 
  cl1aracterist ic above 6. 
  • 
  NOBODY'S FDOL 
  May upgrade difficulty of 
  incoming Charm. Coercion. 
  or Deception ct1ecks once 
  per rank of Nobody's Fool. 
  When making a Lightsaber 
  skill check, the character 
  may use Willpower instead 
  of Bravvn. 
  Add D to all Charm. Coer-
  cion. and Deception checks 
  unless the target is immune 
  to Force powers. 
  When l1it by a ranged at· 
  tack, suffer 3 strain to re-
  duce damage by 2 plus 
  ran ks in Reflect. 
  Spend @ or t> t> t> on a 
  missed Ugl1tsaber (Willpow-
  er) combat check to imme-
  diately perform Move Force 
  power aclion as maneuver. 
  CHARACTER CREATION 
  FORCE Alll> DESTINY 
  \IVl1en hit by a ranged at· 
  tack. surfer 3 strain to re-
  duce damage by 2 plus 
  ranks in Reflect. 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  When hit by a ranged at-
  tack. suffer 3 strain to re· 
  duce damage by 2 plus 
  ranks in Reflect. 
  Perform Draw Closer action: 
  make a Lightsaber ('v\fillpow-
  er) combat check against 
  one silhouette I target within 
  medium range, adding 0 no 
  greater than Force rating to 
  check. Spend () to move 
  target one range band closer 
  or to add :-P. to check . 
  • 
  Permission granted to photocopy for personal use only. [Q LFL. [Q FFG. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  GRIT 
  Gain + I strain threshold. 
  • 
  PARRY 
  When 111L by a melee at-
  tack. suffer 3 sl rain to re-
  duce damage by 2 plus 
  ranks 1n Parry. 
  Wt1en wielding a Light· 
  saber. Melee. or Brawl 
  weapon. the weapon gains 
  the Defensive quality with 
  a rating equal to ranks in 
  Defensive Training. 
  Take a Center or Being ma-
  neuver Until the beginning 
  of next turn. allacks against 
  the character increase their 
  crilical rating by 1 per rank 
  of Center of Being. 
  Suffer 1 strain to perform 
  Center of Being maneuver 
  as an 1nc1dental. 
  
  CONSULAR: Sage 
  Career Skills: Caal, Discipline, Knowledge (Education), Knowledge (lore), leadership, Negotiation 
  Additional Career Skills: Astragatian, Charm, Cool, Knowledge (lore) 
  • 
  GRIT 
  Gain + I slra1n threshold 
  • 
  SMOOTH TALKER 
  When first acquired. choose 
  I skill. Charm. Coercion. De-
  ception. 
  or 
  Negot1at1on 
  When making c11ecks w1lh 
  that skill. spend 
  to gain 
  additional ~ equal to ranks 
  1n Smooth Talker 
  • 
  VALUABLE FACTS 
  Once per encounte1. per-
  form Valuable Facts acuon. 
  make an Average (+ +l 
  Knowledge check If sue 
  cessful. add @ to one ally's 
  skill check dunng tile en 
  counter 
  When tile character recov 
  ers strain at the end of Lile 
  encounter. lie may add 0 
  per Force rating. He recov-
  ers add1t1onal SI rain equal 
  to()generated 
  Remove • per rank of Kill 
  w1l11 
  Kindness from all 
  Charm 
  and 
  Leadership 
  cl1ecks. 
  • 
  RESEARCHER 
  Remove • per rank of Re 
  searcher from all Kno1'VI 
  edge checks. Researching a 
  subjecl Lakes half the ume 
  • 
  SMOOTH TALKER 
  When first acquired. choose 
  I skill: Charm. Coercion. De-
  cepuon. 
  or 
  Negouat1on 
  When making checks with 
  that skill. spend @ to gain 
  add1t1onal ~ equal to ranks 
  1n Smooth Talker 
  • 
  GRIT 
  Gain + I strain threshold. 
  Once per session. may suf-
  fer 2 strain to perform 
  Force power action as ma-
  neuver. 
  • 
  RESEARCHER 
  Ren1ove • per rank of Re-
  searct1er from all Knowl-
  edge checks. Researching a 
  subjecl lakes half lhe Lime. 
  • 
  CONFIDENCE 
  May decrease difficulty 
  of D1sc1pline checks to 
  avoid fear by I per rank 
  of Confidence 
  Wilen acquired, choose 1 
  Knowledge 
  skill 
  When 
  making that skill check, 
  may spend @ result to gain 
  add1t1onal successes equal 
  Lo ranks 1n l<no1vledge Spe-
  c1allzat1on 
  May spend 1 Destiny Point 
  lo disengage from engaged 
  enemy as an oul-of-turn in-
  cidental 
  Once per session, may re-
  roll any I Cool or Negot1a-
  t1on check. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  GRIT 
  Gain + 1 strain t11resl1old 
  When acquired. choose 
  Knowledge 
  skill 
  When 
  making that skill check. 
  may spend @ result lo gain 
  additional successes equal 
  to ranks in l<no1ovledge Spe-
  c1allzauon 
  Once per session. med1ta1e. 
  then perform One w1L11 L11e 
  Universe action. make Aver-
  age (+ +l Astrogation 
  check If successful. acid O 
  to all Force power cllecks 1n 
  next encounter If successf111 
  1v1th {§~ . add e 1nstead 
  \Nllen acquired. choose 1 
  l<nowledge 
  skill 
  Wl1en 
  mal<1ng I hat sl<1ll cl1ecl<. 
  may spenc1 @ result Lo gain 
  adctiuonal successes equal 
  lo ranks 1n Kno1vledge Spe-
  ciahzallon. 
  Gain + 1 Force raung 
  CHARACTER CREATION 
  FORCE AJm DESTINY 
  Permission granted to photocopy for personal use only. © LFL © FFG. 
  
  GUARDIAN: Peacekeeper 
  Career Skills: Brawl, Cool, Discipline, Melee, Resilience, Vigilance 
  Additional Career Skills: Discipline, Leadership, Perception, Piloting (Planetary) 
  • 
  COMMAND 
  Add O per rank of Com· 
  mand when making Lead· 
  ership checks. Affected Lar· 
  gets add O to Discipline 
  checks for next 24 hours. 
  Remove • 
  per rank of 
  Commanding 
  Presence 
  from 
  Leadersl1ip 
  and 
  Cool checks . 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  • 
  STEELY NERVES 
  Spend I Destiny Point to 
  ignore effects of Critical ln-
  1uries on Willpower or Pres-
  ence checks unul Lhe end of 
  the encounter. 
  If a missed combat check 
  generates @ or O t> O . 
  may spend to perform 
  Force power targeting allies 
  as a maneuver 
  • 
  CONFIDENCE 
  May decrease difficulty 
  of Disc1pl1ne checks lo 
  avoid fear by I per rank 
  of Confidence. 
  • 
  TOUGHENED 
  Gain + 2 wound threshold 
  When making a Leader-
  ship check. add 0 no 
  greater t11an Force rating. 
  Spend () to add :P. or t> 
  lo the resu It. 
  • 
  SECOND WIND 
  Once per encounter. may 
  use Second Wind incidental 
  to recover strain equal to 
  ranks 111 Second Wind. 
  • 
  DEDICATION 
  Gain + 1 to a single charac· 
  teristic. Tl1is cannot bring a 
  characteristic above 6. 
  • 
  SECOND WIND 
  Once per encounter, may 
  use Second Wind incidental 
  to recover strain .equal to 
  ranks in Second \/Vind. 
  • 
  SECOND WIND 
  Once per encounter, may 
  use Second Wind incidental 
  to recover strain equal Lo 
  ranks in Second Wind. 
  • 
  COMMAND 
  Add O per rank of Com· 
  mand wt1en making Lead· 
  ership checks. Affected tar· 
  gets add 0 to Discipline 
  checks for next 24 hours. 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  Gain + 1 Force rating. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  Re1nove • 
  per rank ol 
  Commanding 
  Presence 
  from 
  Leaderst1ip 
  and 
  Cool checks 
  • 
  CONFIDENCE 
  May decrease d1fflcully 
  of Discipline checks lo 
  avoid fear by I per rank 
  of Confidence. 
  COST 10 
  ~~ 
  • 
  FIELD COMMANDER 
  Take l11e Field Commi'inder 
  acuon: 1nake an Average 
  (+ +l Leadership check 
  A number or allies equal lo 
  Presence may in1mcdialely 
  suffer 1 strain Lo perform 1 
  free maneuver. 
  Field Co1nmander action 
  affects allies equal to dou-
  ble Presence. and may 
  spend @ LO allovv allies 10 
  suffer I strain and perform 
  I free aclion instead 
  • 
  NATURAL LEADER 
  Once per session. may re· 
  roll any I Cool or Leader-
  ship check. 
  CHARACTER CREAT ION 
  FOPa AM> DES"ntY 
  Permission granted to photocopy for personal use only. © LFL © FFG. 
  
  GUARDIAN: Protector 
  Career Skills: Brawl, Cool, Discipline, Melee, Resilience, Vigilance 
  Additional Career Skills: Athletics, Medicine, Ranged (Light), Resilience 
  • 
  TOUGHENED 
  Gain + 2 wound Lhreshold. 
  • 
  PARRY 
  v\lhen l11t by a melee at-
  tack. suffer 3 slra1n lo re-
  duce damage by 2 plus 
  ranks in Parry. 
  When l11L by a ranged al 
  1ack. sufler 3 strain Lo re-
  duce dan1age by 2 plus 
  ranks 111 Reflect. 
  \IVhen an engaged ally suf-
  lers a l11t. rnay use Parry or 
  Reflect 1nc1denlal against 
  U1e hit. 
  Take a Center or Being ma 
  neuver. Uni ii the beginning 
  or next turn. attacks against 
  l11e character increase their 
  critical raung by 1 per rank 
  of Center of Being. 
  • 
  BODY GUARD 
  Once per round. perform 
  the Body Guard maneuver 
  to guard an engaged charac-
  ter Suffer a number of strain 
  no greater Lhan ranks of 
  Body Guard. Lhen until the 
  beginning of Lhe next turn 
  upgrade the difficully of 
  combat checks targeting the 
  character by that number . 
  • 
  PHYSICIAN 
  Wl1en making a Medicine 
  check to help a character 
  heal wounds. Lhe target 
  heals 1 additional strain 
  per rank of Physician. 
  St1mpacks 11eal I addilion-
  al wound per rank of Stim-
  pack Spec1al1zation. 
  Perform the Force Protec-
  tion maneuver: suffer 
  1 
  strain and commit O up Lo 
  ranks of Force Protecllon. 
  Increase soak by number of 
  0 commilted unlil beg1n-
  n1ng of next turn. Suffer 1 
  slrain every turn 0 re1nains 
  commitLed. 
  CHARACTER CREATION 
  FORCE AM> DES'T1NY 
  • 
  GRIT 
  Gain + I strain Lhreshold. 
  Slimpacks heal 1 addiUon-
  al wound per rank of St1m-
  pack Spec1alizauon. 
  Allies within short range 
  add D to Percepuon or 
  Vigilance checks. Engaged 
  allies add OD. 
  • 
  GRIT 
  Gain + I strain threshold. 
  • 
  DEDICATION 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Permission granted to photocopy for personal use only. © LFL. © FFG. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  TOUGHENED 
  Gain -t 2 ~vound Lhresl1old 
  Perform t11e Force Protec 
  lion maneuver: suffer I 
  slrain and commit O up Lo 
  ranks or Force Prolecllon 
  Increase soak by number of 
  0 comn1iLLed unul begin-
  ning or next Lum. Suffer I 
  sLra1n every Lurn 0 remains 
  con1m1LLed 
  Take a Center of Being ma-
  neuver. Unlll Lhe beginning 
  of next Lurn, attacks against 
  the character increase their 
  critical rating by I per rank 
  of Center of Being . 
  • 
  BODY GUARD 
  Once per round, perform 
  the Body Guard maneuver 
  to guard an rngaged charac-
  ter. Suffer a number of strain 
  no greater than ranks of 
  Body Guard. 1 hen until U1e 
  beginning of the next tum 
  upgrade Lhe difficulty or 
  combat checks targeting lhe 
  character by Lhat number . 
  Once pe1 session. vvhen an 
  ally protecled by the Body 
  Guard maneuver suffers a 
  hit, suffer Lhe h1L instead. 
  
  GUARDIAN: Soresu Defender 
  Career Skills: Brawl, Cool, Discipline, Melee, Resilience, Vigilance 
  Additional Career Skills: Discipline, Knowledge lloreJ, Lightsaber, Vigilance 
  • 
  PARRY 
  When hil by a melee al· 
  lack. suffer 3 st rain 10 re-
  duce damage by 2 plus 
  ranks 1n Parry 
  When making a check using 
  L11e Lightsaber skill. the 
  character may use Intellect 
  instead of Brawn. 
  • 
  CONFIDENCE 
  May decrease d1fficully 
  of Discipline cl1ecks LO 
  avoid fear by I per rank 
  of Confidence. 
  • 
  PARRY 
  When hit by a melee at· 
  tack. suffer 3 strain to re 
  duce damage by 2 plus 
  ranks in Parry. 
  If the user did not make a 
  combat check during l11s 
  previous Lum. may suffer I 
  strain to use Parry. 
  • 
  PARRY 
  When hit by a melee at-
  Lack. suffer 3 strain to re-
  duce damage by 2 plus 
  ranks 1n Parry. 
  When hil by a ranged at-
  tack. suffer 3 strain to re-
  duce damage by 2 plus 
  ranks in Reflect. 
  • 
  IMPROVED PARRY 
  When parrying a hit that 
  generaLed A or 'o' 'o' 'o' 
  W/ 
  ,_, ,_, ,_, . 
  may hit attacker once 
  w1t11 Lightsaber. Brawl. or 
  Melee weapon (dealing 
  base damage) after origi-
  nal attack resolves. 
  When l1it by a ranged at· 
  tack. suffer 3 strain to re-
  duce damage by 2 plus 
  ranks in Reflect. 
  • 
  DEDICATION 
  Gain + I to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  • 
  GRIT 
  Gain + l strain L11reshold. 
  May take the Defensive 
  Circle action. making a 
  Hard (+ + +) Lightsaber 
  (Intellect) check. The char-
  acter. plus one ally within 
  short range per ~ . gains X 
  defense until the beginning 
  of next tum. X equals l . 
  plus I per O ti . 
  When hit by a ranged at· 
  tack. suffer 3 strain to re-
  duce damage by 2 plus 
  ranks in Reflect. 
  When reflecting a hit that 
  generated @ or ~§> ~§> ~§> . 
  may hit one target in medi· 
  um range with the same 
  damage as the initial hit. af-
  ter original attack resolves. 
  Permission granted to photocopy for personal use only. © LFL. © FFG. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  DEFENSIVE STANCE 
  Once per round. may per 
  form Defensive Stance ma-
  neuver and suffer a nun1ber 
  of strain to upgrade diffi 
  culty of all inco1ning melee 
  attacks by an equal num-
  ber for the next round 
  Strain suffered this way 
  cannol exceed ranks 111 De 
  fensive Stance 
  • 
  GRIT 
  Gain + I sl rain threshold. 
  • 
  PARRY 
  When l11l by a melec al 
  tack, suffer 3 strain lo re-
  duce damage by 2 pl11s 
  ranl<s in Parry. 
  • 
  DEFENSIVE STANCE 
  Once per round. may per-
  form Defensive Stance n1a 
  neuver and suffer a nun1bcr 
  of strain to upgrade diffi 
  culty of all incoming melee 
  attacks by an equal num-
  ber for L11e next round. 
  Strain suffered lh1s way 
  cannol exceed ranl<s in De 
  fensive Stance . 
  May Lake lhe Strategic Form 
  aclion. making a Hard (+ 
  + +) Lightsaber (Intel· 
  lect) check, rolling 0 no 
  greater than Force raung. If 
  successful. I target 1vil111n 
  short range may only allacl< 
  characte1 
  for 
  I 
  round 
  Spend () to extend effects 
  for I target for I round. 
  
  SUPREME 
  ARMOR MASTER
  Once per round, may suffer 
  3 strain to take the Armor 
  Master incidental; reduce 
  the next Critical Injury 
  suffered by 10 per point of 
  soak, minimum 1.
  REINFORCE ITEM
  As a maneuver, commit 
  CC  to grant one 
  weapon or piece of armor 
  the Cortosis quality while 
  committed. Suffer 3 strain 
  each round CC  remain 
  committed
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  INVENTOR
  When constructing new 
   items or modifying attach-
  ments, add b or remove 
  b per rank of Inventor.
  INVENTOR
  When constructing new 
   items or modifying attach-
  ments, add b or remove 
  b per rank of Inventor.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TINKERER
  May add 1 additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may only be 
  modified once.
  ARMOR MASTER
  When wearing armor, inc-
  rease total soak value by 1.
  IMPROVED 
  ARMOR MASTER
  When wearing armor with 
  a soak value of 2 or higher, 
  increase defense by 1.
  SABER THROW
  As an action, make a Lightsaber 
  attack as a ranged attack at a 
  target within medium range. 
  Add C up to Force rating. 
  Must spend F and succeed to 
  hit target. Spend F to return 
  weapon to hand.
  IMBUE ITEM
  As a maneuver, suffer 1 
  strain and commit C  to 
  grant one weapon, piece of 
  armor, or item an improve- 
  ment while committed. 
  Suffer 1 strain every round 
  C  remains committed.
  COMPREHEND 
  TECHNOLOGY
  As an action make a dd 
  Knowledge (Education) 
  check to use Force rating 
  as ranks in skills to use a 
  single item.
  MENTAL TOOLS
  Always count as having the 
  right tools for the job when 
  performing Mechanics 
  checks.
  FORCE RATING
  Gain +1 Force rating.
  FALLING AVALANCE
  Suffer 2 strain to add 
  damage equal to Brawn to 
  next Lightsaber combat 
  check made that turn.
  GUARDIAN
  ARMORER
  Spec Bonus Career Skills: Knowledge (Outer Rim), Lightsaber, Mechanics, Resilience
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  NO ESCAPE
  May spend aa  from a 
  Coercion check or tt 
  from a foe’s Discipline 
  check; that target cannot 
  perform a free maneuver 
  during his next turn.
  PRECISION STRIKE
  When this character 
  inflicts a Critical Injury 
  with a Brawl, Melee, or 
  Lightsaber weapon, may 
  suffer 1 strain to change 
  the result to any Easy (d) 
  Critical Injury result.
  OVERBALANCE
  When a combat check 
  made by an engaged foe 
  generates y  or ttt, 
  may stagger attacker until 
  the end of their next turn.
  BALEFUL GAZE
  When targeted by a 
  combat check from within 
  medium range, may spend 
  a Destiny Point to upgrade 
  the difficulty of the check a 
  number of times equal to 
  ranks in Coercion. 
  GRAPPLE
  Once per round, may 
  perform the Grapple 
  maneuver. Until the 
  beginning of the character’s 
  next turn, foes must spend 
  2 maneuvers to disengage 
  the character.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  INTIMIDATING
  May suffer a number 
  of strain up to ranks in 
  Intimidating to downgrade 
  difficulty of Coercion 
  checks or upgrade difficulty 
  when targeted by Coercion 
  checks by an equal number. 
  FORCE RATING
  Gain +1 Force rating.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  SENSE ADVANTAGE
  Once per session, may add 
  bb to 1 NPC’s skill check.
  FEARSOME
  When an enemy becomes 
  engaged with the char-
  acter, they may force the 
  enemy to make a fear 
  check, with the difficulty 
  equal to ranks in Fearsome.
  FEARSOME
  When an enemy becomes 
  engaged with the char-
  acter, they may force the 
  enemy to make a fear 
  check, with the difficulty 
  equal to ranks in Fearsome.
  BAD COP
  Spend aa from a 
  Deception or Coercion 
  check to upgrade ability of 
  an ally’s subsequent social 
  check against the same 
  target a number of times 
  equal to ranks in Bad Cop
  BAD COP
  Spend aa from a 
  Deception or Coercion 
  check to upgrade ability of 
  an ally’s subsequent social 
  check against the same 
  target a number of times 
  equal to ranks in Bad Cop
  SCATHING TIRADE
  Take a Scathing Tirade 
  action; make a dd 
  Coercion check. One enemy 
  for each s, in short range, 
  suffers 1 strain. Spend a 
  for 1 affected enemy to 
  suffer 1 additional strain.
  GUARDIAN
  WARDEN
  Spec Bonus Career Skills: Brawl, Coercion, Discipline, Knowledge (Underworld)
  CONFLICT COST
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  PRESCIENT SHOT
  Add b to all Ranged (Light) 
  checks unless the target is 
  immune to Force Powers.
  CAREFUL PLANNING
  Once per session, may 
  introduce a “fact” into the 
  narrative as if a Destiny 
  Point had been spent.
  COORDINATED  
  ASSAULT
  As a maneuver, add a  to 
  combat checks to a number 
  of engaged allies equal to 
  Leadership ranks until the 
  start of next turn. Range 
  increases per rank of talent.
  BLIND SPOT
  This character and allies 
  within short range add a 
  to combat checks while 
  benefiting from cover.
  FOREWARNING
  Perform the Forewarning 
  action; all allies within 
  medium range increase 
  defense by character’s 
  Force rating until they act 
  in the encounter.
  CLEVER SOLUTION
  Once per session, make 
  one skill check using 
  Cunning rather than the 
  characteristic linked to 
  that skill.
  PROPHETIC AIM
  While benefiting from an 
  Aim maneuver, y  from this 
  character’s Ranged (Heavy) 
  and (Light) checks cannot 
  cause attacks to hit allies 
  engaged with the target.
  PRIME POSITIONS
  When this character or an 
  ally in short range takes 
  cover, they increase soak 
  against ranged attacks by 1 
  per rank in Prime Positions 
  until they leave cover.
  PRIME POSITIONS
  When this character or an 
  ally in short range takes 
  cover, they increase soak 
  against ranged attacks by 1 
  per rank in Prime Positions 
  until they leave cover.
  SUPPRESSING FIRE
  Character and allies in short 
  range may spend a on their 
  failed combat checks once 
  per round to inflict 1 strain 
  per rank of Suppressing Fire 
  on the target.
  SUPPRESSING FIRE
  Character and allies in short 
  range may spend a on their 
  failed combat checks once 
  per round to inflict 1 strain 
  per rank of Suppressing Fire 
  on the target.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  SWIFT
  Do not suffer usual 
  penalties for moving 
  through difficult terrain.
  FORCE RATING
  Gain +1 Force rating.
  UNCANNY SENSES
  Add b  per rank of 
  Uncanny Senses to all 
  Perception checks.
  UNCANNY SENSES
  Add b  per rank of 
  Uncanny Senses to all 
  Perception checks.
  SENSE DANGER
  Once per session, remove 
  bb  from any 1 check.
  GUARDIAN
  WARLEADER
  Spec Bonus Career Skills: Leadership, Perception, Ranged (Light), Survival
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  FATED DUEL BASE ABILITY
  Once per game session, during a combat encounter, the character may spend 2 Destiny Points and make a ddd  Discipline check 
  to challenge another character. If successful, the two characters are locked in a duel for 3 rounds. For the duration of the duel, the 
  two dueling characters can only make attacks targeting each other and no other characters can target the dueling characters with 
  attacks (or otherwise intervene).
  UNMATCHED HEROISM BASE ABILITY
  Once per game session, as an out of turn incidental, the character may spend 2 Destiny Points. For the next 2 rounds, whenever an 
  ally within short range is targeted by a successful combat check, the character may suffer 2 strain to move to engaged range of that 
  ally and become the target of the combat check instead. 
  REDUCE DIFFICULTY
  Reduce the difficulty of 
  the skill check to activate 
  Fated Duel to dd.
  DURATION
  Unmatched Heroism lasts 
  for 1 additional round.
  DURATION
  Unmatched Heroism lasts 
  for 1 additional round.
  DURATION
  Unmatched Heroism lasts 
  for 1 additional round.
  FREQUENCY
  Unmatched Heroism may 
  be used twice per game 
  session.
  INSPIRATION
  Add b  to checks made by 
  allies while Fated Duel is 
  active.
  INSPIRATION
  Add b  to checks made by 
  allies while Fated Duel is 
  active.
  ENDURANCE
  Reduce the strain cost to 
  become the target of an 
  attack with Unmatched 
  Heroism by 1.
  ENDURANCE
  Reduce the strain cost to 
  become the target of an 
  attack with Unmatched 
  Heroism by 1.
  INCREASE RANGE
  Increase the range at which 
  Unmatched Heroism can af-
  fect Allies to medium range.
  DURATION
  Fated Duel lasts for 1 addi-
  tional round.
  DURATION
  Fated Duel lasts for 1 ad-
  ditional round.
  DESTINY
  Unmatched Heroism costs 
  1 Destiny Point instead of 2.
  STAND FIRM
  Increase wound threshold 
  by 4 while Fated Duel is 
  active.
  STAND FIRM
  Increase wound threshold 
  by 4 while Fated Duel is 
  active.
  COSMIC BALANCE
  While Fated Duel is active, 
  when the character suffers 
  a Critical Injury, flip one Dark 
  Side Destiny Point to Light.
  COST 30
  COST 30
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  CAREER
  GUARDIAN
  Career Skills: Brawl, Cool, Discipline, Melee, Resilience, Vigilance
  BASE ABILITY
  UPGRADE
  RANKED
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  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  • 
  AETIVE 
  MYSTIC: Advisor 
  • 
  PASSIVE 
  Career Skills: Charm, Coercion, Knowledge (Lore), Knowledge (Outer Rim), Perception, Vigilance 
  Additional Career Skills: Charm, Deception, Negotiation, Streetwise 
  FOREE TALENT 
  Remove • 
  per rank of 
  Plausible Dcniability from 
  Coercion and Deception 
  checks. 
  • 
  TOUGHENED 
  Gain + 2 wound thresholcJ. 
  • 
  GRIT 
  Gain + l strain thresl1old. 
  • 
  NOBODY'S FOOL 
  May upgrade difficulty of 
  1ncom1ng Charm. Coercion. 
  and Deception checks once 
  per rank or Nobody's Fool. 
  • 
  OEOIEATION 
  Gain + I to a single cl1arac-
  teristic. This cannot bring a 
  charactenst1c above 6. 
  • 
  KNOW SOMEBODY 
  Once per session. when 
  attempting to purcl1ase a 
  legally available item. re-
  duce its rarity by 1 per 
  rank or Know So1nebody. 
  • 
  KNOW SOMEBODY 
  Once per session. when 
  attempting to purchase a 
  legally available item. re-
  duce its rarity by I per 
  rank of l<now Somebody . 
  • 
  SMOOTH TALKER 
  When 
  first 
  acquired. 
  choose l skill: Charm. Co-
  ercion. Deception. or Nego-
  tiation 
  When 
  making 
  checks with that skill. spend 
  @ to gain additional *-
  equal to ranks in Smooth 
  Talker . 
  • 
  NATURALEHARMER 
  Once per session. may re-
  roll any l Charm or Decep-
  tion check. 
  • 
  STEELY NERVES 
  Spend I Destiny Point to 
  ignore effects of Critical In-
  juries on Willpo~ver or Pres-
  ence checks until the end of 
  the encounter. 
  • 
  GRIT 
  Gain + 1 strain threshold. 
  Once per session. when 
  making a check. count Force 
  rating as being equal to 
  ranks in l<nowledge (Lore). 
  • 
  SMOOTH TALKER 
  When 
  first 
  acquired. 
  choose l skill: Charm. Co-
  ercion. Deception. or Nego-
  tiation. 
  When 
  making 
  checks with that skill. spend 
  @ to gain additional *-
  equal to ranks 1n Smooth 
  Talker. 
  Spend l Destiny Point to 
  recover strain equal Lo Cun-
  ning raling. 
  Gain + l Force rating. 
  Remove • per rank of Kill 
  wil11 
  1<1ndness from all 
  Cl1arm 
  and 
  Leadership 
  checks . 
  • 
  NOBODY'S FOOL 
  May upgrade difficulty of 
  incoming Cl1arm. Coercion. 
  and Deception checks once 
  per rank of Nobody's Fool 
  Remove • 
  per rank of 
  Plausible Den1ability from 
  all Coercion and Deception 
  checks. 
  Add D to all Cl1arn1. Coer-
  cion. and Deception cl1ecks 
  unless l11e target 1s immune 
  Lo Force po1>Vers . 
  Once per session, may add 
  •• to I NPC's skill cl1eck. 
  CHARACTER CREATION 
  FORCE AM> DEST9IY 
  Permission granted to photocopy for personal use only. IQ LFL IQ FFG. 
  
  MYSTIC: Makashi Duelist 
  Career Skills: Charm, Coercion, Knowledge (Lore), Knowledge (Outer Aim), Perception, Vigilance 
  Adlllitional Career Skills: Charm, Cool, Coordination, Lightsaber 
  • 
  GRIT 
  Gain + I strain threshold 
  • 
  PARRY 
  Wt1cn hit by a melee al 
  Lack. suffer 3 strain Lo re· 
  cluce damage by 2 plus 
  ran ks 111 Parry. 
  • 
  PARRY 
  Wt1en l1it by a melee at 
  tack. suffer 3 strain to re 
  duce damage by 2 plus 
  1 finks 111 Parry 
  • 
  INTENSE PRESENCE 
  Spend I Dest 1ny Po1111 to 
  recover strarn equal to 
  Presence raung. 
  • 
  DEDICATION 
  Gain 1- I to a single charac 
  I ensue Th rs cannot bnng a 
  cl1aracterisltc above 6. 
  • 
  RESIST DISARM 
  Suffer 2 slra1n lo avoid be· 
  1ng disarmed or have \veap· 
  on damaged or destroyed. 
  When rnak1ng a check using 
  the L1ghlsaber skill. lhe 
  character may use Pres-
  ence instead of Bra~vn 
  • 
  FEINT 
  Spend @ or O t} t} gen· 
  erated on a missed melee 
  attack to upgrade difficulty 
  of opponent's next attack 
  targeting character by ranks 
  Ill Fe1nl. 
  • 
  IMPROVED PARRY 
  \Nhen parrying a hit that 
  generated @ or {§} '§} '§}, 
  may hit attacker once 
  w1Lh L1ghtsaber. Brawl. or 
  Melee vveapon (dealing 
  base damage) after origi-
  nal attack resolves . 
  May spend @ or t} t> 
  with successful Ugl1tsaber 
  check Lo disarm opponent. 
  CHARACTER CREATION 
  FOR4FAM>~ 
  • 
  GRIT 
  Gain + I strain threshold 
  Add D to Melee and Light 
  saber checks when engaged 
  1v1th only one opponent. 
  • 
  PARRY 
  When hit by a melee at-
  tack. suffer 3 strain to re· 
  duce damage by 2 plus 
  ranks in Parry 
  • 
  GRIT 
  Gain + I strain thresl1old. 
  Take the Makashi Finish ac 
  lion Perform a Lightsaber 
  (Presence) combat check 
  against 
  engaged 
  target. 
  adding 0 no greater than 
  Force rating. Spend () to 
  add + I 0 to any resultrng 
  Critical Injury rolls. 
  Permission granted to photocopy for personal use only. IQ LFL IQ FFG. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  PARRY 
  When h1l by a melee at 
  tack. suffer 3 strain to re 
  duce damage by 2 plus 
  ranks 1n Parry 
  • 
  FEINT 
  Spend @ or t> t> t> gen 
  eratcd on a missed melee 
  attack to upgrade d1rf1culty 
  or opponent's next attack 
  targeling character by ranks 
  in Fe1nL 
  • 
  PARRY 
  When hit by a melee at 
  tack. suffer 3 strain to re 
  duce damage by 2 plus 
  ranks in Parry 
  Wl1en w1eld1ng a Light· 
  saber. Melee, or Brawl 
  ~veapon. L11c weapon gains 
  the Dcrensive q11alil y wiLh 
  a rating equal to ranks 111 
  Defensive Trarn1ng 
  Once per encounter. per 
  form 
  Makash1 
  Flounsl1 
  aclion Make an Average 
  (+ +> 
  Lightsaber (Pres-
  ence) check. I engaged 
  opponenl 
  suffers 
  strarn 
  equal lo ~ . and heal an 
  equal amount or strain 
  COST 25 
  ~· 
  
  MYSTIC: Seer 
  Career Skills: Charm, Coercion, Knowledge (lore), Knowledge (Outer Rimi, Perception, Vigilance 
  Additional Career Skills: Discipline, Knowledge (lore), Survival, Vigilance 
  • 
  FORAGER 
  Remove up Lo •• rrom 
  skill checks to find food, wa-
  ter. or shelter. Survival 
  checks to forage take half 
  the time. 
  • 
  RAPID REACTION 
  Suffer a number or strain to 
  add an equal number or :P. 
  to lnillallve checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks 1n Rapid Reacuon. 
  Once per game. remove 
  •• from any I check. 
  • 
  RAPID REACTION 
  Suffer a number of strain to 
  add an equal number or :P. 
  to ln1tiat1ve checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction. 
  Add D per rank of Uncanny 
  Reactions to all Vigilance 
  checks. 
  • 
  KEEN EYED 
  Remove • 
  per rank of 
  Keen Eyed from Perception 
  and Vigilance checks. De-
  crease time to search a spe-
  cific area by half. 
  • 
  GRIT 
  Gain + I strain threshold. 
  Once per session. may add 
  •• to I NPC's skill check. 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  • 
  GRIT 
  Gain + 1 strain threshold. 
  Add D per rank of Uncanny 
  Reactions to all Vigilance 
  checks. 
  Perform the Forewarning 
  action. All allies within me-
  dium range increase de· 
  fense by character's Force 
  rating until they act 1n the 
  encounter. 
  Once per session. may suf-
  fer 2 strain Lo perform 
  Force power action as ma-
  neuver. 
  Once per session, may reroll 
  any 1 Force po~ver check. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  EXPERT TRACKER 
  Remove • per rank of Ex· 
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target by half. 
  • 
  TOUGHENED 
  Gain + 2 1ivound thresl1old. 
  May spend I Destiny Point 
  to disengage from engaged 
  enemy as an out-of-turn in-
  cidental. 
  • 
  DODGE 
  When targeted by combat 
  check. 
  may perform a 
  Dodge incidental Lo suffer a 
  number of strain no greater 
  than ranks of Dodge. then 
  upgrade the difficulty of the 
  check by that nurnber . 
  Gain + I Force rating. 
  CHARACTER CREATION 
  FORCE Alm DES'1WtY 
  Permission granted to photocopy for personal use only. © LFL. © FFG. 
  
  SEEKER: Ataru Striker 
  Career Skills: Knowledge lXenologyJ, Piloting (Planetary), Piloting lSpacel, Ranged lHeavyJ, Survival, Vigilance 
  Additional Career Skills: Athletics, Coordination, Lightsaber, Perception 
  • 
  C:DNDITIDNED 
  Remove • per rank of Con-
  ditioned from Athletics and 
  Coordination checks. Re-
  duce t11e damage and strain 
  suffered rrom falling by I 
  per rank of Conditioned. 
  • 
  DODGE 
  When targeted by coml)at 
  check, may perform a 
  Dodge incidental to suffer a 
  number of strain no greater 
  than ranks of Dodge. then 
  upgrade the difficulty of the 
  check by that number. 
  • 
  QUIC:K STRIKE 
  Add D per rank of Quick 
  Strike to combat checks 
  against targets that have not 
  acted yet this encounter. 
  • 
  DODGE 
  When targeted by combat 
  check. may perform a 
  Dodge incidental lo suffer a 
  nun1ber of strain no greater 
  than ranks of Dodge. then 
  upgrade the difficulty of lhe 
  check by that number. 
  • 
  PARRY 
  When hit by a melee at· 
  tack. suffer 3 strain lo re-
  duce damage by 2 plus 
  ranks in Parry 
  • 
  PARRY 
  When hit by a melee at-
  tack. suffer 3 strain to re-
  duce damage by 2 plus 
  ranks in Parry. 
  When hit by a ranged at· 
  tack. suffer 3 strain to re-
  duce damage by 2 plus 
  ranks in Reflect. 
  When hit by a ranged at-
  tack. suffer 3 strain to re-
  duce damage by 2 plus 
  ranks 1n Reflect. 
  Take the Hawk Bat Swoop 
  action. Perform a Lightsaber 
  (Agility) 
  combat 
  check 
  against target witl11n short 
  range. adding 0 no greater 
  than Force rating. Spend() 
  to engage target and spend 
  ()to add tJ. to check . 
  • 
  DEDICATION 
  Gain + I to a single charac-
  teristic This cannot bring a 
  characteristic above 6 
  • 
  JUMP UP 
  Once per round. may stand 
  from seated or prone as an 
  incidental. 
  When makinga check using 
  the Lightsaber skill. the 
  character may use Agility 
  instead of Brawn. 
  • 
  PARRY 
  When hit by a melee at-
  tack. suffer 3 strain to re-
  duce damage by 2 plus 
  ranks in Parry. 
  Perform the Saber Swarm 
  maneuver; suffer I strain, 
  to make nexl Lightsaber 
  (Agility) combat check this 
  turn gain the Linked item 
  quality equal to Force rat-
  ing during check. 
  Perform Saber Throw ac-
  tion; make Lightsaber com-
  bat check as ranged attack 
  at target within medium 
  range. adding 0 no greater 
  than Force rating. Must 
  spend()and succeed to hit 
  target: spend () to have 
  weapon return to hand. 
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  • 
  AC:TIVE 
  • 
  PASSIVE 
  FDRC:E TALENT 
  • 
  QUIC:K DRAW 
  Once per round. draw or 
  l1olster a weapon or acces-
  sible item as an incidental. 
  • 
  QUIC:K STRIKE 
  Add D per rank of Quick 
  Strike to combat cl1ecks 
  against targets that have not 
  acted yet th is encounter. 
  • 
  IMPROVED PARRY 
  When parrying a hit that 
  l d A 
  ,- , ,- , ,- , 
  genera e w or ,2, ,2, .2, , 
  may l1it attacker once 
  vVith Lightsaber. Bravvl. or 
  Melee weapon (dealing 
  base dan1ageJ after origi-
  nal attack resolves . 
  • 
  C:DNDITIDNED 
  Remove • per rank of Con-
  ditioned from Athleucs and 
  Coordination cl1ecks. Re-
  duce tl1e damage and strain 
  suffered from falling by I 
  per rank of Conditioned. 
  When the character recov 
  ers strain al the end of the 
  encounter. he may add 0 
  per Force rating. He recov-
  ers additional strain equal 
  to()generated. 
  
  SEEKER: Hunter 
  Career Skills: Knowledge (Xenology), Piloting (Planetary), Piloting (Space), Ranged (Heavy), Survival, Vigilance 
  Additional Career Skills: Coordination, Ranged (Heavy), Stealth, Vigilance 
  • 
  RAPID RECOVERY 
  When healing strain after 
  an encounLe1. heal 1 addi-
  uonal sLrain per rank of 
  Rapid Recovery. 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  • 
  SIDE STEP 
  Once per round. n1ay per-
  form Side Step nianeuver 
  and suffer a number of 
  strain lo 11pgrade difficulty 
  of all incoming ranged al 
  Lacks by an equal numbe1 
  for l111s round. Strain suf-
  rerect l111s way cannoL ex-
  ceed ranks in Side SLep . 
  • 
  RAPID RECOVERY 
  Wl1en healing strain after 
  an encounter. lleal I add1-
  t 1onal strain per rank of 
  Rapid Recovery. 
  • 
  SIDE STEP 
  Once per round. may per-
  form Side Step maneuver 
  and suffer a number of 
  strain Lo upgrade difficulty 
  of all incoming ranged at-
  tacks by an equal number 
  lor L111s round. SI rain suf-
  fered this way cannot ex-
  ceed ranl<s 111 Side Step. 
  • 
  HUNTER 
  Add D per rank of Hunter 
  to all checks when interact-
  ing with beasts or animals 
  [including combat checks). 
  Add + I 0 to Critical Injury 
  results against beasts or 
  animals per rank of Hunter . 
  • 
  EXPERT TRACKER 
  Remove • per rank of Ex-
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease Lime lo track a 
  target by half. 
  • 
  KEEN EYED 
  Remove • 
  per rank of 
  l\een Eyed from Perception 
  and Vigilance checks. De· 
  crease time to search a spe-
  cific area by half. 
  • 
  SOFT SPOT 
  After making a successful 
  attack. may spend 1 Desti-
  ny Point to add damage 
  equal to Cunning to one hit. 
  • 
  DEDICATION 
  Gain + I to a single charac-
  teristic. Tl1is cannot bring a 
  charactenstic above 6. 
  • 
  EXPERT TRACKER 
  Remove • per rank of Ex-
  pert Tracker from checks to 
  find tracks or track targets. 
  Decrease time to track a 
  target by half. 
  • 
  HUNTER 
  Add D per rank of Hunter 
  lo all checks when inLeract-
  ing vv1Lh beasts or anunals 
  (including combat checks) 
  Add + I 0 to Critical Injury 
  results against beasts or 
  animals per rank of Hunter . 
  • 
  NATURAL HUNTER 
  Once per session. may re-
  roll any I Perception or 
  Vigilance check. 
  • 
  SIXTH SENSE 
  Gain + I ranged defense. 
  When making a Ranged 
  (Heavy) or Ranged (Light) 
  combat check. add 0 no 
  greater than Force rating to 
  the check. May spend() to 
  add ~ or {'.}. 
  Permission granted to photocopy for personal use only. IQ LFL. © FFG. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  Add D per rank of Uncanny 
  Senses to all Perception 
  checks. 
  Add D per rank of Uncanny 
  Reactions to all Vigilance 
  checks. 
  • 
  RAPID RECOVERY 
  When l1ealing strain after 
  an encounter, heal I add1-
  t1onal strain per rank of 
  Rapid Recovery . 
  Gain + I Force rating. 
  
  SEEKER: Pathfinder 
  Career Skills: Knowledge lXenologyJ, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Survival, Vigilance 
  Additional Career Skills: Medicine, Ranged (Light), Resilience, Survival 
  • 
  GRIT 
  Gain + I strain threshold 
  • 
  KEEN EYED 
  Remove • 
  per rank of 
  Keen Eyed from Perceplion 
  anct V1g1lance ct1ccks. De· 
  crease 11me 10 searcl1 a spc 
  c1fic area by half 
  When 1nak1ng checks to 
  handle or tame animals. 
  add 0 no greater than 
  Force rating to the check 
  Spend () Lo add ~ or tJ 
  Lo Lhe check 
  May perform the Mental 
  Bond action Commit 0 
  While comm1LLed. 
  may 
  communicate w1lh bone! 
  ed animal al long range 
  and see and hear Lhrougll 
  its senses 
  May perform the Share 
  Pain 1nc1dental when bond-
  ed animal suffers vvounds 
  Reduce wounds suffered to 
  half then character suffers 
  vvounds equal to nurnbcr 
  reduced 
  • 
  • 
  KEEN EYED 
  Ren1ove • 
  per rank of 
  Keen E~ed from Perception 
  and Vigilance checks 
  De 
  crease lime lo search a spe-
  cific area by hall 
  • 
  DUTDDDRSMAN 
  Remove • per rank of Oul 
  doorsman from checks Lo 
  move through terrain 01 
  manage environmental er 
  fects. Decrease overland 
  travel Limes by half 
  Develop long-term bond 
  1v1Lh single animal or s1lhou 
  ene no greater Lhan half 
  Force rating rounded do~\'n . 
  Gain + t Force raung. 
  • 
  ENDURING 
  Gain + I soak value. 
  • 
  FORAGER 
  Remove up to • • from 
  skill ct1ecks lo find food 1\a-
  ter. 
  or 
  shelle1 
  Survival 
  checks Lo forage take 11alf 
  the ume. 
  • 
  TOUGHENED 
  Gain + 2 wound U1reshold. 
  • 
  GRIT 
  Gain + I strain threshold. 
  Suffer 2 strain to perform 
  Lhe Quick tvtovemenL inci-
  dental. add 0 no greater 
  than Force rating to next 
  ct1eck May spend () () to 
  perform 
  one 
  additional 
  Move maneuver after action 
  Once per session. may re-
  roll any I Resilience or Sur-
  vival check 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  SWIFT 
  Does not suffer usual pen 
  allies for moving 1h1ough 
  d1rr1cult Lena1n 
  • 
  OUTDODRSMAN 
  Rcn1ove •
  per rank of Out 
  doorsman fron1 cl1ccks 10 
  1nove 1 hrougl1 LCI rain 01 
  manage environn1cn1al cf 
  ff'cts 
  Decrease ove1 land 
  I ravel I 11Ties by half 
  Add O Lo all Stealtt1 checks 
  unless Lile oppos1t1on 1s 1111 
  niune to Force po1\'e1s 
  • 
  TOUGHENED 
  Gain + 2 1vound thrcsllolcl 
  • 
  DEDICATION 
  Gain + I Lo a single ct1arac 
  tensuc This cannot b11ng a 
  charactensuc above 6 
  CHARACTER CREATION 
  FORCE AND DESTINY 
  Permission granted to photocopy for personal use only. IQ LFL IQ FFG. 
  
  SENTINEL: Artisan 
  Career Skills: Computers, Deception, Knowledge CCore Worlds), Perception, Skulduggery, Stealth 
  Additional Career Skills: Astrogation, Computers, Knowledge (Education), Mechanics 
  • 
  SOLID REPAIRS 
  Wl1en repairing hull trau-
  ma on a starship or vehi-
  cle. repair I add1Lional 
  hull trauma per rank of 
  Solid Repairs. 
  • 
  GRIT 
  Gain + I strain t11reshold. 
  • 
  INVENTOR 
  When 
  constructing 
  new 
  items or modifying auach 
  men ts. add 0 or remove• 
  per rank of Inventor. 
  • 
  SOLID REPAIRS 
  When repairing hull trau-
  ma on a starsl11p or vel11 
  cle. repair 1 additional 
  hull trauma per rank of 
  Solid Repairs. 
  • 
  MASTER ARTISAN 
  Once per round. may Lake 
  the Master Artisan inciden-
  tal: suffer 2 strain 10 de-
  crease Lhe difficulty or next 
  Mechanics check by I . Lo a 
  minimum of Easy (+ ) 
  • 
  FINE TUNING 
  When repairing system 
  strain on a starship or ve· 
  hicle. repair 1 additional 
  system strain per rank of 
  Fine Tuning. 
  • 
  SOLID REPAIRS 
  When repairing hull trau-
  ma on a starship or vehi-
  cle. repair l additional 
  hull trauma per rank of 
  Solid Repairs. 
  Take Lhe Imbue Item ma-
  neuver. suffer I strain and 
  commit 0 to grant one 
  weapon. piece of armor. or 
  item an improvement vvhile 
  0 remains committed. Suf-
  fer I strain eve1y round 0 
  remains commitled . 
  When making check to craft 
  or repair item. may add 0 
  no greater than Force rating 
  to cl1eck. Spend()() to in-
  crease hard points by I . to 
  max of + 2. 
  Always count as having 
  the right tools for the job 
  vvhen performing Meehan 
  1cs checks. 
  • 
  FINE TUNING 
  Wl1en repairing system 
  strain on a starship or ve-
  hicle. repair 1 addiltonal 
  system strain per rank of 
  Fine Tuning . 
  Once per session. may re-
  roll any 1 Mechanics check. 
  • 
  DEFENSIVE SLICING 
  When defending computer 
  systems. add • per rank of 
  Defensive Slicing Lo oppo-
  nents' checks. 
  • 
  DEDICATION 
  Gain + I to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  Reduce time neecled 10 
  complete Computers-relal · 
  ed tasks by 25°10 per rank. 
  • 
  GRIT 
  Garn + I strain 111reshold 
  • 
  DEFENSIVE SLICING 
  When defending computer 
  systems. add • per rank of 
  Defensive Slicing Lo oppo-
  nents· cl1ecl<s. 
  • 
  MENTAL FORTRESS 
  Spend 1 Destiny Point lo 
  ignore effects or Cril 1cal 
  Injuries on Intellect and 
  Cunning checks until encl 
  of encounter 
  Take Comprel1end Tecllnol-
  ow action: make an Aver-
  age (+ +J Knowledge 
  (Education) check 10 use 
  Force ratrng as ranks 111 skills 
  to use a single 1 Lem 
  CHARACTER CREATION 
  FORCE' AM> DESTWY 
  Permission granted to photocopy for personal use only. IQ LFL. IQ FFG. 
  
  SENTINEL: Shadow 
  C1r1er Skills: Computers, Deception, Knowledge (Core Worlds), Perception, Skulduggery, Stealth 
  Additional Career Skills: Knowledge (Underworld), Skulduggery, Stealth, Streetwise 
  1\dd D Lo all Steallh checks 
  unless the oppos1llon 1s 1m 
  n1une to Force pol'vers. 
  • 
  WELL ROUNDED 
  Choose any 2 skills. Tl1ey 
  pe1 rnanenlly become ca 
  recr skills. 
  The character may spend I 
  Destiny Point Lo make him 
  sell undetectable via Force 
  po1,ers and make his own 
  po1vers go unnoticed for 111e 
  remainder of Lhe encounler 
  If under tl1e effects or a 
  Force po1"1er perrorn1 l he 
  Slippery Minded 
  acuon. 
  make a Hard (+ + +) De-
  ception check Lo 1mmed1 
  ately encl effects of po~ve1 
  Gain + I Force raung. 
  • 
  STREET SMARTS 
  Remove • 
  per rank of 
  Street Smarts from Street-
  ~v1se and l<no1vledge (Un-
  dervvorld) checks. 
  • 
  MENTAL FORTRESS 
  Spend I Destiny Point to 
  ignore errects or Cnllcal 
  Injuries on lnlellect and 
  Cunning checks unlll end 
  of encounle1 
  • 
  DODGE 
  When targeted by combat 
  check. 
  may perform a 
  Dodge 1nc1dental to suffer a 
  number of strain no greater 
  than ranks of Dodge. then 
  upgrade the difficulty of Lhe 
  check by that number 
  • 
  (ODEBREAKER 
  Remove • per rank of Co-
  debreaker from checks to 
  break codes or decrypt 
  comrnun1Calions. Decrease 
  difficulty of checks to break 
  codes or decrypt commun1-
  cauons by I 
  After making a successful 
  allack. may spend I Desti-
  ny Point to add damage 
  equal to Intellect to one hit. 
  CHARACTER CREATION 
  FORC'E AM> DEST1NY 
  • 
  (ODEBREAKER 
  Remove • per rank of Co 
  debreaker from checks lo 
  break codes or decrypt 
  commun1cauons. Decrease 
  difficulty or checks Lo break 
  codes or decrypt commun1-
  calions by I . 
  • 
  GRIT 
  Gain + I strain thresl1old. 
  Add D to all Stealth checks 
  unless the oppos1t1on 1s 1m 
  mune to Force po1vers 
  Once per session. take Novv 
  You See Me action Make a 
  Hard (+ + +) Deception 
  check to make a numbe1 of 
  NPCs equal to Cunning 
  1v1th1n medium range forget 
  about character. 
  Once per round. suffer 2 
  strain to decrease difficulty 
  or next Stealth or Skuldug 
  gery check by I . 
  Permission granted to photocopy for personal use only. IQ LFL IQ FFG. 
  • 
  A(TIVE 
  • 
  PASSIVE 
  FOR(E TALENT 
  • 
  INDISTINGUISHABLE 
  Upgrade 
  d1fhc11lty 
  of 
  cl1ecks Lo 1dent1fy characler 
  once per 1 ank of lnd1slln-
  gu1shable. 
  • 
  INDISTINGUISHABLE 
  Upgrade 
  difficulty 
  of 
  cl1ecks 1.0 1dcntiry cl1aracter 
  once per rank of lndist1n-
  gu1sl1able. 
  • 
  GRIT 
  Gain + I slra1n ll1rcshold 
  • 
  DODGE 
  When targeted by coml)al 
  check. 
  may perform a 
  Dodge 1nc1dcntal 10 surf er a 
  number of st1a1n no greate1 
  than ranks of Dodge. lhen 
  upgrade ll1e d1ff1culty of the 
  check by that number 
  • 
  DEDICATION 
  Gain + I to a single charac-
  teristic. This cannot bnng a 
  characteristic above 6 
  
  SENTINEL: Shien Expert 
  Career Skills: Computers, Deception, Knowledge (Core Worlds), Perception, Skulduggery, Stealth 
  Additional Career Skills: Athletics, lightsaber, Resilience, Skulduggery 
  • 
  SIDE STEP 
  Once pe1 round. rnay per 
  rorm Side Step maneuver 
  and suffe1 a nurnlJer or 
  strain Lo upgrade c.hrflcully 
  or all 1ncom1ng 1angecl al 
  1.acks by an equal n11mber 
  ror this round St rain sur 
  rered this way cannot ex 
  ceed ranks ill Side Step 
  • 
  TOUGHENED 
  Gain + 2 ~vound threshold 
  • 
  PARRY 
  When hit by a melee at-
  tack, surfer 3 strain 10 re-
  duce damage by 2 plus 
  ranks 1n Parry 
  Arter using Reflect. may 
  spend I Destiny Point to 
  perform Move 1nancuver as 
  out -of turn 
  1nc1dcnlal to 
  close distance w1l11 or en 
  gage opponent 
  Suffer 2 strain to add dam 
  age equal to Brawn to next 
  L1ghtsabe1 combat check 
  made that turn 
  • 
  CONDITIONED 
  Remove • pe1 rank or Con-
  ditioned from Athletics and 
  Coord1nauon checks. Re-
  duce t11e dan1age and strain 
  suffered from falling by I 
  per rank of Conditioned 
  • 
  PARRY 
  When hit by a melee at· 
  tack. suffer 3 strain to re-
  duce damage by 2 plus 
  ranks 1n Parry 
  When an attack misses the 
  character and generates @ 
  or '§} {§~ . may upgrade next 
  L1ghtsaber (Cunning) check 
  against attacker dunng en-
  counter once. 
  • 
  DEFENSIVE STANCE 
  Once per round. may per 
  rorm Defensive Stance ma 
  neuver and suffer a number 
  of strain to upgrade diffi 
  culty or all incoming n1clec 
  auacks by an equal num· 
  be1 
  fo1 the next round 
  Strain suffered this way 
  cannot exceed ranks 1n De-
  fensive Stance . 
  • 
  DEDICATION 
  Garn + I to a single charac-
  terisuc. This cannot bnng a 
  characteristic above 6 
  • 
  STREET SMARTS 
  Remove • 
  per rank of 
  Street Smarts rrom Street-
  wise and Knowledge (Un-
  denvorld) checks. 
  When making a check using 
  the L1ghtsaber skill. the 
  character may use Cunning 
  instead of Bravvn. 
  • 
  GRIT 
  Gain + I strain threshold. 
  Perform Saber TI1row ac-
  uon. make Lightsaber com-
  bat check as ranged attack 
  al target vvith1n medium 
  range. adding 0 no greater 
  l11an Force rating. Must 
  spend()and succeed to hit 
  target; spend () to have 
  weapon return to hand. 
  Perform D1srupt1ve Strike 
  acuon. make a Llghtsaber 
  (Cunning) combat check. 
  adding 0 no greater than 
  Force raLing. Spend () to 
  add Y to the nexl combat 
  check tile target makes. 
  Permission granted to photocopy for personal use only. © LFL © FFG. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  When l11l by a ranged at 
  tack, suffe1 3 strain to re 
  duce damage by ? plus 
  ranks Ill Rerlect 
  When hit by a ranged at 
  tack. sufler 3 s1rain to re 
  duce damage by 2 plus 
  ranks 1n Reflect 
  When reflecung a hit 111at 
  generated A or 'o' 'o' 'o' 
  W/ 
  ,_, ,_, ,_,' 
  may hit one i.argel 1n med1 
  um range with t l1e san1e 
  damage as the 1n1L1al l11t ar 
  ter ong1nal attack 1 esolves . 
  When hit by a rangecJ a1-
  tack. sufrer 3 Sll a111 lo re 
  duce damage by 2 plus 
  ranks 1n Reflect. 
  If the user d1d not make a 
  combat check dunng prcv1 
  ous tum. may suffe1 I strain 
  to use Reflect 
  
  • 
  ACTIVE 
  WARRIOR: Aggressor 
  • 
  PASSIVE 
  Career Skills: Athletics, Brawl, Cool, Melee, Perception, Survival 
  Additional Career Skills: Coercion, Knowledge lUndervvorld), Ranged llight), Streetwise 
  FORCE TALENT 
  • 
  INTIMIDATING 
  May suffer a number of 
  strain to downgrade difficul-
  ty of Coercion checks. or 
  upgrade difficulty wl1en tar-
  geted by Coercion checks. 
  by an equal number: Strain 
  suffered this way cannot ex-
  ceed ranks 1n Intimidating . 
  • 
  FEARSOME 
  When an adversary be-
  comes engaged with Lhe 
  character. 
  the character 
  may force Lhe adversary to 
  1nake a fear check. with tl1e 
  difficulty equal to Lhe char 
  acter's ranks 1n Fearsome. 
  • 
  FEARSOME 
  When an adversary be-
  comes engaged with the 
  character. 
  Lhe character 
  may force the adversary to 
  make a fear check. with Lhe 
  difficulty equal to the char-
  acter's ranks in Fearsome. 
  • 
  GRIT 
  Gain + I strain tl1reshold. 
  Remove • 
  per rank of 
  Plausible Den1ability from 
  all Coercion and Deception 
  checks. 
  • 
  INTIMIDATING 
  May suffer a number of 
  strain to downgrade difficul-
  ty of Coercion checks. or 
  upgrade difficulty wl1en tar-
  geted by Coercion checks. 
  by an equal number. Strain 
  suffered this way cannot ex-
  ceed ranks 111 Intimidating. 
  Take the Terrify action: 
  make a Hard <+++) Co-
  ercion check. adding 0 no 
  greater than Force rating. 
  Disorient one target within 
  medium 
  range per * · 
  Spend t> t> to extend du-
  ration and spend () to in1-
  mobilize affected target. 
  Reduce Lhe difficulty of 
  Ternfy's check to Average 
  c++) and may spend @ to 
  stagger an affected target 
  • 
  FEARSOME 
  When an adversary be-
  comes engaged with the 
  character. the character 
  may force the adversary to 
  make a fear check, with the 
  difficulty equal to the char-
  acter's ranks in Fearsome. 
  • 
  GRIT 
  Gain + I strain threshold 
  Add + 1 damage to one 
  hit of successful combat 
  checks against disorient-
  ed targets per rank of Prey 
  on the Weak. 
  • 
  CRIPPLING BLOW 
  Increase the difficulty of 
  next combat check by I . If 
  check deals damage, target 
  suffers 1 strain whenever 
  he moves for the ren1a1nder 
  of the encounter. 
  Add + 1 damage to one 
  hit of successful combat 
  checks against disorient-
  ed targets per rank of Prey 
  on the Weak . 
  • 
  DEDICATION 
  Gain + I to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  Once per session. may add 
  •• to I NPC's skill cl1eck. 
  • 
  TOUGHENED 
  Gain + 2 wound threshold 
  • 
  HEROIC FORTITUDE 
  May spend I Desliny Point 
  to ignore effects of Critical 
  Injuries on Bral'.1n or Agility 
  checks until Lile end of L11e 
  encounte1. 
  When incapacitated. per-
  form Against All Odds ac-
  tion: making Hard ( ••• 
  ) 
  Resilience check with b 
  equal to Force rating. Heal 
  wounds equal to ':tf. spend 
  ()Lo add * 
  CHARACTER CREATION 
  FMCF Am DESTWIY 
  Permission granted to photocopy for personal use only. © LFL. © FFG. 
  
  WARRIOR: Shii-Cho Knight 
  Career Skills: Athletics, Brawl, Cool, Melee, Perception, Survival 
  Additional Career Skills: Athletics, Coordination, Lightsaber, Melee 
  • 
  PARRY 
  Wt1en h1L bv a melee at-
  tack. sulfer 3 strain to re 
  duce damage by 2 plus 
  ranks 1n Parry 
  • 
  SECOND WIND 
  Once per encounter. may 
  use Second Wind incidental 
  Lo recover strain equal Lo 
  ranks Ill Second Wind. 
  • 
  QUICK DRAW 
  Once per round. draw or 
  l1olster a vveapon or acces 
  s1ble item as an incidental 
  Once rer session. niay re-
  roll any 1 L1gl1Lsaber or 
  Melee check. 
  Take a Center or Being ma-
  neuver. Until the beginning 
  of next tum. attacks against 
  U1e character increase their 
  cril raling by I per rank of 
  Center of Being. 
  • 
  SECOND WIND 
  Once per encounter. may 
  use Second Wind incident.at 
  to recover strain equal to 
  ranks in Second Wind. 
  • 
  CONDITIONED 
  Remove • per rank of Con-
  ditioned from Athletics and 
  Coordination checks. Re-
  duce the damage and strain 
  suffered from falling by 1 
  per rank or Conditioned . 
  • 
  GRIT 
  Gain + 1 strain threshold. 
  Increase difficulty of Light· 
  saber check by I to per-
  form Sarlacc Sweep action. 
  May spend ti O to hit 
  additional engaged targets. 
  • 
  DURABLE 
  May reduce any Critical Inju-
  ry suffered by I 0 per rank of 
  Durable. to a minimum of 1. 
  CHARACTER CREATION 
  FORCE AND DEIT1NY 
  • 
  TOUGHENED 
  Gain + 2 wound threshold. 
  Add0 to L1ghtsaber. Brawl. 
  and Melee checks vvhen en-
  gaged with multiple oppo· 
  nents. 
  • 
  PARRY 
  When hit by a melee at-
  tack. suffer 3 strain to re-
  duce damage by 2 plus 
  ranks in Parry. 
  • 
  IMPROVED PARRY 
  When parrying a hit that 
  genera Led @ or {§~ {§~ {§~ . 
  may hit attacker once 
  with L1ghtsaber. Brawl. or 
  Melee weapon (dealing 
  base damage) after ong1 
  nal attack resolves . 
  • 
  DEDICATION 
  Gain + I to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Permission granted to photocopy for personal use only. © LFL. © FFG. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  PARRY 
  Wt1en llil by a melee at-
  tack. suffer 3 sl rain to re-
  duce damage by 2 plus 
  ranks in Parry. 
  • 
  DURABLE 
  May reduce any Cnllcal lnju-
  iy suffered by I 0 per rank of 
  Durable. to a minimum of I 
  When wielding a Light· 
  saber. Melee. or Brawl 
  weapon. the weapon gains 
  ll1e Defensive quality w1L11 
  a rating equal Lo ranks 1n 
  Defensive Training . 
  May spend @ or ti ti 
  wit11 successful L1ghlsaber 
  check to disarm opponent. 
  • 
  PARRY 
  Wt1en hiL by a melee al 
  Lack. suffe1 3 strain Lo re 
  duce damage by 2 plus 
  ranks Ill Parry. 
  
  WARRIOR: Starfighter Ace 
  Career Skills: Athletics, Brawl, Cool, Melee, Perception, Survival 
  Additional Career Skills: Astrogation, Gunnery, Mechanics, Piloting (Space) 
  • 
  GRIT 
  Gain + I strain threshold 
  Perform the lntuiUve Evasion 
  maneuver; suffer I strain 
  and commit 0 up to ranks 
  of lntuilive Evasion Upgrade 
  difficulty of combat checks 
  targeting starship or vet11cte 
  by equal amount. Suffer 1 
  strain every round 0 re-
  ma 1ns committed . 
  • 
  FULL THROTTLE 
  Take a Full Throttle action: 
  make a Hard 1+ + t l Pi-
  loting check to increase a 
  vehicle·s top speed by 1 for 
  a number of rounds equal 
  to Cunning. 
  When making a combat 
  check with a planetary 
  scale weapon. add 0 no 
  greater than Force rating 
  to the check Spend ()() 
  to add ~ or t). 
  Gain + I Force rating. 
  • 
  SKILLED JOCKEY 
  Remove • 
  per rank of 
  Skilled Jockey from a II Pi-
  loting [Planetary) and Pilot-
  ing (Space) checks Lhe char-
  acter attempts 
  • 
  CONFIDENCE 
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank 
  of Confidence 
  • 
  RAPID REACTION 
  Suffer a number of strain to 
  add an equal number of "ti 
  to Initiative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction. 
  Once per session. add DD 
  to any one check. 
  • 
  TRICKY TARGET 
  Count vehicle or starsl1ip 
  piloted as having a silhou-
  ette I lower when being 
  attacked. 
  • 
  RAPID REACTION 
  Suffer a number of strain to 
  add an equal number or "ti 
  to lnitialive checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction. 
  • 
  SOLID REPAIRS 
  When repairing hull trau-
  1na on a starship or vehi· 
  cle. repair 1 additional 
  hull trauma per rank of 
  Solid Repairs. 
  • 
  EXHAUST PORT 
  Before attacking a starship 
  or vehicle. may spend 1 
  Destiny Point lo ignore the 
  effects of the Massive rule 
  for the attack. 
  • 
  GRIT 
  Gain + 1 strain threshold. 
  • 
  DEDICATION 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Permission granted to photocopy for personal use only. © LFL © FFG. 
  • 
  ACTIVE 
  • 
  PASSIVE 
  FORCE TALENT 
  • 
  SOLID REPAIRS 
  When repairing hull trau-
  ma on a starship or vehi ~ 
  cle. repair 1 add1llonal 
  hull trauma per 1ank of 
  Solid Repairs 
  • 
  GALAXY MAPPER 
  Remove • per rank of Gal-
  axy Mapper frorn r\stroga-
  llon checks. Astrogallon 
  cl1ecks take hair normal 
  tune. 
  • 
  GRIT 
  Gain + 1 strain t11reshold. 
  • 
  SKILLED JOCKEY 
  Remove • 
  per rank of 
  Skilled Jockey from all Pi-
  loting (Planeta1y) and Pilot 
  ing (Space) checks tl1e char-
  acter attempts. 
  Perform the Intuitive Evasion 
  maneuver: suffer I strain 
  and commit 0 up to ranks 
  of lntuillve Evasion. Upgrade 
  difficulty of combat cl1ecks 
  targeting starship or vel1icle 
  by equal amount. Suffer I 
  strain every round O re-
  mains comm1LLed. 
  
  Universal: Recruit Talent Tree 
  Recruit Bonus Career Skills: Athletics, Discipline, Surviual, Vigilance 
  CHARACTER CREATION 
  A C E 
  O F 
  R E B E L L I O N 
  Permission granted to photocopy for personal use only. _ LFL. E) FFG. 
  11 liWIJJ.UWl k 
  Brawl and Ranged (Light) 
  become career skills. 
  j 
  Once per encounter, may 
  use Second Wind inciden-
  tal to recover strain equal 
  to ranks in Second Wind. 
  I l,IIU,l,l,l:l» 
  Remove • 
  per rank of 
  Outdoorsman from checks 
  to move through terrain or 
  manage environmental ef-
  fects. Decrease overland 
  travel times by half. 
  Melee and Ranged (Heavy) 
  become career skills. 
  • 
  TOUGHENED 
  Knowledge 
  (Core 
  Worlds) 
  and Knowledge (Outer Rim) 
  become career skills. 
  Gunnery 
  and 
  Piloting 
  (Planetary) 
  become 
  ca-
  reer skills. 
  s. 
  Once per encounter, may 
  use Second Wind inciden-
  tal to recover strain equal 
  to ranks in Second Wind. 
  Once per round, draw or 
  holster a weapon or acces-
  sible item as an incidental. 
  Gain + 1 strain threshold. 
  Gain + 2 wound threshold. 
  Cannot run out of ammo 
  due to ® . Items with Limit-
  ed Ammo quality run out of 
  ammo as normal. 
  Reduce the crit rating of 
  improvised weapons by 2 
  (to a minimum of 1). 
  Gain + 1 strain threshold. 
  Once per round, may stand 
  from seated or prone as an 
  incidental. 
  Once per encounter, may 
  use Second Wind inciden-
  tal to recover strain equal 
  to ranks in Second Wind. 
  When making a ranged at-
  tack while engaged with an 
  opponent, 
  may 
  suffer 
  2 
  strain to reduce the ranged 
  modifier by 1. 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  Gain + 2 wound threshold. 
  Gain + 1 soak value. 
  
  Universal: Force Sensitive Exile Talent Tree 
  Gain Force Rating 1 
  • CONVINCING 
  DEMEANOR 
  • STREET SMARTS 
  Remove • per 
  rank of 
  Street Smarts from Street­
  wise or Knowledge [Under­
  world) checks. 
  • FORAGER 
  Remove up to • • from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time. 
  • INTENSE FOCUS 
  Perform an Intense Focus 
  maneuver; suffer 1 strain 
  and upgrade the ability of 
  the next skill check once. 
  When the character heals 
  strain at the end of the en­
  counter, he may add 0 
  per Force Rating. He re­
  gains 
  additional 
  strain 
  equal to 0 generated. 
  � FORCE SENSITIVES 
  • QUICK DRAW 
  • STREET SMARTS 
  Remove • per rank of 
  Street Smarts from Street­
  wise or Knowledge [Under­
  world) checks. 
  • 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 
  THE FORCE 
  A C E 
  O F 
  R E B E L L I O N 
  Permission granted to photocopy for personal use only. El LFL. E FFG. 
  Perception and Discipline 
  become career skills. 
  Add • 
  per rank of Un-
  canny Senses to all Per-
  ception checks. 
  Upgrade 
  difficulty 
  of 
  checks to identify charac-
  ter once per rank of Indis-
  tinguishable. 
  Cain + 1 strain threshold. 
  I r
  1 lH. » 
  Add • to all Stealth checks 
  unless the opposition is im-
  mune to Force powers. 
  USB 
  Add • to all Stealth checks 
  unless the opposition is im-
  mune to Force powers. 
  Cain + 2 wound threshold. 
  Add • 
  per rank of Un-
  canny 
  Reactions 
  to all 
  Vigilance checks. 
  Add • 
  per rank of Un-
  canny Senses to all Per-
  ception checks. 
  Add • 
  per rank of Un-
  canny 
  Reactions 
  to all 
  Vigilance checks. 
  Cain + 1 strain threshold. 
  Upgrade 
  difficulty 
  of 
  checks to identify charac-
  ter once per rank of Indis-
  tinguishable. 
  Gain + 2 wound threshold. 
  Once per session, remove 
  • • f r o m any 1 check. 
  Once 
  per session, add 
  • • t o any 1 check. 
  When the character recov-
  ers strain at the end of the 
  encounter, he may add O 
  per Force rating. He recov-
  ers additional strain equal 
  to O generated. 
  Gain + 1 to a single charac-
  teristic. This cannot bring a 
  characteristic above 6. 
  L^r 
  -
  Gain + 1 Force rating. 
  Once per session, make 
  one skill check using Will-
  power rather than the char-
  acteristic linked to that skill. 
  Once per encounter, may 
  add O to a check using 
  Brawn or Agility made by 
  an ally in short range. O 
  add & and # add ® . 
  
  / 
  -/ 
  '. 
  / 
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  1 
  / 
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  I 
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  Force Power Tree: Battle Meditation 
  • 
  FORCE ABILITY 
  P~_llrequisites: Force Rating 2 + 
  • 
  BATTLE MEDITATION BASIC POWER 
  The Force user directs allies in battle, making them more effective as a coordinated unit. 
  The user may spend() to add one automatic *- to all checks made by a number of engaged friendly targets up to his Presence before the end of his next 
  turn. If the user used any e to generate(), reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter . 
  • 
  MAGNITUDE 
  Spend()to affect a number 
  of additional targets equal 
  to Presence per rank of 
  Magnitude purchased. 
  Spend() to affect a number 
  of additional targets equal 
  to Presence per rank of 
  Magnitude purchased. 
  / 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  FORCE POWER: 
  BATTLE MEDITATION 
  Some Force users can telepathically guide allies around 
  them, helping them to coordinate and achieve amazing 
  feats. This guidance can easily become domination, 
  however, and Force users must strive to maintain a bal-
  ance between gentle guidance and outright tyranny. 
  Meanwhile, individuals less concerned with trifling 
  matters like "morality" and "the basic dignity of all sen-
  tients" use Battle Meditation to guide their disposable 
  pawns to ignoble ends for their own selfish betterment 
  BASIC POWER 
  Battle Meditation's basic power allows the Force user 
  to influence and coordinate large groups of allies, guid-
  ing their actions to help_ them work as a unified whole. 
  THE FORCE 
  FORCE AND DESTINY 
  • 
  CONTROL 
  When making a Battle Meditation power check, the user may 
  make an Easy r+l Leadership check as part of the pool. If the user 
  is able to activate the power and succeeds on the check, he may 
  send simple orders as part of the power. 
  • 
  STRENGTH 
  Spend ()() to add one additional automatic *- to affected characters' 
  checks. 
  • 
  DURATION 
  CommitOOO to sustain the ongoing effects of the power on each 
  affected target while it remains in range. 
  • 
  MASTERY 
  If no e were used to generate(), choose one skill. While 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. 
  The basic power has one way of spending Force points: 
  • The user may spend () to add one automatic :(f to 
  all checks made by a number of engaged friendly 
  targets up to his Presence before the end of his next 
  turn. If the user uses any e to generate () on th is 
  check, reduce each target's Willpower by 1 (to a 
  minimum of 1] until the end of the encounter. The 
  user may not activate this multiple times. 
  UPGRADES 
  Control Upgrade: When making a Battle Meditation 
  power check, the user may make an Easy(+ ) Leader-
  ship check as part of the pool. If he generates enough 
  Force points to activate the power and succeeds on tile 
  check, he can telepathically transmit a simple order to 
  each character he affects with this power This order is 
  not mandatory, but the recipient comprehends iteven 
  if he does not understand the user's language. 9-
  I /-
  _/ 
  ' 
  / 
  ~·
  / 
  
  / 
  / 
  / 
  / 
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  ) 
  / 
  ) / 
  _/ 
  / 
  \ 
  ' 
  Force Power Tree: Bind 
  • 
  FORCE ABILITY 
  P~equisites : Force Rating 2 + 
  • 
  BIND BASIC POWER 
  The Force user restrains an enemy, preventing the target from acting. 
  The user may spend () to immobilize a target within short range until the end of the user's next turn. If the user used any e to generate(). the target also 
  suffers I wound per() spent on the check [ignoring soak) 
  • 
  RANGE 
  Spend()to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  • 
  CONTROL 
  Spend () to move the target 
  one range band closer or far-
  ther away. 
  • 
  MAGNITUDE 
  Spend ()() to affect I addi-
  tional target within range per 
  rank of Magnitude purchased. 
  • 
  MAGNITUDE 
  Spend ()() to affect I addi-
  tional target within range per 
  rank of Magnitude purchased. 
  • 
  MAGNITUDE 
  Spend ()() to affect I addi-
  tional target within range per 
  rank of Magnitude purchased. 
  • 
  MASTERY 
  • 
  STRENGTH 
  Spend() to disorient the tar-
  get For a number of rounds 
  equal to Strength upgrades 
  purchased. 
  • 
  STRENGTH 
  Spend() to disorient the tar-
  get for a number of rounds 
  equal to Strength upgrades 
  purchased. 
  • 
  STRENGTH 
  Commit 0 0 0 to sustain 
  the ongoing effects of the 
  power on each affected 
  target. 
  Spend() to disorient the target for a number of rounds equal to Strength 
  upgrades purchased. 
  When the user is making a Bind power check, if the check was not already opposed, the user may roll an opposed 
  Discipline vs. Discipline check against one target of the power. If no e were used to generate()and the user succeeds 
  on the check. he may immediately stagger the target until the end of his next tum. If any e 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 
  Force users skilled in telekinetic powers can seize oth-
  ers from afar, preventing them from moving or attack-
  ing. When used with a calm heart, this power can be 
  an extremely useful defensive tool, letting the Force 
  user stop an enemy in his tracks without hurting him. 
  Of course, once a foe is in the Force user's grip, it can 
  be extremely tempting to simply crush him. 
  BASIC POWER 
  Bind's basic power allows the Force user to restrain 
  those nearby, preventing them from harming oth-
  ers and themselves. The basic power has one way to 
  spend Force points: 
  · 
  • The user may spend () to immobilize a target 
  within short range until the end of the user's next 
  turn. If the user used any e to generate () on this 
  check, the target also suffers 1 wound (ignoring 
  THE FORCE 
  FORCE AND DES'T1NY 
  soak) per() spent on the check. The user may not 
  activate this multiple times. 
  UPGRADES 
  Control Upgrade: Spend() to immediately move the 
  target one ra nge band toward or away from the user. 
  The user may not activate this multiple times. 
  Control Upgrade: Spend (); whenever a target af-
  fected by Bind takes an action, he suffers strain equal 
  to the user's Wi llpower. The user may not activate this 
  multiple times. 
  Duration Upgrade: The power gains the ongoing effect: 
  Commit 0 0 0 after successfu lly activating the basic 
  power. If a target was immobilized or staggered by this 
  power, he remains immobilized or staggered as long as 
  0 0 0 remain committed and the target stays within 
  range. If a target moves beyond the range of the power, 
  the effects end for him, but not for any other targets of 
  the power. The user may not activate this multiple times. 
  I 
  ~ 
  ~I 
  / 
  / 
  ./ 
  '
  / 
  
  / 
  / 
  ' 
  / 
  --
  / 
  / 
  I 
  J 
  / 
  / 
  / 
  / 
  / 
  / 
  I 
  /-
  r 
  Force Power Tree: Enhance 
  • 
  FORCE ABILITY 
  Pryrequisites: Force Rating 1 + 
  • 
  ENHANCE BASIC POWER 
  When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. 
  The user may spend() to gain ':tf or 0 (user's choice) on the check. 
  • 
  CONTROL 
  • 
  CONTROL 
  • 
  CONTROL 
  • 
  CONTROL 
  • 
  CONTROL 
  • 
  CONTROL 
  Take a Force Leap action: Make an Enhance power check. The user may 
  spend() to jump horizontally to any location in short range. 
  • 
  CONTROL 
  When performing a Force Leap, the user can jump vertically in addition to 
  jumping horizontally . 
  • 
  RANGE 
  Ongoing effect: Commit 0 . The user increases his Brawn characteristic 
  by 1 (to a maximum of 6) 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  • 
  CONTROL 
  Ongoing effect Commit 0 . The user increases his Agility characteristic 
  by I (to a maximum of 6). 
  FORCE POWER: ENHANCE 
  One of the most straightforward ways in which Force 
  users utilize the power of the Force is to imbue their 
  own bodies with energy and strength Making leaps 
  that might otherwise be deemed impossible, mov-
  ing at high speeds, and harnessing physical strength 
  well beyond the capacity of most sentient beings are 
  all equally viable. In this way, the Force becomes an 
  almost literal fuel for feats of endurance and power. 
  Most Force users fin d it a relatively simple thing to 
  use the Force in order to overcome their own physica l 
  limitations and shrug off the effects of fatigue. Wi th 
  a little practice, most Force users are able to expand 
  the arenas in which they can use the Force beyond 
  that of mere brute strength. They are able to concen-
  trate the Force into assisting them with acts of dexter-
  ity and acrobatics. 
  THE FORCE 
  FORCE AND DEmNY 
  • 
  CONTROL 
  BASIC POWER 
  Enhance allows Force users to perform athletic feats 
  beyond the original scope of their natural abilities. The 
  basic power has one way of spending Force points: 
  • When making an Athletics check, the user may 
  roll an Enhance power check as part of the 
  pool. The user may spend () to gain >:1- or tJ (his 
  choice) on the check. (Remember. this counts as 
  a normal Force power check in every way- it is 
  simply combined with the overall skill check.) 
  UPGRADES 
  Upgrades to Enhance work in two distinct ways. Force 
  users may choose to use the power to improve their 
  natural abilities. enhancing existing skills and even 
  improving their bodies' physical characteristics using 
  --' 
  r-; 
  I 
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  J __ . 
   
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  j 
  ,/ -
  Force Power Tree: Foresee 
  Prerequisites: Force Rating 1 + 
  I 
  • 
  FORESEE BASIC POWER 
  • 
  FORCE ABILITY 
  The Force user can feel the Force flowing around everything, seeing what is and what will be. 
  The user may spend() to gain vague hints of events to come, up to a day into his own, personal future. 
  • 
  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 gain "R on the check. 
  • 
  CONTROL 
  • 
  RANGE 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  • 
  RANGE 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  • 
  STRENGTH 
  Spend() to pick out specific 
  details equal to Strength up-
  grades purchased. 
  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. 
  / 
  FORCE POWER: FORESEE 
  Force users often have precognitive flashes, experi-
  encing waking dreams or visions about people and 
  situations through their abilities. These powers are 
  rarely so clear and obvious as to provide unequivocal 
  visions of the future, but they are certainly enough to 
  give Force users pause for thought when they have a 
  "bad feeling about something." 
  The power of foresight has been used in count-
  less different ways by countless different Force users 
  throughout history. Some use it to gain vague images 
  far into the future. while others use it to predict the 
  movements of their foes or see an unexpected event 
  soon to happen. 
  THE FORCE 
  FORCE AND DESTINY 
  BASIC POWER 
  The most basic form of Foresee allows the character 
  to look into the Force to see vague hints of his near 
  future. These hints may be blurry visual images, brief 
  samples of sound, or simple emotions. The basic pow-
  er has one way of spending Force points: 
  • The user may spend () to gain vague hints of 
  events to come in the next day of his own, per-
  sonal future. The basic power cannot see further 
  than one day. 
  UPGRADES 
  Foresee's upgrades work in two distinct manners. 
  The fi rst set of upgrades serves to further enhance 
  the character's ability to intuit the actions of oth-
  ~ 
  1-
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  " 
  Force Power Tree: Heal/Harm 
  Prerequisites: Force Rating 1 + 
  ,..----" 
  • 
  HEAL/HARM BASI[ POWER 
  The Force user bolsters his ally with renewed vigor or saps his foe of vital energy. 
  • 
  FORCE ABILITY 
  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 target. The user gains I Conflict. 
  • 
  RANGE 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  • 
  CONTROL 
  Heal: 
  Heal 
  additional 
  wounds equal to ranks in 
  Medicine. 
  Harm: Inflict additional 
  wounds equal to ranks in 
  Medicine. 
  • 
  MAGNITUDE 
  Spend ()() to affect I addi-
  tional target within range per 
  rank of Magnitude purchased. 
  • 
  MAGNITUDE 
  Spend ()() to affect I addi-
  tional target within range per 
  rank of Magnitude purchased. 
  • 
  CONTROL 
  Heal: May make a Heal 
  power check combined with 
  a Hard (+ + tl Medicine 
  check. If check succeeds, 
  one target who heals wounds 
  also heals one Critical Injury. 
  Harm: May make a Harm 
  power check combined with 
  an opposed Medicine vs. 
  Resilience check. If check 
  succeeds. one target who 
  suffers wounds also suffers 
  one Critical Injury [adding 
  + 10 to the roll per tH.:n 
  FORCE POWER: HEAUHARM 
  This power reflects a Force user's capacity to manipu-
  late the living energy in things around him. It is the 
  individual's choice, however, whether to use this gift to 
  help others flourish, binding their injuries and making 
  them whole. or to steal their vital essence. ripping the 
  life from them to watch as they wither and die. 
  BASIC POWER 
  Unlike many other Force powers, Heal/Harm has a basic 
  power that can be used in two distinct ways (to heal or to 
  harm). Heal allows the F9rce user to treat his comrades' 
  THE FORCE 
  FORCE AND DEn1IIY 
  • 
  MAGNITUDE 
  Spend ()() to affect I addi-
  tional target within range per 
  rank of Magnitude purchased. 
  • 
  STRENGTH 
  Heal: Spend () to increase 
  wounds healed by I per 
  rank of Strength upgrades 
  purchased. 
  Harm: Spend () to increase 
  wounds inflicted by I per 
  rank of Strength upgrades 
  purchased . 
  • 
  MASTERY 
  Heal: Once per session, 
  spend()()()() to restore I 
  target who died after end of 
  user's last tum to life. 
  Harm: Once per session, 
  when this power kills a target. 
  may restore one engaged 
  character who died this en-
  counter to life. Each character 
  gains 7 Conflict 
  • 
  CONTROL 
  Heal: If no e generated(), 
  target heals strain equal to 
  wounds healed. 
  Harm: lfanye were used to 
  generate(), user heals strain 
  equal to wounds inflicted . 
  • 
  CONTROL 
  Heal: Spend () to remove 
  one status effect from target. 
  Harm: The user may spend 
  () to heal wounds equal to 
  wounds inflicted on target. 
  Healed character gains I 
  Conflict. 
  • 
  STRENGTH 
  Heal: Spend () to increase 
  wounds healed by I per 
  rank of Strength upgrades 
  purchased. 
  Harm: Spend () to increase 
  wounds inflicted by I per 
  rank of Strength upgrades 
  purchased. 
  injuries, while Harm lets him drain the life from his foes. 
  When a character purchases the basic power Heal/ 
  Harm. he gains access to both Heal and Harm. Each 
  time a character uses the basic power, he must choose 
  whether he is using Heal or Harm, and he receives only 
  the effects associated with his choice. Each upgrade a 
  character purchases improves both Heal and Harm, but 
  some improve each power in a different way. 
  HEAL (LIGHT SIDE FORCE USER ONLY) 
  The basic power for Heal lets a character mend 
  wounds with a simple touch. Heal can only be used by 
  light side Force-sensitive characters. The basic power 
  has one way to spend Force points: 
  / 
  / 
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  / 
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  \ 
  Force Power Tree: Influence 
  • 
  FORCE ABILITY 
  Prerequisites: Force Rating 1 + 
  • 
  INFLUENCE BASIC POWER 
  The character may attempt to guide, shape, and even twist the thoughts and feelings of others. 
  Special Rule [Qte use): When guiding and shaping thoughts, only C) generated from e may be used to generate negative emotions such as rage, fear, 
  and hatred. Only() generated from 0 may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as 
  con fusion can be created from ()generated from either O or e. 
  The character may spend() to stress the mind of one living target he is engaged with, inflicting I strain. 
  • 
  RANGE 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased . 
  • 
  CONTROL 
  • 
  MAGNITUDE 
  Spend () to increase targets 
  affected equal to Magnitude 
  upgrades purchased. 
  • 
  CONTROL 
  The Force user may make an opposed Discipline vs. Discipline check 
  combined with an Influence power check. If the user spends() and suc-
  ceeds on the check, he can force the target to adopt an emotional state 
  or believe something untrue, lasting for I round or 5 minutes. 
  • 
  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. 
  • 
  RANGE 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  • 
  MAGNITUDE 
  Spend () to increase targets 
  affected equal to Magnitude 
  upgrades purchased. 
  FORCE POWER: INFLUENCE 
  The ability to influence the minds of others is not some-
  thing to be taken lightly. Misuse of the ability, colloqui-
  ally known as a "mind trick," is a sure step on the path 
  to the dark side. A powerful Force user can manipulate 
  the minds of others to the point where he can convince 
  them to believe things that are untrue, or calm an angry 
  crowd. Conversely, he can l'ile the crowd into a murder-
  ous frenzy, or frighten a single soul into gibbering mad-
  ness. This is where the danger of Influence lies. 
  However, Influence is not inheren tly evil. Many 
  Force users have used Influence to protect the help-
  less or to deal with a threat in a way that avoids vio-
  lence. It is much better to convince a guard to return 
  to his post than to have to kill him. 
  THE FORCE 
  FORCE AND DES11NY 
  • 
  DURATION 
  Spend () to increase dura-
  tion by number of rounds [or 
  minutes) equal to Duration 
  upgrades purchased. 
  Influence's most basic and arguably crudest ability 
  allows the user to inflict strain on a living target, stress-
  ing his mind until he passes out. However. upgrades 
  allow the Force user who specializes in Influence to 
  perform much more subtle and impressive feats. 
  BASIC POWER 
  The most basic form of Influence does not allow the 
  Force user to guide or shape the thoughts of others. He 
  can merely strain their mind, inflicting stress and ex-
  haustion. The basic power has one effect that can be 
  triggered multiple times on the same or differen t targets: 
  • The user spends() to stress the mind of one living 
  target he is engaged with, inflicting 1 strain. The 
  user may activate this multiple times, increasing 
  the strain inflicted by one each time. 
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  Force Power Tree: Misdirect 
  • 
  FORCE ABILITY 
  P~requ isites: Force Rating 1 + 
  • 
  MISDIRECT BASIC POWER 
  The Force user creates illusions to fool those around him. 
  The user may spend () to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of 
  the user's next turn, the target cannot see or sense the hidden person or object. 
  • 
  RANGE 
  Spend() to increase power's 
  range by a nurnber of range 
  bands equal to Range up-
  grades purchased . 
  • 
  MAGNITUDE 
  Spend () to affect additional 
  targets equal to Presence per 
  rank of Magnitude purchased. 
  • 
  RANGE 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased 
  • 
  RANGE 
  • 
  DURATION 
  Commit OO to sustain this 
  power while the beguiled tar-
  get remains in range. 
  Spend()to increase power's range by a number of range bands equal to 
  Range upgrades purchased. 
  FORCE POWER: MISDIRECT 
  Trickery is an impor.tant part of many Force users' ar-
  senals. letting them tip the scales of battle in their 
  favor or even avoid some conflicts entirely. Force us-
  ers versect in shrouding techniques often walk unseen 
  amidst their foes-a particularly useful ability for any 
  Force-sensitive hiding from the Empire. Especially 
  skilled crafters of illusions can even project visions 
  onto those around them. baffling pursuers or terrify-
  ing enemies with horrific phantasms. 
  BASIC POWER 
  The Misdirect power allows the user to manipulate 
  the senses of others. beguiling his targets so that he 
  can til ide people and objects in plain sight or impose 
  / 
  sensory illusions on those targets. The basic power 
  mas. 0ne· way to spend Force points: 
  r-
  THE FORCE 
  FORCE Aim DEI11IIY 
  • 
  STRENGTH 
  Spend ()C) to increase the sil-
  houette of the object obscured 
  or illusion created by I per 
  Strength upgrade purchased. 
  • 
  STRENGTH 
  • 
  CONTROL 
  The user may alter the per-
  ceived appearance of the 
  chosen person or object in-
  stead of hiding it. 
  • 
  MASTERY 
  Spend()() to obscure addi-
  tional objects or create illu-
  sions equal to Cunning plus 
  Decepoon. 
  Spend()() to increase the silhouette of the object obscured or illusion 
  created by 1 per Strength upgrade purchased. 
  • The user may spend () to deceive the senses of 
  a living target at short range or closer. The target 
  does not perceive one object or being of silhou-
  ette 1 or lower that is within his line of sigh t until 
  the beginning of the Force user's next turn. The 
  user may not activate this multiple times. 
  UPGRADES 
  Control Upgrade: Instead of merely hiding an object 
  or person from the target with this power. the user 
  may alter the appearance of that object or person. 
  making it appear to be something or someone else 
  to the target. 
  Control Upgrade: Instead of hiding an object or per-
  son from the target with this power. the user may cause 
  the target to see a vision of an illusory object. person. 
  or creature where none exists. This phantasm can be 
  silhouette 1 or sma ller. To accomplish this, the Force 
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  Force Power Tree: Move 
  Prerequisites: Force Rating 1 + 
  r 
  • 
  MOVE BASIC POWER 
  The Force user can move small objects via the power of the Force. 
  • 
  FORCE ABILITY 
  The user may spend() to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range . 
  / 
  / 
  \ 
  • 
  MAGNITUDE 
  Spend () to increase targets 
  affected equal to Magnitude 
  upgrades purchased. 
  • 
  MAGNITUDE 
  Spend () to increase targets 
  affected equal to Magnitude 
  upgrades purchased. 
  Spend () to increase sil-
  houette able to be target-
  ed equal to Strength up-
  grades purchased . 
  • 
  MAGNITUDE 
  Spend () to increase targets 
  affected equal to Magnitude 
  upgrades purchased. 
  / 
  Spend () to increase sil-
  houette able to be target-
  ed equal to Strength up-
  grades purchased. 
  FORCE POWER: MOVE 
  Many Force users develop the ability to shift objects 
  without physically handling them. moving matter with 
  the power of the mind. Those with a modicum of training 
  in the skill can cause small objects to slowly and pains-
  takingly rise, fall, or travel in space. True masters of the 
  Force are rumored to be able to hurl starships about or 
  juggle heavy crates in the air. Other applications of the 
  power allow for Force users to manipulate control panels 
  or computer keyboards at a distance. There is thought 
  to be no limit to what a Force user could move with the 
  application of enough concentration. 
  When moving items, the defau lt speed is slow and 
  delibera te. not fast enough to inflict injury or accurate 
  enough to allow for fine man ipulation. 
  BASIC POWER 
  At its most basic, Move allows the Force user to move 
  small objects that are near him. It has one basic effect: 
  THE FORCE 
  FORCE AND DEST1NY 
  • 
  CONTROL 
  • 
  RANGE 
  Spend () to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  The Force user can hurl objects to damage targets, by making a ranged 
  combat check combined with a Move power check, dealing damage 
  equal to 10 times silhouette. 
  • 
  RANGE 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  • The user may spend()to move one object of silhou-
  ette 0 that is within short range up to his maximum 
  range. The default maximum range is short range. 
  The user may not activate this multiple times. 
  UPGRADES 
  Move's upgrades include the ability to move a larger· 
  number of objects at once, to move increasingly large 
  objects. and to move objects over greater distances. 
  Some upgrades give the Force user diffe rent ways to 
  use the power, though most are cumulative improve-
  ments to the abilities described by the basic power. 
  Control Upgrade: The user gains the ability to move 
  objects fast enough so as to be both difficult to dodge 
  and capable of inflicting damage. Resulting impacts 
  deal damage to both the target and the object being 
  moved. The user makes a Force power check and rolls a 
  ranged attack as part of the pool. The attack's difficulty 
  is equal to the silhouette of the object being thrown 
  instead of the normal difficu lty for raLl ged attacksa'iia 
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  Force Power Tree: Protect/Unleash 
  • 
  FORCE ABILITY 
  Prerequisites: Force Rating 3 + 
  • 
  PROTECT/UNLEASH BASIC POWER 
  The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes. 
  Protect: The user makes a Protect power check and rolls an Average !ttl Discipline check as part of the pool. Spend()() to reduce damage from an en-
  ergy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per 'tf . Dark side Force users may only protect themselves. 
  Unleash: The user makes an Unleash power check as ranged attack and rolls an Average It t J Discipline check for difficulty. If check succeeds and 
  spends()(), the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict. 
  • 
  RANGE 
  Spend()() to increase pow-
  er's range by a number of 
  range bands equal to Range 
  upgrades purchased. 
  • 
  MAGNITUDE 
  Spend() to affect 1 addition-
  al target within range per rank 
  of Magnitude purchased. 
  • 
  CONTROL 
  • 
  STRENGTH 
  Spend () to decrease dam-
  age or add damage equal to 
  ranks of Strength purchased. 
  • 
  STRENGTH 
  Spend () to decrease dam-
  age or add damage equal to 
  ranks of Strength purchased. 
  Protect: Light side Force users may spend 1 Destiny Point to use Protect 
  as an out-of-tum incidental once per session. 
  Unleash: Dark side Force users may spend I Destiny Point to use Unleash 
  as a maneuver once per session. 
  FORCE POWER: 
  PROTECT/UNLEASH 
  Force users can harness the innate abilities of the 
  Force to protect themselves and others from harm. 
  However, that same power can be turned to terrible 
  ends when the user infuses himself with the dark side. 
  Dark siders can shoot lightning from their fingertips 
  or envelop their targets in withering, murderous cold. 
  BASIC POWER 
  Unlike many other Force powers, Protect/Unleash has a 
  basic power that can be used in two very different. ways. 
  A character who purchases the basic power' Protect! 
  THE FORCE 
  FORCE Aim DEST1JfY' 
  • 
  STRENGTH 
  Spend () to decrease dam-
  age or add damage equal to 
  ranks of Strength purchased . 
  • 
  STRENGTH 
  Spend () to decrease dam-
  age or add damage equal to 
  ranks of Strength purchased. 
  • 
  MASTERY 
  Protect: Spend () to allow 
  power to protect against all 
  types of attack. 
  • 
  DURATION 
  Protect: If noe generated() 
  the power reduces damage of 
  all attacks hitting the target. 
  Unleash: Spend () to give 
  the attack Bum 2. 
  Protect: Light side Force users may spend()() to reflect all attacks they 
  reduce to 0 damage, dealing damage equal to initial attack to attacker 
  Unleash: Dark side Force users may spend () to reduce critical rating of 
  attacks to I . 
  Unleash gains access to both Protect and Unleash. Each 
  time a character uses the basic power. he must choose 
  whether to use Protect or Unleash and receives only 
  the effects associated with that choice. Each upgrade 
  a character purchases improves both Protect and Un-
  leash, but some improve each power in a different way. 
  PROTECT 
  The basic power for Protect lets a Force user shield him-
  self or an ally against oncoming energy attacks. A dark 
  side Force user cannot use Protect to defend allies (he 
  can only use it to protect himseln. The basic power has 
  one way to spend Force points: 
  • The user chooses himself or one ally he is currently 
  engaged with and makes a Protect power c~ck 
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  Force Power Tree: Seek 
  • 
  FORCE ABILITY 
  ' 
  Prerequisites: Force Rating 1 + 
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  • 
  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 
  • 
  MAGNITUDE 
  • 
  CONTROL 
  • 
  STRENGTH 
  • 
  CONTROL 
  Ongoing effect: Commit 0 . Upgrade the ability of Vigilance and Percep-
  tion checks once. 
  • 
  MAGNITUDE 
  Spend () to gain one addi-
  tional detail per Magnitude 
  upgrade purchased . 
  • 
  MAGNITUDE 
  Spend () to eliminate I Force-based illusion per Strength upgrade 
  purchased 
  Spend () to gain one addi-
  donal detail per Magnitude 
  upgrade purcl1ased . 
  • 
  DURATION 
  • 
  CONTROL 
  • 
  MASTERY 
  CommitO to continue track-
  ing target even when it 
  Ongoing effect: CommitOOO. The user's attacks gain Pierce with rat-
  ing equal to Cunning plus ranks in Perception. 
  Make Seek power check 
  and spend()()() to add~ 
  to combat checks against 
  one target for remainder of 
  encounter. 
  FORCE POWER: SEEK 
  The Force user casts out wi th his mind's eye, search-
  ing for something lost, concealed , or forgotten. While 
  countless differen t Force traditions across tile galaxy 
  have attached differen t practices and techniques to 
  tll is power. from tribal cul tures that use it to hunt 
  prey-beasts to orders of assassins who seek out any 
  who defy their orthodoxy, the basic ability remains 
  the same: those who fo llow pathways of the Force can 
  trac k down anything or anyone, 1·egardless of the dis-
  tance or eons that separate them from their quarry. 
  BASIC POWER 
  Seek's basic power allows Force users to find faraway 
  things and to shatter sensory tricks that might hide 
  their quarry. The basic power has two ways to spend 
  Force poin ts 
  • The user may spend ()() to gain insight into the 
  general location or direction of a person or ob-
  ject tha t he knows abou t. rega rdless of its current 
  distance from hi m. Th e user may not activate this 
  multiple times. 
  • Tile user may make an Average (+ t l Vigilance 
  check wi th the power check to see through all 
  sensory misdirections confronting him , whether 
  these come from technology or more esoteric 
  sources. This powe1· works against tricks such as 
  cloaking fields, holograms. Force ill usions. and 
  even physica l disguises. at the GM's discretion. 
  bu t has no direct effect on spoken or written lies. 
  To successfully see past the deception. tile char-
  acter must spend () to activate the power and 
  must succeed on the Average (+ t l Vigilance 
  check [or opposed Vigilance versus Discipline 
  check if illusions are being created by another 
  Force user). If the user succeeds, llis supernatural 
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  THE FORCE 
  FORCE AND DES11NY 
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  Force Power Tree: Sense 
  • 
  FIJR[E ABILITY 
  Pr_!!requisites: Force Rating 1 + 
  • 
  SENSE BASI[ POWER 
  The Force user can sense the Force interacting with the world around him. 
  The user may spend C) to sense all living things within short range (including sentient and non-sentient beings) . 
  The user may spend () to sense the current emotional state of one living target with whom he is engaged . 
  • 
  mNTROL 
  Ongoing effect: CommitO . Once per round. when an attack targets the 
  Force user. he upgrades the difficulty of the pool once. 
  • 
  DURATION 
  • 
  STRENGTH 
  When using Sense's ongoing effects. upgrade the pool twice, in-
  stead of once. 
  • 
  [ONTROL 
  Ongoing effect: CommitO . Once per round, when the Force user makes 
  a combat check. he upgrades the ability of that check once .. 
  / 
  FORCE POWER: SENSE 
  By opening his mind, a Force user can commune with 
  the world around him. He senses the endless movement 
  of the Living Force. seeing beyond what his eyes allow 
  The actions of those around him are laid bare. as if the 
  Force user had a bird's eye view of his surroundings, al-
  lowing him to anticipate attacks and better strike blows 
  of his own. or even spot ambushes and lurking foes. Al-
  ternatively, he can sense the thoughts of others. Even 
  a Jedi cannot read someone's mind completely, but a 
  Force-sensitive being can detect his target's feelings and 
  emotions. and even sense surface thoughts. 
  Unlike many other Force powe rs. Sense has a basic 
  power that can be used in two very different ways. Us-
  ers can rely on Sense to augment their defensive (and 
  eventually offensive) abilities. or they can invest in the 
  ability to read the emotions and feel ings of others. 
  They can even read their surface thoughts. which can 
  be particularly valuable in a wide variety of situations. 
  THE FORCE 
  FORCE Aim DEST1NY 
  • 
  [ONTROL 
  Effect: Spend() The Force user senses the current thoughts of one liv-
  ing target with whom he is engaged. 
  • 
  RANGE 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  • 
  RANGE 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  • 
  RANGE 
  Spend() to increase power's 
  range by a number of range 
  bands equal to Range up-
  grades purchased. 
  • 
  MAGNITUDE 
  Spend C) to increase number 
  of targets affected by power 
  equal 
  to Magnitude up-
  grades purchased . 
  • 
  MAGNITUDE 
  Spend C) to increase number 
  of targets affected by power 
  equal 
  to Magnitude up-
  grades purchased. 
  • 
  MAGNITUDE 
  Spend C) to increase number 
  of targets affected by power 
  equal to Magnitude up-
  grades purchased. 
  BASIC POWER 
  Sense's basic power allows the Force user to sense 
  the living Force interacting with the world around him. 
  This allows him to perceive life and read emotions. 
  The basic power has two ways to spend Force points: 
  • The user may spend () to sense all living things 
  within short range of himself (including animals and 
  sentient beings). The user may not activate this 
  multiple times. 
  • The user may spend () to sense the current emo-
  tional state of one living target with whom he is en-
  gaged. The user may not activate this multiple times. 
  UPGRADES 
  Sense's upgrades are split into two groups: those that 
  allow the Force user to protect himself from danger 
  and augment his attacks. and those that allow him to 
  detect the thoughts of others. 
  .J 
  ) 
  
  CONTROL
  Commit one or more C; when an opponent targets the user with a Force power, after the 
  opponent generates F  reduce the total F  generated by 1 per C  committed, to a minimum of 0.
  STRENGTH
  Spend F  to add additional automatic f  equal to Strength 
  upgrades purchased to hostile Force power checks.
  STRENGTH
  Spend F  to add additional automatic f  equal to Strength 
  upgrades purchased to hostile Force power checks.
  DURATION
  Ongoing effect: Commit C 
  to sustain ongoing effects of 
  the power on each affected 
  target while within range. 
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  CONTROL
  Spend 1 Destiny point to 
  use Suppress as an out of 
  turn incidental once per 
  session.
  MASTERY
  The user may make a Suppress power check along with an 
  opposed Discipline vs Discipline check targeting another 
  Force user within short range. If the user spends F F  and 
  succeeds on the check, the target Force user immediately 
  uncommits all C  and ends all ongoing effects of Force 
  powers and Force talents that required committed C. 
  CONTROL
  Whenever a Force user targets a character affected by 
  Suppress with a hostile Force power, if that opponent used z 
  to generate F  on the check, he suffers strain equal to the 
  user’s ranks in Discipline.
  SUPPRESS BASIC POWER
  The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
  The user may spend F  to add automatic f  to Force power checks made against him or any ally within short range until the end of 
  his next turn.
  COST 10
  COST 10
  COST 5
  COST 5
  COST 5
  COST 5
  COST 10
  COST 10
  COST 5
  COST 20
  COST 15
  FORCE POWER
  SUPPRESS
  Prerequisites: Force Rating 1+
  RANKED
  Find more handouts at BeggingForXP.com
  FORCE AND DESTINY  •  VERSION 2  •  2016-01
  
  Force Power Tree: Warde's Foresight
  Prerequisites: Force Rating 1 +
  The Force user can feel the Force flowing around another specific individual to gain insight into what that 
  person might do.
  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 I
  Unlocked upon acquiring the 
  kyber crystal in Episode II
  Unlocked upon acquiring the 
  kyber crystal in Episode III.
  Spend 3  to increase power's 
  range by a number of range 
  bands equal to Range up­
  grades purchased.
  When making a skill check to determine Initiative, the Force user may roll a Warde’s Foresight power check as part of 
  the pool. Fie may spend3  to add automatic Y? on his first check this encounter.
  S p e n d 3 3 to  add □  equal 
  to Strength upgrades pur­
  chased 
  to 
  user's 
  next 
  check against the target.
  When performing a Warde's Foresight power check as part of an Initiative check, if the user did not u se # to generate 
  3  each ally adds automatic &  to the results of his Initiative check. If the user used #  to generate3  the user may 
  immediately perform an action before the encounter begins, but each enemy in the encounter adds automatic Yf to 
  the results of his Initiative check.
  FORESIGHT AND FORESHADOWING
  f t s Yoda says, “Difficult to see. Always in motion, the 
  future is.” In other words, it is important that the 
  future not be immutable, because one of the underly­
  ing themes of Star Wars is that destiny is forged not 
  only through prophecy, but also through the choices 
  that individuals make when faced with predictions of 
  their possible futures.
  On the other hand, the players would likely find it 
  frustrating if their new Force power wasn’t useful be­
  cause the future is too mercurial to predict at all, and 
  so the CM should strive to balance the effectiveness 
  of Warde’s Foresight with the idea that destiny is what 
  one makes of it.
  One way to address this is to make sure that the charac­
  ter always learns something useful from using Warde’s 
  Foresight. Even if a vision does not come to pass, per­
  haps it reveals a detail that is true—and useful—about 
  the person it concerned. For example, even if a mysteri­
  ous Force sensitive does not choose to unleash blasts 
  of withering energy on the user of Warde’s Foresight 
  in response to an impertinent question, knowing that 
  the character has the capacity to do so is valuable in 
  and of itself. The vision might not come true, but it still 
  reveals truth. Warde’s Foresight can and should reveal 
  things that don’t come to pass, but it generally should 
  not show visions that are completely impossible.
  S p e n d 3 3 to  addLjequa 
  to Strength upgrades pur 
  chased 
  to 
  user’s 
  nex1 
  check against the target.
  Once per encounter, use 
  the basic power as a ma­
  neuver.
  Spend 3  3  to have the 
  bonuses the power grants 
  apply to all checks for 
  rounds equal to Duration 
  upgrades purchased.
  Spend 3  3  to have the 
  bonuses the power grants 
  apply to all checks for 
  rounds equal to Duration 
  upgrades purchased.
  Spend 3  to increase pow­
  er's range by a number of 
  range bands equal to Range 
  upgrades purchased.
  Spend 3  3  to have the 
  bonuses the power grants 
  apply to all checks for 
  rounds equal to Duration 
  upgrades purchased.
  When performing a Warde’s 
  Foresight power check as 
  part of an Initiative check, 
  spend 3 to add O on user’s 
  first check this encounter.
  When performing a Warde’s 
  Foresight power check as part 
  of an Initiative check, spend 
  3 to add &  or O to ally's 
  first check this encounter.
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Misc/FFG - Specializations, Signature Abilities & Powers.pdf