TEXT: Introduction 
  What is This Thing? 
  Star Wars World: Rebel Ops is a hack-of-a-hack of Apocalypse World 
  /Powered by the Apocalypse games, aimed at Star Wars gaming. It started 
  life as a couple extra play books for Star Wars World (the PtbA Star Wars 
  game this one branched off from and from which it borrowed the most 
  DNA). There’s also stuff in here from Uncharted Worlds, Monster of Week, 
  Undying, Urban Shadows, Monsterhearts, Dungeon World, Masks, AW2, and 
  about two dozen open hacks from pretty much every genre out there. Off 
  the top of my head, these include Beyond, Mass Effect Apocalypse, Mouse 
  World, Offworld, Strange New Worlds, The Regiment – Colonial Marines, and 
  at least one Fate Codex issue (Vol 2, Issue 2, Corruption, by Clark Valentine). 
  Since it’s all of those things, it should be somewhat obvious this isn't a stand-
  alone RPG. I’m assuming you know the basics of Powered by the Apocalypse 
  games. (Make moves, roll 2d6 plus the appropriate stat. On a 10+, you do it, 
  on a 7-9 you do it but there's a cost, on a 6-, the GM makes a Hard Move.) 
  Basically, this document focuses on what’s different, which means Playbooks, 
  Moves, Corruption, the Force, and so forth. 
  This game doesn't really “do” games where a hyper-competent team solves 
  issues and everyone follows orders to the letter and people rarely change 
  (use Fate for that, if you want – I used to, and it’s good for that kind of thing). 
  It handles games where events snowball a bit out of control, then everyone 
  either comes together and solves it, or crawls away to lick their wounds and 
  try again in the third movie. 
  There are official Star Wars games out there. There are also dozens of 
  unofficial games out there. No infringement is intended on anything Star 
  Wars, and no infringement is intended on anything taken from Apocalypse 
  World or any other Powered by the Apocalypse game – if you want credit for 
  some bit I’m using and I missed mentioning it already, just ask; if you want 
  me not to use it, just say so. Likewise, borrow anything out of here you like; 
  I’m over at doyce@doycetesterman.com if you have questions or comments.
  What’s Different From SWW? 
  Fair question! Since I started with Star Wars World at the outset and kept a 
  lot of it, talking about what’s different is probably easiest. So: 
  MOVES 
  • 
  Suffer Wounds is gone. Fights/harm are brutal enough without it, and I can’t 
  think of any matching examples from the source fiction. 
  • 
  Face Death kicks in when you need to mark harm and can’t. 
  • 
  Heal Up doesn’t leave you incapacitated for days at a time when you take 
  Wounds. See Suffer Wounds notes for why. Most healing moves are gone. 
  • 
  Bribe Someone is gone. At least three ways for +1 forward on Apply Leverage; 
  roll bribery into those. If we must throw money at a problem, Put the Word Out. 
  • 
  Mark Experience: You also mark experience for 6- rolls. 
  • 
  Draw On Your Training is gone; redundant to Force-related playbook moves. 
  Non-force users who want to use Deep, Trust Your Feelings. 
  • 
  Go In Blazing works more like Stand in Defense, or DW Hack & Slash. 
  • 
  Ported in Spout Lore from DW.  
  • 
  Ported in Cramped Quarters from Uncharted Worlds. 
  • 
  Ported in Luck from Monster of the Week. Detailed in each playbook. 
  PLAYBOOKS 
  • 
  Building the Ace starship is different. 
  • 
  Call on the Force and Doing Something New with the Force is different. Basically 
  the Force is a different. See Dark Side Points for the GM, and Corruption rules. 
  • 
  Adept Force Talisman choices are different. 
  • 
  Adepts need one more class move. I’ll get to it. 
  • 
  Bounty Hunters got new moves… and lost one? New BH drama death move. 
  • 
  Droid Playbook is new. 
  • 
  Gearhead is pretty much the same. Wow. 
  • 
  All Jedi playbooks combined into one, with long list of class moves to customize 
  your space wizard. 
  • 
  Noble got Strike Team. Noble’s ‘mark experience for…’ list changed a bit. 
  • 
  Officers are gone. They don’t factor in the era/stories/scope Rebel Ops is for. 
  Also, Nobles can handle “captain of a big ship” pretty well. 
  • 
  Operatives got a few/several new moves. I like them. 
  • 
  Partisan playbook is new.  
  • 
  Changed how to build Scoundrel ships. Scoundrel also got Pickpocketing, 
  because Scoundrel. And I just decided they get an advancement option to 
  replace spent Luck, because why the heck not. 
  • 
  Slicer playbook is new. It’s okay. 
  • 
  Trooper class moves changed a bit. If you want a squad, nab it from the Noble. 
   
   
   
  
  Basic Moves 
  Act under Pressure 
  When you race against the clock, act while in danger, or act to avoid 
  danger, roll +Cool. On a 10+, pull it off without a hitch. On a 7–9, the GM will 
  offer a worse outcome or hard choice.  
  � Advanced: On a 12+, whatever you were trying to do, you transcend it.  
  Assess 
  When you closely study a person, place or situation, or when you 
  quickly size up an opponent or a charged situation, roll +Canny. On a 10+, get 
  3 hold. On a 7-9, get 1 hold. In the ensuing action, spend 1 hold at any time 
  to ask the GM a question from the list below, if your assessment could have 
  revealed the answer. The GM may ask questions to clarify your intent. Take 
  +1 forward when acting on the answers. 
  � What potential complication do I need to be wary of? 
  � What do I notice despite an effort to conceal it? 
  � How is ______ vulnerable to me? 
  � How can I avoid trouble or hide here? 
  � What is my best way in/way out/way past? 
  � Where can I gain the most advantage? 
  � Who or what is my biggest threat in this situation? 
  � Who or what is in control here? 
  � Advanced: On a 12+, ask any 2 questions, not limited to the list.  
  Trust your Feelings 
  When you Trust Your Feelings, roll +Deep. On a hit, gain new insight into your 
  current situation and take +1 forward acting on it. On a 10+, the information 
  is clear and decisive. On a 7-9, it’s vague and foreboding: you’ve got a baaad 
  feeling about this.  
  � Advanced: On a 12+, you see things for what they truly are. The GM 
  will tell you what’s going on and how you might deal with it. 
  Help or interfere 
  When you Help or Interfere another character, roll +Bonds. On a hit, they 
  take +1 or -2 forward, your choice. On a 7–9, you are implicated in the other 
  character’s move, and expose yourself to danger, retribution or cost.  
  � Advanced: On a 12+, increase or decrease their roll to the next tier 
  (6- to a 7-9, 10+ to a 12+, etc.) after applying the +1 or -2.  
  Go in Blazing 
  When you Go In Blazing, roll +Rugged. On a hit, inflict harm and suffer harm 
  in return. On a 10+, choose 2. On a 7-9, choose 1:  
  � You inflict terrible harm 
  � You suffer little harm in return  
  � You expose or create a weakness  
  � You take something from your opposition 
  � Advanced: On a 12+, choose all 4  
  Stand in Defense 
  When you Stand In Defense of a person, place or thing, roll +Rugged. On a 
  hit, suffer harm in its place. On a 10+, choose 2. On a 7-9, choose 1:  
  � You suffer little harm  
  � You inflict harm on your attackers  
  � You see what you’re defending to safety  
  � Your efforts inspire or frighten others  
  � Advanced: On a 12+, choose all 4, PLUS increase the effect of 1.  
  Apply Leverage 
  When you Apply Leverage (political, financial, physical, or personal) on 
  someone to get them to do what you want, roll +Suave. On a 10+, NPCs’ll do 
  it for little to no cost, PCs can only refuse you if they offer you something of 
  value. On a 7-9, NPCs’ll do it, but only after you agree to something big 
  and/or provide concrete assurances; PCs mark experience if they do it.  
  � Advanced: On a 12+, NPCS will do what you want and help you see it 
  to its end; PCs must do what you’re asking. 
  Spout Lore 
  When you consult your accumulated knowledge about something, roll 
  +Canny. On a 10+, the GM will tell you something interesting and useful 
  about the subject. On a 7-9, the GM will only tell you something interesting; 
  it’s on you to make it useful. Be prepared to explain how you know this.
   
   
   
  
  Secondary Moves 
  Face Death 
  When you need to mark harm and you’re out of Harm boxes, you are 
  incapacitated and dying rapidly. Without outside aid or a miracle, you will die 
  shortly. Good luck! 
  Suffer a Debility 
  When you are about to suffer harm, you may opt to Suffer a Debility to avoid 
  the harm. A debility permanently decreases one of your main stats by 1 and 
  lowers the maximum the stat can be raised to through advancements (+2 
  instead of +3).  
  Heal up 
  Vitality Damage (the first 1-3 harm taken) will improve when you’ve had a 
  chance to rest, or get some first aid. 1 Vitality will come back quite quickly; 
  the rest will come back in a few hours, barring treatment. 
   
  Serious wounds (actual wounds, not vitality) require treatment. For these 
  serious wounds, medkits heal one harm, max. Rest will also heal wounds, but 
  it will take considerably more time than for Vitality damage. Bacta tanks are 
  your (incredibly expensive) friends, in this situation, and speed healing up 
  immensely. Using a medkit does not require a roll or any kind – it’s just 
  standard practice. 
   
  What counts as treatment will usually be one of the following: 
  � A player’s healing move. (The move will detail how much is healed.) 
  � Time in an infirmary or bacta tank. 
  � A visit with a medic, doctor, or hospital. 
  Come under Fire (Ship) 
  When your vehicle Comes Under Fire and suffers harm, record the amount 
  of harm it has taken in total and consult below:  
  � 1-harm: minor shielding or light hull damage  
  � 2-harm: major shielding or minor hull damage; one or two systems 
  compromised  
  � 3-harm: serious hull damage; several systems disabled or compromised  
  � 4-harm: major hull damage; most systems disabled, several destroyed.  
  � 5-harm: complete breakdown; all systems disabled; most people on-board are 
  exposed serious danger  
  � 6-harm or more: total destruction; everyone on-board is exposed to serious 
  danger Harm may blow through to passengers/crew, GM’s call.  
  Cramped quarters 
  When you’ve been trapped in cramped quarters with the same people for a 
  significant amount of time (a leg of an interstellar journey, et cetera), choose 
  a character trapped here with you and Roll +Bonds.  
   
  On a 10+, describe how the two of you bonded over the past few days. On a 
  7-9, reveal/discover the answer to their question about and aspect of 
  yourself or your past. On 6-, you or the GM describes what caused the 
  drama, hurt feelings, or bad blood between you. 
  Put the Word out 
  When you spend credits and put the word out that you’re looking for 
  something, spend 1-3 Cred and roll with the Cred spent. On a 10+, it comes 
  to you, little to no strings attached. On a 7–9, it comes to you, or something 
  pretty close but with a catch. On a miss, it comes to you alright, but with 
  strings very much attached. 
  Hit the Duracrete 
  When you check in with a contact, shop for something special, or go around 
  asking questions, roll with Suave. On a hit, you find what you’re looking or 
  near enough. On a 7-9, it comes at a price, the MC will tell you what. On a 
  miss, you find yourself in a very tight spot, brace yourself. 
  Mark Experience 
  You have four Drives at the start of play. The first time you fulfill a given drive 
  during a session, or whenever you roll a 6- on a move, mark experience. 
  When you’ve marked your last experience box, erase the track and check off 
  an advance. You cannot choose the same advance twice. 
   
  If you Resolve a Drive is resolved (a scene where you definitively reject the 
  drive, or determine it’s no longer relevant to the character), cross the drive 
  off and mark 3 XP. You can never earn XP from fulfilling that drive again.  
  End of Session 
  When you reach the end of a session, choose one your Bonds that you feel is 
  resolved (completely explored, no longer relevant, or otherwise), if any. Ask 
  their player if they agree. If they do, mark experience and fill in another bond 
  or write an entirely new bond with whomever you wish.  
   
  If you have Resolved a Drive during the session, replace that Drive with a new 
  one (see the Drive List at the end of the document). 
  
  Moves in Play 
  Making moves in PLAY 
  The most important thing to keep in mind about moves is this: to do it, you 
  do it. 
   
  Every move has both a mechanical element—rolling the dice and charting 
  the results as a full hit, partial hit, or miss, and then determining what 
  happens based on the move and any relevant fictional elements—you shoot 
  at someone, or con someone, or what have you. You can’t get one without 
  the other! To do it, you do it. 
   
  No move ever triggers without the associated fictional action. Want to 
  Go In Blazing? You have to rush into a fight, guns blazing! Want to Stand In 
  Defense? You have to throw in between danger and someone else! Want to 
  Read Someone? You’ve got to be watching them for signs of what’s going on 
  with them! Want to Help Someone? You’ve got to actually say or do 
  something helpful! 
   
  Sometimes you’ll look at a move and say, “I want to do that thing.” You 
  realize that what you really want to happen, right now, are the mechanical 
  results of Go In Blazing, so you want to trigger that move. That’s awesome! 
  But you don’t get to roll because you want to roll. You have to take some 
  action in the fiction that triggers the move. 
   
  The GM, at the same time, is watching for moments when a move triggers. 
  Sometimes you describe yourself doing something, and the GM tells you that 
  it sounds like you’re triggering a move—and that’s awesome, too! If you like, 
  you can focus on just saying what your character says or does, and rely on 
  the GM to help call it out when you trigger a move. 
   
  The final thing to keep in mind is that just because there’s no move for 
  it doesn’t mean you can’t do it! Using moves is triggering these specific 
  combinations of fiction and rules, but you can still do things in the fiction, 
  even if there isn’t a corresponding move for it. 
   
  H0LD, +1 Forward, AND +1 
  ongoing 
  Some moves describe your character getting hold as a result of the move, 
  such as “hold 1” or “hold 3.” These are temporary points you can spend 
  according to the move, often with the phrase “spend hold one-for-one,” 
  meaning “spend one point of hold for one effect as the move describes.”  
   
  Usually hold has to be spent during a given conversation or scene, but moves 
  tell you how long you have before the hold expires. If there’s ambiguity, ask 
  the GM for clarification. 
   
  Other moves describe your character “taking +1 forward” or “taking +1 
  ongoing.” +1 forward means your character gets +1 to the next applicable 
  roll; +1 ongoing means your character gets +1 to all applicable rolls moving 
  forward, as the move describes. The move always indicates how long these 
  bonuses last. 
  How Do Characters Work? 
  Everyone grabs a playbook. No one grabs the same playbook. Follow the 
  instructions therein – basically finish and customize the template by making 
  selections/decisions (select moves, allocate attribute points, etc.), then write 
  out Bonds to the other PCs after you go around and tell each other about 
  your characters.  
  Note: At the start of play, each playbook is unique: you can only have one PC 
  that is a Gearhead, one that is an Ace, etc. 
  Yes, that means just one Jedi. If you want to rock out in the Old Republic or 
  some other Jedi-thick era, grab the original Star Wars World, with multiple 
  Jedi playbooks – this is Rebel Ops. Call it the Rise of the Empire or Age of 
  Rebellion, it doesn’t matter: Jedi are rare as an honest game of Sabacc. 
   
   
  
  Playbooks 
  The Ace 
  Name 
  Lauren, Audrey, Farley, Sammy, Inisa, Forim, Crev, Bridget, Dace, Annette, 
  Kaleb, Melvar, Marlon, Kim, Errol, Humphrey,Phoenix, Femi, Shayl, Adi, 
  Cachi, Salek, Dart, Gremlin, Imbet, Jag, or Moolis, HK-51, T7-Ak, R8-Q1  
  Look 
  � Ambiguous, Female, Male, Transcendent 
  � Hard Features, Soft Features, Normal Features, Exceptional Features 
  � Crewperson’s Clothing, Everyday Clothing, Flashy Clothing, Uniform 
  Clothing 
  Demeanor 
  Arrogant, Quiet, Professional, Friendly  
  Stats  
  (distribute 3 to these, max 3) 
  Canny 1, Cool 1, Deep -1, Rugged 0, Suave -1 
  Moves 
  You get Devil In The Cockpit, and then choose 1 more Ace move. 
  Gear 
  � 2-cred 
  � A starship (detail) 
  � 1 handy weapon 
  Bonds 
  Fill in as many as you like with at least one per other player’s characters: 
  � _______________ is a half-decent pilot. With my help, they can become 
  a great one. 
  � _______________ damaged my starship and I still haven’t forgiven 
  them. 
  � I don’t know why, but _______________ unsettles me. 
  � I’ve been through thick and thin with _______________; I trust them. 
  � _______________ and I made out before, nothing came of it but it’s 
  cool. 
  � I love exchanging jokes with _______________.
   
   
   
   
   
   
   
   
  “Of course I can fly it. I can fly anything.” 
   
   
   
   
   
    
   
   
   
   
  Starship 
  You have a starship. Tell the GM how you got it, and pick its three advantages 
  and one disadvantage. 
   
  • 
  Advantages: small, large, fast, maneuverable, long range, heavily 
  armed, strong defenses, smuggling rigged, good sensors, medbay, 
  mining rig, research lab, reliable, lap of luxury 
  • 
  Disadvantages: in debt, under orders, stolen, unreliable, slow, easily 
  recognized, notorious 
   
   
  
  Playbooks 
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do any of the following, mark experience:  
  • 
  Pilot a vehicle into or out of danger  
  • 
  Your desire for recognition draws unwanted attention.  
  • 
  Take a stupid risk  
  • 
  Express genuine concern for a shipmate or squad mate  
  • 
  Fail a roll with 6- 
  Experience: ������ 
  Advancements 
  Start with these:  
  � Get +1 Canny (max +3)  
  � Get +1 Rugged (max +3)  
  � Get +1 Cool (max +3)  
  � Get +1 Deep (max +3)  
  � Get a new Ace move  
  � Get a new Ace move  
  � Get 2 gigs and Moonlighting 
  � Get a space dock (workspace, detail) and 
  crew  
  � Get a move from another playbook  
  � Get a move from another playbook  
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � Advance 2 basic moves  
   
  Drama Moves 
  When you die, if you’re piloting a vehicle, destroy the vehicle and deal 4-
  harm ap to a target you choose. If you’re not piloting a vehicle, or for any 
  remaining ships you own, choose one character and give your ship(s) to that 
  character. They gain +1 to all piloting rolls made in those ships.  
   
  When you open up to someone, ask them a question about your relationship; 
  they must answer it honestly. 
  Ace Moves 
  � Devil In The Cockpit: When piloting a vehicle in a high stress situation, roll 
  with Canny. On a 10+, hold 3. On a 7-9, hold 2. Spend your hold, 1-for-1, 
  to do one of the following:  
  • 
  Ignore all harm from an incoming attack  
  • 
  Pull off a death-defying stunt  
  • 
  Quickly close the gap between yourself and a target  
  • 
  Pull someone’s ass out of the fire  
  On a miss, hold 1, but something goes terribly wrong before this is all 
  over.  
  � Jump First, Think Second: If you go straight into danger without hedging 
  your bets, you get +1armour. If you happen to be leading a squad or 
  convoy, it gets +1armour too.  
  � Can’t Have Just One: You get 2 additional ships, detail them.  
  � Jacked-Up Senses: When you are piloting a vehicle and Trust Your 
  Feelings, you may roll with Canny instead of Deep.  
  � The Best There Is: When you Read a Person just after talking yourself up, 
  you may treat a miss as a 7-9, and a 7-9 as a 10+.  
   
  other Moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
   
  Okay => ������� => Doomed 
   
   
   
   
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Adept 
  Name 
  Alexis, Alice, Gabriel, Little, Malacai, Mirror, Priscilla, Revelation, Shining, 
  Sinjun, Vanir, Wisher, Ashen, Cassilda, Damien, Doubt, Grady, Hali, Hecate, 
  Isaac, Naysay, Nix, Samara, Slander, Venice, Hazel. 
  Look 
  � Ambiguous, Female, Male, Transcendent, Alien 
  � Hard Features, Soft Features, Normal Features, Exceptional Features 
  � Casual Clothing, Mismatched, Camouflage, Ceremonial Clothing 
  Demeanor 
  Volatile, Calm, Savage, Despondent 
  Stats  
  (distribute 3 to these, max 3) 
  Canny 0, Cool -1, Deep 1, Rugged 1, Suave -1 
  Moves 
  Choose 1 Adept Move. 
  Gear 
  2 simple weapons 
  1-cred 
  Your Force Talisman (detail) 
  Bonds 
  Fill in as many as you like (fill in at least one) 
  � _______________ and I have been traveling companions in the past. 
  � _______________ seems interested in the ways of my people and our 
  customs. 
  � I am keeping a close eye on _______________ because I feel threatened 
  by them. 
  � _______________ has earned my undying loyalty. 
  � I have shared my bed with _______________ before. 
  � _______________ is strong in the Force and doesn’t know it yet. 
   
   
   
  "Stop thinking, and end your problems. Other 
  people are bright? I am dim. Other people are 
  sharp? I am dull. Other people have purpose; I 
  have no set path. I drift like dune in desert, I 
  blow aimless as the wind." 
   
   
  The Force 
  When you call on the Force, roll +Deep. On a 
  10+, hold 3 Force Points. On a 7-9, hold 1. On 
  a miss, choose: you’re either too distracted or 
  unsettled to concentrate right now, or you act out of anger, frustration, fear, 
  hubris, et cetera; if so, hold 3 Force Points and the GM holds 1 Dark Side 
  point (to be used immediately or banked for later). You can ALWAYS opt not 
  to roll and take the miss option, and may even opt for the miss option after 
  rolling 7-9. Quicker the Dark Side is. Easier. More seductive. 
  When you do something new or unusual with the Force, tell the GM what 
  you’re hoping to accomplish, spend a force point, and roll +Deep. On a 10+, 
  you do it, or near enough. On a 7-9, it’s lacking, flawed, or costs you. On a 
  miss, it’s not at all what you expected or the costs are severe, GM’s choice. 
  ➢ Telekinesis: While you hold force points, you can use the force to move and 
  manipulate simple unattended objects (though you may be Acting Under 
  Pressure). Spend a force point to move something massive, move people 
  harmlessly, propel yourself up to a great height or forward at great speed, or 
  use telekinesis as a weapon (1-harm ap close area). 
  ➢ Mind Trick: You can spend a force point to trick or deceive a weak-minded 
  person for a few moments. 
  ➢ Force Senses: When you Read a Person or Check Out the Scene, you can spend a 
  force point to ask an additional question from the list. 
  Your force talisman (Choose One) 
  Defense: +1 to rolls made to defend yourself from a Force-based attack. 
  Reserve: Once per session, +1 forward for Calling on the Force. 
  Clarity: While you hold force points, +1 to Trust Your Feelings.  
  
  Playbooks 
   
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � Say something weird and/or cryptic 
  � Do something that reinforces that you’re an outsider 
  � Use the Force in an overt way 
  � Let someone see your softer side 
  � Fail a roll on a 6-. 
  Experience: ������ 
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Deep (max +3) (force user) 
  � 
  Get +1 Rugged (max +3)  
  � 
  Get +1 Suave (max +3)  
  � 
  Get a new playbook move  
  � 
  Get a new playbook move  
  � 
  Get 2 gigs (detail) and Moonlighting 
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you die, you can become a Force Spirit. You can appear as your Adept 
  character to anyone Trusting Their Feelings to give them advice and guidance, 
  tell them what you honestly think their best course is. If they do it, they and 
  your new character both mark experience.  
   
  When you open up to someone, tell them how your people customarily 
  honor moments such as these. If they join you in practicing the custom, they 
  mark experience. 
  Class Moves 
  � Untapped Fury: When you use the Force as a weapon, take +1 to your 
  roll and inflict +1harm.  
  � Force Illusion:  You can spend a force point to implant an illusion in the 
  minds of others. When you do, roll +Deep. On a 10+, choose 2. On a 7-9, 
  choose 1: 
  o It extends broadly across many minds 
  o It extends deeply, holding up against close scrutiny 
  o It will last for some time after you stop maintaining it 
  On a miss, choose 1, but someone inconvenient is aware of what you’re 
  doing.  
  � Hardened Survivalist:  When in wild and untamed lands and you Act 
  Under Pressure or Check Out The Scene, you roll +Deep instead of 
  Cool/Canny. You can never lose your way in the wilderness. 
  � Beast Charmer:  When you befriend an animal with the force, spend a 
  force point and roll +Deep. On a 10+, hold 2. On a 7-9, hold 1. Spend 
  your hold to: 
  o Carry on a short conversation; only rudimentary ideas and thoughts. 
  o Send them into danger on your behalf. 
  o Have them fight alongside you during a battle. 
  On a miss, hold 1 anyway, but something gets lost in translation. 
   
  other Moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
   
  Okay => ������� => Doomed 
   
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Bounty Hunter 
  Name 
  Tor, Ork, Doule, Blag, Mega, Dent, Deg, Frog, Summit, Trench, Zuto, Kray, 
  Momo, Gigg, Meat, Stomp, Tahiri, Lorn, Kaia, Ric, Jeanida, Arlan, Maki, 
  Amaza, Locke, Xuenti, Kam, Jango, Sera, Zan, Fianna, Aeris, N4-V1, L9-X1, G8-
  K8 
  Look 
  � Ambiguous, Female, Male, Transcendent, Alien 
  � Hard Features, Soft Features, Normal Features, Exceptional Features 
  � Casual Clothing, Mismatched, Camouflage, Uniform Clothing 
  Demeanor 
  Arrogant, Intense, Professional, Friendly 
  Stats  
  (distribute 3 to these, max 3) 
  Canny 0, Cool 0, Deep 0, Rugged 1, Suave -1 
  Moves 
  Choose two class moves. 
  Gear 
  1 serious weapon 
  1 versatile weapon 
  1 backup weapon 
  1-armor and a jet-pack, or 2-armor +clumsy 
  1-cred 
  A space shuttle (3-harm, small, hyperdrive, cramped) 
  Bonds 
  Fill in as many as you like (fill in at least one) 
  • 
  I’ve hunted _______________ in the past but they slipped through my fingers. 
  • 
  _______________ is well regarded by the Guild. 
  • 
  I want to get to know _______________ better but I’m nervous around them. 
  • 
  _______________ just… gets on my nerves. 
  • 
  _______________ scares me. Few others do. 
  • 
  _______________ knows their way around a firefight and I feel I can depend on 
  them when things get dangerous. 
   
   
   
   
   
   
   
  "I only work for people I like, or 
  people who pay me a lot of 
  money. Right now, you’re neither.” 
    
   
   
   
  Serious 
  Weapons 
  � Sporting blaster rifle (3-harm far loud) 
  � Blaster carbine (2-harm close area loud energy) 
  � Heavy blaster pistol (3-harm close reload loud energy) 
  � Dual blaster pistols (2-harm close area loud energy, OR -area when using 
  only one) 
  � Grenade tube (4-harm close area reload messy) 
  � Vibro sword (3-harm hand messy powered) 
   
  versatile Weapons 
  � Ion gun (s-harm OR 2-harm-ap (vs. droids)) close loud energy 
  � Hold-out blaster (2-harm close reload loud energy concealable) 
  � Stun grenades (s-harm hand area reload energy) 
  � Flame thrower (2-harm close area fire) 
  � Whip-cord (s-harm close) 
   
  Backup Weapons 
  � Blaster pistol (2-harm close loud energy) 
  � Vibro knife (2-harm hand powered) 
  � Many knives (2-harm hand infinite) 
  � Stun grenades (s-harm hand area reload energy) 
   
   
  
  Playbooks 
   
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � Escalate a non-violent situation through violence or force 
  � Recount the tale of a former hunt 
  � Protect someone with or without their knowledge 
  � Adhere to your code of honor, even if it complicates the situation 
  � Fail a roll on a 6-. 
  Experience: ������ 
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Deep (max +3) (force user) 
  � 
  Get +1 Rugged (max +3)  
  � 
  Get a new playbook move  
  � 
  Get a new playbook move  
  � 
  Get a base (detail) and Salary 
  � 
  Get 2 gigs (detail) and Moonlighting 
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you die, you can choose to vanish from play and reappear at some 
  later point in the story. You can allocate advances on your new character to 
  “back from the grave”- once you have allocated three advances to this 
  Advancement, your bounty hunter can return to the story. Say how they 
  survived, what scar(s) they now carry, and what body parts or appearance 
  have changed.  
   
  When you open up to someone, you may tell them a secret fear you hold, a 
  vulnerability of yours, or about a meaningful moment from your past. If you 
  do, they must do the same. 
  Class Moves 
  � I Wouldn’t Do That: When you successfully Interfere with someone, 
  subtract 3 from their roll instead of 2 and mark experience. 
  � No Good to me Dead: When you inflict harm, you can choose to inflict 
  any amount of harm you like, less than or up the harm of your attack, 
  including stun-harm. Decide at the moment you would inflict harm.  
  � Perfect Instincts:  When you Check out the Situation and act on the GM’s 
  answers, take +2 forward instead of +1. 
  � Moth to the Flame: At the beginning of the session, roll with Rugged. On 
  a 10+, hold 2. On a 7–9, hold 1. At any time during the session, you or 
  the GM can spend a hold to have you appear in a scene where violence 
  has or is about to break out. On a miss, the GM holds 1 and can spend it 
  at any time to put you in a bad spot. 
  � Membership Has Its Perks: When you search the guild’s database for info 
  on someone, roll with Canny. On a 10+, ask 2. On a 7-9, ask 1: 
  o Where can I most likely find them? 
  o Who is close to them, someone they trust? 
  o Is there a bounty on their head? If so, for how much? 
  o Who is one of their known rivals? 
  o Who will retaliate if I act against them?  
  On a miss, their file has been deleted and you’ve triggered a fail-safe of 
  some kind.  
   
  other Moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
   
  Okay => ������� => Doomed 
   
   
   
   
   
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Droid 
  Name 
  FA-4, T3-H8, T0-2R, ZZ-4Z, R5-D2, M-3PO,  FLO, TC-14, Mr. Bones, R3-S6, 
  8D8, Sparky, 2D6, RGR-2, IG-89, C-21, WAC-4U  
  Look 
  � Humanoid,  Barrel body, Boxy body, Round body, Multi-limbed 
  � Humanoid features, Machine features, Intimidating features, Innocuous 
  features 
  � Shiny finish, worn finish, matte finish, dark finish, battered finish 
  Demeanor 
  Diplomatic, Impertinent, Ruthless, Friendly, Insulting, Obsequious  
  Stats  
  (distribute 4 to these, max 3) 
  Canny 1, Cool 0, Deep -2, Rugged 0, Suave 0 
  Moves 
  You get Primary Function and Overload, and choose one more. 
  Gear 
  Integrated tools/resources related to primary function (toolkit, language 
  database, blaster(s), medkit, et cetera, as appropriate) 
  Bonds 
  Fill in as many as you like (fill in at least one) 
  � _______________ is my master, I see them as a ___________________. 
  � _______________ was once my master, these days, we are 
  ________________. 
  � I don’t think ___________________ can be trusted. 
  � I’ve known ____________________ longer than anyone suspects. 
  � I’ve proven to ___________________ that I’m a reliable ally.
   
   
   
   
   
   
  “Sir, I don't know where your ship learned to 
  communicate, but it has the most peculiar 
  dialect.” 
   
   
   
   
    
   
   
  Primary Function 
  Preserve life, Gather intelligence on [subject], Destroy [targets], Obey orders from 
  [being], Diplomatic liaison, _____________________ 
   
   
   
  
  Playbooks 
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � When you achieve a goal while following your primary function. 
  � When you find a loophole to act against (or around) your orders. 
  � When you follow your orders despite grave personal peril. 
  � When you fail a roll on a 6-. 
  Experience: ������ 
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Rugged (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Suave (max +3)  
  � 
  Get a new Droid move  
  � 
  Get a new Droid move  
  � 
  Get a move from another playbook  
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you open up to someone, hold 1 on them. When they’re next in 
  trouble, you can spend the hold to show up in the nick of time. 
   
  When you die, you cease functioning until you are repaired or you download 
  your memory banks into a new chassis. A droid can be repaired by a 
  technician in a workshop by spending 1-credit for every 2 boxes of wounds or 
  overload. Field repairs can be made with a tool kit by spending 2 credits to 
  heal one box of wounds or overload. 
   
  If the character successfully fixes you, they mark XP, and either or both of 
  you can add a related Bond. 
  Droid Moves 
  � Primary Function:  When you pursue your Primary Function, take +1 
  ongoing. If you achieve a goal pertaining to it, mark xp.  
  � Overload:  Take 2 Harm (ap) to re-roll.  
  � Combat model:  Your hardened combat chassis gives you 1-armor. Your 
  bare hands are a weapon (2-harm hand).  
  � Designed to assist: When you aid someone who’s rolling a non-combat 
  move, the bonus stacks with aid from another PC.  
  � Technician:  When you interface with a machine, roll+Canny. On a hit, 
  you take control of the system, gather information, and/or deny the 
  enemy access. On a 7-9 also, the GM will choose one: cost 
  (gear/credits/time), exposure, or compromise.  
  � Analysis:  When you have time and access to a lab appropriate to the 
  task, roll +Canny. On a 10+, ask the GM 3 questions about the subject of 
  your analysis. On a 7-9, ask 2. On a miss, ask 1.  
  � Hidden Compartment: You have covert storage space inside yourself. 
  Describe it. Only a very detailed search will reveal it. 
   
  other Moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
   
  Okay => ������� => Doomed 
   
   
   
   
   
   
   
   
   
   
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Gearhead 
  Name 
  Leia, Joshua, Tai, Ethan, Bran, Jeremy, Amanuel, Koon, Dro, Eliza, Dylan, 
  Adnan, Alan, Nils, Ellen, Lee, Kim, Adele, Leone, Burdick, Pedric, Tornik, 
  Whiting, Fauci, Hossfield, Lemma, Morrell, Ozair, Salm, Moss, Whitmont, 
  Cullen, Spector, J7-GA, Y1-T3, L8-VA 
  Look 
  � Ambiguous, Female, Male, Transcendent, Alien 
  � Hard Features, Soft Features, Normal Features, Exceptional Features 
  � Casual Clothing, Mismatched, Camouflage, Uniform Clothing 
  Demeanor 
  Distant, Volatile, Awkward, Calculating 
  Stats  
  (distribute 3 to these, max 3) 
  Canny 1, Cool -1, Deep 1, Rugged 0, Suave -1 
  Moves 
  Choose two Gearhead moves. 
  Gear 
  3-cred 
  Workspace (detail) 
  Any personal piece or two of normal gear or weaponry 
  Bonds 
  Fill in as many as you like (fill in at least one) 
  � I’m working on an important piece of tech for _______________. 
  � _______________ seems to understand me where few others do. 
  � When I’m in trouble, I usually turn to _______________ for help. 
  � I may have a small crush on _______________. 
  � _______________ doesn’t know a hydro-spanner from a helicoil. 
  � I’ve sliced _______________’s personal files and found something 
  dangerous there.
   
   
   
   
  "If we don’t patch this up, the 
  propulsion tank will overflow and 
  flood this ship with poisonous 
  gas!” 
   
   
   
    
   
   
  Workspace 
  Choose 3 of the following which your workspace includes: a starship dock, a 
  controlled growing environment, skilled labor, a junkyard of raw materials, a 
  space transport, holoconsoles, machining tools, transmitters & receivers, a 
  proving range, high security. 
   
  When you go into your workspace and dedicate yourself to making a thing, 
  or to getting to the bottom of something, decide what and tell the GM. The 
  GM will tell you “sure, no problem, but…” and then 1 to 4 of the following: 
  • 
  It’s going to take hours/days/weeks/months of work 
  • 
  First you’ll have to get/build/fix/figure out ___ 
  • 
  You’re going to need ___ to help you with it 
  • 
  It’s going to cost you a lot of cred 
  • 
  The best you’ll be able to do is a crap version, weak and unreliable 
  • 
  It’s going to mean exposing yourself (plus colleagues) to serious 
  danger 
  • 
  You’re going to have to add ___ to your workplace first 
  • 
  It’s going to take several/dozens/hundreds of tries 
  • 
  You’re going to have to take ___ apart to do it. 
  The MC might connect them all with “and,” or might throw in a merciful “or.” 
  Once you’ve handled the necessaries, you can go ahead and  accomplish the 
  thing itself. The GM will stat it up, or spill, or whatever it calls for. 
   
   
   
  
  Playbooks 
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � Create or work on something using your Workspace 
  � Use techno jargon to explain something 
  � Show enthusiasm for a piece of tech 
  � Share something meaningful about yourself 
  � Fail a roll on a 6-. 
  Experience: �������� 
   
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Deep (max +3) (force user) 
  � 
  Get +1 Rugged (max +3)  
  � 
  Get +1 Suave (max +3)  
  � 
  Get a new playbook move  
  � 
  Get a new playbook move  
  � 
  Get a base of operations and Salary 
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you die, pick a character. When they next visit your workspace, they 
  will find a message waiting for them and a gift, something you’ve made just 
  for them. Tell them the message and detail the gift.  
   
  When you open up to someone, offer them a piece of advice for the future. If 
  they follow through with your advice, they take +1 forward in doing so and 
  you mark experience. 
  Gearhead Moves 
  � Technical Savant: You have an inherent knowledge of machines and tech. 
  When you spend some time studying a piece of equipment, roll with 
  Canny. On a 10+, ask 2. On a 7-9, ask 1: 
  � For what purpose was this created? 
  � How can I safely dismantle or replicate this? 
  � Who or what created this? 
  � Is something wrong with this? If so, how can I fix or exploit it? 
  � What is this, really? 
  � What is its true worth?  
  On a miss, something unexpected goes wrong with your study or the 
  equipment.  
  � Durasteel Wingman: You have a faithful droid companion. When you Act 
  Under Pressure with the help of your droid, roll with Canny instead of 
  Cool.  
  � I’ve Got Your Back: When you Help someone, treat a miss result as a 7-9 
  and a 7-9 as a 10+.  
  � Craftsperson: You can ignore one requirement set by the MC while using 
  your Workspace.  
  � Tech Wiz: When you put your technical know-how to use in the field, roll 
  +Canny. On a 10+, choose both. On a 7-9, choose 1: 
  � You create a golden opportunity for yourself and/or others 
  � Take definite hold of something vulnerable or exposed  
  On a miss, you make a mistake or false assumption that gets you or 
  someone you’re working with into a tight spot.  
   
  other Moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
   
  Okay => ������� => Doomed 
   
   
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Jedi 
  Name 
  Plono, Sorol, Dom, Ganner, Naroon, Min, Ewted, Valin, Forma, Jaster, Marl, 
  Leo, Torc, Deel, Aari, Nomar, Cab, Gades, Yana, Esven, Ralla; Connor, Doyle, 
  Liluum, Aawaia, Tresk, Caer, Dorn, Tara, Emma, Lana; Gades, Aerex, Kasari, 
  Shir, Liza, Volu, Hala, Killric, Coyt, Anolo, Feris, K’avel, Lucia 
  Look 
  � Ambiguous, Female, Male, Transcendent, Alien 
  � Hard Features, Soft Features, Normal Features, Exceptional Features 
  � Jedi attire, Everyday clothing, Ceremonial robes, Casual Clothing 
  Demeanor 
  Professional, Diplomatic, Caring, Distant; Calculating, Friendly, Overbearing; 
  Charming, Reflective, Insidious 
  Stats  
  (distribute 2 to these, max 3) 
  Canny 0, Cool 0, Deep +1, Rugged 0, Suave 0 
  Moves 
  Choose two Jedi moves. 
  Gear 
  2-cred 
  Lightsaber (2-harm ap hand). Choose 1 option: 
  • 
  Double-bladed or matched pair: +2-handed +area 
  • 
  Collection: Unremarkable, but there’s a handful of them. 
  • 
  Legendary: A distinctive color and/or notable history. +valuable 
  • 
  Masterwork: +1choice on Stand in Defense 
  • 
  Unconventional: Work out the details with the GM. 
   
  Bonds 
  � _______________ is strong in the Force; I would guide them to knowledge. 
  � _______________ is a trusted friend. 
  � I can count on _______________ to keep their cool when things get hairy. 
  � _______________ is a mystery to me. 
  � I sense a kindred spirit in _______________, I hope they feel the same way. 
  � I don’t understand _______________ and don’t really want to. 
  � I have strong feelings for _______________ but do not let myself dwell on it. 
  � I’ve seen a darkness in _______________ that concerns me. 
  � I’ve had a disturbing vision about the future of _______________. 
  � _______________ has a secret only I know.  
   
   
   
  "My ally is the Force." 
   
   
    
   
   
  The Force 
  When you call on the Force, roll 
  +Deep. On a 10+, hold 3 Force 
  Points. On a 7-9, hold 1. On a miss, 
  choose: you’re either too distracted 
  or unsettled to concentrate right now, or 
  you act out of anger, frustration, fear, hubris, 
  et cetera; if so, hold 3 Force Points and the GM 
  holds 1 Dark Side point (to be used immediately or banked 
  for later). You can ALWAYS opt not to roll and take the miss option, and may 
  even opt for the miss option after rolling 7-9. Quicker the Dark Side is. Easier. 
  More seductive. 
  When you do something new or unusual with the Force, tell the GM what 
  you’re hoping to accomplish, spend a force point, and roll +Deep. On a 10+, 
  you do it, or near enough. On a 7-9, it’s lacking, flawed, or costs you. On a 
  miss, it’s not at all what you expected or the costs are severe, GM’s choice. 
  ➢ Telekinesis: While you hold force points, you can use the force to move 
  and manipulate simple unattended objects (though you may be Acting 
  Under Pressure). Spend a force point to move something massive, move 
  people harmlessly, propel yourself up to a great height or forward at 
  great speed, or use telekinesis as a weapon (1-harm ap close area). 
  ➢ Mind Trick: You can spend a force point to trick or deceive a weak-
  minded person for a few moments. 
  ➢ Force Senses: When you Read a Person or Check Out the Scene, you can 
  spend a force point to ask an additional question from the list. 
   
   
  
  Playbooks 
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � Try to peacefully disarm a situation 
  � Protect someone; from others or themselves 
  � Recite a line of the Jedi Code 
  � Adhere to the Jedi Code, even if it complicates the situation 
  � Fail a roll on a 6-. 
  Experience: ������ 
   
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Deep (max +3) (force user) 
  � 
  Get +1 Rugged (max +3)  
  � 
  Get +1 Suave (max +3)  
  � 
  Get a new playbook move  
  � 
  Get a new playbook move  
  � 
  Get 2 gigs (detail) and Moonlighting 
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you die, you can become a Force Spirit. You can appear as your Jedi 
  character to anyone Trusting Their Feelings to give them advice and 
  guidance, tell them what you honestly think their best course is. If they do it, 
  they and your new character both mark experience.  
   
  When you open up to someone, you form a bond with them; you take +1 to 
  all rolls to protect them or see them to safety. You may only have this bond 
  with one person at a time. 
   
  Class Moves 
  � Trained Diplomat: When you Apply Leverage, treat a miss as a 7-9, a 7-9 
  as a 10+, and a 10+ as a 12+.  
  � Lightsaber Duelist: When you go into battle with your lightsaber ignited, 
  spend a force point and roll +Rugged. On a 10+ hold 3, on a 7-9 hold 2. 
  On a miss, hold 1, but take -1 ongoing. Spend hold during the battle to: 
  o Name someone blasting at you or someone within your reach. You 
  redirect the bolt at the shooter, or to someone/something nearby. 
  o Reduce harm you or someone nearby is about to suffer by 1. 
  o Name a character in the scene, but outside your reach. You cross the 
  distance to them before they have time to adjust or react. 
  � Jedi Spy: When you infiltrate a place of power, roll +Canny. On a 10+, 
  choose 2. On a 7-9, choose 1: 
  o You discover an important secret 
  o You find someone you’re looking for 
  o You have a clear escape route open to you  
  On a miss, you’re caught off guard, pinned down, or surrounded.  
  � Form III, Soresu: When you must defend yourself from physical attack 
  with your lightsaber, spend a Force Point and roll +Deep. On 10+, you 
  have 2-armor, hardened. On a 7-9, you have 1-armor, hardened. The 
  armor lasts for one scene. On a miss, you’re marked as the biggest threat 
  by all enemies present. 
  � Defender of the Order: When you Stand in Defense of a place or thing, roll 
  +Deep instead of +Rugged. 
  � Compassion’s Gift: When you Stand in Defense of people, roll +Canny. 
  � Farseeing: You meditate, becoming receptive to the greater truths within 
  the Force. Roll +Deep. On a 10+, choose 2. On a 7-9, choose 1. 
  o You realize you know an important secret you hadn’t noticed before. 
  o You gain insight into the current situation, take +1 if acting on it. 
  o Your meditation does not take all day. 
  � Jedi Ace: While piloting a starship, you may choose to roll +Deep instead 
  +Cool when Acting Under Pressure.  
  � There is no Passion, There is Serenity: When someone uses Read a Person 
  on you, you choose the questions they ask you.  
  � Apprentice: You have an apprentice: name them. Your job is to teach 
  them the Order's ways. They count as an ally. 
  other Moves 
  Luck: Mark luck to change a roll to 12 or avoid all harm from an injury. 
  Okay => ������� => Doomed 
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Noble 
  Name 
  Almec, Aral, Amee, Stass, Passel, Beed, Connix, Lok, Embo, Fode, San, Jeric, 
  Puc, Lyn, Po, Rin, Ozz, Quid, Zen, Yarren 
  Look 
  � Ambiguous, Female, Male, Transcendent 
  � Hard Features, Soft Features, Normal Features, Exceptional Features 
  � Casual Clothing, Mismatched, Camouflage, Uniform Clothing 
  Demeanor 
  Distant, Volatile, Intense, Arrogant, Friendly  
  Stats  
  (distribute 3 to these, max 3) 
  Canny 1, Cool -1, Deep 0, Rugged -1, Suave 1 
  Moves 
  Choose two Noble moves. 
  Gear 
  3-cred 
  1 elegant weapon 
  2 deluxe gear 
  Bonds 
  Fill in as many as you like (fill in at least one) 
  � _______________ has worked for me before, I trust them well enough. 
  � I’ve slept with _______________ a few times. They called it off but I miss them. 
  � _______________ has given me plenty of reasons to not trust them. 
  � I know _______________ can be bought with the right amount of credits. 
  � _______________ seems to have strong feelings for me, but I don’t share them. 
  � I’ve proven to _______________ I can handle myself under pressure.
   
   
   
   
   
   
   
   
  "I was not elected to watch my people suffer and die while 
  you discuss this invasion in a committee." 
   
   
   
    
   
   
  Elegant Weapons 
  � Hold-out blaster (2-harm close reload loud energy concealable) 
  � Ornate dagger (2-harm hand valuable) 
  � Vibro-sword (3-harm hand messy energy) 
  � Hidden knives (2-harm hand infinite) 
   
  Deluxe Gear 
  � Government stipend (3-cred) 
  � Spectacular tattoos (+implanted) 
  � A pet (+valuable +alive) Your choice and yours to detail 
  � A space shuttle with crew and pilot 
  � A speeder car and driver 
  � An competent, loyal bodyguard (3-harm 1-armor) 
   
   
   
   
  
  Playbooks 
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � Improve your standing or impair a rival’s standing within 
  _________________ 
  � Take charge and issue orders 
  � When your identity complicates the situation 
  � Resolve a charged situation without violence 
  � Fail a roll on a 6-. 
  Experience: ������ 
   
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Rugged (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Deep (max +3)  
  � 
  Get a new Partisan move  
  � 
  Get a new Partisan move  
  � 
  Get a base or capitol ship and Salary 
  � 
  Get 2 gigs (detail) and Moonlighting 
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you die, something or someone you’d been looking for is found and 
  brought to your allies, by those working at your behest, no strings attached. 
   
  When you open up to someone, you inspire them and take 1 hold on them. 
  Spend your hold to Help or Interfere with them from any distance; you still 
  have to roll. 
  Noble Moves 
  � Inspirational: When you Help someone, add +2 to their roll instead of +1. 
  When someone Helps you, they mark experience. 
  � We Have Powerful Friends: When you reach out to your influential friends 
  for a favor, declare what you’re after and roll +Suave. On a 10+, they 
  grant it to you, no strings attached. On a 7-9, it’ll either be something 
  close or it’ll come with serious strings attached, your choice. On a miss, 
  you’ve pissed someone off or attracted very unwanted attention, GM’s 
  choice. 
  � Grace Under Fire: When you Go In Blazing or Stand in Defense with an 
  elegant weapon, roll +Suave instead of +Rugged.  
  � Natural Leader: When you give another player’s character an order that 
  puts them at risk and they follow it, they mark experience. 
  � Crime Lord: You run a criminal organization, detail it with the GM. When 
  you place demands on your organization, roll +Suave. On a 10+, they 
  obey with minimal backlash. On a 7-9, you’ll need to make a sacrifice 
  first; victimize a member, drop cred from your personal account, attract 
  unwanted heat, or your reputation suffers. On a miss, someone makes a 
  public or secret play against you, GM’s choice.  
  � Strike Team: You get a small squad (2-harm 1-armour, small, +unruly). 
  When your squad fights for you, roll +Rugged. On a 10+, hold 3. On a 7–
  9, hold 1. During battle, spend your hold 1 for 1 to make your squad: 
  o Make a hard advance 
  o Stand strong against a hard advance 
  o Make an organized retreat 
  o Fight and die to the last  
  On a miss, your squad turns on you, tries to hand you over to your 
  enemy, panics/flees, or surrenders to your enemy, GM’s choice. 
   
  other Moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
  Okay => ������� => Doomed 
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Operative 
  Name 
  Snow, Crimson, Shadow, Azure, Midnight, Scarlet, Violetta, Amber, Rouge, 
  Damson, Sunset, Emerald, or Ruby, Raksha, Kickskirt, Kite, Monsoon, Smith, 
  Beastie, Baaba, Melody, Mar, Tavi, Absinthe, or Honeytree, Y7-B3, 0B-8B, K7-
  B1 
  Look 
  � Ambiguous, Female, Male, Transcendent, Alien 
  � Hard Features, Soft Features, Normal Features, Exceptional Features 
  � Everyday Clothing, Dark clothing, Professional clothing, Concealing 
  clothing 
  Demeanor 
  Detached, Charming, Professional, Angry 
  Stats  
  (distribute 3 to these, max 3) 
  Canny 0, Cool 1, Deep -1, Rugged -1, Suave 1 
  Moves 
  Choose two Operative moves. 
  Gear 
  Two custom weapons 
  2-cred 
  Bonds 
  Fill in as many as you like (fill in at least one) 
  � I’ve been tracking the movements of _______________ for some time now. 
  � _______________ and I worked a spec ops job together in the past. 
  � I’ve slept with _______________ before; but it was only to get intel. 
  � _______________ has my back, no matter what goes down. 
  � I shot/stabbed _______________ in the back and they never found out it was 
  me. 
  � _______________ keeps trying to make me respectable; they have a lot to 
  learn.
   
   
   
   
   
   
  "I love assassinating assassins. They 
  always look so surprised." 
   
   
   
    
   
   
   
  Custom Weapons 
  Blasters 
  Base (Choose 1): 
  � Blaster pistol (2-harm close 
  loud energy) 
  � Blaster carbine (2-harm close 
  area loud energy) 
  � Blaster rifle (2-harm far loud 
  energy) 
  Options (choose 2): 
  � Ornate (+valuable) 
  � Antique (-energy) 
  � Automatic (+area) 
  � Hi-powered (+1harm) 
  � Scoped (+far, or +1harm at far) 
  � Big (+1harm) 
  � Silenced (remove +loud) 
  Hand Weapons 
  Base (choose 1): 
  � Staff (1-harm hand area) 
  � Haft (1-harm hand) 
  � Handle (1-harm hand) 
  � Chain (1-harm hand area) 
  Options (choose 2): 
  � Ornate (+valuable) 
  � Antique (+valuable) 
  � Head (+1harm) 
  � Spikes (+1harm) 
  � Blade (+1harm) 
  � Heavy blade* (+2harm) 
  � Blades* (+2harm) 
  � Hidden (+infinite) 
  � Vibro (+1harm energy) 
  *counts as 2 options 
   
   
   
   
  
  Playbooks 
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � Break into somewhere you don’t belong 
  � Share a moment of camaraderie with someone 
  � Charm someone to get something from them 
  � Attack someone who isn’t expecting it 
  � Fail a roll on a 6-. 
  Experience: �������� 
   
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Deep (max +3) (force user) 
  � 
  Get +1 Rugged (max +3)  
  � 
  Get +1 Suave (max +3)  
  � 
  Get a new Operative move  
  � 
  Get a new Operative move  
  � 
  Get 2 gigs (detail) and Moonlighting 
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you die, tell one world-shattering secret to another player’s character. 
  That player gains 1-juggling, the Moonlighting move, and the obligation gig 
  “Protect the secret (no one learns about it / someone dangerous learns 
  about it).”  
   
  When you open up to someone, you can request some favor from them as 
  though you had rolled 10+ on Apply Leverage, requiring no real leverage. 
  Class Moves 
  � Agent of a Larger Cause: At the beginning of each mission, you may roll 
  +Cool. On a 10+, your Superiors ask you to do something simple. On a 7-
  9, they ask you to do something complicated or difficult. In either case, 
  you get to ask them one of the questions from the Check Out the Scene 
  move right now. On a miss, you are required to do something terrible. If 
  you do not accomplish what they’ve ordered, you cannot use this move 
  again until you have made up for your failure.  
  � Assassin: When you shoot at an unsuspecting target, do +2 Harm. 
  � Best Laid Plans: When you work out a plan with someone, roll +Canny. 
  On a 10+, hold 3. On a 7-9, hold 2. You can spend your hold 1-for-1, 
  regardless of distance, while the plan is being carried out to: 
  • 
  Add +1 to someone’s roll (choose after rolling) 
  • 
  Dismiss all harm someone suffers from a single attack 
  • 
  Ensure your people have the exact gear they need on hand 
  On a miss, hold 1, but your plan goes sideways at the worst moment. 
  � Impossible Reflexes: If you’re wearing non-armor fashion, you have 1-
  armour. If you’re wearing armor, use it instead. 
  � Infiltration Specialist: When you infiltrate a place of power, roll with Cool. 
  On a 10+, choose 2. On a 7-9, choose 1: 
  o You discover an important secret or item 
  o You arrive in a superior position 
  o You leave no trace of your entry  
  On a miss, you’re caught off-guard, pinned down, or surrounded, GM’s 
  choice. 
  � See the Angles: When you case a joint and Check Out The Scene or Trust 
  Your Feelings, roll with Cool instead of Canny/Deep. 
   
   
  other Moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
  Okay => ������� => Doomed 
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Partisan 
  Name 
  Almec, Amee, Stass, Passel, Beed, Connix, Lok, Embo, Fode, San, Jeric, Puc, 
  Lyn, Po, Rin, Ozz, Quid, Zen, Yarren 
  Look 
  � Ambiguous, Female, Male, Transcendent 
  � Hard Features, Soft Features, Normal Features, Exceptional Features 
  � Casual Clothing, Mismatched, Camouflage, Uniform Clothing 
  Demeanor 
  Distant, Volatile, Intense, Arrogant, Friendly  
  Stats  
  (distribute 3 to these, max 3) 
  Canny -1, Cool 1, Deep -1, Rugged 1, Suave 0 
  Moves 
  Choose two Partisan moves. 
  Gear 
  1-cred 
  A piece or two of normal gear or weaponry (armor and blaster?) 
  Bonds 
  Fill in as many as you like (fill in at least one) 
  � I’ve been keeping a wary eye on _______________ for some time now. 
  � _______________ and I worked a together in the past. 
  � I’ve slept with _______________ before, but it didn’t mean anything to 
  one of us. 
  � _______________ has my back, no matter what goes down. 
  � _______________ keeps trying to shape me up; they have a lot to learn.
   
   
   
   
   
   
   
  "Disobedience is a demand for 
  change." 
   
   
   
   
   
   
   
    
   
   
   
  Grab What's Handy and Go to War 
  You can cobble together working weapons for you or your compatriots out of 
  little more than spare parts and the hope for a better future. When cobbling 
  together a weapon with available parts, roll+Canny. On a 10+, choose three 
  advantages and 1 disadvantage. On a 7-9, choose two advantages and 1 
  disadvantage. One a miss, still choose two advantages; the GM chooses two 
  disadvantages, and tells you one of them. 
   
  Base Weapon: (2-harm, close, energy, loud OR 1-harm hand messy) 
  • 
  Advantages: dangerous (+1 harm), large (+1 harm), quick, longer range 
  (add next highest range) (can be taken twice), area, concealable, 
  energy/non-energy (reverse whatever it currently is), reliable 
  • 
  Disadvantages: explodes unintentionally (+area at a bad moment), 
  fragile, illegal, unreliable, slow, bad reputation, traceable 
   
   
   
   
  
  Playbooks 
   
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � When you harm _______________ or their interests. 
  � Perform a public act of rebellion. 
  � Choose violence to solve a problem when a non-violent option exists. 
  � Share a moment of camaraderie. 
  � Fail a roll on a 6-. 
  Experience: ������ 
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Rugged (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Suave (max +3)  
  � 
  Get a new Partisan move  
  � 
  Get a new Partisan move  
  � 
  Get 2 gigs (detail) and Moonlighting 
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you die, you can choose to trigger a dead-man switch and set off an 
  explosion (4-harm close area) around yourself.  
   
  When you open up to someone, you may tell them a secret about your 
  background, a vulnerability of yours, or the reason you joined the cause or 
  continue to fight for them, at this time. If you do, they must do the same. 
  Partisan Moves 
  � Bottle It Up: You can take up to +3 bonus when you Act Under Pressure. 
  For each +1 you take, the GM holds 1. That hold can be spent later—one 
  for one—to give you -1 on any move except act under pressure. 
  � Home-grown ‘solutions’: When you have time to improvise a solution to a 
  problem (usually an explosive one), tell the GM what you are trying to 
  achieve and the GM will tell you the cost in time and gear. You may 
  reduce the time cost by spending Credits, or vice versa. 
  � Safety First: You have jury-rigged extra protection into your gear, giving 
  you +1 armor (maximum 2-armor).  
  � Smash and Grab: You know how to hit a place hard and fast, get what 
  you need, and get out. When you need to make an insertion and secure 
  something, roll +Rugged. On a 10+, choose 2, on a 7-9, choose 1: 
  • 
  You don’t leave the place wrecked. 
  • 
  You don’t have to fight to secure it. 
  • 
  You don’t have to fight your way out.  
  On a miss, the plan is blown; you’re cut off and take -1 ongoing until you 
  get out. 
  � Stand Together or Fall Apart: When fighting beside someone, if they take 
  harm, you can take up to 2 of that as AP harm yourself, instead.  
  � What Does Not Kill Me... If you have suffered harm in a fight, you gain +1 
  ongoing until the fight is over. 
   
  other Moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
   
  Okay => ������� => Doomed 
   
   
   
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Scoundrel 
  Name 
  Berg, Kurn, Lafferty, Ebbs, Pressin, Marshall, Dolarhyde, Anea, Bendrix, 
  Proust, Steed, Nero, Amalia, Katinka, Dagny, Fox, Faaloo, Clover, Olympias, 
  Illeana, Draff, Sway, Raith, Bail, J7-L9, B2-B1, C3-L6 
  Look 
  � Ambiguous, Female, Male, Transcendent, Alien 
  � Hard Features, Soft Features, Normal Features, Exceptional Features 
  � Everyday Clothing, Flashy Clothing, Casual Clothing, Dirty Clothing 
  Demeanor 
  Charming, Professional, Arrogant, Playful 
  Stats  
  (distribute 3 to these, max 3) 
  Canny 1, Cool 1, Deep -1, Rugged -1, Suave 0 
  Moves 
  Choose two Scoundrel moves. 
  Gear 
  Blaster pistol (2-harm close loud energy) or a signature weapon (detail) 
  2-cred 
  Space Transport (+cargo, select two advantages, 1 disadvantages) 
  • 
  Advantages: small, large, fast, maneuverable, heavily armed, strong 
  defenses, smuggling rigged, mining rig, reliable, lap of luxury 
  • 
  Disadvantages: in debt, under orders, stolen, unreliable, slow, easily 
  recognized, notorious 
  Bonds 
  Fill in as many as you like (fill in at least one) 
  � _______________ is a member of my crew and I trust them. 
  � _______________ is a member of my crew and I do not trust them. 
  � I’ve worked a few jobs in the past with _______________, we’re solid. 
  � I once tricked _______________ out of a deal; I guess that means I owe 
  them one. 
  � _______________ goes on and on about hokey religions and ancient 
  weapons as if I’m supposed to care. 
  � _______________ is someone I rely on for steady income.
   
   
   
   
  "I ain't in this for your 
  revolution, and I'm not in it 
  for you, Princess. I expect 
  to be well paid. I'm in it for 
  the money." 
   
   
    
   
   
   
  Gigs 
  Choose 3 paying gigs, their pay-off and possible catastrophe are listed 
  alongside: 
  • 
  Body guarding (Pay-off:1-cred, Catastrophe: embattled) 
  • 
  Surveillance (Pay-off: 1-cred, Catastrophe: deceived) 
  • 
  Honest work (Pay-off: 1-cred, Catastrophe: indebted) 
  • 
  Entourage (Pay-off: 1-cred, Catastrophe: entangled) 
  • 
  Cargo hauling (Pay-off: 1-cred, Catastrophe: bushwhacked) 
  • 
  Treasure hunting (Pay-off: 1-cred, Catastrophe: stranded) 
  • 
  Infiltration (Pay-off: 1-cred, Catastrophe: discovered) 
  • 
  Scavenging (Pay-off: 1-cred, Catastrophe: indebted) 
  • 
  Smuggling (Pay-off: 1-cred, Catastrophe: discovered) 
  • 
  Technical work (Pay-off: 1-cred, Catastrophe: indebted) 
  • 
  Brokering deals (Pay-off: 1-cred, Catastrophe: indebted) 
  • 
  Politicking (Pay-off: 2-cred, Catastrophe: exposed) 
  • 
  Piracy / raiding (Pay-off: 2-cred, Catastrophe: embattled) 
  • 
  Planetary defense (Pay-off: 2-cred, Catastrophe: infiltrated or embattled) 
  • 
  Hunting bounty (Pay-off: 2-cred, Catastrophe: embattled) 
   
   
   
   
  
  Playbooks 
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � Tell someone about a way this situation can/can’t be turned to profit 
  � When your identity or past complicates the situation 
  � Take your ship into danger 
  � Show loyalty toward your crew 
  � Fail a roll on a 6-. 
  Experience: �������� 
   
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Rugged (max +3)  
  � 
  Get +1 Suave (max +3)  
  � 
  Get a new Scoundrel move  
  � 
  Get a new Scoundrel move  
  � 
  Get a new gig and 1 juggling 
  � 
  Get a new gig and 1 juggling 
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 Luck 
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you die, choose a character and leave them your ship. When someone 
  important (their call) associates them with your ship, they may roll 
  Reputation as if they had the move.  
   
  When you open up to someone, hold 1 on them. When they’re next in 
  trouble, you can spend the hold to show up in the nick of time. 
  Class Moves 
  � Moonlighting: You get 2-juggling. Whenever there’s a stretch of 
  downtime in play, or between sessions, choose a number of your gigs to 
  work; no more than your juggling, and roll +Cool. On a 10+, you get profit 
  from all the gigs you chose. On a 7–9, you get profit from 1; if you chose 
  more, you get catastrophe from others. On a miss, catastrophe all 
  around. The gigs you aren’t working give you neither profit nor 
  catastrophe.  
  � Eye on the Door: When you’re in a tight spot and need to make a quick 
  getaway, roll +Cool. On a 10+, you’re gone. On a 7-9, you get away but 
  leave something important behind or take something unexpected with 
  you, your choice. On a miss, you’re stuck with no clear way out.  
  � Friends in Low Places: When you visit a new place, you can declare you 
  have criminal friends there and roll +Cool. On a hit, your friends are well 
  positioned to help you out with something. On a 10+, their help comes 
  cheap. On a 7-9, their help will cost you something big. On a miss, your 
  old friends have become new enemies.  
  � Pickpocket. When you steal something small, roll +Suave. On a 10 or 
  more, you get it and they didn’t notice you taking it. On a 7-9 either you 
  don’t grab it, you grab the wrong thing, or they remember you later: 
  your choice.  
  � Reputation: When you meet someone important (your call), roll with 
  Cool. On a hit, they’ve heard of you, and you say what they’ve heard; 
  they’ll respond accordingly. On a 10+, take +1 forward with them. On a 
  miss, they’ve heard of you, but the MC will decide what they’ve heard.  
  � Stone-Faced: Whenever someone uses Read a Person on you, you may 
  answer one of their questions any way you like.  
  other Moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
  Okay => ������� => Doomed 
   
   
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Slicer 
  Name 
  Almec, Amee, Stass, Passel, Beed, Connix, Lok, Embo, Fode, San, Jeric, Puc, 
  Lyn, Po, Rin, Ozz, Quid, Zen, Yarren 
  Look 
  Ambiguous, Female, Male, Transcendent 
  Hard Features, Soft Features, Normal Features, Exceptional Features 
  Casual Clothing, Mismatched, Camouflage, Uniform Clothing 
  Demeanor 
  Distant, Volatile, Intense, Awkward, Excitable  
  Stats 
  (distribute 3 to these, max 3) 
  Canny 1, Cool 1, Deep 0, Rugged -1, Suave -1 
  Moves 
  You get Black Hat and Program. Select 1 additional Slicer move. 
  Gear 
  1-cred 
  Portable terminal 
  A piece or two of normal gear or weaponry 
  Bonds 
  Fill in as many as you like (fill in at least one) 
  � I’m working on a private tech project for _______________, in my spare 
  time. Do they know? Well... 
  � _______________ can actually keep up with me when I’m talking. 
  � When I’m in trouble, I usually turn to _______________ for help. 
  � I may have a small crush on _______________. 
  � _______________ doesn’t know the holonet from a holocron. 
  � I’ve sliced _______________’s personal files and found something 
  dangerous there.
   
   
   
   
   
  "There are no dumb questions. No, check that. 
  'How do you become a slicer?' That's a dumb 
  question.” 
   
   
   
   
   
   
   
  Can’t Stop the Signal 
  You have a custom portable terminal that allows you to connect to the 
  holonet from nearly any hardline or wireless uplink.  
   
  You can Hit the Duracrete without ever leaving your base of operations.  
   
  When you Check out the Scene from inside the system, using your terminal, 
  ask 1 additional question. 
   
  Your terminal has two tags. Select them from the following list: 
  +inaccessible hidden drive, +encrypted, +high capacity, +high speed. 
   
   
   
   
   
  
  Playbooks 
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � Discover more information about _______________. 
  � Cripple enemy technology. 
  � Infiltrate or capture an enemy stronghold. 
  � Form a personal connection with someone you’ve never met directly. 
  � Fail a roll on a 6-. 
  Experience: ������ 
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Rugged (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Suave (max +3)  
  � 
  Get a new Slicer move  
  � 
  Get a new Slicer move  
  � 
  Get 2 gigs (detail) and Moonlighting 
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you die, you can become a holonet ghost. You can connect to anyone 
  using Check out the Scene or Hitting the Duracrete on the holonet, to tell 
  them what you think their best course of action is. If they do it, they and your 
  new character both mark experience. 
   
  When you open up to someone, you each hold 1. Either of you can spend 
  your hold any time to help or interfere with the other, at a distance or 
  despite any barriers that would normally prevent it. 
  Slicer Moves 
  � Black Hat:  When you are interfacing with a computer system or network 
  and you need to use it without permission, Roll+Canny: On a 10+, you're 
  in. On a 7-9, you're in, but personnel or electronic defenses are inbound. 
  You cannot slice into a starship without a hard line, yet. 
  � Program:  When you have time and space to write a computer program, 
  tell the GM what you want it to do. The GM will tell you how long it'll 
  take (hours, days, weeks). Then, when you execute the program, 
  roll+Canny. On a 10+, it executes as expected. On a 7-9, it works, but 
  there is a bug. You get a lesser version, it takes longer, or it exposes you.  
  � Everything is on the Holonet: Roll +Canny instead of +Suave when you Hit 
  the Duracrete. 
  � I am Inwincible!: When performing Stand In Defense or Go In Blazing as 
  part of a virtual technological assault, roll+Canny instead of +Rugged. 
  � Not as Harmless as I Look: When you attack someone who’s 
  underestimated you, take +1 Forward OR +1 Harm. 
  � Remote Control: You can use black hat to slice into an air or ground 
  vehicle remotely at long range, and control it as if you were driving. 
  Extremely Illegal. 
  � Trace:  After you've accessed someone's personal electronic device(s), 
  you can track their current location as long as you are on the same world 
  as them. 
  � Void Array: By broadcasting a tight-beam signal to another starship, you 
  can use Black Hat to access its systems. You have to be very near it. 
  Requires Remote Control.  
   
  other moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
   
  Okay => ������� => Doomed 
   
   
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  Playbooks 
  The Trooper 
  Name 
  Vonk, Batty, Jonker, A.T., Rue Wakeman, Navarre, Kargin, Kartak, Barbarossa, 
  Keeler, Grekkor, Crille, Doom, XIII, Chaplain. Rex, Gracus, Noor, Boxer, Raek, 
  Trey, Nangle, Huwall, Morano, Tal, Duke, Bogen, Imsatad, Asyr, or Tren, DD-
  94, LJ-78, HK-37, Y1-NL 
  Look 
  � Ambiguous, Female, Male, Transcendent, Alien 
  � Hard Features, Soft Features, Normal Features, Exceptional Features 
  � Casual Clothing, Mismatched, Camouflage, Uniform Clothing 
  Demeanor 
  Intense, Volatile, Friendly, Serious 
  Stats  
  (distribute 3 to these, max 3) 
  Canny -1, Cool 1, Deep 0, Rugged 1, Suave -1 
  Moves 
  Choose two Trooper moves. 
  Gear 
  1 really big blaster 
  1 serious blaster 
  1 backup weapon 
  2 armor (+clumsy), detail it 
  1-cred 
  Bonds 
  Fill in as many as you like (fill in at least one) 
  � _______________ and I have fought shoulder to shoulder; they have my 
  respect. 
  � I’ve always found _______________ to be attractive but have never told them. 
  � _______________ helps me keep my demons at bay. 
  � I once wronged _______________ greatly and still feel indebted to them. 
  � _______________ lives by a different code than I do; I’m certain we will clash 
  soon. 
  � I’ve served under _______________ in the past and disobeyed one of their 
  orders. 
   
   
   
   
   
   
   
  "I prefer a good fight to all this  
  sneakin’ around." 
   
    
   
   
  Really big 
  blasters  
  Choose 1: 
  � Hi-powered sporting blaster rifle  
   
  (3-harm far energy) 
  � Auto cannon (3-harm close/far area messy energy) 
  � Blaster rifle (3-harm close loud autofire energy) 
  � Grenade launcher (4-harm close area messy)  
  Serious Guns  
  Choose 1: 
  � Sporting blaster rifle (2-harm far loud) 
  � Blaster carbine (2-harm close area loud energy) 
  � Heavy blaster pistol (3-harm close reload loud energy) 
  � Grenade tube (4-harm close area reload messy) 
  � Flame-thrower (3-harm close area fire)  
  Backup Weapons  
  Choose 1: 
  � Blaster pistol (2-harm close loud energy) 
  � Vibro knife (2-harm hand powered) 
  � Vibro sword (3-harm hand messy powered) 
  � Many knives (2-harm hand infinite) 
  � Frag grenades (4-harm hand area reload messy) 
  � Stun grenades (s-harm hand area reload energy) 
  
  Playbooks 
  Name and Look: 
   
   
  Canny: 
   
  Cool: 
  Deep: 
  Rugged: 
  Suave: 
  When you do the following, mark experience: 
  � Get into a fight 
  � Tell a war story 
  � Show protectiveness for someone 
  � Adhere to your code of honor, even when it complicates the mission 
  � Fail a roll on a 6-. 
  Experience: ������ 
  Advancements 
  Start with these:  
  � 
  Get +1 Canny (max +3)  
  � 
  Get +1 Cool (max +3)  
  � 
  Get +1 Deep (max +3) (force user) 
  � 
  Get +1 Rugged (max +3)  
  � 
  Get a new playbook move  
  � 
  Get a new playbook move  
  � 
  Get 2 gigs (detail) and Moonlighting 
  � 
  Get a base (detail) and Salary 
  � 
  Get a move from another playbook 
  � 
  Get a move from another playbook 
   
  After 5 Advancements, you may select:  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Get +1 to any Stat (max +3)  
  � 
  Retire your character (to safety)  
  � 
  Change to a new playbook  
  � 
  Create a second character to play  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
  � 
  Advance 2 basic moves  
   
  Drama Moves 
  When you die, your friends and comrades will hold you a warrior’s funeral, all 
  characters who attend mark experience and you choose which of them 
  receives your weapons and armor.  
   
  When you open up to someone, you take +1 forward. At your option, they 
  take +1 forward too. 
  Class Moves 
  � Battlefield Instincts: In combat, when you Check Out the Scene, roll +Cool 
  instead of +Canny. 
  � Combat Medic: you maintain a well-stocked and high quality first aid kit. 
  It counts as a med-kit with a capacity of 2-stock, and you can usually refill 
  it when you have downtime (ask the GM). 
  � Commanding Presence: When you Apply Leverage with physical threats or 
  intimidation, roll +Rugged instead of +Suave. 
  � Elite Trooper: When you successfully Stand In Defense or Go In Blazing, 
  choose an additional option from the list. 
  � Leave No One Behind: In combat, when you help someone escape, roll 
  +Rugged. On a 10+ you get them out clean. On a 7-9, you can either get 
  them out or suffer no harm, you choose. On a miss, you fail to get them 
  out and you’ve attracted hostile attention. 
  � Ruthless: When you inflict harm, you may choose to inflict +1harm. 
  � Support Specialist:  In battle, when you help someone who’s rolling, don’t 
  roll. You help them as though you hit the roll with a 10+, and mark 
  experience.  
   
  other Moves 
  Luck 
  Mark luck to change a roll to 12 or avoid all harm from an injury. 
   
  Okay => ������� => Doomed 
   
   
   
   
   
   
  ����� ����� 
  Debilities: � -1 Canny 
  � -1 Cool 
  Vitality Wounds 
   
  � -1 Rugged 
  � -1 Suave 
  
  GM Section 
  BLASTERS 
  � Hi-powered sporting blaster rifle (3-harm far energy) 
  � Auto cannon (3-harm close/far area messy energy) 
  � Sporting blaster rifle (2-harm far reload loud energy) 
  � Blaster carbine (2-harm close area loud energy) 
  � Heavy blaster pistol (3-harm close reload loud energy) 
  � Blaster pistol (2-harm close loud energy) 
  � Hold-out blaster (2-harm close reload loud energy concealable) 
  � Ion gun (s-harm/2-harm ap* hand reload energy) *only affects droid  
  BALLISTICS 
  � Grenade launcher (4-harm close area messy) 
  � Grenade tube (4-harm close area reload messy) 
  � Frag grenades (4-harm hand area reload messy) 
  � Stun grenades (s-harm hand area reload energy) 
  � Antique slugthrower (2-harm close reload loud valuable)  
  HAND WEAPONS 
  � Force pike (2-harm/s-harm hand/close powered) 
  � Ornate dagger (2-harm hand valuable) 
  � Hidden knives (2-harm hand infinite) 
  � Vibro knife (2-harm hand powered) 
  � Big knife (2-harm hand) 
  � Vibro sword (3-harm hand messy powered) 
  � Many knives (2-harm hand infinite) 
  � Lightsaber (3-harm ap hand)  
  SIZES 
  � Tiny (air-car, snub fighter, speeder, bomber) 
  � Small (shuttle, transport,10-20 warriors, 3-6 starfighters) 
  � Medium (corvette, frigate, heavy tank, 30-50 warriors, ~12 starfighters) 
  � Large (destroyer, cruiser 60-120 warriors, ~24 starfighters) 
  � Huge (battle cruiser, small space station, colony ship, 150-300 warriors 
  ~48 starfighters 
  � Massive (dreadnaught, large space station, 300+ warriors, ~96 
  starfighters) 
  SHIPS 
  � Speeder car: 0-harm, tiny, +atmospheric 
  � Military speeder: 2-harm, tiny, +atmospheric 
  � Shuttle: 2-harm, small, +hyperdrive 
  � Starfighter: 3-harm, small, +hyperdrive 
  � Space transport: 2-harm, small, +hyperdrive +cargo 
  � Bomber: 2-harm, small, +hyperdrive +2 size ratings vs capital ships  
  CAPITAL SHIPS 
  � Corvette: 3-harm 1-armour, medium, +hyperdrive 
  � Frigate: 3-harm, 1-armour, medium, +hyperdrive 
  � Cruiser: 3-harm, 1-armour, large. +hyperdrive 
  � Destroyer: 3-harm, 1-armour, large, +hyperdrive 
  � Battle Cruiser: 3-harm, 1-armour, huge, +hyperdrive 
  � Dreadnought /Space Station: 3-harm, 1-armour, massive, +hyperdrive  
  When there is a size mismatch, each step the attacker is larger than its target 
  adds +1 harm and each step smaller knocks off -1 harm. 
  Additional Drives 
  ❑ Lead the team successfully in battle 
  ❑ Help someone shady/dangerous 
  ❑ Punch someone you probably shouldn’t 
  ❑ Help a teammate when they most need 
  you 
  ❑ Take down a threat all on your own 
  ❑ Pull off a ridiculous stunt 
  ❑ Save a teammate’s life 
  ❑ Get inebriated with a teammate 
  Or, pick another playbook’s Drive, or work 
  one out with the GM. 
   
   
  
  GM Section 
  AGENDA 
  � Make Star Wars World fantastical and dramatic 
  � Fill their lives with adventure and excitement 
  � Play to find out what happens next  
  THE PRINCIPLES 
  � Address yourself to the characters, not the players 
  � Make your move, but misdirect and never speak its name 
  � Give lesser villains a sympathetic side 
  � Name everyone, make everyone real, and showcase their culture 
  � Ask provocative questions and build on the answers 
  � Respond with adversity and intermittent rewards 
  � Be a fan of the players’ characters 
  � Think off screen too 
  � Sometimes, delegate decision-making  
  YOUR MOVES 
  � Separate them 
  � Put them together 
  � Reveal an unwelcome truth 
  � Capture someone 
  � Expose a dangerous secret to the wrong person 
  � Put someone in a spot 
  � Inflict Harm or Trade harm for harm (as established) 
  � Announce off-screen or future badness 
  � Take away their stuff 
  � Make them buy 
  � Activate their stuff’s downside 
  � Offer an opportunity, with or without a cost 
  � Turn their move back on them 
  � Make a threat move (from one of your fronts) 
  � After every move: “what do you do?”  
  Don’t forget to… 
  � Turn questions back on the asker or over to the group at large 
  � Digress occasionally, but not too often 
  � Elide the action sometimes, and zoom in on its details other times 
  � Go around the table, make sure everyone gets their spotlight 
  � Take breaks and take your time 
   
   
  
  GM Section 
  Corruption 
  The Dark Side corruption rules are intended to model several ideas: 
  • 
  Corruption changes you in a fundamental way. 
  • 
  Accepting corruption should grant you immediate advantage. 
  • 
  Risking corruption should allow you occasional advantage without taking 
  on more corruption. 
  • 
  Corruption sometimes causes you to act against your own interests and 
  better judgment. 
  • 
  Redemption is possible, at high cost. 
   
  How Corruption Works 
  When a Force User really wants to succeed, corruption can be the cost they 
  accept to have success. (See the Call on the Force move in the Adept and Jedi 
  playbooks for details on how the GM acquires the Dark Side points that 
  facilitate corruption). You reach out to the dark side, summoning that 
  seductive power to your benefit. It burns a path through your soul, leaving 
  behind its permanent mark. Once you start down that path, it’s not easy to 
  give it up. 
   
  Accepting corruption fundamentally changes the way you approach conflicts. 
  On your character sheet, find the attribute most closely aligned to whatever 
  move you made where you acquired corruption (the GM will tell you if 
  corruption occurs). Keep the bonus the same, but change the name of that 
  approach, according to this table: 
   
  Canny 
  Fearful 
  Cool 
  Arrogant 
  Deep 
  Twisted 
  Rugged 
  Aggressive 
  Suave 
  Treacherous 
   
  If the attribute indicated by the GM is already corrupt, choose a different 
  one. In either case, the bonus remains the same, but the name—and the 
  fiction implied by its use—changes. 
   
  REDEMPTION 
  You always have the option of reverting corruption by spending advances. 
  (Not experience points; full advances.) The cost of reverting an attribute to 
  its uncorrupted state is 1 advance for every currently corrupted attribute; 
  each corrupted attribute must be reverted separately. (So: redeeming three 
  attributes would cost a total of six advances: 3 for the first, 2 for the second, 
  1 for the third and final. That’s assuming no further corruption occurs in the 
  meantime.)  
   
  MANIFESTATIONS OF CORRUPTION 
  As your character becomes more corrupt, look at the corrupted stats you’ve 
  acquired. Consider what they imply about how you use them; you’re no 
  longer Canny so much as you are Fearful, for example. Paranoia? Perhaps. 
  When you’re rolling +Aggressive, do you snap at people you don’t mean to 
  attack? Does your newfound Arrogance make you smug, or perhaps bitter, 
  toward others? Do you carry physical manifestations of your corruption? Do 
  you begin to look sallow and sickly? Do your eyes acquire an unhealthy hue? 
   
  WHEN ALL Attributes ARE CORRUPT 
  So what happens when your final stat goes over to the dark side? (Note: the 
  last stat to go should be Deep.) There are a few ways to play that, and your 
  group should discuss how you’ll handle it. 
  • 
  You can become an NPC villain. This assumes you’ve gone beyond the 
  point where redemption is possible; you turn your character over to the 
  GM at some appropriate point. Maybe your new character will end up 
  confronting your old one. 
  • 
  You can continue to play, hoping to redeem yourself at some point. 
  What problems does your character cause? What drives you to seek 
  redemption, or what actions might put you beyond the reach of any aid? 
   
  GM: Using Dark Side Points 
  The table below lays out general guidelines for using Dark Side Points earned 
  from a force user’s Call on the Force move. The table is far from exhaustive, 
  but should give you somewhere to start. 
  GM Move 
  Cost in Dark Side Points 
  Dark vision(s), unexpected behavior 
  1 
  Prophetic, doom-filled dreams 
  (prevents wound recovery) 
  2 
  Change an XP-earning goal on the 
  character 
  3 
  Corrupt an Attribute 
  5, minus corrupted Attribute total 
   
  
SOURCE: textdata/thevault/Star Wars [multi]/Star Wars World (PbtA)/SWW Hack - Rebel Ops.pdf