TEXT: Star Ship
  Choose one of these profiles:
  � Speeder car and bike (power +1, maneuverability +2, 1-armour, 
  weakness +0, 2-harm, tiny, +atmospheric shields-0 hull-3)
  � Shuttle (power +1, maneuverability +1, 2-armour, weakness +1, 2-
  harm, small, +spacious +hyperdrive shields-2 hull-3) 
  � Starfighter (power+2, maneuverability +1, 1-armour, weakness+2, 3-
  harm, small, +hyperdrive shields-3 hull-2)
  � Space transport (power+1, maneuverability +1, 1-armour, 
  weakness+2, 3-harm, small, +hyperdrive +cargo shields-2 hull-4)
  � Bomber (power+1, maneuverability +1, 1-armour, weakness+2, 2-
  harm, small, +hyperdrive +1-harm ap vs. transports & capital ships 
  shields-3 hull-3)
  Choose its strength(s): (equal to its power and maneuverability)
  Fast, rugged, aggressive, tight, huge, responsive, uncomplaining, 
  capacious, workhorse, easily repaired.
  Introducing
  The ace
  Wedge: “And may the Force be with you. You need it”
  Face: “I have some Force here in my pocket. Kell, Cubber, you can have it if 
  you need it. Oops, no, it’s gone. Maybe it’s in my cargo.
  Wedge: “Eight?”
  Face: “Yes, leader?”
  Wedge: “Be quiet”
  -Wedge Antilles and Garik ‘Face’ Loran
  A character playbook for
  Star wars world
  Additional Rules
  capacious, workhorse, easily repaired.
  Choose its weakness(es): (equal to its weakness)
  Slow, fragile, sloppy, lazy, cramped, picky, guzzler, unreliable, easily-
  detected, rabbity.
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  Additional Rules
  Repair-kit
  When you use it, spend its stock; you can spend 0–3 of its stock per use. You 
  can resupply it for 1-cred per 2-stock, if your circumstances let you purchase 
  or barter for technical supplies and spare parts. It begins play holding 6-stock.
  To use it to repair a vehicle or droid that has lost 1 or more hull points (not its 
  maximum hull): roll+stock spent. On a hit, the systems are stabilized and heal 
  all hull damage, but the MC will choose 1 (on a 10+) or 2 (on a 7–9):
  • the vehicle will need to be grounded or docked before it can be flown again.
  • the fuel systems or reactor will require delicate repairs. You’re acting under 
  fire.
  • the vehicle or droid’s system will require 24 hours of re-syncing but can be 
  flown. -1 to vehicle’s power, maneuverability and harm, or -1ongoing for 
  droids.
  • repairing it eats up your stock; spend 1-stock more.
  • it will have to be grounded or docked for at least a week to finish the repairs.
  • one of the core systems, shields, weapons, life support, engines or 
  scanners will have to be taken offline for 36 hours.
  Tags
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  scanners will have to be taken offline for 36 hours.
  On a miss, the vehicle or droid takes 1-harm to hull instead.
  • To use it to speed the recovery of shielding on a vehicle, don’t roll. Spend 1-
  stock to heal 2-shield points. This can only be used on a ship once every 24 
  hours.
  • To use it to salvage a wrecked ship or droid (at maximum hull damage): 
  roll+stock spent. On a 10+, it is repaired to 2-hull points. On a 7–9, it is 
  repaired by 1-hull point. On a miss, you’ve done everything you can to save it, 
  but it’s too far gone.
  The Ace
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Ace Moves
  An expert pilot: when in the cockpit...
  …if you do something under fire, add your ship’s maneuverability to your 
  roll.
  …if you assault, add your ship’s power to your roll.
  …if you threaten, add your ship’s maneuverability to your roll.
  …if you help or interfere with someone, add your ship’s power to your roll.
  …if someone interferes with you, add your ship’s weakness to their roll.
  �Daredevil: 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.
  �Mechanic: you have a well-stocked and high quality tool kit. It counts 
  as a repair-kit with a capacity of 2-stock.
  To create your Ace, choose name, look, stats, moves, gear, ship and Hx.
  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
  • Male, female, ambiguous, or transgressing.
  • Vintage wear, casual wear, utility wear, showy wear or scrounge wear.
  • Handsome face, gorgeous face, stern face, fine-boned face, worn face, 
  crooked face, scaly face, or fuzzy face
  • Cool eyes, hooded eyes, hard eyes, sad eyes, cold eyes, or pale eyes.
  • Slim body, pudgy body, stocky body, solid body, tall body, or strong 
  body.
  SPECiALs
  DAMAGE
  ADvANCEMENT
  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. That character gains +1 to all piloting 
  rolls while in your vehicle(s).
  When you have sex with someone, you both ask a 
  question of one another’s characters. The other 
  person must answer honestly and directly.
  Whenever you roll a highlighted stat, reset your Hx with 
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  as a repair-kit with a capacity of 2-stock.
  �Collector: you get 2 additional ships.
  �Fastest ship in the galaxy: you get an additional ship. Choose 2 to 
  add to it;
  �quad cannons +1 harm
  �structural reinforcements +2 hull
  �deflector shields +2 shields
  �hull plating +1armour
  �boosted engines +1 power
  �increased stabilizers +1 maneuverability
  �As one: when you are piloting a vehicle and you trust your instincts
  you may roll+sharp instead of +attuned.
  �Wing Commander: you get a wing of 12 or so pilots to command and 
  leadership. (2-harm squad small 1-armour +space). Choose whether they 
  are a squadron of starfighters (+1 harm) or bombers (+1harm ap vs. capital 
  ships)
  Stats (Distribute 2 to these. Max +3)
  • Attuned -1 Cool 0 Hard 0 Hot -1 Sharp +2
  Moves
  You get An expert pilot, and then choose 1 more Ace move.
  Gear
  • 1 handy weapon
  • 2-cred
  • a star ship (detail)
  Handy weapons (choose 1):
  � hold-out blaster (2-harm close reload loud energy concealable)
  � blaster pistol (2-harm close loud energy)
  � big knife (2-harm hand)
  � blaster carbine (2-harm close area loud energy)
  � vibro sword (3-harm hand messy energy)
  � heavy blaster pistol (3-harm close reload loud energy)
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Sharp (max +3)
  �Get +1 Hard (max +3)
  �Get +1 Cool (max +3)
  �Get +1 Attuned (max +3)
  �Get a new Ace move
  �Get a new Ace move
  �Get  2 gigs (detail) and 
  moonlighting
  �Get a space dock 
  (workspace, detail) and crew
  �Get a move from another playbook
  �Get a move from another playbook
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  ships)
  Hx
  Go around again for Hx. On your turn, choose 1 or both:
  _____________________...has been with you for days on your ship. Tell 
  that player Hx+2.
  _____________________...once got you out of some serious trouble. Tell 
  that player Hx+2.
  Tell everyone else Hx+1. Everybody knows a bit about who you are and 
  where you’ve been.
  On the others’ turns:
  • You aren’t naturally inclined to get too close to too many people. 
  Whatever number they tell you, give it -1 and write it next to their 
  character’s name.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  Gear $ Cred
  
  Force Talisman
  Force Talisman
  Force Talisman
  Force Talisman\\\\
  (choose 1)
  � Defence: +1 to all rolls made to defend yourself from a Force attack.
  � Reserve: once per session you may ignore the harm inflicted by the 
  Force-tradition move.
  � Clarity: while you have force-hold, you are able to understand and 
  speak any spoken language.
  The Force 
  The Force 
  The Force 
  The Force (Choose 2)
  � Telekinesis: while you have force-hold, you can use the force to move 
  and manipulate simple unattended objects (it may still be doing 
  something dangerous, though). You may spend Hold 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: while you have force-hold, you can use the force as 
  leverage when manipulating the weak minded (MC's call). You may 
  spend your hold to implant an illusion in the minds of others. When you 
  Introducing
  The Adept
  Teneniel: “While rancors dined on others, the daughters of Allya prospered 
  from generation to generation, teaching their own daughters the spells. We 
  divided into clans, and for a long time the clans vied for men in friendly 
  competition, stealing mates. We governed ourselves, punished anyone 
  caught using the night spells. In my grandmother's day, we pushed the wild 
  rancors from these mountains. My grandmothers hunted the last of them. We 
  hoped for peace at last."
  -Teneniel Djo
  A character playbook for
  Star wars world
  spend your hold to implant an illusion in the minds of others. When you 
  do, choose 2:
  • It extends broadly across many minds
  • It extends deeply, holding up against close scrutiny
  • It will last for some time after you stop maintaining it
  � Empathy: While you have force-hold, when you read a person you 
  gain one extra question. You may spend hold instead to ask questions 
  as if you'd rolled a 10+ without rolling.
  � Force Senses: While you have force-hold, when you read a charged 
  situation you gain one extra question. You may spend hold instead to 
  ask questions as if you'd rolled a 10+ without rolling.
  Primitive weapons:
  � spear (3-harm hand/close)
  � garrotte (2-harm AP intimate)
  � machete (3-harm hand messy)
  � bow (2-harm close reload)
  � hatchet (2-harm hand/close)
  � ceremonial dagger (2-harm hand valuable)
  � throwing knives (2-harm close inﬁnite)
  Star wars world
  Additional Rules
  When you inflict harm on another player’s character, the other character 
  gets +1Hx with you (on their sheet) for every segment of harm you inflict. If 
  this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark 
  experience.
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  When you call upon the Dark Side of the Force and you have the Force-
  trained move, by allowing your anger, fear, frustration or hatred to influence 
  you. You can give the dark side a hold on you to do one of the following: hold 
  force-2 if you use Force-trained and miss, add 2 to your next roll, add an 
  extra harm to an attack, heal all your Vitality damage, use the Force as a 
  weapon (2-harm ap close). The MC can spend dark side hold to manipulate 
  � throwing knives (2-harm close inﬁnite)
  Small practical weapons:
  � hold-out blaster (2-harm close reload loud energy concealable)
  � blaster pistol (2-harm close loud energy)
  � vibro knife (2-harm hand powered)
  � blaster carbine (2-harm close area loud energy)
  � ion gun (s-harm/2-harm* hand reload energy) *only affects droid
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  weapon (2-harm ap close). The MC can spend dark side hold to manipulate 
  you down a dark path as if they rolled a 10+.
  The Adept
  Gear
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Adept Moves
  Force Ritual: you get two force powers, choose them when you take 
  this move. When you call on the force, take 1-harm ap and roll+attuned. 
  On a 10+, hold force-3. On a 7-9, hold force-1. On a miss, you may 
  hold force-2 by giving into your fear, anger or hatred, along with the 
  usual consequences of a missed roll. While you have hold, you cannot 
  recover from the harm you took using this move.
  Talisman: you have a force talisman, a small item of personal 
  significance (detail) imbued with the living force that gives you strength. 
  To create your Adept, choose name, look, stats, moves, gear, talisman 
  and Hx.
  Name
  Alexis, Alice, Gabriel, Little, Malachai, Mirror, Priscilla, Revelation,
  Shining, Sinjun, Vanir, Wisher, Ashen, Cassilda, Damien, Doubt, Grady, 
  Hali, Hecate, Isaac, Naysay, Nix,  Samara, Slander, Venice, Hazel.
  Look
  • Male, female, ambiguous, or transgressing.
  • Casual wear, utility wear, leather wear, showy wear, old robes, clean 
  robes.
  • Angelic face, animated face, dirty face, grinning face, hidden face, open 
  face, or trusting face.
  • Albino eyes, bruised eyes, frightened eyes, innocent eyes, knowing eyes, 
  obsidian eyes, pale eyes, or terrible eyes.
  • Dancing body, lithe body, painted body, skinny body, still body, tiny body,
  Force-Hold
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, you can become a Force Spirit. You 
  can appear as your Adept character to anyone 
  trusting their instincts and can give them advice, tell 
  them what you honestly think their best course is. If 
  they do it, their character and your new character both 
  mark experience.
  When you and another character have sex, you 
  automatically do a deep brain scan on them, whether 
  you have the move or not. Roll+attuned as normal. 
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  significance (detail) imbued with the living force that gives you strength. 
  Choose the talisman’s stats when you take this move. If you ever lose 
  the talisman, you can create a new one with a week of uninterrupted 
  meditation.
  � Deep brain scan: when you have time and physical intimacy with
  someone - mutual intimacy like holding them in your arms, or 1-sided
  intimacy like they’re restrained to a table or chair - you can read them 
  more deeply than normal. Roll+attuned. On a 10+, hold 3. On a 7–9, 
  hold 1. While you’re reading them, spend your hold to ask their player 
  questions, 1 for 1:
  • what was your character’s lowest moment?
  • for what does your character crave forgiveness, and of whom?
  • what are your character’s secret pains?
  • who/what does your character love, above all else?
  • in what ways are your character’s mind and soul vulnerable?
  • any question from observe a person.
  On a miss, you inflict 1-harm (ap) upon your subject, to no benefit.
  � Fury: when you use the force as a weapon, take +1 forward and inflict  
  • Dancing body, lithe body, painted body, skinny body, still body, tiny body,
  or twitching body
  Stats (Distribute 2 to these. Max +3)
  • Attuned +2 Cool -1 Hard +1 Hot -1 Sharp 0
  Moves
  You get Force-tradition and Talisman, and then choose 1 more Adept 
  move.
  Gear
  You get:
  • 2 primitive weapons or 1 small practical weapon.
  • fashion suitable to your look, including at your option a piece worth 1-
  armor
  • 1-cred
  Hx
  Go around for Hx. On your turn, choose 1 or none:
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Attuned (max+3)
  �Get +1 Sharp (max +3)
  �Get +1 Hard (max +3)
  �Get +1 Cool (max +3)
  �Get the remaining Force 
  powers
  �Get a new Adept move
  �Get a new Adept move
  �Get 2 gigs (detail) and 
  moonlighting
  �Get a move from another playbook
  �Get a move from another playbook
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  � Fury: when you use the force as a weapon, take +1 forward and inflict  
  +1harm.
  � Beast charmer: you can communicate with animals and they with you, 
  in the most basic sense. You can use threaten, manipulate, and 
  observe a person on any animal.
  � Telepathic command: you can roll+attuned to get the effects of 
  threatening, without threatening. Your victim has to be able to see 
  you, but you don’t have to interact. If your victim forces your hand, your 
  mind counts as a weapon (1-harm ap force close loud-optional).
  Go around for Hx. On your turn, choose 1 or none:
  _____________________...is a competent and fierce warrior, and I 
  respect them. Tell them Hx+2
  • Tell everyone else Hx-1. Your ways are foreign and strange.
  On the others’ turns:
  _____________________...has a strong soul, understanding them means 
  understanding power. Whatever number the player tells you, ignore it and 
  write +3 instead.
  • For everyone else, whatever number they tell you, write it next to the 
  character's name.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  
  Serious weapons (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)
  � vibro sword (3-harm hand messy powered)
  Versatile weapons (choose 1):
  � ion gun (s-harm/2-harm-ap* close loud energy) *only affects droid
  � 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 reload) 
  Backup weapons (choose 1): 
  � blaster pistol (2-harm close loud energy)
  � vibro knife (2-harm hand powered)
  �
  Introducing
  The Bounty Hunter
  Boba Fett: “You know, I’m going to give you something free. That doesn’t 
  happen very often. Even when it’s just good advice – I usually let other 
  creatures learn by just suffering the consequences of their actions”
  Bossk: “Yeah? So what’s your good advice?”
  Boba Fett: “Stop whining. Before you really get me irritated.”
  -Boba Fett and Bossk
  A character playbook for
  Star wars world
  Additional Rules
  � vibro knife (2-harm hand powered)
  � many knives (2-harm hand infinite)
  � stun grenades (s-harm hand area reload energy)
  When you suffer wounds, after the smoke has cleared roll+your current 
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  • you’re out of action: unconscious, trapped, incoherent or panicked.
  • it’s worse than it seemed, take an additional 1-wound.
  • you lose your footing.
  • you lose your grip on whatever you’re holding.
  • you lose track of someone or something you’re attending to.
  • you miss noticing something important.
  When you inflict harm on another player’s character, the other character 
  gets +1Hx with you (on their sheet) for every segment of harm you inflict. If 
  this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark 
  experience.
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  Cred
  Gear
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  The Bounty 
  Hunter
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Bounty Hunter Moves
  � Never forgive, never forget: whenever you take a debility, name the 
  person you hold most responsible. Take +1 ongoing to all rolls versus 
  them, forever. (All rolls with them directly as a target count, of course. 
  Rolls against their family and friends, minions, or property may count, in 
  the MC’s judgment)
  � I wouldn’t, if I were you: when you interfere with someone who’s 
  making a roll, subtract -3 to their roll instead of -2. On a 7–9, you 
  expose both you and them to fire, danger, retribution or cost.
  � No good to me dead: when you inflict harm, you can choose to inflict 
  any amount of harm you like, less than or up to your harm as 
  established, including stun. Decide at the moment you inflict the harm; 
  you need not tell anyone in advance how much harm you intend to 
  To create your Bounty Hunter, choose name, look, stats, moves, gear, and 
  Hx.
  Name
  Tor, Ork, Doule, Big Fucker, 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
  • Man, woman, concealed, or transgressing.
  • Showy armor, scrounged armor, battered old armor, custom homemade 
  armor, or powered armor.
  • Scarred face, blunt face, bony face, dull face, blasted face, scaly face.
  • Hard eyes, blank eyes, merciless eyes, calculating eyes, reptilian eyes.
  • Hard body, stocky body, battered body, scaled body, or furry body
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, you can choose to trigger a dead-man 
  switch and set off an explosion (4-harm close area) in 
  an area around yourself.
  When you have sex with someone, tell them a secret, 
  a vulnerability or about a meaningful moment from 
  your past.
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  you need not tell anyone in advance how much harm you intend to 
  inflict.
  � Unstoppable: when you suffer wounds, take -2 to your roll.
  � Out of the way!: roll+hard to smash your way through scenery to get to 
  or away from something. 10+, the scenery is moved or smashed and 
  you get what you want. On a 7–9 you get what you want and smash or 
  move the scenery, but take 1-harm (ap), and are disoriented and must 
  act under fire in follow-up actions, leave something behind, or take 
  something with you
  � Like a moth to the flame: at the beginning of the session, roll+attuned. 
  On a 10+ hold 1+1. On a 7–9 hold 1. At any time, you or the MC can 
  spend your hold to have you at the scene of a battle (a real battle, not 
  intimate violence between a couple people). On a miss, the MC holds 
  1, and can spend it to have you there and pinned down.
  Stats (Distribute 2 to these. Max +3)
  • Attuned +1 Cool 0 Hard +2 Hot -1 Sharp -1
  Moves
  Choose 2 Bounty Hunter moves.
  Gear
  You get:
  • 1 serious weapon
  • 1 versatile weapon
  • 1 backup weapon
  • 1-armour and a jet-pack or 2-armour +clumsy (you detail). 
  • 1-cred
  • space shuttle
  Hx
  Go around for Hx. On your turn, choose 1 or both:
  _____________________...is too trusting in your eyes. Tell that player 
  other Moves
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Hard (Max +3)
  �Get +1 Sharp (max +3)
  �Get +1 Attuned (max +3)
  �Get +1 Cool (max +3)
  �Get a new Bounty 
  Hunter move
  �Get a new Bounty 
  Hunter move
  �Get 2 gigs(detail) and 
  moonlighting
  �Get a squad(detail) and squad 
  commander
  �Get a move from another playbook
  �Get a move from another playbook
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  _____________________...is too trusting in your eyes. Tell that player 
  Hx-1.
  _____________________...helped you do something terrible once. Tell 
  that player Hx+2.
  Tell everyone else Hx+1. Your guild is well known and word spreads 
  quickly of its members.
  On the others’ turns:
  _____________________...has, or has had, an active bounty on them. 
  Whatever number that player tells you, ignore it and write Hx+3 next to the 
  character’s name.
  • For everyone else, whatever number they tell you, write it next to the 
  character's name.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  
  Lightsaber
  Lightsaber
  Lightsaber
  Lightsaber
  Your lightsaber starts with this profile: (3-harm ap hand). It’s a buzzing 
  laser sword, bright blue or green, that cuts through pretty much anything. 
  Choose 1 option:
  � master crafted: a superb piece of craftsmanship. Add +precious.
  � collection: you have a few spare. They’re absolutely standard, but 
  there’s a handful of them.
  � legendary: its blade has a very distinctive color and people know that 
  blade has history.
  � dual-phase blade: you can double the length of your lightsaber blade 
  with the simple flick of a switch. (hand/close)
  The Force
  The Force
  The Force
  The Force
  • Telekinesis: while you have force-hold, you can use the force to move 
  and manipulate simple unattended objects (it may still be doing something 
  dangerous, though). You may spend Hold to move something massive, 
  move people harmlessly, propel yourself up to a great height or forward at 
  Introducing
  The Consular
  Obi-wan: “So what I told you was true, from a certain point of view.”
  Luke: “A certain point of view?”
  Obi-wan: “Luke, you’re going to find that many of the truths we cling to 
  depend greatly on our own point of view.
  -The spirit of Obi-wan Kenobi and Luke Skywalker
  A character playbook for
  Star wars world
  Additional Rules
  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: while you have force-hold, you can use the force as 
  leverage when manipulating the weak minded (MC's call). You may spend 
  your hold to implant an illusion in the minds of others. When you do, 
  choose 2:
  • It extends broadly across many minds
  • It extends deeply, holding up against close scrutiny
  • It will last for some time after you stop maintaining it
  • Empathy: While you have force-hold, when you read a person you gain 
  one extra question. You may spend hold instead to ask questions as if 
  you'd rolled a 10+ without rolling.
  • Force Senses: While you have force-hold, when you read a charged 
  situation you gain one extra question. You may spend hold instead to ask 
  questions as if you'd rolled a 10+ without rolling.
  When you suffer wounds, after the smoke has cleared roll+your current 
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  • you’re out of action: unconscious, trapped, incoherent or panicked.
  • it’s worse than it seemed, take an additional 1-wound.
  • you lose your footing.
  • you lose your grip on whatever you’re holding.
  • you lose track of someone or something you’re attending to.
  • you miss noticing something important.
  When you inflict harm on another player’s character, the other character 
  gets +1Hx with you (on their sheet) for every segment of harm you inflict. If 
  this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark 
  experience.
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  Cred
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  When you call on the Dark Side of the Force and you have the Force-
  trained move, by allowing your anger, fear, frustration or hatred to influence 
  you. You can give the dark side a hold on you to do one of the following: hold 
  force-2 if you use Force-trained and miss, add 2 to your next roll, add an 
  extra harm to an attack, heal all your Vitality damage, use the Force as a 
  weapon (2-harm ap close). The MC can spend dark side hold to manipulate 
  you down a dark path as if they rolled a 10+.
  The Consular
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Consular Moves
  Call on the Force: when you call on the force, take 1-harm ap and 
  roll+attuned. On a 10+, hold force-3. On a 7-9, hold force-1. On a miss, 
  you may hold force-2 by giving into your fear, anger or hatred, along 
  with the usual consequences of a missed roll. While you have hold, you 
  cannot recover from the harm you took using this move.
  � Force healing: when you touch a wounded person skin to skin, you 
  may heal them using your force-hold 1-for-1 as med-kit stock.
  �
  To create your Consular, choose name, look, stats, moves, gear, and Hx.
  Name
  Vision, Dust, Plono, Sorol, Dom, Ganner, Naroon, Mace, Min, Ewted, 
  Gem, Valin, Forma, Jaster, Marl, Leo, Torc, Deel, Aari, Nomar, Cab, 
  Gades, Yana, Esven, Kael, Ralla
  Look
  • Male, female, ambiguous, or transgressing.
  • Casual wear, utility wear, leather wear, showy wear, old robes, clean 
  robes.
  • Handsome face, gorgeous face, stern face, fine-boned face, worn face, 
  or crooked face.
  • Cool eyes, hooded eyes, hard eyes, sad eyes, cold eyes, or pale eyes.
  • Slim body, pudgy body, stocky body, solid body, tall body, or strong 
  body.
  Force-Hold
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, you can become a Force Spirit. You 
  can appear as your Jedi character to anyone trusting 
  their instincts and can give them advice, tell them 
  what you honestly think their best course is. If they do 
  it, their character and your new character both mark 
  experience.
  When you and another character have sex, if you love 
  them, all’s well and my blessings. If you don’t love 
  them, permanently scribble out an improvement option 
  you haven’t taken. Don’t scribble out “change to a new 
  playbook.”
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  � Farseeing: when you go into battle, roll+attuned. On a 10+, name one 
  person who’ll die and one who’ll live. On a 7–9, name one person who’ll 
  die OR one person who’ll live. Don’t name a player’s character; name 
  NPCs only. The MC will make your Force vision come true, if it’s even 
  remotely possible. On a miss, you foresee your own death, and 
  accordingly take -1 throughout the battle.
  � Peacemaker: at the beginning of the session, name another player’s 
  character. If neither you nor they inflict any harm on anyone or any 
  piloted vehicles during the session, then at the end of the session, you 
  both mark experience.
  � There is no passion, there is peace: you can choose to roll+attuned
  instead of roll+Hx when you help someone who’s rolling.
  � Force of will: When you use the Force to assault, roll+attuned instead 
  of roll+hard.
  Stats (Distribute 2 to these. Max +3)
  • Attuned +2 Cool -1 Hard -1 Hot +1 Sharp 0
  Moves
  You get Force-trained, and then choose 1 more Consular move.
  Gear
  You get:
  • 1 lightsaber (detail) 
  • 2-cred
  Hx
  Go around for Hx. On your turn, choose 1 or both:
  _____________________...helped you do something meaningful. Tell 
  them Hx+2
  • If any of them are members of the Jedi order, tell them Hx+2
  • Tell everyone else Hx+1. You are easy to get to know.
  Gear
  DAMAGE
  vitality
  � STABILIZED
  ADvANCEMENT
  �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 
  �Get +1 Attuned (max+3)
  �Get +1 Sharp (max +3)
  �Get +1 Hard (max +3)
  �Get +1 Cool (max +3)
  �Get +1 Hot (max +3)
  �Get a new Consular move
  �Get a new Consular move
  �Get 2 gigs (detail) and 
  moonlighting
  �Get a move from another playbook
  �Get a move from another playbook
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  • Tell everyone else Hx+1. You are easy to get to know.
  On the others’ turns:
  The force is strong with _____________________. Whatever number the 
  player tells you, ignore it and write +3 instead.
  • Whatever number everyone else tells you, give it +1 and write it next to 
  their character’s name. You see through lies and deceit easily.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  
  Primitive weapons:
  � spear (3-harm hand/close)
  � garrotte (2-harm AP intimate)
  � machete (3-harm hand messy)
  � bow (2-harm close reload)
  � hatchet (2-harm hand/close)
  � ceremonial dagger (2-harm hand valuable)
  � throwing knives (2-harm close inﬁnite)
  Small practical weapons:
  � hold-out blaster (2-harm close reload loud energy concealable)
  � blaster pistol (2-harm close loud energy)
  � vibro knife (2-harm hand powered)
  � blaster carbine (2-harm close area loud energy)
  � ion gun (s-harm/2-harm* hand reload energy) *only affects droid
  Introducing
  The Fringer
  Beru Lars: “Luke’s just not a farmer, Owen. He has too much of his father in 
  him.”
  Owen Lars: “That’s what I’m afraid of”
  -Beru and Owen Lars
  A character playbook for
  Star wars world
  Additional Rules
  When you suffer wounds, after the smoke has cleared roll+your current 
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  Gear
  Ship:
  Class/Size:
  Power
  Maneuv.
  Harm
  Armour
  Weakness
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  • you’re out of action: unconscious, trapped, incoherent or panicked.
  • it’s worse than it seemed, take an additional 1-wound.
  • you lose your footing.
  • you lose your grip on whatever you’re holding.
  • you lose track of someone or something you’re attending to.
  • you miss noticing something important.
  When you inflict harm on another player’s character, the other character 
  gets +1Hx with you (on their sheet) for every segment of harm you inflict. If 
  this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark 
  experience.
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  When you give 1-cred to someone, but with strings attached, it counts as 
  manipulating them and hitting the roll with a 10+, no roll required.
  Cred
  Gear
  Tags
  Shields
  Hull
  Disabled
  manipulating them and hitting the roll with a 10+, no roll required.
  When you make known that you want a thing and spend cred to speed it 
  on its way, roll+cred spent (max roll+3). It has to be a thing you could 
  legitimately get this way. On a 10+ it comes to you, no strings attached. On a 
  7–9 it comes to you, or something pretty close. On a miss, it comes to you, 
  but with strings very much attached
  The Fringer
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Fringer Moves
  � Survival: with preparation and the proper materials, you can create the 
  necessities for life in the wilds. Choose a necessity: food & water, 
  shelter, clothing, medicine, simple weapons or armor and roll+sharp. 
  On a 10+, pick 3. On a 7-9, pick 2:
  • It can be fashioned quickly.
  • It will last for a while.
  • It is of good quality, capable of adding a minor eﬀect.
  • It can supply up to a small squad.
  � Bushwhack: if you make preparations before a fight, which could 
  mean anything from hiding a weapon behind your back to setting 
  snares or even just waiting until nightfall, then right before you make 
  your move, roll+sharp. On a 10+, pick 2. On a 7-9, pick 1:
  • The enemy is vulnerable. You inﬂict +1harm.
  • The enemy is disorganized . They inﬂict -1harm.
  To create your Fringer, choose name, look, stats, moves, gear, and Hx.
  Name
  Arvid, Crow, Noa, Tam, Heni, Pace, Nadon, Butanei, Kell, Inder, Thoon, 
  Raraza, Aerith, Kelko, Skylar, Alstan, Sirra, Ki, Mago, Luke, Kira, Mirax, 
  Liora, Rena, Xyras, P9-HA, H8-GT, DD-74
  Look
  • Male, female, ambiguous, transgressing.
  • Leather wear, fur wear, scrap wear, scrounge wear, vintage wear, 
  rugged wear, or display wear.
  • Noble face, scarred face, tired face, crooked face, or weathered face.
  • Laughing eyes, serene eyes, wild eyes, pale eyes, or watchful eyes.
  • Lithe body, scarred body, tattooed body, gaunt body, or muscled body.
  Stats (Distribute 2 to these. Max +3) 
  • Attuned +1 Cool -1 Hard 0 Hot -1 Sharp +2
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, choose a character to give your 
  personal belongings to. Whenever they go through 
  your things seeking answers, they roll+attuned to see 
  what you direct them to do. On a 10+, they mark 
  experience and take a +1forward if they do as you tell 
  them. On a 7–9, they take a +1forward if they do as 
  you tell them.
  When you and another character have sex, 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.
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  • The enemy is disorganized . They inﬂict -1harm.
  • Your position is secure, and provides you with cover worth 1-armor.
  • The enemy is cut off, and may not retreat the same way they came.
  � Quick learner: when someone gives you proper detailed instruction in 
  some specific task, take +1forward when undertaking that task on your 
  own. If you merely assist them you help as though you had hit the roll 
  with a 10+.
  � Eager to know: when you go to someone for advice, they must tell you 
  honestly what they think the best course is. If you pursue that course, 
  take +1 to any rolls you make in the pursuit. If you pursue that course 
  but don’t accomplish your ends, you mark experience.
  � Jury rig!: when you try to repair something, roll+sharp. On a 10+, 
  choose 3. On a 7-9, choose 1:
  • it'll work more than once or twice.
  • you don't cause serious long-term damage to it.
  • you don't take -1forward with it 'cause it's crap.
  • you don't have to strip something else for parts.
  • Attuned +1 Cool -1 Hard 0 Hot -1 Sharp +2
  Moves
  Choose 2 Fringer moves.
  Gear
  You get:
  • 2 primitive weapons or 1 small practical weapon.
  • fashion suitable to your look, including at your option a piece worth 1-
  armor
  • 1-cred
  Hx
  Go around again for Hx. On your turn, choose 1 or both:
  _____________________ ...used to be a trusted friend. Tell that player 
  Hx+1.
  _____________________ ...has saved you from serious, life-threatening 
  violence. Tell that player Hx+2.
  • Tell everyone else Hx+1, you're pretty easy to figure out.
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Sharp (max +3)
  �Get +1 Hard (max +3)
  �Get +1 Cool (max +3)
  �Get +1 Hot (max +3)
  �Get +1 Attuned (max +3)
  �Get a new Fringer move
  �Get a new Fringer move
  �Get 2 gigs (detail) and 
  moonlighting
  �Get a move from another playbook
  �Get a move from another playbook
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  • you don't have to strip something else for parts.
  � Pack rat: when you search your pack for something, roll+sharp. It has 
  to be something that would fit. On a 10+, you happen to have just the 
  thing, or close enough. On a 7–9, you happen to have something pretty 
  close, but it might be worse for wear. On a miss, you used to have just 
  the thing, but it turns out you traded it to somebody in exchange for 
  something else.
  • Tell everyone else Hx+1, you're pretty easy to figure out.
  On the others’ turns:
  _____________________ ...is pure and untainted in your eyes, worthy of 
  your respect. Whatever number they tell you, give it +1
  • For everyone else, whatever number they tell you, write it next to the 
  character's name.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  
  Repair
  Repair
  Repair
  Repair----kit
  kit
  kit
  kit
  Your repair-kit has all kinds of crap in it: hydro-spanners, adhesive tapes, 
  eye-wear, plasteel wires, anti-grav whisks, inciter, imager, kilo-scanner, 
  laser caliper, magclamps, demagnetizers, micropoints, energy tethers, 
  holo-probe, voxwriter, plastent, hydrogrip, gas binders, repulsor hitch, 
  drilling tools, jumper bypass, and riveting gun. It’s big enough to fill the 
  trunk of a speeder.
  When you use it, spend its stock; you can spend 0–3 of its stock per use. 
  You can resupply it for 1-cred per 2-stock, if your circumstances let you 
  purchase or barter for technical supplies and spare parts. It begins play 
  holding 6-stock.
  To use it to repair a vehicle or droid that has lost 1 or more hull points (not 
  its maximum hull): roll+stock spent. On a hit, the systems are stabilized 
  and heal all hull damage, but the MC will choose 1 (on a 10+) or 2 (on a 
  7–9):
  Introducing
  The Gearhead
  “Good thing you didn’t keep me waiting. I don’t like to be kept waiting. If you 
  had kept me waiting, I would have charged you triple overtime.”
  - D/Crypt Technician
  A character playbook for
  Star wars world
  Workspace
  Workspace
  Workspace
  Workspace
  Choose which of the following your workspace includes. Choose 3: a starship 
  dock, a controlled growing environment, skilled labor, a junkyard of raw 
  materials, a space transport, holo-consoles, machining tools, transmitters & 
  7–9):
  • the vehicle will need to be grounded or docked before it can be flown 
  again.
  • the fuel systems or reactor will require delicate repairs. You’re acting 
  under fire.
  • the vehicle or droid’s system will require 24 hours of re-syncing but can 
  be flown. -1 to vehicle’s power, maneuverability and harm, or -1ongoing 
  for droids.
  • repairing it eats up your stock; spend 1-stock more.
  • it will have to be grounded or docked for at least a week to finish the 
  repairs.
  • one of the core systems, shields, weapons, life support, engines or 
  scanners will have to be taken offline for 36 hours.
  On a miss, the vehicle or droid takes 1-harm to hull instead.
  • To use it to speed the recovery of shielding on a vehicle, don’t roll. 
  Spend 1-stock to heal 2-shield points. This can only be used on a ship 
  once every 24 hours.
  • To use it to salvage a wrecked ship or droid (at maximum hull damage): 
  materials, a space transport, holo-consoles, 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 MC. The MC 
  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 accomplished the necessaries, you can go ahead and 
  accomplish the thing itself. The MC will stat it up, or spill, or whatever it calls 
  for.
  • To use it to salvage a wrecked ship or droid (at maximum hull damage): 
  roll+stock spent. On a 10+, it is repaired to 2-hull points. On a 7–9, it is 
  repaired by 1-hull point. On a miss, you’ve done everything you can to 
  save it, but it’s too far gone.
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  The Gearhead
  Cred
  Stock
  Workspace
  Droid
  Hull
  Tech
  Power
  Weakness
  other Moves
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Gearhead Moves
  � Things speak: whenever you handle or examine something 
  interesting, roll+attuned. On a hit, you can ask the MC questions. On a 
  10+, ask 3. On a 7–9, ask 1:
  • who handled this last before me?
  • who made this?
  • what strong emotions have been most recently nearby this?
  • what words have been said most recently nearby this?
  • what has been done most recently with this, or to this?
  • what’s wrong with this, and how might I fix it?
  � Right where I’m needed: at the beginning of the session, roll+attuned. 
  On a 10+, hold 2. On a 7–9, hold 1. At any time, either you or the MC 
  can spend your hold to have you already be there, with the proper tools 
  and knowledge, with or without any clear explanation why. On a miss, 
  the MC holds 1, and can spend it to have you already be there, but 
  To create your Gearhead, choose name, look, stats, moves, gear, 
  workspace, and Hx.
  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
  • Male, female, ambiguous, or transgressing.
  • Utility wear plus tech, scrounge wear plus tech, or tech wear.
  • Plain face, pretty face, open face, scaly face, furry or expressive face.
  • Squinty eyes, calm eyes, dancing eyes, quick eyes, or appraising eyes.
  • Fat body, slight body, hunched body, wiry body, stumpy body, or strange 
  body.
  SPECiALs
  DAMAGE
  ADvANCEMENT
  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 have sex with someone, they automatically 
  speak to you, as though they were a thing and you’d 
  rolled a 10+, whether you have the move or not. The 
  other player and the MC will answer your questions 
  between them. Otherwise, that move never works on 
  people, only things.
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  the MC holds 1, and can spend it to have you already be there, but 
  somehow pinned, caught or trapped.
  � Slicer: when you act under fire to hack a computer system treat a 6-
  as a 7-9 result.
  � Well-travelled: when a character comes to you for advice, tell them 
  what you honestly think the best course is. If they do it, they take +1 to 
  any rolls they make in the doing, and you mark an experience circle.
  � Droid companion: you got a droid companion to assist you in your 
  workspace or when you travel around the galaxy. Choose your droid’s 
  stats from the profiles below;
  �tech +1, power +0, weakness +2
  �tech +0, power +1, weakness +2
  when working in conjunction with your droid...
  ...if you do something under fire involving technology, add your droid’s 
  tech to your roll.
  ...if you threaten or assault, add your droid’s power to your roll.
  ...if you help or interfere with someone using technology, add your 
  Stats (Distribute 2 to these. Max +3)
  • Attuned +2 Cool -1 Hard -1 Hot 0 Sharp +1
  Moves
  Choose 2 Gearhead moves
  Gear
  • workspace (detail)
  • 3-cred
  • repair kit
  • any personal piece or three of normal gear or weaponry.
  Hx
  Go around for Hx. On your turn:
  _____________________...is the character you find most strange. Tell 
  that player Hx+2.
  • Tell everyone else Hx-1. You’re kind of strange yourself.
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Attuned (max +3)
  �Get +1 Sharp (max +3)
  �Get +1 Hard (max +3)
  �Get +1 Cool (max +3)
  �Get a new Tech move
  �Get a new Tech move
  �Get 2 gigs (detail) and 
  moonlighting
  �Add life support to your 
  workspace.
  �Get a move from another playbook
  �Get a move from another playbook
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  ...if you help or interfere with someone using technology, add your 
  droid’s tech to your roll.
  ...if someone interferes with you, add your droid’s weakness to their roll.
  � Battlefield analysis: when you go into battle against droids or 
  starships, roll+attuned. On a 10+, hold 4. On a 7-9, hold 3. Spend your 
  hold 1-for-1 to do one of the following:
  • make an attack armour piercing
  • grant yourself or an ally +2 armour from an attack
  • grant yourself or an ally +1 right now
  On the others’ turns:
  _____________________...you figure will be the biggest potential 
  problem. Whatever number that player tells you, give it +1 and write it next 
  to the character’s name.
  • Everyone else, whatever number they tell you, give it -1 and write it next 
  to their character’s name. You’ve got other stuff to do and other stuff to 
  learn.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  
  Lightsaber
  Lightsaber
  Lightsaber
  Lightsaber
  Your lightsaber starts with this profile: (3-harm ap hand). It’s a buzzing 
  laser sword, bright blue or green, that cuts through pretty much anything. 
  Choose 1 option:
  � double-bladed: versatile and impressive.
  � collection: you have a few spare. They’re absolutely standard, but 
  there’s a handful of them.
  � legendary: its blade has a very distinctive color and people know that 
  blade has history.
  � dual-phase blade: you can double the length of your lightsaber blade 
  with the simple flick of a switch. (hand/close)
  The Force
  The Force
  The Force
  The Force
  • Telekinesis: while you have force-hold, you can use the force to move 
  and manipulate simple unattended objects (it may still be doing something 
  dangerous, though). You may spend Hold to move something massive, 
  move people harmlessly, propel yourself up to a great height or forward at 
  Introducing
  The Guardian
  Obi-wan: “For over a thousand generations, the Jedi Knights were the 
  guardians of peace and justice in the Old Republic. Before the dark times. 
  Before the Empire.”
  -Obi-wan ‘Ben’ Kenobi
  A character playbook for
  Star wars world
  Additional Rules
  When you suffer wounds, after the smoke has cleared roll+your current 
  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: while you have force-hold, you can use the force as 
  leverage when manipulating the weak minded (MC's call). You may spend 
  your hold to implant an illusion in the minds of others. When you do, 
  choose 2:
  • It extends broadly across many minds
  • It extends deeply, holding up against close scrutiny
  • It will last for some time after you stop maintaining it
  • Empathy: While you have force-hold, when you read a person you gain 
  one extra question. You may spend hold instead to ask questions as if 
  you'd rolled a 10+ without rolling.
  • Force Senses: While you have force-hold, when you read a charged 
  situation you gain one extra question. You may spend hold instead to ask 
  questions as if you'd rolled a 10+ without rolling.
  When you suffer wounds, after the smoke has cleared roll+your current 
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  • you’re out of action: unconscious, trapped, incoherent or panicked.
  • it’s worse than it seemed, take an additional 1-wound.
  • you lose your footing.
  • you lose your grip on whatever you’re holding.
  • you lose track of someone or something you’re attending to.
  • you miss noticing something important.
  When you inflict harm on another player’s character, the other character 
  gets +1Hx with you (on their sheet) for every segment of harm you inflict. If 
  this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark 
  experience.
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  When you call on the Dark Side of the Force and you have the Force-
  Cred $ Gear
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  When you call on the Dark Side of the Force and you have the Force-
  trained move, by allowing your anger, fear, frustration or hatred to influence 
  you. You can give the dark side a hold on you to do one of the following: hold 
  force-2 if you use Force-trained and miss, add 2 to your next roll, add an 
  extra harm to an attack, heal all your Vitality damage, use the Force as a 
  weapon (2-harm ap close). The MC can spend dark side hold to manipulate 
  you down a dark path as if they rolled a 10+.
  The Guardian
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Guardian Moves
  Call on the Force: when you call on the force, take 1-harm ap and 
  roll+attuned. On a 10+, hold force-3. On a 7-9, hold force-1. On a miss, 
  you may hold force-2 by giving into your fear, anger or hatred, along 
  with the usual consequences of a missed roll. While you have hold, you 
  cannot recover from the harm you took using this move.
  � Dissipate energy: while you have force-hold, you have +1 armour vs
  energy attacks. You may spend all your force-hold to stop an energy 
  attack altogether, aimed at you or another nearby.
  To create your Guardian, choose name, look, stats, moves, gear, and Hx.
  Name
  Connor, Doyle, Fisher, Sterling, Liluum, Aawaia, Tresk, Caer, Dorn, Luke, 
  Simone, Tara, Emma, Natasha, Modesty, Lana, or Mallory
  Look
  • Male, female, ambiguous, or transgressing.
  • Casual wear, utility wear, worn Jedi robes, new Jedi robes, or showy 
  scrounge wear.
  • Handsome face, gorgeous face, stern face, fine-boned face, worn face, 
  or crooked face.
  • Cool eyes, hooded eyes, hard eyes, sad eyes, cold eyes, or pale eyes.
  • Slim body, pudgy body, stocky body, solid body, tall body, or strong 
  body.
  Stats (Distribute 2 to these. Max +3)
  Force-Hold
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, you can become a Force Spirit. You 
  can appear as your Jedi character to anyone trusting 
  their instincts and can give them advice, tell them 
  what you honestly think their best course is. If they do 
  it, their character and your new character both mark 
  experience.
  When you have sex with someone, you establish a 
  connection with them. Until either of you breaks that 
  connection, by having sex with someone else, add +1 
  to all rolls made to defend them.
  Whenever you roll a highlighted stat, reset your Hx with 
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  attack altogether, aimed at you or another nearby.
  � Jedi reflexes: the force warns you of incoming dangers and you can 
  see things a split second before they happen. If you’re wearing non-
  armour fashion, you have 1-armour. If you’re wearing armour, use it 
  instead.
  � Leave no one behind: In battle, when you help someone who’s rolling, 
  don’t roll+Hx. You help them as though you’d hit the roll with a 10+.
  � Defender: while you have a lightsaber ignited and are defending 
  others, not fighting, you and they get +1armour.
  � Lightsaber duelist: when you go into battle with your lightsaber 
  ignited, roll +hard. On a 10+ hold 3, on a 7-9 hold 1. On a miss, hold 1, 
  but take -1ongoing. Spend your hold during the battle, 1 for 1, to:
  • name a character blasting at you or at someone within your reach. 
  You redirect the bolt back to the shooter, to someone within your reach 
  or to anything around (including nowhere - the ground, a wall, the sky).
  • ignore any harm to yourself from an incoming attack.
  Stats (Distribute 2 to these. Max +3)
  • Attuned +1 Cool 0 Hard +2 Hot -1 Sharp -1
  Moves
  You get Force-trained, and then choose 1 more Guardian move.
  Gear
  You get:
  • 1 lightsaber (detail) 
  • 2-cred
  Hx
  Go around for Hx. On your turn, choose 1 or both:
  _____________________...once followed your orders even though they 
  though it was a bad idea. Tell that player Hx+2.
  _____________________...has openly mocked the Jedi code in front of 
  you. Tell that player Hx-1.
  • Tell everyone else Hx+0. You’re neither open or closed off.
  On the others’ turns:
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Hard (max +3)
  �Get +1 Sharp (max +3)
  �Get +1 Cool (max +3)
  �Get +1 Attuned (max +3)
  �Get a new Guardian move
  �Get a new Guardian move
  �Get a squad (detail) and 
  squad commander
  �Get a capital ship (detail) 
  and salary
  �Get a move from another playbook
  �Get a move from another playbook
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  • ignore any harm to yourself from an incoming attack.
  • name a character on the scene, but outside your reach. You cross the 
  distance between you before they have time to adjust or react.
  On the others’ turns:
  _____________________...has proven themselves to be honourable in 
  your eyes. Whatever number that player tells you, add 1 to it and write it 
  next to the character’s name.
  • For everyone else, whatever number they tell you, write it next to the 
  character's name.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  
  Small practical weapons (choose 1):
  � hold-out blaster (2-harm close reload loud energy concealable)
  � blaster pistol (2-harm close loud energy)
  � vibro knife (2-harm hand powered)
  � blaster carbine (2-harm close area loud energy)
  � ion gun (s-harm/2-harm* hand reload energy) *only affects droid
  Med
  Med
  Med
  Med----kit
  kit
  kit
  kit
  Your med-kit has all kinds of crap in it: vibro scissors, gauze, tape, hyper-
  needles, clamps, gloves, chill coils, wipes, alcohol, injectable tourniquets & 
  bloodslower, instant blood packets, tubes of synthflesh, bonepins & site 
  injectors, biostabs, chemostabs, narcostabs (chillstabs) in quantity, and a 
  roll of heart jumpshock patches for when it comes to that. It’s big enough 
  to fill the trunk of a speeder.
  When you use it, spend its stock; you can spend 0–3 of its stock per use. 
  You can resupply it for 1-cred per 2-stock, if your circumstances let you 
  purchase or barter for medical supplies. It begins play holding 6-stock.
  Introducing
  The Medic
  Jedi: “You did a great thing today. You cured an incurable disease. Saved a 
  life.”
  Doc: “Even better – I saved someone famous. That’s the kind of story the 
  Journal of Xenomedicine loves.”
  -The Hero of Tython and Doc
  A character playbook for
  Star wars world
  Additional Rules
  When you suffer wounds, after the smoke has cleared roll+your current 
  purchase or barter for medical supplies. It begins play holding 6-stock.
  To use it to stabilize and heal someone who has suffered 1-3 wounds: 
  roll+stock spent. On a hit, they will stabilize and heal all wounds, but the 
  MC will choose 1 (on a 10+) or 2 (on a 7–9):
  • they need to be physically stabilized before you can move them.
  • even narcostabbed, they fight you; you’re acting under fire.
  • they’ll be in and out of consciousness for 24 hours.
  • stabilizing them eats up your stock; spend 1-stock more.
  • they’ll be bedridden, out of action, for at least a week.
  • they’ll need constant monitoring and care for 36 hours.
  On a miss, they take 1-wound instead.
  To use it to speed the recovery of someone with vitality damage, don’t roll. 
  Spend 1-stock to heal 2-vitality. This can only be used on a character once 
  every 24 hours.
  To use it to revive someone who’s died (at 4-wounds): roll+stock spent. 
  On a 10+, they recover 2-wounds. On a 7–9, they recover 1-wound. On a 
  miss, you’ve done everything you can for them, and they’re still dead.
  When you suffer wounds, after the smoke has cleared roll+your current 
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  • you’re out of action: unconscious, trapped, incoherent or panicked.
  • it’s worse than it seemed, take an additional 1-wound.
  • you lose your footing.
  • you lose your grip on whatever you’re holding.
  • you lose track of someone or something you’re attending to.
  • you miss noticing something important.
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  Infirmary
  When you go into your infirmary and dedicate yourself to working on a 
  person, decide what you’re trying for and tell the MC. The MC 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;
  miss, you’ve done everything you can for them, and they’re still dead.
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  • 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 fuckton 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 & patient) to serious 
  danger;
  • you’re going to have to add ___ to your infirmary 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.”
  The Medic
  Cred
  Stock
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Medic Moves
  � The body never lies: when you spend time examining a patient, alive 
  or dead, roll +sharp. On a hit, you can ask the MC questions. On a 10+, 
  ask 3. On a 7–9, ask 1:
  • who examined this last before me?
  • how long ago did this body die? or how long until it dies naturally?
  • what strong emotions have been most recently nearby this?
  • what has been done most recently with this body, or to it?
  • what’s wrong with them, and how might I fix it?
  � Infirmary: you get an infirmary, a workspace with life support, a drug 
  lab and a crew. Get patients into it and you can work on them like a 
  Gearhead on tech.
  � Professional compassion: you can choose to roll+sharp instead of 
  roll+Hx when you help someone who’s rolling.
  To create your Medic, choose name, look, stats, moves, gear, and Hx.
  Name
  Dou, Bon, Abe, Boo, Kal, Bai, Char, Jav, Ruth, Wei, Jay, Nee, Kim, Lan, 
  Di, or Dez, Doc, Core, Buzz, Key, Gabe, Biz, Bish, Line, Inch, Grip, or 
  Setter, U7-C1, 0B-VZ, I4-B0
  Look
  • Male, female, ambiguous, transgressing, or concealed.
  • Utility wear, casual wear plus utility, scrounge wear plus utility.
  • Kind face, strong face, rugged face, haggard face, pretty face, or lively 
  face.
  • Quick eyes, hard eyes, caring eyes, bright eyes, laughing eyes, or clear 
  eyes.
  • Compact body, stout body, spare body, big body, rangy body, or sturdy 
  body.
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, choose one character who is injured 
  and heal them of all wounds and vitality harm. At your 
  option, your new character starts with a first-aid kit, it 
  acts like a med-kit with a capacity of 2-stock.
  When you have sex with someone, your Hx with them 
  on your sheet goes immediately to +3, and they 
  immediately get +1 to their Hx with you on their sheet. 
  If that brings their Hx with you to +4, they reset it to +1 
  instead, as usual, and so mark experience.
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  roll+Hx when you help someone who’s rolling.
  � Battlefield grace: while you are caring for people, not fighting, you get 
  +2 armour.
  � Touched by death: whenever someone in your care dies, you get +1 
  attuned (max +3).
  � A higher standard: at the end of the session, when you would 
  normally choose a character who knows you better, instead, consider 
  each of the other players’ characters and decide whether or not, in your 
  eyes, they were good people. All that were, tell them to add +1 to their 
  Hx with you on their sheet. You can tell none of them, any of them, or 
  all of them, as you see fit. If this brings them to Hx+4, they mark 
  experience and reset to Hx+1, as always.
  Stats (Distribute 2 to these. Max +3)
  • Attuned 0 Cool -1 Hard -1 Hot +1 Sharp +2
  Moves
  Choose 2 Medic moves.
  Gear
  You get:
  • med-kit
  • 1 small practical weapon
  • 1-cred
  • fashion suitable to your look, including at your option a piece worth 1-
  armor (you detail)
  Hx
  Go around again for Hx. On your turn, choose 1, 2, or all 3:
  _____________________...put a hand in when it mattered, and helped 
  you save a life. Tell that player Hx+2.
  Gear
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Sharp (max +3)
  �Get +1 Hard (max +3)
  �Get +1 Hard (max +3)
  �Get +1 Cool (max +3)
  �Get +1 Attuned (max +3)
  �Get a new Medic move
  �Get a new Medic move
  �Get 2 gigs (detail) and 
  moonlighting
  �Get a move from another playbook
  �Get a move from another playbook
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  you save a life. Tell that player Hx+2.
  _____________________...has been beside you and has seen everything 
  you’ve seen. Tell that player Hx+2.
  _____________________...you figure is doomed to self-destruction. Tell 
  that player Hx-1.
  Tell everyone else Hx+1. You’re an open book.
  On the others’ turns:
  • You try not to get too attached. Whatever number they tell you, give it -1 
  and write it next to their character’s name.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  Gear
  
  Gracious weapons (choose 1):
  � hold-out blaster (2-harm close reload loud energy concealable)
  � ornate dagger (2-harm hand valuable)
  � hidden knives (2-harm hand infinite)
  Deluxe gear (choose 2):
  � gorgeous wardrobe (worn valuable)
  � 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.
  � a bodyguard who knows his biz (3-harm 1-armor).
  Introducing
  The Noble
  “Do not expect to be applauded when you do the right thing, and do not 
  expect to be forgiven when you err. But even your enemies will respect 
  commitment – and a conscience at peace is worth more than a thousand 
  tainted victories”
  -Bail Pestor Organa
  A character playbook for
  Star wars world
  Additional Rules
  When you suffer wounds, after the smoke has cleared roll+your current 
  Gear
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  When you suffer wounds, after the smoke has cleared roll+your current 
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  • you’re out of action: unconscious, trapped, incoherent or panicked.
  • it’s worse than it seemed, take an additional 1-wound.
  • you lose your footing.
  • you lose your grip on whatever you’re holding.
  • you lose track of someone or something you’re attending to.
  • you miss noticing something important.
  When you go into a city’s bustling market, looking for some particular thing 
  to buy, and it’s not obvious whether you should be able to just go buy one like 
  that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a 7–9, the 
  MC chooses one of the following:
  • it costs 1-cred more than you’d expect.
  • it’s available, but only if you meet with a guy who knows a guy.
  • damn, I had one, I just sold it to this guy named _______, maybe you can 
  go get it off him?
  • sorry, I don’t have that, but maybe this will do instead?
  When you heal another player’s character’s harm, you get +1Hx with them 
  Cred
  Tags
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  When you give 1-cred to someone, but with strings attached, it counts as 
  manipulating them and hitting the roll with a 10+, no roll required.
  When you make known that you want a thing and spend cred to speed it 
  on its way, roll+cred spent (max roll+3). It has to be a thing you could 
  legitimately get this way. On a 10+ it comes to you, no strings attached. On a 
  7–9 it comes to you, or something pretty close. On a miss, it comes to you, 
  but with strings very much attached
  The Noble
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Noble Moves
  � Provocative: when you have time and solitude with someone, they 
  become fixated upon you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. 
  They can spend your hold, 1 for 1, by:
  • giving you something you want
  • acting as your eyes and ears
  • fighting to protect you
  • doing something you tell them to
  For NPCs, while you have hold over them they can’t act against you. 
  For PCs, instead, any time you like you can spend your hold, 1 for 1:
  • they distract themselves with the thought of you. They’re acting 
  under fire.
  • they inspire themselves with the thought of you. They take +1 right 
  now.
  On a miss, they hold 2 over you, on the exact same terms.
  To create your Noble, choose name, look, stats, moves, gear, and Hx.
  Name
  October, Venus, Mercury, Dune, Heron, Plum, Orchid, Sword, Midnight, 
  Hide, Frost, Lawn, June, Icicle, Tern, Lavender, Spice, Gazelle, Lion, 
  Peacock, or Grace, CP-39, SP-22, LP-P0
  Look
  • Male, female, ambiguous, transgressing, or androgyne.
  • Display wear, showy scrounge wear, luxe wear, or casual wear.
  • Striking face, sweet face, strange face, cute face, or beautiful face.
  • Laughing eyes, dark eyes, shadowed eyes, troubled eyes, arresting 
  eyes, bright eyes, or cool eyes.
  • Strong hands, expressive hands, quick hands, calloused hands, or 
  steady hands.
  • Slim body, toned body, fat body, young body, or lush body.
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, you can spend 3-cred, even if you don’t 
  have them, to make known that you want a thing 
  and spend cred to speed it on its way. 
  When you have sex with someone, choose one:
  •  You take +1 forward and so do they
  •  They must give you a gift worth at least 1-cred
  •  You can use provocative on them as though you’d 
  rolled a 10+, even if you haven’t chosen to get the 
  move
  Whenever you roll a highlighted stat, reset your Hx with 
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  � Inspiring: when another player’s character rolls+Hx to help you, they 
  mark experience.
  � Intelligence network: when you want to know something about 
  someone important (your call), roll+hot. On a hit, you can ask the MC 
  questions. On a 10+, ask 3. On a 7-9, ask 1:
  • how are they doing? what’s up with them?
  • who do they know, like and/or trust?
  • when next should I expect to see them?
  • how could I get to them, physically or emotionally?
  � Influential: when you help someone who’s making a roll, add +2 to 
  their roll instead of +1. When someone helps you when you’re making a 
  roll, they add +2 to your roll instead of +1.
  � Political connections: put out the word that you want a thing - could 
  be a person, could be somethin' somethin', could even be just a thing -
  and roll+hot. On a 10+, it shows up in your offices like magic. On a 7-9, 
  well, your people make an effort and everybody wants to please you 
  Stats (Distribute 2 to these. Max +3)
  • Attuned 0 Cool -1 Hard -1 Hot +2 Sharp +1
  Moves
  Choose 2 Noble moves.
  Gear
  You get:
  • 1 gracious weapon
  • 2 deluxe gear
  • 3-cred
  • fashion suitable to your look (you detail)
  Hx
  Go around for Hx. On your turn, choose 1, 2 or all 3:
  _____________________...is your friend. Tell that player Hx+2.
  _____________________...is in love with you, or the idea of you. Tell that 
  player Hx-1.
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Hot (max +3)
  �Get +1 Sharp (max +3)
  �Get +1 Cool (max +3)
  �Get +1 Attuned (max +3)
  �Get a new Noble move
  �Get a new Noble move
  �Get a base or capital ship 
  (detail) and salary
  �Get 2 gigs (detail) and 
  moonlighting
  �Get a move from another playbook
  �Get a move from another playbook
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  well, your people make an effort and everybody wants to please you 
  and close is close, right? On a miss, it shows up in your offices for you 
  with strings wicked attached.
  player Hx-1.
  • Any of them who are members of your retinue or security team, tell their 
  players Hx+2.
  • Tell everyone else Hx+1. You’re a public figure and everyone knows your 
  face.
  On the others’ turns:
  _____________________...is your favourite character; ignore the number 
  that player tells you and write Hx+3 instead.
  • Everyone else, whatever number they tell you, give it +1 or -1. You 
  understand people and what makes them tick.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  
  Capital Ship and Crew
  • A Frigate (3-harm, 1-armour, medium shields-2 hull-4 +hyperdrive)
  • A crew of 30-50 members.
  • For surplus, income for your crew and ship and basic maintenance. 
  (Surplus +1cred want: +anxiety).
  • A squad of 15-20 marines to command (3-harm squad 1-armour small 
  +undisciplined).
  • Your ship and crew belong to a military body (want +obligation).
  Your ship and crew includes...(choose 2)
  � A Cruiser instead of a Frigate (3-harm, 1-armour, large,  shields-2 
  hull-3 +hyperdrive).
  � your ship is heavily armoured (+1 arnour).
  � your ship has state of the art shielding (+2 shields).
  � your ship has triple layered bulkheads (+2 hull).
  � heavy garrison. your squad is medium instead of small, about 30 or so 
  troops.
  Introducing
  The officer
  “To fight to the death, and never surrender, is to deny oneself useful 
  alternatives. Together we can use these traits to draw the enemy into a trap 
  from which he will never escape.”
  -Admiral Gial Ackbar
  A character playbook for
  Star wars world
  Additional Rules
  When you suffer wounds, after the smoke has cleared roll+your current 
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  troops.
  � a well-disciplined and experienced squad. Drop +undisciplined.
  � you and your crew have served together for years and they trust your 
  command. Drop +anxiety.
  � your ship includes a squad of starfighters and pilots (+1 harm).
  � your command crew are skilled advisors and not afraid to speak their 
  mind when asked. Surplus +insight.
  � your government’s military funding is very generous. Surplus: +1cred.
  Your ship and crew suffers from...(choose 1)
  � a violent and brutish crew. Surplus: +violence
  � your ship is old and should have been retired long ago. +unreliable
  � your ship’s shields are outdated and in need of constant attention 
  -1 shields
  � a poorly equipped squad, your squad gets -1 harm.
  � your squad members are a pack of cut-throats, murderers and outlaws. 
  +savagery
  � you and your crew are newly assigned to this ship. Want: +judgement
  � your government funding is inadequate at best. Surplus: -1cred.
  Ship:
  Class/Size:
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  • you’re out of action: unconscious, trapped, incoherent or panicked.
  • it’s worse than it seemed, take an additional 1-wound.
  • you lose your footing.
  • you lose your grip on whatever you’re holding.
  • you lose track of someone or something you’re attending to.
  • you miss noticing something important.
  When you go into a city’s bustling market, looking for some particular thing 
  to buy, and it’s not obvious whether you should be able to just go buy one like 
  that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a 7–9, the 
  MC chooses one of the following:
  • it costs 1-cred more than you’d expect.
  • it’s available, but only if you meet with a guy who knows a guy.
  • damn, I had one, I just sold it to this guy named _______, maybe you can 
  go get it off him?
  • sorry, I don’t have that, but maybe this will do instead?
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  Ship:
  Class/Size:
  Harm
  Tags
  Shields
  Hull
  Disabled
  Armour
  Crew
  Surplus
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  Insight
  When you use your people for insight, ask your people what they think your 
  best course is, and the MC will tell you. If you pursue that course, take 
  +1 to any rolls you make in the pursuit. If you pursue that course but don’t 
  accomplish your ends, you mark experience.
  The officer
  Want
  Wounds
  Squad:
  Size:
  Harm
  Tags
  Armour
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  officer Moves
  Leadership: when your squad fights for you, roll+hot. On a 10+, hold 3. 
  On a 7–9, hold 1. Over the course of the fight, spend your hold 1 for 1 
  to make your squad:
  • make a hard advance
  • stand strong against a hard advance
  • make an organized retreat
  • show mercy to their defeated enemies
  • 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.
  Salary: if your ship and crew are functional and your rank held, at the 
  beginning of the session, roll+hot. On a 10+, you have surplus at hand 
  and available for the needs of the session. On a 7–9, you have surplus, 
  but choose 1 want. On a miss, or if your ship or crew is disabled, your 
  To create your Officer, choose name, look, stats, moves, gear, ship and 
  crew, and Hx.
  Name
  Herron, Aeon, Daniel, Jitto, Kehel, Lesa, Noval, Kelan, Mel, Gean, Vuul, 
  Li, Mya, Ellona, Nils, Rhynna, Hiram, Miko, Rundo, Galvin, Ori, Ryan, 
  Hawke, Jana, Lyra, Broc, Noah, Zanatos, 8B-H1, F1-R3, P9-HK
  Look
  • Man, woman, ambiguous, or transgressing.
  • Luxe wear, display wear, uniform wear, casual wear, or junta wear.
  • Strong face, stern face, cruel face, soft face, aristocratic face, or 
  gorgeous face.
  • Cool eyes, commanding eyes, languid eyes, sharp eyes, forgiving eyes, 
  or generous eyes.
  • Massive body, soft body, wiry body, fat body, tall spare body, or sensual 
  body.
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, choose a character and give them 3 
  hold. They may spend this hold to have your old ship 
  and crew, or remnants thereof, on hand and ready for 
  action, with our without any clear explanation why.
  When you and another character have sex, you can 
  give the other character gifts worth 1-cred, at no cost 
  to you.
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  but choose 1 want. On a miss, or if your ship or crew is disabled, your 
  ship and crew is in want. The precise values of your surplus and want 
  depend on your ship and crew, as follows. If surplus lists cred, like 1-
  cred or 2-cred, that’s your personal share.
  body.
  Stats (Distribute 2 to these. Max +3)
  • Attuned 0 Cool -1 Hard +1 Hot +2 Sharp -1
  Moves
  You get Leadership and Salary.
  Gear
  You get:
  • 2-cred
  • any personal piece or three of normal gear or weaponry.
  • a capital ship and crew (detail)
  Hx
  Go around for Hx. On your turn, choose 1 or none;
  _____________________...once disobeyed one of your orders and got 
  others killed. Tell that player Hx-2.
  • If any of them are members of your crew or squad, tell them Hx+2
  Cred
  Gear
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Hot (max +3)
  �Get +1 Sharp (max +3)
  �Get +1 Hard (max +3)
  �Get +1 Attuned (max +3)
  �Get +1 Cool (max +3)
  �Choose a new option for 
  your ship and crew
  �Choose a new option for 
  your ship and crew
  �Erase an option for your ship and 
  crew
  �Get a move from another playbook
  �Get a move from another playbook
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  • If any of them are members of your crew or squad, tell them Hx+2
  • Tell everyone else Hx+1. You’re a prominent figure and many people 
  know you.
  On the others’ turns, choose 1 or both:
  _____________________...has been with you since before. Whatever 
  number that player tells you, give it +1 and write it next to the character’s 
  name.
  _____________________...once betrayed you or stole from you. 
  Whatever number that player tells you, ignore it; write Hx+3 next to the 
  character’s name instead. 
  • For everyone else, whatever number they tell you, write it next to the 
  character's name
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  
  Custom blasters
  Base (choose 1):
  � blaster pistol (2-harm close reload loud energy)
  � blaster carbine (2-harm close area loud energy)
  � sporting blaster rifle (2-harm far reload loud energy)
  Options (choose 2):
  � ornate (+valuable)
  � antique (+valuable)
  � semiautomatic (-reload)
  � 3-round burst (close/far)
  � automatic (+area)
  � hi-powered (+1harm)
  � scoped (+far, or +1harm at far)
  � big (+1harm)
  Custom hand weapons
  Base (choose 1):
  Introducing
  The operative
  Shada: “It will be more complicated yet if they blow us out of the sky”
  Karrde: “Shada, when will you learn to trust my instincts? When have I ever 
  gotten you killed?”
  Shada: “You have a point there, I suppose”
  -Talon Karrde and Shada D’ukal
  A character playbook for
  Star wars world
  Additional Rules
  When you suffer wounds, after the smoke has cleared roll+your current 
  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)
  � long blade* (+2harm)
  � heavy blade* (+2harm)
  � blades* (+2harm)
  � hidden (+infinite)
  � vibro (+1harm energy)
  *counts as 2 options
  When you suffer wounds, after the smoke has cleared roll+your current 
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  • you’re out of action: unconscious, trapped, incoherent or panicked.
  • it’s worse than it seemed, take an additional 1-wound.
  • you lose your footing.
  • you lose your grip on whatever you’re holding.
  • you lose track of someone or something you’re attending to.
  • you miss noticing something important.
  When you go into a city’s bustling market, looking for some particular thing 
  to buy, and it’s not obvious whether you should be able to just go buy one like 
  that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a 7–9, the 
  MC chooses one of the following:
  • it costs 1-cred more than you’d expect.
  • it’s available, but only if you meet with a guy who knows a guy.
  • damn, I had one, I just sold it to this guy named _______, maybe you can 
  go get it off him?
  • sorry, I don’t have that, but maybe this will do instead?
  When you heal another player’s character’s harm, you get +1Hx with them 
  Gear
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  When you give 1-cred to someone, but with strings attached, it counts as 
  manipulating them and hitting the roll with a 10+, no roll required.
  When you make known that you want a thing and spend cred to speed it 
  on its way, roll+cred spent (max roll+3). It has to be a thing you could 
  legitimately get this way. On a 10+ it comes to you, no strings attached. On a 
  7–9 it comes to you, or something pretty close. On a miss, it comes to you, 
  but with strings very much attached
  The operative
  Cred
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  operative Moves
  � Dangerous & sexy: when you enter into a charged situation, roll+hot. 
  On a 10+, hold 2. On a 7–9, hold 1. Spend your hold 1 for 1 to make 
  eye contact with an NPC present, who freezes or flinches and can’t 
  take action until you break it off. On a miss, your enemies identify you 
  immediately as their foremost threat.
  � Ice cold: when you threaten an NPC, roll+cool instead of roll+hard. 
  When you threaten another player’s character, roll+Hx instead of 
  roll+hard.
  � Merciless: when you inflict harm, inflict +1harm.
  � Methodical : When you get the chance to spend some time planning 
  and coordinating before an op, roll +cool: On a 10+ hold 3, on 7-9 hold 
  2. You can spend your hold 1 for 1 to take +1 on a roll during that op 
  To create your Operative, choose name, look, stats, moves, gear, and Hx.
  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
  • Male, female, ambiguous, or transgressing.
  • Formal wear, display wear, luxe wear, casual wear, or showy wear.
  • Smooth face, sweet face, handsome face, sharp face, girlish face, boyish 
  face, striking face.
  • Calculating eyes, merciless eyes, frosty eyes, arresting eyes, or 
  indifferent eyes.
  • Sweet body, slim body, gorgeous body, muscular body, or angular body.
  SPECiALs
  DAMAGE
  ADvANCEMENT
  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)”.
  If you and another character have sex, you can request 
  some favour from the other character as though you had 
  rolled 10+ on a manipulate move, and requiring no 
  leverage on your part. They also get -1Hx with you. Guess 
  they don't know you as well as they thought.
  Whenever you roll a highlighted stat, reset your Hx with 
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  2. You can spend your hold 1 for 1 to take +1 on a roll during that op 
  (decide before rolling). On a miss, something’s gonna go wrong, the 
  MC decides what and when.
  � Perfect instincts: when you’ve read a charged situation and you’re 
  acting on the MC’s answers, take +2 instead of +1.
  � Impossible reflexes: the way you move unencumbered counts as 
  armor. If you’re wearing non-armour fashion, you have 1-armour. If 
  you’re wearing armour, use it instead.
  Stats (Distribute 2 to these. Max +3)
  • Attuned -1 Cool +2 Hard -1 Hot +1 Sharp 0
  Moves
  Choose 2 Operative moves.
  Gear
  You get:
  • 2 custom weapons
  • 2-cred
  • fashion suitable to your look, including at your option fashion worth 1-
  armor or armor worth 2-armor +clumsy (you detail)
  Hx
  Go around for Hx. On your turn, choose 1 or none:
  _____________________...is your lover, or you’d like them to be. Tell that 
  player Hx+2.
  • Tell everyone Hx-1. You keep yourself out of public view.
  other Moves
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Cool (max +3)
  �Get +1 Sharp (max +3)
  �Get +1 Hard (max +3)
  �Get +1 Attuned (max +3)
  �Get +1 Hot (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
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  • Tell everyone Hx-1. You keep yourself out of public view.
  On the others’ turns, choose 1 or both:
  _____________________..., you trust the least. Whatever number that 
  player tells you, ignore it; write Hx+3 next to the character’s name instead.
  _____________________...has inadvertently screwed up a job for you, 
  knowingly or not. Whatever number they tell you, add +1 to it.
  • Everyone else, write whatever number they tell you next to their 
  character’s
  name.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  
  Gigs (profit / catastrophe)
  Choose 3 paying gigs:
  � Bodyguarding (1-cred / embattled)
  � Surveillance (1-cred / deceived)
  � Honest work (1-cred / impoverished)
  � Entourage (1-cred / entangled)
  � Cargo hauling (1-cred / bushwhacked)
  � Infiltration (1-cred / discovered)
  � Scavenging (1-cred / impoverished)
  � Smuggling (1-cred / discovered)
  � Brokering deals (1-cred / shut out)
  � Politicking (2-cred / exposed)
  � Piracy / raiding (2-cred / embattled)
  � Technical work (2-cred / shut out)
  � Planetary defence (2-cred / infiltrated)
  � Hunting bounty (2-cred / embattled)
  And choose 1 obligation gig:
  Introducing
  The Scoundrel
  Comm Voice: “We’re sending a squad up”
  Han: “Uh negative, negative. We have uh, a reactor leak here, uh, now. Give 
  us a few minutes to lock it down. Uh, large leak, very dangerous”
  Comm Voice: “Who is this? What’s your operating number”
  Han: “Uh...” [ZAP!] “Boring conversation anyway”
  -Han Solo
  A character playbook for
  Star wars world
  Additional Rules
  And choose 1 obligation gig:
  � Avoiding someone (you keep well clear / they catch you in a bad spot)
  � Paying debts (you keep up with them / they come due)
  � Revenge (you victimize someone / they humiliate you)
  � Protecting someone (nothing bad happens to them / they’re gone)
  � Pursuing luxury (beauty in your life / you wind up in a bad spot)
  � Maintaining your honour (you keep your word and your name / you 
  cross a line)
  � Seeking answers (you get a clue / you chase a red herring)
  Crew/Contacts
  Your crew or contacts can consist entirely of the other players’ characters, 
  or entirely of the MC’s characters, or any mix. If they include any of the 
  MC’s characters, sketch them out - names (ie Gabble, Jaim, Pe, Wasted) 
  and 1-line descriptions - with the MC. Make sure they’re competent and 
  suited to the gigs you’ve chosen.
  Additional Rules
  When you suffer wounds, after the smoke has cleared roll+your current 
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  • you’re out of action: unconscious, trapped, incoherent or panicked.
  • it’s worse than it seemed, take an additional 1-wound.
  • you lose your footing.
  • you lose your grip on whatever you’re holding.
  • you lose track of someone or something you’re attending to.
  • you miss noticing something important.
  When you go into a city’s bustling market, looking for some particular thing 
  to buy, and it’s not obvious whether you should be able to just go buy one like 
  that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a 7–9, the 
  MC chooses one of the following:
  • it costs 1-cred more than you’d expect.
  • it’s available, but only if you meet with a guy who knows a guy.
  • damn, I had one, I just sold it to this guy named _______, maybe you can 
  go get it off him?
  • sorry, I don’t have that, but maybe this will do instead?
  crew
  • sorry, I don’t have that, but maybe this will do instead?
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  When you give 1-cred to someone, but with strings attached, it counts as 
  manipulating them and hitting the roll with a 10+, no roll required.
  When you make known that you want a thing and spend cred to speed it 
  on its way, roll+cred spent (max roll+3). It has to be a thing you could 
  legitimately get this way. On a 10+ it comes to you, no strings attached. On a 
  7–9 it comes to you, or something pretty close. On a miss, it comes to you, 
  but with strings very much attached
  The Scoundrel
  gear
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Scoundrel Moves
  Moonlighting: you get 3-juggling. Whenever there’s a stretch of 
  downtime in play, or between sessions, choose a number of your gigs 
  to work. Choose no more than your juggling. Roll+cool. On a 10+, you 
  get profit from all the gigs you chose. On a 7–9, you get profit from at 
  least 1; if you chose more, you get catastrophe from 1 and profit from 
  the rest. On a miss, catastrophe all around. The gigs you aren’t working 
  give you neither profit nor catastrophe. Whenever you get a new gig, 
  you also get +1juggling.
  � Bring ‘em on!: when another player’s character rolls+Hx to interfere 
  with you, you mark experience.
  � Eye on the door: name your escape route and roll+cool. On a 10+ 
  you’re gone. On a 7–9, you can go or stay, but if you go it costs you: 
  leave something behind, or take something with you, the MC will tell 
  To create your Scoundrel, choose name, look, stats, moves, gear, and Hx.
  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
  • Man, woman, ambiguous, or transgressing.
  • Casual wear, utility wear, vintage wear, signature wear, or scrounge 
  wear.
  • Worn face, pretty face, honest face, rough face, hard face, or open face.
  • Calculating eyes, warm eyes, sharp eyes, guarded eyes, cold eyes, or 
  weary eyes.
  • Muscular body, rangy body, full body, energetic body, or sturdy body.
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, choose one character and give your ship to 
  that character. When someone important (your call) 
  associates them with your ship, they may roll reputation as 
  if they had the move.
  When you have sex with another character, hold 1. If they 
  get into trouble, either you or they can spend your hold 
  and you are there.
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  leave something behind, or take something with you, the MC will tell 
  you what. On a miss, you’re caught vulnerable, half in and half out.
  � Con man: whenever someone uses read a person on you and asks 
  you if you're telling the truth or how you’re really feeling, the answer is 
  always 'yes'.
  � Reputation: when you meet someone important (your call), roll+cool. 
  On a hit, they’ve heard of you, and you say what they’ve heard; the MC 
  will have them respond accordingly. On a 10+, you take +1forward for 
  dealing with them as well. On a miss, they’ve heard of you, but the MC 
  will decide what they’ve heard.
  Stats (Distribute 2 to these. Max +3)
  • Attuned -1 Cool +2 Hard -1 Hot 0 Sharp +1
  Moves
  You get Moonlighting, and then choose 1 more Scoundrel move.
  Gear
  You get:
  • blaster pistol (2-harm close loud energy) or a signature weapon (detail 
  with the MC)
  • 2-cred
  • fashion suitable to your look, including at your option a piece worth 1-
  armor (you detail)
  • space transport
  Hx
  Go around for Hx. On your turn, choose 1 or both:
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Cool (max +3)
  �Get +1 Sharp (max +3)
  �Get +1 Hard (max +3)
  �Get a new Scoundrel move
  �Get a new Scoundrel move
  �Add a gig and you may 
  change your crew
  �Add a gig and you may
  change your crew
  �Abandon or resolve your obligation 
  gig for good
  �Get a move from another playbook
  �Get a move from another playbook
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  _____________________...once faced down dedicated violence to get 
  you out of a fix. Tell that player Hx+2.
  _____________________...once let you down when you needed them 
  most. Tell that player Hx-1.
  Tell everyone else Hx+1. A lot of people talk about you.
  On the others’ turns:
  • Whatever number everyone tells you, give it +1 and write it next to their 
  character’s name. Knowing people has kept you alive.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  Cred
  
  Lightsaber
  Lightsaber
  Lightsaber
  Lightsaber
  Your lightsaber starts with this profile: (3-harm ap hand). It’s a buzzing 
  laser sword, bright blue or green, that cuts through pretty much anything. 
  Choose 1 option:
  � double-bladed: versatile and impressive.
  � collection: you have a few spare. They’re absolutely standard, but 
  there’s a handful of them.
  � legendary: its blade has a very distinctive color and people know that 
  blade has history.
  � master crafted: a superb piece of craftsmanship. Add +precious.
  The Force
  The Force
  The Force
  The Force
  • Telekinesis: while you have force-hold, you can use the force to move 
  and manipulate simple unattended objects (it may still be doing something 
  dangerous, though). You may spend Hold to move something massive, 
  move people harmlessly, propel yourself up to a great height or forward at 
  Introducing
  The Sentinel
  Bastila: “The fact that you are so strong in the Force and have had such 
  relatively little training could have terrible consequences. For you, and for 
  everyone around you.”
  Revan: “You could warn me when I do something bad. Blink once for dark 
  side, twice for light”
  -Bastila Shan and Revan
  A character playbook for
  Star wars world
  Additional Rules
  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: while you have force-hold, you can use the force as 
  leverage when manipulating the weak minded (MC's call). You may spend 
  your hold to implant an illusion in the minds of others. When you do, 
  choose 2:
  • It extends broadly across many minds
  • It extends deeply, holding up against close scrutiny
  • It will last for some time after you stop maintaining it
  • Empathy: While you have force-hold, when you read a person you gain 
  one extra question. You may spend hold instead to ask questions as if 
  you'd rolled a 10+ without rolling.
  • Force Senses: While you have force-hold, when you read a charged 
  situation you gain one extra question. You may spend hold instead to ask 
  questions as if you'd rolled a 10+ without rolling.
  Additional Rules
  When you suffer wounds, after the smoke has cleared roll+your current 
  wounds. On a 10+, the MC chooses 2. On a 7-9, the MC chooses 1:
  • you’re out of action: unconscious, trapped, incoherent or panicked.
  • it’s worse than it seemed, take an additional 1-wound.
  • you lose your footing.
  • you lose your grip on whatever you’re holding.
  • you lose track of someone or something you’re attending to.
  • you miss noticing something important.
  When you inflict harm on another player’s character, the other character 
  gets +1Hx with you (on their sheet) for every segment of harm you inflict. If 
  this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark 
  experience.
  When you heal another player’s character’s harm, you get +1Hx with them 
  (on your sheet) for every wound you heal or for every 2 vitality you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark 
  experience.
  Cred $
  $
  $
  $ Gear
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  experience.
  When you call on the Dark Side of the Force and you have the Force-
  trained move, by allowing your anger, fear, frustration or hatred to influence 
  you. You can give the dark side a hold on you to do one of the following: hold 
  force-2 if you use Force-trained and miss, add 2 to your next roll, add an 
  extra harm to an attack, heal all your Vitality damage, use the Force as a 
  weapon (2-harm ap close). The MC can spend dark side hold to manipulate 
  you down a dark path as if they rolled a 10+.
  The Sentinel
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Sentinel Moves
  Call on the Force: when you call on the force, take 1-harm ap and 
  roll+attuned. On a 10+, hold force-3. On a 7-9, hold force-1. On a miss, 
  you may hold force-2 by giving into your fear, anger or hatred, along 
  with the usual consequences of a missed roll. While you have hold, you 
  cannot recover from the harm you took using this move.
  � Battle meditation: when near or amidst a battle, you can enter a 
  meditative state which increases the combat effectiveness of your allies 
  while impeding your enemies. When you do, take 1-harm ap, 
  To create your Sentinel, choose name, look, stats, moves, gear, and Hx.
  Name
  Zack, Dane, Gades, Duke, Aerex, Kasari,Shir, Nobuu, Pacer, Liza, Hermit, 
  Volu, Hala, Killric, Lorah, Coyt, Anolo, Feris, K’avel, Sage, Dagmar, Mon, 
  Lucia.
  Look
  • Male, female, ambiguous, or transgressing.
  • Casual wear, utility wear, showy wear, old robes, clean robes, formal 
  wear.
  • Handsome face, gorgeous face, stern face, smooth face, sweet face, 
  sharp face, girlish face, boyish face, striking face.
  • Laughing eyes, dark eyes, shadowed eyes, troubled eyes, arresting 
  eyes, bright eyes, or cool eyes.
  • Slim body, muscular body, rangy body, full body, energetic body, or 
  sturdy body.
  Force-Hold
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, you can become a Force Spirit. You 
  can appear as your Jedi character to anyone trusting 
  their instincts and can give them advice, tell them 
  what you honestly think their best course is. If they do 
  it, their character and your new character both mark 
  experience.
  When you have sex with someone, if they are a PC 
  then they get +1 Hx with you. PC or NPC, they take 1 
  hold over you, because you have to work through what 
  it means to you and all. They can spend the hold 
  anytime to give you +1 or -1 forward.
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  while impeding your enemies. When you do, take 1-harm ap, 
  roll+attuned and mark experience. On a 10+, choose 3. On a 7-9, 
  choose 2. On a miss, choose 1 but lose all Vitality and are stunned 
  when coming out of it. This lasts as long as you maintain it or until the 
  battle is over.
  • your allies take +1 ongoing.
  • your allies inflict an additional harm.
  • your allies will fight on till the bloody end. No matter how much harm 
  an allied squad suffers they will not break or flee.
  • your enemies inflict one less harm.
  • your enemies lose their nerve easily. Treat the wounds of enemy 
  squads as one higher for the purposes of whether they continue to fight 
  or break.
  � There is no passion, there is serenity: when someone uses observe 
  a person on you and asks what you intend to do or what you’re really 
  feeling, your answer is always ‘nothing’.
  � Acute senses: when you asses a situation, on a hit, in addition to 
  your other questions, you may ask this:
  sturdy body.
  Stats (Distribute 2 to these. Max +3)
  • Attuned +1 Cool 0 Hard -1 Hot -1 Sharp +2
  Moves
  You get Force-trained, and then choose 1 more Sentinel move.
  Gear
  You get:
  • 1 lightsaber (detail) 
  • 2-cred
  Hx
  Go around for Hx. On your turn, choose 1 or both:
  _____________________...has helped you solve a crime or ancient 
  mystery. Tell that player Hx+2.
  _____________________...is involved in criminal activities I have let them 
  off the hook more than once. Tell that player Hx+1.
  DAMAGE
  vitality
  � STABILIZED
  ADvANCEMENT
  �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 
  �Get +1 Sharp (max +3)
  �Get +1 Attuned (max +3)
  �Get +1 Hard (max +3)
  �Get +1 Cool (max +3)
  �Get +1 Hot (max +3)
  �Get a new Sentinel move
  �Get a new Sentinel move
  �Get 2 gigs (detail) and 
  moonlighting
  �Get a move from another playbook
  �Get a move from another playbook
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  your other questions, you may ask this:
  • Are there any dark side presences here? if so, where?
  When you observe a person, on a hit, in addition to your other 
  questions, you may ask this:
  • Is your character force sensitive? If so, does the dark side have any 
  hold on you?
  � Blade of the heart: When you use your lightsaber to threaten, 
  roll+sharp instead of roll+hard.
  � The Force is with you: when you highlight stats, the MC doesn’t get to 
  highlight one. Instead, you choose one to highlight for yourself.
  off the hook more than once. Tell that player Hx+1.
  • Tell everyone else Hx-1. You life is secrets and deceit.
  On the others’ turns:
  _____________________...is an old friend. Whatever number the player 
  tells you, ignore it and write +3 instead.
  • Whatever number everyone else tells you, give it +1 and write it next to 
  their character’s name. You’re an expert at reading people and predicting 
  their actions.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  
  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)
  Introducing
  The Trooper
  “I’m not a warrior, I’m a soldier. There’s a difference. Warriors attack and 
  conquer, they prey on the weak. Soldiers defend and protect the innocent –
  usually from warriors”
  -Carth Onasi
  A character playbook for
  Star wars world
  Additional Rules
  When a squad suffers…
  1-harm: a few injuries, one or two serious, no fatalities.
  � 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)
  1-harm: a few injuries, one or two serious, no fatalities.
  2-harm: many injuries, several serious, a couple of fatalities.
  3-harm: widespread injuries, many serious, several fatalities.
  4-harm: widespread serious injuries, many fatalities.
  5-harm and more: widespread fatalities, few survivors.
  Squads have 6-wounds, regardless of size.
  • With a strong, present leader, a squad will hold together if it suffers up to 4-
  harm. If the leader is weak or absent, it’ll hold together if it suffers up to 3-
  harm. If the leader is both weak and absent, it’ll hold together if it suffers 1- or 
  2-harm. If it has no leader, it’ll hold together if it suffers 1-harm, but no more.
  If a PC is a member of a squad taking harm, how much harm the PC takes 
  depends on her role in the squad. If she’s a leader or a prominent, visible 
  member, she suffers the same harm the squad does. If she’s just someone in 
  the squad, or if she’s intentionally protecting herself from harm instead of 
  fighting with the squad, she suffers 1-harm less.
  Med-kit
  To use it to stabilize and heal someone who has suffered 1-3 wounds: 
  Squad members
  Gear $ Cred
  roll+stock spent. On a hit, they will stabilize and heal all wounds, but the MC 
  will choose 1 (on a 10+) or 2 (on a 7–9):
  • they need to be physically stabilized before you can move them.
  • even narcostabbed, they fight you; you’re acting under fire.
  • they’ll be in and out of consciousness for 24 hours.
  • stabilizing them eats up your stock; spend 1-stock more.
  • they’ll be bedridden, out of action, for at least a week.
  • they’ll need constant monitoring and care for 36 hours.
  On a miss, they take 1-wound instead.
  To use it to speed the recovery of someone with vitality damage, don’t roll. 
  Spend 1-stock to heal 2-vitality. This can only be used on a character once 
  every 24 hours.
  To use it to revive someone who’s died (at 4-wounds): roll+stock spent. On a 
  10+, they recover 2-wounds. On a 7–9, they recover 1-wound. On a miss, 
  you’ve done everything you can for them, and they’re still dead.
  The Trooper
  Wounds
  Squad:
  Size:
  Harm
  Tags
  Armour
  Ship:
  Class/Size:
  Power
  Tags
  Shields
  Hull
  Disabled
  Maneuv.
  Harm
  Armour
  Weakness
  
  ATTUNED
  � Trust Your 
  Instincts
  � Highlighted
  NAME
  NAME
  NAME
  NAME
  STATS
  STATS
  STATS
  STATS
  SPECIES, LOOK, & OUTLOOK
  HELP OR INTERFERE, SESSION END
  movES
  movES
  movES
  movES
  History
  History
  History
  History
  �Act Under Fire
  Trooper Moves
  � Squad Commander: you get a small squad (detail). When your squad 
  fights for you, roll+hard. On a 10+, hold 3. On a 7–9, hold 1. Over the 
  course of the fight, spend your hold 1 for 1 to make your squad:
  • make a hard advance
  • stand strong against a hard advance
  • make an organized retreat
  • show mercy to their defeated enemies
  • 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.
  � Battlefield instincts: when you trust your instincts, roll+hard instead 
  of roll+attuned, but only during an armed conflict.
  � Combat medic: you have a well-stocked and high quality first aid kit. It 
  To create your Trooper, choose name, look, stats, moves, gear, and Hx.
  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
  • Male, female, ambiguous, transgressing, or concealed.
  • Scrounged mismatched armor, battered old armor, custom homemade 
  armor, powered armor, or hi-tech armor.
  • Scarred face, blunt face, bony face, dull face, worn face, blasted face, 
  scaly face.
  • Mad eyes, raging eyes, wise eyes, sad eyes, scary, or cunning eyes.
  • Hard body, stocky body, stringy body, battered body, overbuilt body, 
  compact body, or huge body.
  SPECiALs
  DAMAGE
  ADvANCEMENT
  When you die, your friends and comrades will hold 
  you a warrior’s funeral, all characters who attend 
  mark experience and you choose which one(s) of 
  them receives your weapons and armour.
  When you have sex with someone, you take +1 
  forward. At your option, they take +1 forward too.
  Whenever you roll a highlighted stat, reset your Hx with 
  COOL
  � Highlighted
  HARD
  �Threaten
  �Assault
  � Highlighted
  HOT
  �Seduce or 
  Manipulate
  � Highlighted
  SHARP
  �Read a Sitch
  �Observe a 
  Person
  � Highlighted
  � Combat medic: you have a well-stocked and high quality first aid kit. It 
  counts as a med-kit with a capacity of 2-stock.
  � Ruthless: whenever you inflict harm, inflict +1harm.
  � Commanding presence: when you give someone an order or a 
  warning, roll+hard. On a hit, they choose:
  • They do it, following your order or heeding your warning.
  • They freeze.
  • They back away, hands where you can see them.
  • They attack you.
  On a 10+, take +1forward against them as well. On a miss, they do 
  what they like and you take -1forward against them.
  � Not worth dying for: name your escape route and roll+hard. On a 10+, 
  sweet, you’re gone. On a 7–9, you can go or stay, but if you go it costs 
  you: leave something behind, or take something with you, the MC will 
  tell you what. On a miss, you’re caught vulnerable, half in and half out.
  compact body, or huge body.
  Stats (Distribute 2 to these. Max +3)
  • Attuned 0 Cool +1 Hard +2 Hot -1 Sharp -1
  Moves
  Choose 2 Trooper moves.
  Gear
  You get:
  • 1 really big blaster
  • 1 serious blaster
  • 1 backup weapon
  • 2-armor +clumsy  (you detail)
  • 1-cred 
  Hx
  Go around for Hx. On your turn, choose 1, 2 or all 3:
  _____________________...has fought shoulder to shoulder with you. Tell 
  DAMAGE
  vitality
  � STABILIZED
  �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 
  �Get +1 Hard (max +3)
  �Get +1 Sharp (max +3)
  �Get +1 Cool (max +3)
  �Get +1 Attuned (max +3)
  �Get a new Trooper move
  �Get a new Trooper move
  �Get a base or capital 
  ship (detail) and salary
  �Get 2 gigs (detail) and 
  moonlighting
  �Get a move from another playbook
  �Get a move from another playbook
  Whenever you roll a highlighted stat, reset your Hx with 
  someone, or when a move tells you to, mark an XP circle. When 
  you mark the fifth, level-up and erase. Each time you level-up, 
  select an option from the list below. Check it off, you can’t 
  choose it again.
  Experience
  Stunned
  � Shattered -1 Cool
  � Crippled -1 Hard
  � Disfigured -1 Hot
  � Broken -1 Sharp
  hold
  Wounds
  _____________________...has fought shoulder to shoulder with you. Tell 
  that player Hx+2.
  _____________________...once left you bleeding and did nothing for you. 
  Tell that player Hx-2.
  _____________________...is the prettiest character. Tell that player 
  Hx+2.
  Tell everyone else Hx=0.
  On the others’ turns:
  _____________________...is the smartest character. Whatever number 
  that player tells you, ignore it and write Hx+3 next to the character’s name.
  • For everyone else, whatever number they tell you, write it next to the 
  character's name.
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  After 5 advances you can 
  select:
  Debilities
  other Moves
  
  Harm and Healing Moves
  When you or a vehicle you’re piloting suffer wounds or hull damage, 
  once the smoke has cleared, roll+wounds/hull suffered. On a 10+, the 
  MC will choose one. On a 7-9, the MC will choose one and you will 
  choose one :
  • it's worse than it seemed (increase wounds/hull damage by 1)
  • the damage can't be treated or fixed easily, or threatens to be 
  permanent
  • the damage will hamper future action in a serious way (e.g. disabled 
  limb, hyperdrive out of commission)
  • your situation will rapidly get worse if not attended to immediately 
  (heavy bleeding, something aboard overheating)
  • something valuable or useful has been damaged or lost
  • collateral damage: someone or something which really shouldn't 
  have been involved in this has been hurt or destroyed
  Introducing
  The moves
  Leia: “This is some rescue. You came in here and didn’t have a plan on 
  getting out?”
  Han:“He’s the brains, sweetheart!”
  -Leia Organa and Han Solo
  A playbook for
  Star wars world
  Cred Moves
  have been involved in this has been hurt or destroyed
  • you've expended the last of an important resource (eg. 
  ammunition/fuel/medical supplies/battery power)
  • in the heat of action, you've lost track of or missed noticing 
  something important
  • you come out of the action in a precarious position or on an 
  untenable course (heading into an asteroid field, hanging off a ledge)
  When you inflict harm on another player’s character, the other 
  character gets +1Hx with you (on their sheet) for every segment of 
  harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as 
  usual, and therefore mark experience.
  When you heal another player’s character’s harm, you get +1Hx 
  with them (on your sheet) for every wound you heal or for every 2 
  vitality you heal. If this brings you to Hx+4, you reset to Hx+1 as usual, 
  and therefore mark experience.
  Peripheral Moves
  Cred Moves
  When you give 1-cred to someone, but with strings attached, it counts 
  as manipulating them and hitting the roll with a 10+, no roll required.
  When you make known that you want a thing and spend cred to 
  speed it on its way, roll+cred spent (max roll+3). It has to be a thing you 
  could legitimately get this way. On a 10+ it comes to you, no strings 
  attached. On a 7–9 it comes to you, or something pretty close. On a miss, 
  it comes to you, but with strings very much attached.
  When you go into a city’s bustling market, looking for some particular 
  thing to buy, and it’s not obvious whether you should be able to just go 
  buy one like that, roll+sharp. On a 10+, yes, you can just go buy it like 
  that. On a 7–9, the MC chooses one of the following:
  • it costs 1-cred more than you’d expect.
  • it’s available, but only if you meet with a guy who knows a guy.
  • damn, I had one, I just sold it to this guy named _______, maybe you 
  can go get it off him?
  Peripheral Moves
  Call Upon The Dark Side
  When you call upon the Dark Side of the Force by allowing your 
  anger, fear, frustration or hatred to influence you and you have either 
  Call Upon the Force or Force Ritual. You can give the dark side a 
  hold on you to do one of the following: hold force-2 if you use Force-
  trained and miss, add 2 to your next roll, add +1harm to an attack, use 
  the Force as a weapon (2-harm ap close). The MC can spend dark 
  side hold to manipulate you down a dark path as if they rolled a 10+.
  Insight
  When you use your people for insight, ask your people what they think 
  your best course is, and the MC will tell you. If you pursue that course, 
  take +1 to any rolls you make in the pursuit. If you pursue that course 
  but don’t accomplish your ends, you mark experience.
  can go get it off him?
  • sorry, I don’t have that, but maybe this will do instead?
  The moves
  
  Basic Moves
  Do Something Under Fire
  When you do something under fire, or dig in to endure fire, roll+cool. 
  On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the MC can 
  offer you a worse outcome, a hard bargain, or an ugly choice.
  � Advanced: On a 12+, you accomplish your goal and then some. 
  Whatever you were trying to do, you master the challenge, transcend 
  the danger.
  Threaten
  When you threaten someone, roll+hard. On a 10+, they have to 
  choose: force your hand and suck it up, or cave and do what you want. 
  On a 7–9, they can instead choose 1:
  • get the hell out of your way 
  Seduce or Manipulate
  When you try to seduce or manipulate someone, tell them what you 
  want and roll+hot. For NPCs: on a hit, they ask you to promise something 
  first, and do it if you promise. On a 10+, whether you keep your promise is 
  up to you, later. On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both. On a 7–9, choose 1:
  • if they do it, they mark experience
  • if they refuse, it’s acting under fire (no experience for rolling 
  highlighted)
  What they do then is up to them.
  � Advanced: On a 12+, if they are an NPC, they become an Ally. 
  Choose what kind of ally they will become.
  � ally: friend (impulse: to back you up)
  � ally: lover (impulse: to give you shelter & comfort)
  � ally: right hand (impulse: to follow through on your intentions)
  Trust Your Instincts
  When you trust your instincts, roll +attuned. On a hit, take +1forward 
  and  the MC will tell you something new and interesting about the 
  current situation, and might ask you a question or two; answer them; 
  On a 10+, the MC will give you good detail. On a 7–9, the MC will give 
  you an impression. If you already know all there is to know, the MC will 
  tell you that.
  � Advanced: On a 12+, you learn something definitive and world-
  shattering. In addition, ask the MC any question, they will answer it 
  honestly. Whenever you’re acting on the MC’s answer, take +1.
  Help or Interfere
  When you help or interfere with someone who’s making a roll, roll+Hx. 
  On a hit, they take +1 (help) or -2 (interfere) now. On a 7–9, you also 
  expose yourself to fire, danger, retribution or cost.
  • get the hell out of your way 
  • barricade themselves securely in
  • give you something they think you want
  • back off calmly, hands where you can see
  • tell you what you want to know (or what you want to hear)
  � Advanced: On a 12+, they must choose to cave and do what you 
  want.
  Assault
  When you assault, roll+hard. On a hit, inflict and receive harm. On a 
  10+, choose 2:
  • suffer one less harm
  • inflict one additional harm
  • achieve a goal of objective
  • frighten or scatter your enemy
  On a 7-9, choose 1:
  • inflict one additional harm
  • achieve a goal of objective
  � ally: representative (impulse: To pursue your interests in your absence)
  � ally: guardian (impulse: to intercept danger)
  � ally: confidante (impulse: to give you advice, perspective, or absolution.)
  Observe a Person
  When you observe a person in a charged interaction, roll+sharp. On a 
  10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend 
  your hold to ask their player questions, 1 for 1:
  • is your character telling the truth?
  • what’s your character really feeling?
  • what does your character intend to do about __?
  • what does your character wish I’d do?
  • how could I get your character to __?
  � Advanced: On a 12+, ask  any 3 questions, not limited to the list. 
  Read a Charged Situation
  When you read a charged situation, roll+sharp. On a hit, you can ask 
  Session End
  At the end of every session, choose a character who knows you better 
  than they used to. If there’s more than one, choose one at your whim. 
  Tell that player to add +1 to their Hx with you on their sheet. If this 
  brings them to Hx+4, they reset to Hx+1 (and therefore mark 
  experience) and you must tell them something new about your 
  character; a secret, a vulnerability, or a meaningful moment from your 
  past.
  • achieve a goal of objective
  � Advanced: On a 12+, choose all 4 from the 10+ list and 1 for 
  double-effect.
  When you read a charged situation, roll+sharp. On a hit, you can ask 
  the MC questions. Whenever you act on one of the MC’s answers, take 
  +1. On a 10+, ask 3. On a 7–9, ask 1:
  • where’s my best escape route / way in / way past?
  • who/what here is not what they seem?
  • which enemy is most vulnerable to me?
  • what is the biggest threat to me?
  • what should I be on the lookout for?
  • what’s my enemy’s true position?
  • who’s in control here?
  • what happened here recently?
  � Advanced: On a 12+, ask  any 3 questions, not limited to the list. 
  
  VITALITY AND WOUNDS
  • Harm is damage dealt by weapons, hazards and traumas. When a 
  character suffers harm, it’s equal to the harm rating of the weapon, attack, 
  or mishap, minus the armour rating of the character’s armour. This is 
  called harm as established. When taking harm, a character first marks the 
  harm off of their Vitality track, when that track is full, they then mark harm 
  off of their Wounds track.
  • Vitality represents light scrapes, bruises, grazes, and fractures bones. 
  These harm segments recover at a rate of 1 per hour. Wounds represent 
  significant physical trauma, heavy internal or external bleeding, brain 
  damage, etc. At 1 wound-segment, a character is injured but their 
  condition will neither improve nor degrade with time. At 2-3 wound-
  segments, a character gets worse with time, unless stabilized. At 4 wound-
  segments, a character is dead but can still be revived. Any harm past that 
  and the character is dead for reals.
  • When a character suffers wounds beyond 1 wound, the player can 
  choose to mark a debility. If she does, she gets the debility, but the harm 
  INTRODUCING THE MC
  That’s you, the Master of Ceremonies, Star Wars World’s GM.
  DECISION MAKING
  In order to play to find out what happens, you’ll need to pass decision-making 
  off sometimes. Whenever something comes up that you’d prefer not to decide 
  by personal whim and will, don’t. The game gives you four key tools you can 
  use to disclaim responsibility: you can put it in your NPCs’ hands, you can put 
  it in the players’ hands, you can create a countdown, or you can make it a 
  stakes question.
  NPCS
  Gnarly, Fleece, White, Lala, Bill, Crine, Mercer, Preen, Shan, Isle, Ula, 
  Dremmer, Rufe, Ba, Mice, Hugo, Roark, Monk, Pierre, Norvell, H, Omie Wise, 
  Corbett, Jeanette, Rum, Brain, Matilda, Rothschild, Wisher, Partridge, Brace 
  choose to mark a debility. If she does, she gets the debility, but the harm 
  stops sharp at 1 wound. Once she’s at 1 wound, she can choose to take a 
  debility instead of any new wound.
  SQUADS, VEHICLES &HARM
  When a squad suffers…
  1-harm: a few injuries, one or two serious, no fatalities.
  2-harm: many injuries, several serious, a couple of fatalities.
  3-harm: widespread injuries, many serious, several fatalities.
  4-harm: widespread serious injuries, many fatalities.
  5-harm and more: widespread fatalities, few survivors.
  Squads have 6-wounds, regardless of size.
  With a strong, present leader, a squad will hold together if it suffers up to 
  4-harm. If the leader is weak or absent, it’ll hold together if it suffers up to 
  Harm
  Armour
  Size
  Corbett, Jeanette, Rum, Brain, Matilda, Rothschild, Wisher, Partridge, Brace 
  Win, Bar, Krin, Parcher, Millions, Grome, Foster, Mill, Newton, Tao, Missed, 
  III, Princy, East, Harrow, Kettle, Twice, Clarion, Abondo, Mimi, Fianelly, 
  Pellet, Li, Harridan, Rice, Do, Winkle, Fuse, Visage, Barker, Imam, Bowdy, 
  Daff, Shazza, Fauna, Sun, Chack, Ricarra, Prim, Rakka, Baku, Ruhk, Jax, 
  Bastilla, Bera, Anla, Aarm, Shyon, Jost, Darg, Guld, Rami, Cypher, Sharon, 
  Jana, Spang, Keilara, Kin-Wan, Abric, Broo, Untel, Chelch, Thraken, Aerena, 
  Winter, Mara, Miranda, Toby, Del, Ras, Daniel, Arnet, Marl, Nali, Acelin, 
  Thon, Fiona.
  Cross them off as you use them. Scavenge unused names from the character 
  playbooks, too. Make your NPCs human by giving them straightforward, 
  sensible self-interests. They’re just not that complicated. They do what they 
  want to do, when they want to do it, and if something gets in their way, well, 
  they deal with that now. What they do in life is follow their parts around - their 
  noses, their stomachs, their hearts, their clits & dicks, their guts, their ears, 
  their inner children, their visions. Then, you can make PC-NPC-PC triangles 
  just by making sure that their uncomplicated self-interests involve the players’ 
  characters individually, not as a group. Show different sides of their 
  personalities to the players’  different characters.
  Harm
  Armour
  Size
  Harm
  Armour
  Size
  4-harm. If the leader is weak or absent, it’ll hold together if it suffers up to 
  3-harm. If the leader is both weak and absent, it’ll hold together if it suffers 
  1- or 2-harm. If it has no leader, it’ll hold together if it suffers 1-harm, but 
  no more.
  If a PC is a member of a squad taking harm, how much harm the PC takes 
  depends on her role in the squad. If she’s a leader or a prominent, visible 
  member, she suffers the same harm the squad does. If she’s just 
  someone in the squad, or if she’s intentionally protecting herself from harm 
  instead of fighting with the squad, she suffers 1-harm less.
  When a vehicle suffers harm, mark harm off it’s shields first, like vitality, 
  and it’s hull afterwards, like wounds. When a vehicle suffers harm to it’s 
  hull, the passengers also suffer harm equal to the harm minus the ship’s 
  armour rating. (ie. If a ship with 1-armour suffers 3-harm to it’s hull, the 
  passengers all suffer 2-harm). Shield points return at a rate of 1 per hour. 
  Hull points never repairs on their own, it must be repaired by a technical 
  expert with a repair kit. (see gearhead)
  personalities to the players’  different characters.
  The Master of 
  Ceremonies
  
  THE MASTER OF CEREMONIES
  AGENDA
  • Make Star Wars World seem fantastical.
  • Fill the characters lives with adventure.
  • Play to find out what happens.
  ALWAYS SAY
  • What the principles demand.
  • What the rules demand.
  • What your prep demands.
  • What honesty demands.
  THE PRINCIPLES
  • Spew forth techno jargon.
  • Address yourself to the characters, not the players.
  • Make your move, but misdirect.
  • Make your move, but never speak its name.
  • Make your villains sympathetic.
  • Name everyone, make everyone real.
  BASIC MOVES
  When you do something under fire, or dig in to endure fire, roll+cool.
  When you threaten someone, roll+hard.
  When you assault, roll+hard.
  When you try to manipulate someone, tell them what you want and roll+hot.
  When you read a charged situation, roll+sharp.
  When you observe a person in a charged interaction, roll+sharp.
  When you trust your instincts, roll+attuned.
  When you help or interfere with someone who’s making a roll, roll+Hx.
  At the end of every session, choose a character who knows you better than 
  they used to.
  PERIPHERAL MOVES
  When you inflict harm on another player’s character, the other character 
  gets +1Hx with you for every segment of harm you inflict.
  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). Choose 1:
  • master crafted: a superb piece of craftsmanship. Add +precious.
  • double bladed: versatile and impressive
  • collection: you have a few spare. They’re absolutely standard, but there’s a 
  handful of them.
  • legendary: its blade has a very distinctive colour and people know that blade 
  has history.
  • dual-phase blade: you can double the length of your lightsaber blade with 
  • Name everyone, make everyone real.
  • 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, disclaim 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.
  • Trade harm for harm (as established).
  • Announce off-screen badness.
  • Announce future badness.
  • Inflict harm (as established).
  • Take away their stuff.
  • Make them buy.
  gets +1Hx with you for every segment of harm you inflict.
  When you heal another player’s character’s vitality or wounds, you get 
  +1Hx with them for every segment of harm you heal.
  When you use your people for insight, ask your people what they think your 
  best course is, and the MC will tell you. If you pursue that course, take 
  +1 to any rolls you make in the pursuit. If you pursue that course but don’t 
  accomplish your ends, you mark experience.
  CRED MOVES
  When you give 1-cred to someone, but with strings attached, it counts as 
  manipulating them and hitting the roll with a 10+, no roll required.
  When you go into a holding’s bustling market, looking for some 
  particular
  thing to buy, roll+sharp.
  When you make known that you want a thing and spend cred to speed it
  on its way, roll+cred spent (max roll+3).
  EQUIPMENT
  • dual-phase blade: you can double the length of your lightsaber blade with 
  the simple flick of a switch. (hand/close)
  SIZES
  Small (air-car, fighter, shuttle, transport, 15 or so warriors)
  Medium (corvette, frigate, heavy tank, 30 or so warriors)
  Large (destroyer, cruiser 60 or so warriors)
  Huge (battle cruiser, small space station, colony ship, 150 or so warriors)
  Massive (dreadnaught, large space station, 300 or so warriors)
  SHIPS
  • Speeder car and bike (power +1, maneuverability +2, 1-armour, weakness 
  +0, 2-harm, tiny, +atmospheric) Shields-0 Hull-3
  • Shuttle (power +1, maneuverability +1, 2-armour, weakness +1, 2-harm, 
  small, +spacious +hyperdrive) Shields-2 Hull-3
  • Starfighter (power+2, maneuverability +1, 1-armour, weakness+2, 3-harm, 
  small, +hyperdrive) Shields-3 Hull-2
  • Space transport (power+1, maneuverability +1, 1-armour, weakness+2, 3-
  • Make them buy.
  • Activate their stuff’s downside.
  • Tell them the possible consequences and ask.
  • 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?”
  A FEW MORE THINGS TO DO
  • Make maps like crazy.
  • Turn questions back on the asker or over to the group at large.
  • Digress occasionally.
  • Elide the action sometimes, and zoom in on its details other times.
  • Go around the table.
  • Take breaks and take your time.
  BLASTERS
  • 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)
  • 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)
  • Space transport (power+1, maneuverability +1, 1-armour, weakness+2, 3-
  harm, small, +hyperdrive +cargo) Shields-2 Hull-4
  • Bomber (power+1, maneuverability +0, 1-armour, weakness+2, 2-harm, 
  small, +hyperdrive +1-harm ap vs. capital ships) Shields-3 Hull-3
  CAPITAL SHIPS
  • Corvette (1-armour, 3-harm, medium shields-3 hull-2)
  • Frigate (1-armour, 3-harm, medium shields-2 hull-4)
  • Cruiser (1-armour, 3-harm, large shields-2 hull-3)
  • Destroyer (1-armour, 3-harm, large shields-3 hull-3)
  • Battle Cruiser (1-armour, 3-harm, huge shields-3 hull-4)
  • Dreadnought (1-armour, 3-harm, massive shields-3 hull-4)
  Note: If there’s a size mismatch, each step the ship is bigger adds
  +1harm, and each step the ship is smaller knocks off -1harm.
  
SOURCE: textdata/thevault/Star Wars [multi]/Star Wars World (PbtA)/Delta Edition/Playbooks.pdf