TEXT: WARRIOR
  WARRIOR
  CHARACTER FOLIO
  P O N
  
  Start Here: This 2-page spread contains the 
  information you need to begin your adventure.
  BRAWN
  4
  CHARACTER SHEET
  CHARACTER NAME : PON
  SPECIES
  CAREER
   NAUTOLAN
  WARRIOR
  CHARACTERISTICS
  SKILLS
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  SKILLS
  RANK
  DICE POOL
  Astrogation (Int)
  0
  π π
  Athletics (Br)
  2
  º º π π
  Charm (Pr)
  0
  π π
  Coercion (Will)
  0
  π π π
  Computers (Int)
  0
  π π
  Cool (Pr)
  1
  º π
  Coordination (Ag)
  1
  º π
  Deception (Cun)
  0
  π π
  Discipline (Will)
  0
  π π π
  Knowledge (Int)
  0
  π π
  Leadership (Pr)
  0
  π π
  Mechanics (Int)
  0
  π π
  Medicine (Int)
  0
  π π
  Negotiation (Pr)
  0
  π π
  Perception (Cun)
  1
  º π
  Piloting (Ag)
  0
  π π
  Resilience (Br)
  0
  π π π π
  Skulduggery (Cun)
  0
  π π
  Stealth (Ag)
  0
  π π
  Streetwise (Cun)
  0
  π π
  Survival (Cun)
  1
  º π
  Vigilance (Will)
  0
  π π π
  COMBAT SKILLS
  Brawl (Br)
  0
  π π π π
  Gunnery (Ag)
  0
  π π
  Lightsaber (Br)
  1
  º π π π
  Melee (Br)
  0
  π π π π
  Ranged (Light) (Ag)
  0
  π π
  Ranged (Heavy) (Ag)
  0
  π π
  CHARACTER SHEET 
  Your Character Sheet provides all the information you need to play 
  the game. It also provides a place to write down your current status, 
  weapons, armor, and equipment. 
  Ability
  Die π
  Proficiency 
  Die º
  Difficulty
  Die π
  Challenge
  Die º
  Boost 
   Die ∫
  Setback 
   Die ∫
  Force 
   Die º
  SYMBOLS & DICE
  Your characteristics are used to calculate many game values but 
  are rarely used directly. Whenever you attempt a task that might 
  fail, you make a skill check. The dice you roll for this check are 
  called your dice pool, and are based on your rank in that skill 
  and your characteristic. If you roll more ≥ than ∂, you succeed.
  Please reference these skills and descriptions of what they do on 
  the back of the Rulebook.
  CHARACTERISTICS & SKILLS 
  Advantage ≤ symbols indicate a positive side effect or 
  consequence, even on a failed check. They cancel and 
  are canceled by Threat ∑ symbols. 
  Threat ∑ symbols indicate a negative side effect or con-
  sequence, even on a successful check. They cancel and 
  are canceled by Advantage ≤ symbols.
  Failure ∂ symbols cancel Success ≥ symbols. If there 
  are enough Failure ∂ symbols to cancel all the Success 
  ≥ symbols, the check is a failure.
  Despair µ symbols count as Failure ∂ symbols (they 
  cancel Success ≥ symbols) and may also be spent to 
  trigger a powerful negative consequence. 
  Success ≥ symbols are canceled by Failure ∂ sym-
  bols; if there are any Success ≥ symbols left, the check 
  succeeds.
  Triumph ± symbols count as Success ≥ symbols and may 
  also be spent to trigger a powerful positive consequence.
  1
  2
  2
  1
  
  Stop Here: Don’t turn the page until 
  instructed to by the GM.
  SOAK VALUE
  CURRENT
  THRESHOLD
  WOUNDS
  CURRENT
  THRESHOLD
  STRAIN
  CRITICAL INJURIES
  WEAPONS & EQUIPMENT
  AMPHIBIOUS
  FORCE POWERS
  MONEY
  FORCE RATING
  You may breathe underwater without penalty and never suffer movement penalties for 
  traveling through water.
  WEAPON
  SKILL
  RANGE
  DAMAGE
  DICE POOL
  Lightsaber
  Lightsaber
  Engaged
  6
  º π π π
  • You deal 6 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤.
  • Breach 1: The target's soak value is reduced by 10 against this attack.
  Fists
  Brawl
  Engaged
  4
  π π π π
  • You deal 4 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤≤≤.
  GEAR, EQUIPMENT & OTHER ITEMS
  3 Stimpacks
  Use as a maneuver to heal 4 wounds on a living creature. Consumed on use.
  Comlink
  Allows communication between other characters with comlinks.
  Heavy Clothes
  Soak 1; already included in soak value.
  5
  15
  12
  250 credits
  1
  Strain represents exhaustion, mental trauma, and being stunned. 
  You may voluntarily suffer 2 strain to perform an extra maneuver 
  on your turn. Strain comes and goes more quickly than wounds. 
  If your strain ever exceeds your Strain Threshold, you pass out. 
  Wounds represent physical damage to your body. If your 
  wounds exceed your Wound Threshold, you are knocked out 
  and suffer a Critical Injury. Wounds can be recovered through the 
  Medicine skill and stimpacks. 
  Soak value reduces incoming damage and can prevent wounds. 
  Your soak value is equal to the sum of your Brawn and the soak 
  value of your armor. 
  You might suffer Critical Injuries during your adventures, either 
  when you’re knocked out by exceeding your wound threshold or 
  as the result of an attack. Keep track of the number of Critical 
  Injuries here. For a description of the effects of your Critical Inju-
  ries, refer to the back cover of the Adventure Book. 
  When you use the Force, you choose a Force Power you know 
  and then roll 1 Force die º (for your Force Rating 1). You may 
  spend light side results ∏ as Force points Ω to activate your 
  Force power. You cannot spend dark side results ∏ unless you 
  draw upon the dark side of the Force by spending 1 Destiny and 
  suffering strain equal to the dark side results ∏ you use.
  On each turn, you can perform 1 Action and 1 Maneuver, in any 
  order. 
  You can suffer 2 strain to perform a second maneuver. 
  You cannot perform more than 2 maneuvers on your turn.
  You can also perform any number of incidental actions. 
  An Action may include:
  • Perform an attack 
  • Use a skill
  • Use the Force 
  • Exchange your 1 action for  
  an additional maneuver
   A Maneuver may include: 
  • Move  
  • Aim
  • Take cover 
  • Ready or stow a weapon or 
  item 
  • Interact with your environment 
  • Engage or disengage  
  • Stand up
  THE PLAYER'S TURN
  ENHANCE
  You can use the Force to enhance your physical abilities. 
  Spend 1 Force point Ω to jump to a location within short range.
  Roll the Force die º when you make an Athletics check. Each Force point Ω 
  adds 1 Success ≥ or Advantage ≤ to the results; your choice.  
  (You don't have to use an action to do this; you can do it anytime you make an 
  Athletics check.)  
  3
  4
  5
  6
  5
  4
  3
  6
  7
  7
  LOCKED - YOU CANNOT USE YOUR FORCE POWERS UNTIL THE 
  GM INSTRUCTS YOU OTHERWISE
  
  Start Here: This 2-page spread contains new 
  information to help you continue your adventure.
  BRAWN
  4
  CHARACTER SHEET
  CHARACTER NAME : PON
  SPECIES
  CAREER
   NAUTOLAN
  WARRIOR
  CHARACTERISTICS
  SKILLS
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  CHARACTERISTICS
  SPECIES
  CAREER
  SKILLS
  RANK
  DICE POOL
  Astrogation (Int)
  0
  π π
  Athletics (Br)
  2
  º º π π
  Charm (Pr)
  0
  π π
  Coercion (Will)
  0 / 1
  π π π / º π π
  Computers (Int)
  0
  π π
  Cool (Pr)
  1
  º π
  Coordination (Ag)
  1
  º π
  Deception (Cun)
  0
  π π
  Discipline (Will)
  0
  π π π
  Knowledge (Int)
  0
  π π
  Leadership (Pr)
  0
  π π
  Mechanics (Int)
  0
  π π
  Medicine (Int)
  0
  π π
  Negotiation (Pr)
  0
  π π
  Perception (Cun)
  1
  º π
  Piloting (Ag)
  0
  π π
  Resilience (Br)
  0
  π π π π
  Skulduggery (Cun)
  0
  π π
  Stealth (Ag)
  0
  π π
  Streetwise (Cun)
  0
  π π
  Survival (Cun)
  1
  º π
  Vigilance (Will)
  0
  π π π
  COMBAT SKILLS
  Brawl (Br)
  0
  π π π π
  Gunnery (Ag)
  0
  π π
  Lightsaber (Br)
  1 / 2
  ºπ π π / ººπ π
  Melee (Br)
  0
  π π π π
  Ranged (Light) (Ag)
  0
  π π
  Ranged (Heavy) (Ag)
  0
  π π
  UPGRADE MENU
  ADVANCEMENT!
  You have just gained 10 experience points (XP). You can spend those 
  10 experience points to purchase any of the following upgrades, 
  worth up to a total of 10 XP. 
  Toughened Talent 
  You gain the Toughened talent. Put a mark in the circle next to 
  the XP cost to remind you that you have taken it. Whether or not 
  you choose this upgrade, circle the correct value (15 or 17) on 
  your wound threshold. 
  Toughened: Your wound threshold is increased by 2, from 15 to 17. 
  5
  XP COST
  Parry Talent 
  You gain the Parry talent. Put a mark in the circle next to the XP 
  cost to remind you that you have taken it.  
  Parry: When you are hit by a Melee, Brawl, or Lightsaber attack, 
  you may suffer 3 strain to reduce the damage dealt by that at-
  tack (after accounting for soak) by 3.
  5
  XP COST
  1
  2
  Lightsaber Skill
  You train your Lightsaber skill. You gain one skill rank in Light-
  saber. Your dice pool changes from º π π π to º º π π.
  Put a mark in the circle next to the XP cost to remind you that 
  you have taken it. Whether or not you choose this upgrade, 
  circle the correct rank (1 or 2) and dice pool on the skill list to 
  the right. 
  10
  XP COST
  2
  Coercion Skill
  You train your Coercion skill. You gain one skill rank in Coercion. 
  Your dice pool changes from π π π to º π π.
  Put a mark in the circle next to the XP cost to remind you that 
  you have taken it. Whether or not you choose this upgrade, 
  circle the correct rank (0 or 1) and dice pool on the skill list to 
  the right. 
  10
  XP COST
  1
  3
  
  Stop Here: Don’t turn the page until 
  instructed to by the GM.
  SOAK VALUE
  CURRENT
  THRESHOLD
  WOUNDS
  CURRENT
  THRESHOLD
  STRAIN
  CRITICAL INJURIES
  WEAPONS & EQUIPMENT
  AMPHIBIOUS
  You may breathe underwater without penalty and never suffer movement penalties for 
  traveling through water.
  CRITICAL INJURIES
  5
  /
  15 17
  Ability
  Die π
  Proficiency 
  Die º
  Difficulty
  Die π
  Challenge
  Die º
  Boost 
   Die ∫
  Setback 
   Die ∫
  Force 
   Die º
  Threat ∑ symbols indicate a negative side effect or con-
  sequence, even on a successful check. They cancel and 
  are canceled by Advantage ≤ symbols.
  Despair µ symbols count as Failure ∂ symbols (they 
  cancel Success ≥ symbols) and may also be spent to 
  trigger a powerful negative consequence. 
  Failure ∂ symbols cancel Success ≥ symbols. If there 
  are enough Failure ∂ symbols to cancel all the Success 
  ≥ symbols, the check is a failure.
  Advantage ≤ symbols indicate a positive side effect or 
  consequence, even on a failed check. They cancel and 
  are canceled by Threat ∑ symbols. 
  Triumph ± symbols count as Success ≥ symbols and may 
  also be spent to trigger a powerful positive consequence.
  Success ≥ symbols are canceled by Failure ∂ sym-
  bols; if there are any Success ≥ symbols left, the check 
  succeeds.
  SYMBOLS & DICE
  THE PLAYER'S TURN
  On each turn, you can perform 1 Action and 1 Maneuver, in any 
  order. 
  An Action may include:
  • Perform an attack 
  • Use a skill 
  • Use the Force
  • Exchange your 1 action for  
  an additional maneuver
   A Maneuver may include: 
  • Move  
  • Aim
  • Take cover 
  • Ready or stow a weapon or 
  item 
  • Interact with your environment 
  • Engage or disengage  
  • Stand up
  You can suffer 2 strain to perform a second maneuver. 
  You cannot perform more than 2 maneuvers on your turn.
  You can also perform any number of incidental actions. 
  WEAPON
  SKILL
  RANGE
  DAMAGE
  DICE POOL
  Lightsaber
  Lightsaber
  Engaged
  6
  º π π π / 
  º º π π
  • You deal 6 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤.
  • Breach 1: The target's soak value is reduced by 10 against this attack.
  Fists
  Brawl
  Engaged
  4
  π π π π
  • You deal 4 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤≤≤.
  GEAR, EQUIPMENT & OTHER ITEMS
  3 Stimpacks
  Use as a maneuver to heal 4 wounds on a living creature. Consumed on use.
  Comlink
  Allows communication between other characters with comlinks.
  Heavy Clothes
  Soak 1; already included in soak value.
  MONEY
  FORCE RATING
  FORCE POWERS
  1
  250 credits
  ENHANCE
  You can use the Force to enhance your physical abilities. 
  Spend 1 Force point Ω to jump to a location within short range.
  Roll the Force die º when you make an Athletics check. Each Force point Ω 
  adds 1 Success ≥ or Advantage ≤ to the results; your choice.  
  (You don't have to use an action to do this; you can do it anytime you make an 
  Athletics check.)  
  12
  3
  2
  
  BRAWN
  4
  CHARACTER SHEET 
  CHARACTER NAME : PON
  SPECIES
  CAREER
   NAUTOLAN
  WARRIOR
  CHARACTERISTICS
  SKILLS
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  CRITICAL INJURIES
  SOAK VALUE
  CURRENT
  THRESHOLD
  WOUNDS
  CURRENT
  THRESHOLD
  STRAIN
  WEAPONS & EQUIPMENT
  1
  CRITICAL INJURIES
  FORCE POWERS
  MONEY
  XP
  FORCE RATING
  ENHANCE
  You can use the Force to enhance your physical abilities. 
  Spend 1 Force point Ω to jump to a location within short range.
  Roll the Force die º when you make an Athletics check. Each Force point Ω 
  adds 1 Success ≥ or Advantage ≤ to the results; your choice.  
  (You don't have to use an action to do this; you can do it anytime you make an 
  Athletics check.)  
  AMPHIBIOUS
  You may breathe underwater without penalty and never suffer movement penalties for 
  traveling through water.
  SKILLS
  CAREER
  RANK
  DICE POOL
  Astrogation (Int)
  Athletics (Br)
  •
  Charm (Pr)
  Coercion (Will)
  Computers (Int)
  Cool (Pr)
  •
  Coordination (Ag)
  •
  Deception (Cun)
  Discipline (Will)
  Knowledge (Int)
  Leadership (Pr)
  Mechanics (Int)
  Medicine (Int)
  Negotiation (Pr)
  Perception (Cun)
  •
  Piloting (Ag)
  Resilience (Br)
  Skulduggery (Cun)
  Stealth (Ag)
  Streetwise (Cun)
  Survival (Cun)
  •
  Vigilance (Will)
  COMBAT SKILLS
  Brawl (Br)
  •
  Gunnery (Ag)
  Lightsaber (Br)
  •
  Melee (Br)
  •
  Ranged (Light) (Ag)
  Ranged (Heavy) (Ag)
  WEAPON
  SKILL
  RANGE
  DAMAGE
  DICE POOL
  GEAR, EQUIPMENT & OTHER ITEMS
  1
  
  WARRIOR: CAREER TREE
  Career Skills: Athletics, Cool, Coordination, Perception, Survival, Brawl, Lightsaber, Melee
  Success
  Triumph
  Advantage
  Failure
  Despair
  Threat
  Ability
  Die π
  Proficiency 
  Die º
  Difficulty
  Die π
  Challenge
  Die º
  Boost 
   Die ∫
  Setback 
   Die ∫
  Force 
   Die º
       
  Remove ∫ per rank of 
  Plausible Deniability from 
  all Coercion and Decep-
  tion checks.
  PLAUSIBLE 
  DENIABILITY
  COST 5
       
  May suffer a number of 
  strain to downgrade diffi-
  culty of Coercion checks, 
  or upgrade difficulty when 
  targeted 
  by 
  Coercion 
  checks, by an equal num-
  ber. Strain suffered this 
  way cannot exceed ranks 
  in Intimidating.
  INTIMIDATING
  COST 10
       
  Once per session, add 2 
  Setback ∫∫ dice to an 
  NPC's check. 
  SENSE 
  ADVANTAGE
  COST 15
       
  Gain +2 wound threshold.
  TOUGHENED
  COST 5
       
  Once per encounter, may 
  use Second Wind incidental 
  to recover strain equal to 
  ranks in Second Wind.
  SECOND WIND
  COST 10
       
  Suffer a number of strain to 
  add an equal number of ≥ 
  to Initiative checks. Strain 
  suffered 
  cannot 
  exceed 
  ranks in Rapid Reaction.
  RAPID REACTION
  COST 15
       
  When hit by a melee at-
  tack, suffer 3 strain to re-
  duce damage by 2 plus 
  ranks in Parry.
  PARRY
  COST 5
       
  Gain +1 strain threshold.
  GRIT
  COST 10
       
  When hit by a melee at-
  tack, suffer 3 strain to re-
  duce damage by 2 plus 
  ranks in Parry.
  PARRY
  COST 15
       
  You may use Enhance to im-
  prove your Brawl checks, in 
  addition to your Athletics 
  checks.
  ENHANCE - 
  CONTROL
  COST 5
       
  Your Enhance power gains 
  the following ability: 
  Spend 1 Force point Ω to 
  increase the range of your 
  jump to medium. 
  ENHANCE - RANGE
  COST 10
       
  You may use Enhance to 
  improve your Resilience 
  checks, in addition to your 
  Athletics checks.
  ENHANCE - 
  CONTROL
  COST 15
  ACQUIRING TALENTS & FORCE POWER UPGRADES
  Talents and Force power upgrades are acquired from your career tree. 
  This career tree provides a unique format for purchasing talents and 
  upgrades that comes with several special rules and restrictions. 
  Your career tree has four columns and three rows. The cost of each 
  talent or upgrade depends on the row it occupies. The topmost row 
  of talents and upgrades are the cheapest, costing 5 experience points 
  each. The next row’s choices cost 10 experience points each, and the 
  third and final row’s choices cost 15 experience each.
  Note that the choices on the tree are connected by a series of lines 
  that link some talent or upgrade choices with others. When purchasing 
  talents and upgrades, you may only purchase talents or upgrades you 
  are eligible for. You are eligible to select any talents or upgrades in the 
  first, topmost row, plus any talents or upgrades that are connected via 
  one of the aforementioned links to one you have already acquired. 
  Each entry on the career tree may only be acquired once. Some trees 
  have multiple entries for a single talent. This is because several of the 
  talents may be learned repeatedly. When you learn a talent for the 
  second—or later—time, you gain an additional rank of the ability.
  SKILL TRAINING
  The cost for training skills falls into one of two categories: career skills 
  and non-career skills. Each skill has five ranks of training available.  
  Training a career skill costs five times the value of the next highest 
  rank. For example, training a career skill from rank 0 (untrained) to 
  rank 1 requires 5 experience points. Improving a rank 1 career skill to 
  rank 2 requires 10 experience points. Each rank must be purchased 
  separately. This means that training a career skill from rank 0 to rank 
  2 costs 15 experience points (5 for raising it from rank 0 to rank 1, 
  then 10 more for raising it from rank 1 to rank 2).
  You can also purchase ranks in your non-career skills. Each rank of 
  a non-career skill costs 5 additional experience points. For example, 
  training a non-career skill from rank 0 (untrained) to rank 1 requires 
  10 experience points. Improving a rank 1 non-career skill to rank 2 
  requires 15 experience points, and so on.
  INVESTING EXPERIENCE POINTS
  As you continue to play, you will occasionally receive experience points from the GM that you can spend to improve your character. You may spend 
  this XP to increase your skills or to advance along your career tree. See page 11 of the Beginner game Rulebook for more detailed information.
  1
  2
  2
  
  STORY
  Pon Edestus was born a slave, and from a young age his strength was 
  valued by his owner above all other attributes. He was trained in combat and 
  taught to fight for his master, but Pon had different ideas. He rebelled, and 
  quite accidentally found himself at the center of a slave revolt that liberated 
  hundreds of sentients. Unfortunately for Pon, he lost an arm in the battle and 
  was nearly killed.
   
  When Pon finally recovered from his wounds, he discovered that his arm 
  had been replaced with a cybernetic and his freedom purchased by a scholar 
  named Hethan Romund. Intrigued by his ability to survive wounds that should 
  have killed anyone else, Romund had taken a special interest in Pon. 
  She asked the young Nautolan to serve as her bodyguard on a particularly 
  dangerous world as she explored the supposed final resting place of a 
  Jedi Knight. The mission, despite (or perhaps because of) Pon’s relentless 
  refusal to take anything seriously, was a success. As payment for his 
  services, Romund gave Pon the dead Jedi’s lightsaber, explaining to him 
  that the Jedi had been champions of the oppressed and weak—just as 
  Pon himself was. 
  Since then, Pon has been enjoying his freedom in the galaxy, selling his sword-
  arm and fighting on his own terms, not for any master. Although he seldom 
  backs down from any fight or challenge, he prefers to fight on behalf of the 
  weak and oppressed. When he received a distress call from his old friend 
  Romund, he was happy to leap to her aid…
  © LFL © FFG
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Force and Destiny/Force and Destiny - (SWF01a) Character Folio - Pon Edestus.pdf