Professional Documents
Culture Documents
1
http://thealexandrian.net/wordpress/37660/roleplaying-games/star-wars-force-and-destiny-system-cheat-sheet
Here is the Key for use of this if you want to make changes or fix mistakes
From
Symbols Images --->
���⬛⬜ Special Font ---> xaBbCcDdstfxyZz
Font translation ---> x a B b C c D d s t f x y Z z
Q&A
Why make the "L" Master List?
Simply put, It was originally for personal use with my friends and the majority of indexs and item lists had either everythin
small selection (generally 1 book), this list is to provide as much as possible, however i was encouraged by my friends to go
leave this here" for everyone and I just hope everyone enjoys it.
This item list makes a lot of use of the special "EotE Font" found in the link above, attempts have been made to make it
experience I suggest you use it unless you want to see random ddd everywhere. As to how to install it simply downlo
downloaded and it should be installed.
Well I was going to use my last name but I figured putting that online would be a bad idea so I used the first letter but If y
alternative meaning, I wont stop you hell ill even get you started =D ;Lucky, Large, Legendary, Loser, L
No, I only have entered information from SWRPG core books and source books, no unofficial material is put in this master l
"operating costs" that I found as it is really cool for getting yourself immersed into the universe but that will be listed in
CREDITS
Seriously this list would not be what it is today without the hard work other people have put in making their own item
information they have given me inspiration into the making of this list so totally giving credit whe
First and foremost, Fantasy Flight Games, the creators of this SWRPG ( Please support them buy buying their stuff XD )
My Friends who got me into the game and who I originally made this list for (you guys know who you are)
The Creator and owner of http://swrpg.viluppo.net/ whoever you are you beautiful bastard your site helped alert me I wa
the input of that missing info so thank you, It even has basic information I have not added yet but will get around to someti
Justin Alexander, owner of thealexandrian.net for your cheat sheet and more importantly the font you host on your websit
quality without you
The "Biff Tannen" resource (If you used it you know what it is and why im thanking it), I wont go into why this was so helpfu
but without it this list wouldn’t be anything near what it is today, im so glad I found it, so once again whoever you are than
EZlyDistrakted from Reddit who made a post in 2014 "Comprehensive Item List for the EotE Core Rulebook" that I copied
the weapons tab, comes in handy when you want to know how to use a weapon or what things like "Blast" or
While this did not help at all create this list it did however help create my friends and my characters and it is used each
Another Character Generator, its pretty damn good and I suggest everyone gets and uses it and it is located at https://com
another-character-generator/ so good job OggDude and Thank you for your hard w
My Workplace, simply because while doing my job I also got time to make this l
ist v7.1b
destiny-system-cheat-sheet <---FIND THE FONT AND INSTALL IT!!!
er List?
item lists had either everything but no real details or details but only for a
encouraged by my friends to go online and make a post somewhere "ill just
ope everyone enjoys it.
ts have been made to make it mainly useable without it but for the best
how to install it simply download it then double click on the file that is
e installed.
d to mean?
so I used the first letter but If you want you can use your imagination for a
ucky, Large, Legendary, Loser, Lemming... have fun =D
0, why is that?
nges and for when I gave it to my friends, one day they might have v1.0 and
the version that I have started to get ready for public use
o pay for hosting it) and im able to use and manipulate Excel to do what I
should be a good choice for everybody
erial here?
in future versions?
that out), Vehicles, Starships, NPC's, Species, Locations and obviously any
ill be adding that information in…
ur work here/for support?
mething from fantasy flight games as thanks because it is their game and
ous <insert Guy Fawkes mask here>. Although if your my one of my friends
nner sometime XP (jk)
the books
reatly increase someones immersion into the star wars universe, so yes get
e this as a guide as to which book to get
jokes…
ies
S
put in making their own item lists and guides, they have filled in gaps of
list so totally giving credit where it is due and why
your site helped alert me I was missing information and helped streamline
t but will get around to sometime
e font you host on your website, this list would have been of much lower
t go into why this was so helpful or what it is because I want to protect it,
e again whoever you are thank you
E Core Rulebook" that I copied the idea of "Special Description" column for
n or what things like "Blast" or "Auto-fire" do and how to use it
Attack Difficulties
Range Band
Engaged
Short
Medium
Long
Extreme
Melee Attacks
a or x
aa or x
aaa or x
x
xx
Cost
t or y
tt or y
ttt or y
46 - 50 Average (dd)
51 - 55 Average (dd)
56 - 60 Average (dd)
61 - 65 Average (dd)
66 - 70 Average (dd)
71 - 75 Average (dd)
48 - 80 Average (dd)
49 - 85 Average (dd)
50 - 90 Average (dd)
91 - 95 Hard (ddd)
151+
erence Sheet
Manuvers
Opposing Skill Aim: Gain a bonus on the next attack.
Discipline Assist: Grant a bonus to an ally's check
Cool Guarded Stance: Take penalties to mel
Negotiation, Cool Interact with the Environment: This co
Manage Gear: Draw, holster, or put aw
Mount or Dismount: Mount or dismou
Difficulty Move: Move within range bands or cha
Easy (d) Plus modifiers depending on weapon used (see below) Drop Prone or Stand from Prone: Drop
Easy (d) Preparation: Take a maneuver to prepa
Average (dd)
Hard (ddd) Actions
Daunting (dddd) Exchange an Action for a Maneuver: T
(Brawl or Melee checks) are always Average (dd) Spend an Action to Activate an Ability
Activate a Force Power: Use a Force po
Perform a Skill Check: Anything that re
Modifier Perform a Combat Check: Perform a sk
+ 1 difficulty
+ 2 difficulty Initiative
May not make Gunnery checks when engaged with an opponent Cool: If character is aware/ready for co
Vigilance: If combat is unexpected
Tie goes to a, then PC over NPC
x = +1 Maneuver in first round
combat y = -1 maneuver in first round
Result Options
• Recover 1 strain.
• Add ⬜ to the next allied active character’s check.
• Notice a single important point in the ongoing conflict, such as the location of a blast door’s control panel or a weak poin
speeder.
• Inflict a Critical Injury with a successful attack that deals damage past soak (a cost may vary).
• Activate a weapon quality (a cost may vary).
• Perform an immediate free maneuver that does not exceed the two maneuvers per turn limit.
• Add ⬛ to the targeted character’s next check.
• Add ⬜ to any allied character’s next check, including that of the active character.
• Negate the targeted enemy’s defensive bonuses (such as the defense gained from cover, equipment, or performing the g
maneuver) until the end of the current round.
• Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of
character’s next turn.
• When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds
include hobbling him temporarily with a shot to the leg, or disabling his comlink. This should be agreed upon by the player
the effects are up to the GM. The effects should be temporary and not too excessive.
• Gain +1 melee or ranged defense until the end of the active character’s next turn.
• Force the target to drop a melee or ranged weapon he is wielding.
• Upgrade the difficulty of the targeted character’s next check.
• Upgrade any allied character’s next check, including that of the current active character.
• Do something vital, such as shooting the controls to the nearby blast doors to seal them shut.
• When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up hi
destroying a personal shield generator.
Result Options
• The active character suffers 1 strain.
• The active character loses the benefits of a prior maneuver (such as from taking cover or assuming a guarded stance) unti
maneuver again.
• An opponent may immediately perform one free maneuver in response to the active character’s check.
• Add ⬛ to the targeted character’s next check.
• The active character or an allied character suffers ⬛ on his next action.
• The active character’s ranged weapon immediately runs out of ammunition and may not be used for the remainder of th
• Upgrade the difficulty of an allied character’s next check, including that of the current active character.
• The tool or melee weapon the active character is using becomes damaged
Result
Minor Nick: The Target Suffers 1 Strain
Slowed Down: The Target can only act during the last allied Initiative slot on his next turn
Sudden Jolt: The Target drops whatever is in hand
Distracted: The Target cannot perform a free maneuver during their next turn
Off-Balance: Add ⬛ to the targets next skill check
Discouraging Wound: Flip one Light side Destiny point to a Dark side (Reverse if NPC)
Stunned: The target is Staggered until the end of his next turn
Stinger: Increase difficulty of next check by one
Bowled Over: The target is knocked prone and suffers 1 strain
Head Ringer: The target increases the difficulty of all Intellect and Cunning checks by one until the end of the
encounter
Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks by one untill the
end the of the encounter.
Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks by one untill the end of the
encounter
Slightly Dazed: The target is disoriented until thd end of the encounter
Scattered Senses: The target removes all ⬛ from skill checks until the end of the encounter
Hamstrung: The target loses his free maneuver until the end of the encounter.
Overpowered: The target leaves himself open, and the attacker may immediately attempt another free attack
against him, using the exact same pool as the original attack.
Winded: Until the end of the encounter, the target cannot voluntarily suffer strain to activate any abilities or gain
additional maneuvers.
Comprimized: Increase difficulty of all skill checks by one until the end of the encounter.
At the brink: The target suffers 1 strain each time they perform an action.
Crippled: One of the targets limbs (Selected by the GM) is crippled until healed or replaced, Increase dificulty
of all checks that require use of that limb by one.
Maimed: One of the targets limbs (selected by the GM) is permanently lost. Unless the target has a cybernetic
replacement the target cannot perform any actions that would require use of that limb. All other actions gain ⬛
Horrific Injury: Randomly roll 1d10 to determine one of the targets characteristics - 1-3 for Brawn, 4-6 for
Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury is healed, treat that
characteristic as one point lower.
Temporarily Lame: Until this Critical Injury is healed, the target cannot perform more than one maneuver
during his turn.
Blinded: The target can no longer see. Upgrade the difficulty of all checks twice. Upgrade the difficulty of
perception and Vigilance checks three times
Knocked Senseless: The target is staggered for the remainder of the encounter.
Gruesome Injury: Randomly roll 1d10 to determine one of the targets characteristics - 1-3 for Brawn, 4-6 for
Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. That Characteristic is permanently
reduced by one, to a minimum of one
Bleeding Out: Every round, the target suffers 1 wound and 1 strain at the beginning of his turn. For every five
wounds he suffers beyond his wound threshold, he suffers one additional Critical Injury Roll on the chart.
Suffering the injury (If he suffers this result a second time due to this roll again)
End is Nigh: The target will die after the last Initiative slot during the next round.
s
nge an Action for a Maneuver: Take a maneuver instead of an action
an Action to Activate an Ability: Some abilities require spending actions without checks.
te a Force Power: Use a Force power.
m a Skill Check: Anything that requires a skill check requires an action to perform unless specifically stated otherwise.
m a Combat Check: Perform a skill check with additional rules to attack someone.
ary).
limit.
racter’s check.
ext turn
NPC)
encounter
attempt another free attack
unter.
Basic Mechanics
Dice Pools Symbols
d = Higher Skill / Characteristic Boost Dice = ⬛
upgrade to c = lower of Skill / Characteristic Ability Dice = d
d = difficulty Proficiency Dice = c
Setback Dice = ⬛
Advantage: +⬛ Difficulty Dice = d
Disadvantage: +⬛ Challenge Dice = c
Force Dice = C
UPGRADE d to c: If no d, then add d Light Side = �
UPGRADE d to c: If no d, then add c Dark Side = �
Force Power = �
DOWNGRADE: Reverse upgrade, ignore if no c or cavailable
Success = s
OPPOSED CHECKS Advantage = a
d = higher of Skill / Characteristic Triumph = x
upgrade to c = lower of Skill / Characteristic Failure = f
d = higher of opposing Skill / Characteristic Threat = t
upgrade to c = lower of opposing Skill / Characteristic Despair = y
Combat
INITIATIVE MANEUVERS
COOL: If character is aware/ready for combat (2 strain = +1 maneuver, max. 2 maneuvers per turn)
VIGILANCE: If combat is unexpected. AIM (1 maneuver):
Tie goes to a, then PC over NPC. • +⬛ to next combat check; or
x = +1 maneuver in first round • Target specific item or hit location; suffer +⬛⬛
y = -1 maneuver in first round to next combat check.
Initiative order determines PC/NPC slots. Specific AIM (2 maneuvers):
results for each PC/NPC don’t matter. • +⬛⬛ to next combat check; or
• Target specific item or hit location; suffer +⬛ to
TURN next combat check.
• Incidental: Can perform any number per turn. ASSIST: +⬛ to character being assisted
• Action: 1 action per turn. GUARDED STANCE: +⬛ to combat checks until end of next
• Maneuver: 1 free maneuver per turn. turn, +1 melee defense
INTERACT WITH ENVIRONMENT
RANGE BANDS • Moving large item
• Engaged: Close enough to attack in melee or use an item. • Opening/closing door
• Short: Several meters. MANAGE GEAR:
• Medium: Several dozen meters. • Draw / holster weapon
• Long: Farther than medium. • Ready / load weapon
• Extreme: Farthest range at which two targets can interact. • Take something from storage / put it away
MOUNT / DISMOUNT: dd for untrained animal
INCIDENTALS MOVE:
• Speaking. • 1 maneuver = moving within short range
• Droping an item. • 1 maneuver = between engaged & short
• Releasing someone you’re holding. • 1 maneuver = between short & medium
• Shifting position / peeking around a corner. • 2 maneuvers = between medium & long
• 2 maneuvers = between long & extreme
ACTIONS PREPARATION: Required by certain abilities.
• Maneuver: Perform an additional maneuver. STAND / DROP PRONE: Prone characters are
• Activate Ability / Force Power • +⬛ when making melee attacks
• Skill Check • +⬛ when targeted by ranged attacks
• Combat Check • +⬛ when targeted by melee attacks
TAKING COVER:
TWO-WEAPON COMBAT • +1 range defense
COMBINED CHECK: • +⬛ to Perception checks
Use lower Skill / lower Characteristic vs. highest
difficulty. ADVERSARIES
s = Hit with primary weapon. MINIONS
aa / x = Hit with secondary weapon. • Do not suffer strain
• Do not possess skill ranks.
UNARMED COMBAT • Critical injury immediately incapacitates.
Brawl check • Group Fighting:
Base Damage = Brawl • Wound threshold = WT x # of minions
Critical Rating: 5 • WT in Damage = 1 minion defeated
Disorient 1 - Knockdown • +1 skill rank per minion
RIVALS
IMPROVISED WEAPONS • Do not suffer strain.
Melee check + automatic t • WT in Damage = Can be killed instantly
Critical Rating: 5
tt / y - Improvised weapon breaks ONGOING EFFECTS
(durations from multiple effects stack)
PERSONAL SILHOUETTES DISORIENTED: +⬛ to all checks
Silhouette 2 larger = -d IMMOBILIZED: Cannot perform maneuvers.
Silhouette 2 smaller- +dd STAGGERED: Cannot perform actions until end of
Silhouette E Examples next turn.
0 Jawa, Ewok, astromech, smaller creature FLYING
1 Humans and most humanoid species HOVER: Ignore difficult/impassable terrain. Must
2 Dewback, tauntaun, most riding animals remain within medium range of ground.
3 Rancor, krayt dragon, other large creature AERODYNAMIC FLIGHT: Requires 1 maneuver per
4 There are creatures even larger than those. turn to maintain flight speed. Can move from long
CONCEALMENT to short range in 1 maneuver.
Dice Added Examples
+⬛ Mist, shadow, waist high grass.
Fog; darkness of early morning / late
+⬛⬛ evening, shoulder-high grass
IMPROVISED WEAPONS
Size Damage Encum Special Examples
Small Brawn +1 1- Bottle, Fist sized rock, Hy
Medium Brawn +2 3 Cumbersome 2 Two handed rock, Chair,
Large Brawn +3 4 Cumbersome 4 Shovel, Large Tree Branc
Force + Fear
���
MORALITY THE FORCE
CONFLICT: COMMIT FORCE DICE: CommitCto activate
• Using � to generate Force points. ongoing effect. Reduce Force Rating by # of C
• Performing narrative actions. committed.
• Certain results from failed fear check. or
END OF SESSION: Add 1d10 – Conflict to FORCE POWER CHECK: Roll C= Force Rating.
Morality. • � = Generate 1 Force Point
DARK SIDE FORCE USER (Morality < 30) • � = Can generate 1 Force Point + strain + Conflict
• Remain DarkSide user until Morality > 70
• Generate Force points from �. DARK SIDE CHECK: Roll C= Force Rating.
• Morality < 20: -1 strain threshold, +1 wound • � = Generate 1 Force Point
threshold • � = Can generate 1 Force Point + flip Destiny Point
• Morality < 10: -2 strain threshold, +2 wound
threshold COMBINED POWER CHECK: Roll C with normal
LIGHT SIDE PARAGON (Morality > 70) skill check. Check must succeed and sufficient Force
• Morality > 80: +1 strain threshold points generated.
• Morality > 90: +2 strain threshold
RESISTING THE FORCE
Resisting force powers can only be done by Nemisis, PCs
and plot important rivals.
The GM decides the skills used in an opposed check by
both the player and the other PC/NPC. Generally
Force users discipline vs subjects discipline or resilience
Discipline if mental resilience if physical but always take
circimstances into account such as taking a weapon from
someone, they would roll a athletics check.
Equipment
BUYING ITEMS ENCUMBERANCE
LEGAL ITEM: Negotiation check. Encumberance Threshold (ET): 5 +Brawn
BLACK MARKET: Streetwise check.
Carrying > ET - ⬛ to Agility/Brawn checks
Rarity Difficulty Examples Carrying > ET + Brawn - 1st maneuver costs 2 strain
0- Glow Rod
1- Long Range Comlink LIFTING
2 d Medpack Atheletics Check
3 d Scanner Goggles
4 dd Blaster Pistol Single Object ≤ ET - No Difficulty
5 dd Blaster Rifle Single Object > ET - d per extra encumberance
6 ddd Cybernetic Limb Cannot lift object 5+ encumberance over ET
7 ddd Cortosis Gauntlets Additional Characters add Brawn to ET
8 dddd Thermal detonator
9 dddd Dantari crystal HIDDEN ITEMS
10 ddddd Lightsaber Searcher gains ⬛ per Encumbrance - 1 of largest
hidden object.
Rarity
Modifier Circumstances ADVANTAGEOUS EQUIPMENT
-2 Primary Core World (Coruscant, Duro, Corellia)
if task can be accomplished without equipment,
-1 Other Core World equipment adds +⬛ to attempt.
-1 World on primary trade lane
+0 Colony or Inner Rim world REPAIRING GEAR
+0 Civilized world Mechanics check
+1 Mid-Rim world Repair Cost Difficulty
Required
Repair Cost Difficulty
+1 Recently settled world, out-of-the-way world Required
+2 Outer Rim world Minor 25% Base Cost d
+2 Frontier world Moderate 50% Base Cost dd
+3 Wild Space world Major 100% Base Cost ddd
+4 Uncivilized world (-10% cost per a)
SELLING ITEMS
s - ¼ Value
s - ½ Value
s - ¾ Value
LEGAL ITEM: Negotiation check.
BLACK MARKET: Streetwise check.
3+ t or y means the deal has gone sour (double cross, police, etc.)
TRADE
1. ADJUST VALUE: Multiply cost by the difference between
item’s rarity where it was bought and where it was sold.
2. MAKE CHECK: As per selling item.
Medium ⬛ Deep mud, standing water, trees, dense undergrowth, sand dunes. Windy weather. Heavy
traffic.
Dangerous ⬛⬛ Thick forests, flowing water, rocky hills. Violent storm. Wheeled vehicles typically cannot pass
this type of terrain.
Very Risky ⬛⬛⬛+ Sheer cliff faces, deep swamps, semi-cooled lava, narrow canyon.
Sheet
m thealexandrian.net website
anics
Outcome
⬛ s and f Cancel each other out
d At least 1 s is required to make a successful check
=c
⬛ a and t Cancel each other out
d a can be used to activate positive effects/abilities and can be
=c used to recover strain
C t can be used for negative effects
�
� Competitive Checks
� Character with the most s succeeds
Tie goes to the most x, then most a.
Draw - GM decision or new check
a
Destiny Points
FORM DESTINY POOL: Roll C per character
� - + 1 light side Destiny Point
� - + 1 Dark side Desitny Point
If force user is a light side paragon (70+ morality score) flip 1 dark
s side destiny point if any exist to the light side and vice versa if
there is a dark side force user (30- morality score)
esence, Willpower
1 Destiny - Upgrade d or d
1 Destiny - Player introduces retcon / deus ex machina
rage (limit 1 Destiny each per check)
nal
COMBAT CHECK
aneuvers per turn) Ranged: Ranged (Light, Heavy) or Gunnery
Melee: Melee, Brawl, or Lightsaber
t away DAMAGE
ed animal WOUNDS > WOUND THRESHOLD:
Incapacitated + Critical Injury
ange MAX. WOUNDS = Wound Threshold x 2
short STRAIN > STRAIN THRESHOLD:
dium Incapacitated
long CRITICAL INJURY: Roll 1d100 + 10 per injury
eme Critical Injuries remain until cured, even if short-term effect
bilities.
ters are RECOVERY
END OF ENCOUNTER: Discipline / Cool check.
ks • s = recover 1 strain
s
NATURAL REST:
• 1/night: Heal 1 wound + all strain
• 1/week: Resilience check vs. severity of Critical
Injury, on success remove injury
BACTA TANK:
• Wounded: Heal 1 wound per hour
• Incapacitated: Heal 1 wound per 6 hours
ates. • 1/day: Resilience check vs. severity of Critical
Injury, on success remove injury
ns
OIL BATH: Like Bacta Tank for droids. Cannot
remove Critical Injuries.
PONS
Examples
Bottle, Fist sized rock, Hydrospanner
Two handed rock, Chair, Holovid Screen
Shovel, Large Tree Branch, Table, Crate
PERSONAL COMBAT
Cost Effect
t/y Suffer 1 strain
t/y Loses benefit of prior maneuver
tt/y Opponent immediately performs one free maneuver
tt/y +⬛ to target’s next check
tt/y +⬛ to active or allied character’s next check
ttt/y Fall prone
ttt/y Initiative slot being used now last in initiative order
y Ranged weapon runs out of ammunition
y Upgrade d of any allied character’s next check
y Tool / weapon being used is damaged
y Ranged attack hits character engaged with target
VEHICLE COMBAT
Cost Effect
t/y -1 speed
t/y Lose benefit of prior maneuver
t/y Suffer 1 system strain
tt/y Opponent immediately performs one free maneuver
tt/y +⬛ to target’s next check
tt/y +⬛ to active or allied character’s next check
ttt/y Initiative slot being used now last in initiative order
ttt/y -d to checks made against vehicle for one turn
y Weapon system suffers Component Hit Critical
y Upgrade d of any allied character’s next check
y Ship suffers minor collision
y + failure Ship suffers major collision
ar
FEAR
tivate FEAR CHECK: Discipline or Cool (if mentally prepared)
by # of C • f= +⬛ to all actions until end of encounter
• t= +1 strain per t
• ttt = Staggered for 1 turn
Rating. • y= +d to all actions until end of encounter
• a= +⬛ to any ally’s next fear check
train + Conflict • x = Cancel penalties from previous fear checks
• x = No fear checks until end of encounter
ng. MORALITY EFFECT
• f= +1 conflict per d of check instead of other
flip Destiny Point negative effects (GM Option)
• y= +1 conflict per d of check in addition to other
th normal negative effects
ufficient Force • Conflict cannot be reversed by x
TRIGGERING MORALITY
• Roll 1d100 at beginning of session. PC with morality closest
to die roll is targeted for triggering morality in that session.
• Use Emotional Strength / Weakness.
• If morality was triggered, double loss or gain of
morality at end of session.
g to do something bad.
are possible.
or or Inquisitor
Environment
CE DIFFICULT TERRAIN: x2 maneuvers to move
ET): 5 +Brawn
FALLING: Athletics / Coordination check (dd)
Brawn checks • s = -1 damage
euver costs 2 strain • a= -1 strain
• x = Reduce fall by one range band
nd Vehicles
VERS STARSHIP ACTIONS
SPACE EXAMPLE
Broad, loosely packed asteroid field.
Fracturing comet, gas giant’s ring system, dense and turbulent asteroid field.
"Renegade" Ranged
Heavy Blaster 8 3 Medium 2 3 950
(Light)
Pistol
Ranged
12 Defender 5 5 Short 1 0 025
(Light)
Ranged
A280 Blaster Rifle 9 3 Long 4 4 900
(Heavy)
Ranged
ACP Array Gun 6 3 Short 3 3 890
(Heavy)
ACP Repeater Ranged 7 3 Medium 3 1 1,000
Gun (Heavy)
Atgar
SpaceDefense Gunnery 17 2 Extreme 25 0 12,000
1.8 FD Autoturret
Ranged
Bola Carbine 8 3 Medium 3 3 1,600
(Heavy)
Ranged
Boonta Blaster 6 3 Short 1 1 1,000
(Light)
Ranged
Bowcaster 10 3 Medium 5 2 1,250
(Heavy)
Ranged
CDEF Pistol 5 4 Medium 1 1 150
(Light)
Ranged
CryoBan Rifle 6 - Medium 2 1 450
(Light)
Defender Ranged
Sporting Blaster 5 3 Medium 1 1 650
(Light)
Pistol
Ranged
Disruptor Pistol 10 2 Short 2 2 3,000
(Light)
Ranged
Disruptor Rifle 10 2 Long 5 4 5,000
(Heavy)
Ranged
DLT-19 10 3 Long 6 4 1,500
(Heavy)
Ranged
DR-45 Dragoon 8 3 Medium 1 3 1,900
(Light)
Ranged
Droid Disruptor 6 3 Short 2 1 800
(Light)
Ranged
Dueling Pistol 9 2 Short 2 2 750
(Light)
Ranged
E-11 Blaster Rifle 9 3 Long 4 4 900
(Heavy)
Ranged
E-11s 10 3 Extreme 6 3 3,500
(Heavy)
Ranged
GLX Firelance 7 3 Long 3 3 1,600
(Heavy)
HOB Heavy
Repeating Blaster Gunnery 15 3 Extreme 10 4 6,500
Ranged
IDX-9 Ion Stunner 7 - Medium 1 2 300
(Light)
Ranged
Ion Blaster 10 5 Short 3 3 250
(Light)
Ranged
IR-5 Blaster Pistol 5 3 Medium 2 2 750
(Light)
J-10 Dual Blaster Gunnery 13 2 Long 8 3 6,750
Cannon
Ranged
LBR-9 10 - Long 6 4 2,800
(Heavy)
Liquidsilver L7 Ranged
Light Blaster 6 3 Medium 1 1 425
(Light)
Pistol
LJ-50 Concussion Ranged 10 2 Medium 6 2 2,000
Rifle (Heavy)
Merr-Sonn
Model 53 Ranged 6 3 Medium 1 4 450
"Quicktrigger" (Light)
Blaster Pistol
Ranged
Pulse Cannon 9 3 Extreme 5 1 2,750
(Heavy)
Ranged
Quickfire 5 3 Short 1 0 250
(Light)
Raider Arms
Model-1 "Nova Ranged 7 3 Medium 2 2 4,500
Viper" Blaster (Light)
Pistol
Reciprocating
Quad Blaster Gunnery 10 2 Long 8 4 9,950
Cannon
Ranged
Sonic Rifle 8 6 Long 4 3 1,200
(Heavy)
Ranged
SSG Mk-II Paladin 8 3 Long 4 2 3,250
(Heavy)
Ranged
T-7 Ion Disruptor 12 2 Long 6 2 8,000
(Heavy)
Ranged
Variable Holdout 1 to 7 4 Short 1 0 400
(Light)
VX Sidewinder
Repeating Blaster Gunnery 12 3 Long 8 4 3,350
Ranged
X-30 Lancer 5 4 Long 1 3 1,000
(Light)
Ranged
E-22 Blaster Rifle 8 3 Medium 4 2 1,500
(Heavy)
Ranged
Lightbow 11 3 Long 5 1 2,000
(Heavy)
MWC-35c
Repeating Gunnery 9 3 Long 5 2 3,000
Cannon
(Standard Mode)
MWC-35c
Repeating Gunnery 13 3 Medium 5 2 3,000
Cannon (Single
Shot Mode)
Ranged
Lucky Blaster 5 4 Medium 1 2 400
(Light)
MR-90 Proton Ranged 10 2 Extreme 6 2 3,100
Rifle Heavy
Slugthrowers
Name Skill Damage Critical Range Encumbr HP Price
Ranged
ASP-9 Autopistol 4 5 Short 1 0 150
(Light)
Ranged
Assault Carbine 6 5 Short 4 1 250
(Heavy)
Ranged
Beserker Rifle 7 4 Medium 4 0 600
(Heavy)
Ranged
Fiver Pistol 5 4 Short 2 1 200
(Light)
Ranged
Hammer 8 4 Short 5 4 1,500
(Heavy)
Kelvarek
Consolidated Ranged
Arms KD-30 4 5 Short 2 0 350
(Light)
"Dissuader"
Pistol
Ranged
Model 38 8 3 Extreme 5 4 3,000
(Heavy)
Ranged
Model 77 6 - Long 3 3 1,100
(Heavy)
Prax Arms Stealth Ranged
2VX Palm 1 5 Short 0 0 300
(Light)
Shooter
Ranged
Slugthrower Rifle 7 5 Medium 5 1 250
(Heavy)
Ranged
Arquebus 9 5 Long 3 4 1,200
(Heavy)
Ranged
Panic Pistol 6 5 Short 1 0 400
(Light)
Model 134A
"Buzzsaw" Rotary Ranged 12 3 Long 8 4 4,500
(Heavy)
Cannon
Model 4 Ranged
"Thunderhead" 7 4 Short 4 3 700
(Heavy)
Scattergun
Corellian Ranged
5 5 Medium 3 1 200
Compound Bow (Heavy)
Czerka Arms
Model 57 Ranged 7 5 Long 5 4 500
"Homesteader" (Heavy)
Hunting Rifle
Ranged
Gungan Atlati 5 3 Medium 2 0 100
(Light)
Ranged
Ion Thruster Gun 5 4 Short 8 0 300
(Heavy)
KWS Mk I Ranged 1 Long 3 2 1,600
Saberdart (Light)
Ranged
Longbow 5 5 Long 5 1 120
(Heavy)
Ranged
Multi-Goo Gun 2 N/A Short 2 1 250
(Light)
Ranged
Net Arrow 7 N/A Medium 0 0 030
(Heavy)
Ranged
Net Gun 3 - Short 4 2 750
(Heavy)
Ranged
NX-14 Needler 5 Short 1 1 650
(Light)
Ranged
Rupulsor Gun 3 5 Short 5 0 200
(Heavy)
Ranged
Spray Stick 0 - Long 4 0 2,500
(Heavy)
Ranged
SSB-1 Static Pistol 2 4 Short 2 1 850
(Light)
Ranged
Stun Arrow 6 N/A Medium 0 0 060
(Heavy)
Ranged
Stun Arrows 6 N/A Medium 0 0 060
(Light)
Ranged
Styanax Lance 8 3 Short 8 2 200
(Heavy)
Ranged
Suppressor 8 - Medium 4 2 2,000
(Heavy)
TaggeCo. Ranged
CryoBan 6 2 Short 3 0 500
(Heavy)
Projector
Ranged
Tangle Gun 1 4 Short 2 1 500
(Heavy)
Ranged
Spray Rifle 7 - Medium 4 1 2,700
(Heavy)
Ranged
Vibrorang 4 2 Medium 1 0 300
(Light)
Czerka M9 Ranged
"Boomer" Heavy 5 3 Medium 3 2 1,000
(Light)
Pistol
Brennkeyes Ranged
Syndicate 6 N/A Short 1 0 200
(Light)
Knockout Mines
CSPL-12
Projectile Ranged 8 4 Medium 2 2 1,200
Launcher (Frag (Light)
Grenade)
Ranged
Flame Projector 8 2 Short 6 2 1,000
(Heavy)
Flechette
Launcher (Anti- Gunnery 8 3 Medium 6 4 2,500
Infantry)
Flechette
Launcher (Anti- Gunnery 10 2 Medium 6 4 2,500
Vehicle)
Ranged
Frag Grenade 8 4 Short 1 0 050
(Light)
Ranged
Glop Grenade - - Short 1 0 100
(Light)
Goseia HIC
"Mercy" Ranged 5 N/A Short 1 0 175
(Light)
Grenades
Grenade Gunnery 8 4 Medium 5 3 1,250
Launcher
RGL-318 Rotary
Grenade Gunnery 8 4 Medium 5 3 1,000
Launcher
Ranged
Ion Grenade 10 5 Short 1 0 065
(Light)
Ranged
Micro-Rocket Ion 10 3 Short 1 1 100
(Heavy)
Mon Cal
Defenses Mini- Ranged 8 2 Long 4 4 2,000
Torpedo (Heavy)
Launcher
Ranged
Plasma Grenade 12 3 Short 1 0 125
(Light)
Plasma Missile Gunnery 16 3 Extreme - - 160
Ranged
Stun Grenade 8 N/A Short 1 0 075
(Light)
WP-19 Ranged
Incendiary 8 3 Short 1 0 125
(Light)
Grenade
Ranged
Molten Magnet 9 4 Short 1 0 1,500
(Light)
Ranged
Quillbomb 5 2 Short 1 0 100
(Light)
Ranged
Sonic Grenade 10 4 Short 1 0 250
(Light)
High-Explosive Gunnery 18 3 Long - 0 200
Missile
Plasma 9 +6 2 ( R ) 200 5 Medium Has a Burn 1 Quality and the quality inc
Brawl Weapons
Name Skill Damage Critical Range Encumbr HP Price
Backhand Shock Brawl +1 3 Engaged 0 2 2,000
Gloves
Koromondian
SVT-300 Stun Brawl 7 3 Engaged 2 0 1,500
Cloak
Melee Weapons
Name Skill Damage Critical Range Encumbr HP Price
Combat Knife Melee +1 3 Engaged 1 0 025
Thunderbolt
(**BECOME Melee 5 3 Engaged 2 2 875
ZEUS**)
Cortosis Staff
Melee +3 5 Engaged 4 2 2,500
(Refined)
Shistavanen
Combat Utility Melee +1 2 Engaged 2 0 600
Vibroblade
Laserhone
Trailbreaker Melee +3 3 Engaged 5 1 610
Poleaxe
Merr-sonn Model
14 "Stalker" Melee +2 2 Engaged 4 2 490
Vibrospear
Z6 Riot Control
Batton (AKA the Melee +2 5 Engaged 2 1 1,000
"TRAITOR!"
Batton)
Lightsabers
Name Skill Damage Critical Range Encumbr HP Price
Ancient Sword Lightsaber +2 3 Engaged 3 1 350
(R) 6
3
Cumbersome 2 (Passive) = If Brawn is
3 Cumbersome 2 not 2 or higher add 1 difficulty die for the
difference for all checks using this
weapon.
Accurate 2 (Passive) = Add 2 Boost die
to all checks,
Accurate 2, Knockdown (Trigger) Use 2 Advantage,
8 Knockdown, The target is knocked prone. Add 1
Pierce 6 advantage requirement for each
silhouette of target beyond 1 to activate
Pierce 6 (Passive) = Ignore 6 soak
Ability Notes
When setting up the device if a y is generated the device detonates immediately dealing the devices damage
(base plus additional damage) to everything in the current blast radius. Anything engaged with the device when it
detonades should add +50 to any subsequent critical injury or critical hit rolls.
used for demolitions and for sabotage, not for use as a weapon but can be used to provide a distraction or other
advantage, can be set off by a simple trigger or comm link
Has a Burn 1 Quality and the quality increases by +1 for every additional charge
multiple grenades deal extra damage, second = +20, thrid = +30, fourth = +40, fifth = +50 for a toal of 150 damage
The difficulty of using Flex -5 does not increase past Easy (d) with additional charges.
Concussive 1, Knockdown - Increase Concussive value for each additional charge, on a check setting up the charge
y can be spent to immediately detonate the bomb
Shaped charges have the Breach I and Vicious 1 qualities, both of which increase by one for every additional
shaped charge used.
7 Cortosis
(R) 8
7 Cortosis
7 N/A N/A
4 N/A N/A
4 N/A N/A
Defensive 1 (Passive) = Increase Melee
defense by 1
Linked 1 (Active + Trigger) = Use 2
Advantage to activate - May make 1
Defensive 1, additional hit
Linked 1, Pierce 2,
6 Pierce 2 (Passive) = Ignore 2 soak
Vicious 1,
Unwieldy 3 Unwieldy 3 (Passive) = If Agility is not 3
or higher add 1 difficulty die for the
difference for all checks using this
weapon.
Vicious 1 (Crit) = +10 to crit hit roll
N/A AoR
EotE
FaD
When a character applies the Jury Rigged talent to this weapon he may
select one additional option from the talent's list and apply it to the EotE
weapon (cannot select the same option twice)
N/A FaD
Reduce the Difficulty of combat checks made with this weapon by one FaD
against targets at long or extreme range. Comes with intergrated scope
N/A AoR, EotE, FaD
N/A AoR
Does not have a re-cocking mechanism therefor requireing the user to EotE
spend a maneuver cocking the weapon before each shot.
N/A EotE
N/A EotE
N/A EotE
When used to attack a target wearing armor that removes one or more
⬛ due to extreme cold, the weapon's Pierce quality counts as 0. FaD
Characters who make a melee attack against a target struck by the
CryoBan Rifle in the current round adds ⬛⬛ to the check.
N/A EotE
N/A EotE
N/A AoR
AoR
N/A EotE
Takes one Maneuver to change the ranged combat sill from Ranged AoR
(Light) to Ranged (Heavy) and vice versa.
Organics receive a brief shock to the system and suffers 2 strain AoR
N/A EotE
N/A EotE
During combat GMs can spend ttt or use a yto force an E5 to overheat,
damaging it by one step as if struck by a weapon with the sunderer AoR
quality
N/A EotE
FaD
N/A EotE
N/A EotE
During Combat GM's can spend tttto make the Heavy Pistol run out of AoR, EotE, FaD
ammo
Purchase cost includes Tripod and Power Pack, Setting up the Repeater AoR, EotE
requires a crew to spend 3 Actions, Must be set up to fire effectively
N/A EotE
N/A EotE
Comes with a tripod, crew requires two preperation maneuvers to set up EotE
plus two more for the tripod. Mechanics checks to repair a HOB gain ⬛.
FaD
Deals only Strain on droids, Cyborgs and vehicles as dictated by Ion AoR, EotE
Quality
N/A EotE
GM may spend y or tt from any combat check made with this weapon
to have it overheat, the wielder suffers 2 strain and the weapon AoR
becomes damaged one step
AoR
N/A EotE
FaD
N/A EotE
Time taken to Draw, Holster, Stow or otherwise access this weapon EotE
cannot be reduced by talents, gear or any other means
N/A AoR
Acts as both Melee and Ranged Blaster, See Mon Cal Spear (Spear) AoR
FaD
Can ignore a "out of ammo" effect due to backup power pack without
expending a maneuver. Modifying the weapon to increase the weapon
damage by 2 and subsequently remove the ability to ignore the "out of
ammo" effect requires an Easy ( d ) Mechanics Check. With this EotE
modification the GM may spend y to have the weapon overhead and
explode inflicting one hit from the weapon (base damage) on the user
and destroying the weapon
N/A FaD
Invisible wave that pushes the target away, knocking down, disorienting EotE
and stunning creatures without causing serious lasting damage
AoR
GM may spend ttt to cause weapon to run out of ammo EotE
N/A EotE
N/A EotE
Upgrade the ability of combat checks made when using this weapon at DoR
short range once
All ⬛ added to a combat check due to the targets cover are removed
when using this weapon. Additional ammunition costs 40 credits for AoR
magazine of 3 rounds.
N/A AoR
N/A EotE
N/A EotE
AoR
N/A EotE
N/A EotE
Uses acid ammunition, targets damaged by this suffer one wound EotE
(Ignoring soak) at the beginning of his turn for the next two rounds.
N/A EotE
N/A AoR
This weapon gets damaged by one step if any combat check generates tt AoR
or y as if struck by a weapon with the Sunder quality
This weapon gets damaged by one step if any combat check generates tt AoR
or y as if struck by a weapon with the Sunder quality
This weapon gets damaged by one step if any combat check generates tt AoR
or y as if struck by a weapon with the Sunder quality
N/A EotE
While in engaged range this weapon does not suffer the +1 difficulty
modifier for ranged attacks in melee, however a GM may use tt to FaD
damage this weapon by 1 step
Auto-fire use only, GMs can use y or ttt to have the weapon overheat
and jam, when this happens the user must perform a maneuver to clear
the jam before it can be fired again FaD
"You are gonna blow expectations" (TFS FF7 machinabridged ep6) FaD
Regular arrows price is set by GM but generally 1 credit per arrow. Can
EotE
be used to fire Explosive tipped or stun arrows.
FaD
RAMBO!!! FaD
RAMBO!!! EotE
FaD
Can fire a special ammunition called a "Smart tranq", victim must make a
immediate average (dd) resillience check, on faliure target suffers 5
strain plus 2 additional strain per t generated on the check, GM may FaD
spend y from the check to cause the target to repeat the check against
the tranquilizer with the difficulty increased once at the beginning of the
following round. Each dart costs 500 credits with a rarity of 1.
Used to throw Gungan Plasma Balls with greater range and accuracy FaD
(requires a supply of Plasma balls to be useful)
N/A FaD
FaD
Regular arrows price is set by GM but generally 1 credit per arrow. Can FaD
be used to fire Explosive tipped or stun arrows.
FaD
N/A EotE
FaD
Reduces the difficulty of Mechanics checks to repair Critical Hits on
vehicles and starships by 1 (to a minimum of Simple [-]) Custom
Attachment: Top-loading magazine. Base Modifers: Removes the Limited
Ammo 1 quality. Custom Attachment: Balanced Barrel: Adding a EotE
functional barrel to a rivet gun can give it tramatically more range and
accuracy as a shooting weapon. Base Modifiers: Increase range to short.
Modification Options: 2 decrease inaccurate quality by 1 Mods.
On a y result, the gun backfires and user is knocked prone and suffers EotE
the disoriented condition for 2 rounds
When using the stun pad on the butt-stock the spray stick can be used as
a melee weapon with the following profile (Skill Melee; Damage +2; EotE
Critical -; Range [Engaged]; Inaccurate 1, Stun Damage)
N/A EotE
FaD
N/A EotE
N/A EotE
At GMs discression, Characters wearing breathing gear or sealed armor EotE
may take no damage or suffer no effects from the Suppressor
Can be used to fight fires, adds ⬛ to attempts to put out fire, assisted EotE
checks add a ⬛ for each assist.
N/A EotE
User can apply the Burn Quality to any one target hit by an attack, and
may be triggered multiple times on different targets. GM may spend tt
or y to apply a burn quality to an ally hit by the original attack, Burn EotE
damage cannot be stopped by rolling around on the ground or jumping
into water
N/A EotE
A Character may make a Average (dd) Ranged (Light) Check to secure a
Grappling hook on a object within range, if successful as an action the
character may reel in the cord pulling the character to the object or the
object (if unsecured) pulled towards the charcter. To pull another EotE
character as well as the active character, perform a Average (dd)
Athletics check to avoid losing grip of the weapon or the additional
character.
N/A EotE
A Character may spend aa on a missed attack with this weapon to have FaD
it return to their hand at the beginning of their next turn
A Character hit by a knockout mine must make a Hard ( ddd ) Resilience AoR
check, if he fails he becomes immobilized until the end of the encounter
If the disorient quality is activated the quality affects all characters at EotE
short range from the target (even if they are not damaged by it)
If the disorient quality is activated the quality affects all characters at EotE
short range from the target (even if they are not damaged by it)
Can be loaded with other grenades replacing the damage, critical rating
and item qualties with the original weapon with their own. The GM may
spend y from a combat check with this weapon to cause it to jam, if the
GM does so the contents detonate inflicting a hit fromt he loaded AoR
crenade on the wielder and each other character at engaged range, the
weapon also becomes damaged two steps, an additional y may be
spend to trigger one of the loaded grenade's qualities.
User can apply the Burn Quality to any one target hit by an attack, and
may be triggered multiple times on different targets. GM may spend tt AoR, EotE
or y to apply a burn quality to an ally hit by the original attack
Can be loaded with either anti personnel or anti vehicle flechettes EotE
When firing at a target with anti-vehicle rounds at a silhouette target of 1 EotE
or smaller the weapon gains Innacurate 3 quality
N/A EotE
Gas based grenade, A character hit by a the Grenade must make a Hard (
ddd ) Resiliance Check, If he fales the check he later has a incomplete AoR
or inaccurate memory of events that transpire during that encounter,
additionally, he becomes disoriented for 1 round per t on the check.
Price does not include ammunition Merchants may sell grenades to user
at a 50% discount for buying a pack of 6. A grenade launcher can be
loaded with any type of grenade, the launcher then uses the grenades EotE
damage and critical rating instead of the listed damage and critical rating
and then adopts the grenades qualitys.
Price does not include ammunition Merchants may sell grenades to user
at a 50% discount for buying a pack of 6. A grenade launcher can be
loaded with any type of grenade, the launcher then uses the grenades
damage and critical rating instead of the listed damage and critical rating FaD
and then adopts the grenades qualitys.
(there is a typo in the book either the stats say limited ammo 5 and the
flavor text is wrong or the flavor text saying 6 ammo is right and the stats
are wrong so leave that to GM discression)
N/A EotE
N/A EotE
N/A EotE
N/A AoR
N/A EotE
N/A EotE
N/A EotE
N/A EotE
N/A EotE
N/A AoR
N/A AoR
N/A AoR
N/A AoR
N/A AoR
N/A AoR
Requires one preperation maneuver before firing. Additional Ammo for AoR, EotE, FaD
Missle Tube costs 500 credits per rack of six
Designed for water use, Attempting to use outside of water has all
combat checks difficulty upgraded twice, Can load other torpedos and AoR
those replace the damage, critical rating, range and item qualitys
however retains the Cumbersome quality.
Can be loaded up with a gas version of any poison (at GMs discression),if
the user hits the target even if it does not do any damage the target EotE
suffers the effects of the selected poison.
Computers or similar devices lose all data when hit by this grenade while
equipment is undamaged, Droids must make a Hard (ddd)Resilience
Check or suffer 1 strain. Plus 1 addition strain per f . At the GM's AoR
discretion, ttt or y on the check can cause the droid to lose portions of
its memory
AoR
FaD
FaD
Replacement Rockets cost 100 credits each and have a rarity of 5 FaD
FaD
FaD
FaD
Dangerous Covenants
EotE (Hired Gun
Sourcebook)
Dangerous Covenants
EotE (Hired Gun
Sourcebook)
Dangerous Covenants
EotE (Hired Gun
Sourcebook)
Dangerous Covenants
EotE (Hired Gun
Sourcebook)
Fully Operational
AoR (engineer sourcebook)
Fully Operational
AoR (engineer sourcebook)
Fully Operational
AoR (engineer sourcebook)
every successful hit automatically inflicts 1 strain on the wielder, Cannot EotE
deal damage to a target's strain threshold
Add ⬛ to a character's Perception check when attempting to find a set AoR, EotE, FaD
of brass kunckles on a person's body
When worn if a attacker hits the cloak while brawling or with a melee
weapon the attacker suffers 7 damage to their strain threshold, this
consumes one the cloak's payload of charges from its limited Ammo AoR
quality, when empty the power source must charge for three minutes
before it can be used again.
FaD
Worn on feet (duh), add ⬛ to a characters perception checks to notice EotE
that shock boots are a weapon rather then normal footware
When used as a pair the wrist blades gain Saunder and Accurate 1 EotE
weapon qualites, Cannot deal damage to a targets strain threshold
Requires 2 hands to wield. Loses Pierce 2 quality when set to Stun AoR, EotE, Fad
setting
AoR
Acts as both Melee and Ranged Blaster, See Mon Cal Spear (Blaster) AoR
N/A AoR
If mounted the wielder may use the steeds brawn rating to determine AoR
the damage of this weapon instead of his own brawn rating.
N/A EotE
If the user generates y the user hits themselves instead of the target EotE
(even if it would normally miss). Requires two hands to wield
This weapon gets damaged by one step if any combat check generates tt
or y as if struck by a weapon with the Sunder quality. Add ⬛ to a EotE
character's Perception check when attempting to find this weapon on a
persons body
Shield is used with one had leaving the other hand free to wield pistols
and one hand melee weapons, for an extra 100 credits a maglock can be EotE
installed to allow use of a Ranged (Heavy) weapon to be locked to the FaD
shield, when using said weapon add ⬛ to combat checks
N/A EotE
Unlike other vibroweapons the Vibrorapier does not make a audiable EotE
hum
N/A EotE
Adds an automatic a to crafting checks that involve shaping large pieces EotE
of hardened material. Requires two hands to use as a weapon
N/A EotE
N/A EotE
N/A EotE
N/A FaD
N/A FaD
Requries two hands to wield FaD
N/A FaD
When the wielder is using an energy buckler. the GM can spend any y
the wielder generates on a Combat check to have the energy buckler run FaD
out of power; it ceases to function until the end of the encounter or until
recharged
N/A FaD
N/A FaD
N/A FaD
AoR
A Kyuzo war shield may be thrown as a ranged weapon. If used in this
manner, change the skill to Ranged (Light) and the range of the weapon
to short. The weapon also gains the Limited Ammo 1 quality (but can be
retrieved and used again).
AoR
Additionally, the wielder of a kyuzo war shield may spend aaa from any
combat check to throw the weapon to cause the shield to ricochet back
to their grasp (**Captain America anyone?**)
Requires 2 hands to use, GM may spend tt from any combat check with
this weapon to have it produce a lound noise, spooking nearby animals, FaD
alerting foes, and adding ⬛⬛ to the user's next survival check in this
area to hunt or track prey
FaD
GM may spend ttt or y from any combat check made with this weapoin FaD
to have it become damaged one step.
FaD
N/A EotE
N/A EotE
Player Character must yell "TRAITOR!" to activate this weapon, good for FaD
showing lightsaber wielding traitors who's boss.
On a successful combat check with this weapon the wielder may spend
a to inflict an automatic hit on the target, doing the attack's base FaD
damage and may do so multipe times
When installing a crystal decrease the damage by 1. Crystal occupies two FaD
of the weapons hard points
When making a successful Lightsaber combat check the user may spend
aa or x to prevent the opponent from using the Parry incidental to FaD
reduce damage. A user may not add any lightsaber crystal attachments
to a lightwhip, and cannot use a lightwhip to parry or reflect attacks
When used with the Saber Throw talent, a character may spend aa or x
(instead of �) to have the phase-knife return to their hand. User may FaD
not add a lightsber crystal attachment to a phase-knife. If deactivated
and concealed add ⬛ to the Perception check to find the weapon
When Installing a lightsaber crystal into a shoto reduce the damage of FaD
that crystal by 1. Crystal occupies two of the weapons hard points
For the purposes of gameplay the double bladed lightsaber is treated as
only having one crystal which takes up two of the weapons hard points. FaD
When purchasing attachments for this weapon each attachment cost is
double the listed price (including crystals). Requires 2 hands to wield.
When installing a lightsaber crystal into a great lightsaber, increase the FaD
damage of that crystal by 1
When installing a lightsaber crystal into a lightfoil, Reduce the damage of FaD
that crystal by 1
Source
No Disintergrations (Bounty Hunter
Sourcebook)
Core
Core
Core
Core
Core
Core
Core
Core
Fly Casual (Smuggler Sourcebook)
Core
Core
Core
Core
Dawn of Rebellion
Dawn of Rebellion
Dawn of Rebellion
Dawn of Rebellion
Dawn of Rebellion
Dawn of Rebellion
Source
Core
Core
Source
Source
Core
Core
Core
Core
Core
Core
Core
Fully Operational (Engineer Sourcebook)
Column5
Source
Far Horizions (Colonist Sourcebook)
Core
Core
Core
Source
Core
Core
Core
Core
Core
Core
Core
Dangerous Covenants (Hired Gun Sourcebook)
Core
Core
Core
Core
Source
Core
Core
Endless Vigil (Sentinel Sourcebook)
Core
Core
Core
Core
Keeping the Peace (Guardian Sourcebook)
Core
Banal Apparel 0 0 25 0
Cargo Clothing 0 0 30 1
Performer's Attire 0 0 50 0
G-Suit 0 1 2,000 2
Tack
Name Defense Soak Price Restricted Encumb
Caballerin-Series Riding Tack 0 0 250 2
Capari-series Padded Beast Armor 0 2 2,500 4
1 1
1 6
4 7
0 0
3 5
0 8
0 1
0 0
0 0
0 6
0 8
2 6
0 8
1 6
3 7
0 4
2 8
0 5
0 7
1 3
1 6
1 6
1 8
2 5
0 2
0 6
1 2
3 9
3 7
1 7
1 2
1 3
1 2
2 6
1 6
0 7
2 4
1 3
2 8
0 7
4 9
1 8
1 8
1 3
5 6
2 4
0 3
0 4
3 6
2 6
2 8
0 2
1 5
5 9
3 10
0 9
6 7
0 5
2 4
2 7
3 8
4 9
0 6
5 8
1 3
1 3
1 2
1 8
1 6
2 6
2 7
1 9
1 6
5 8/Special
0 1
2 10
0 7
0 5
2 2
0 1
0 6
0 1
1 4
0 9
1 5
1 5
1 9
3 8
2 8
1 7
2 7
0 5
Ability
Player Characters with proper enviroment gear may ignore ⬛ imposed by the environment that
they are in, this only applies if their gear is appropriate for the current environment
Requires a Average (dd) Perception Check to detect that a individual is wearing armored
clothing.
N/A
N/A
N/A
Completely deflects/blocks sustained blaster fire but can only be used for short periods,
Typically, a PDS can be used for 10 minutes and then requires a 3 hour recharge at a proper
facility. When in use the GM may spend any y the user has generated to have the shield run out
of power for the remainder of the encounter
N/A
Opposing character upgrade the difficulty of any checks made to identify the wearer once
May carry up to three items of encumberance 1 or lower without those items counting towards
his encumberance value
when claiming diplomatic authority, accessing classified data and using organizational status to
bypass normal protocol add ⬜ .
Once per encounter a character can trigger charges in the jacket as a maneuver, each character
within short range (besides the wearer) must make a Hard (ddd) Vigilance check, each
character who fails is staggered for 1 round, plus 1 additional round per ttt.
Increases Encumberance capacity by 6, also upgrade the dificulty of any combat check the
wearer makes twice
Can immitate the look of up to 10 preloaded outfits, recording a new outfit that is on hand takes
10 minutes and a Easy (d) Computers check, a outfit not on hand requires a Daunting (dddd)
Computers Check
Add ⬜ to any social check involving a large group of listeners, characters words can be heard
clearly at considerable distances
Downgrade the difficulty of any social checks when interacting with nobility and their
subordinates once
Add ⬜ to any checks to perform or otherwise attract attention.
Gain +1 soak and +1 defense but wearer loses their free maneuver during each of their turns
As long as a character wearing resplendent robes purposefully draws attention to themselves,
each of his allies in medium range adds ⬜ to Perception, Skulduggery and Stealth checks.
Add ⬛⬛ to a character's Perception checks to notice second skin armor on the wearer
Reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum
of 1), reduces damage dealt to wearer by fires and weapons with Burn quality 1.
Reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum
of 1), reduces damage dealt to wearer by fires and weapons with Burn quality 1.
Any character wearing this when it was not made for them upgrades the difficulty of Agility and
Brawn based checks once. A leviathan suit is fully sealed and has an integrated respirator and
automatically possesses the following attachments: A heating system, Enhanced optics suite,
strength enhancement system, one Mon Cal Defenses Mini torpedo launcher and one Salus DF-
D1 Duo-Flechette rifle. These attachments cannot be removed
As a maneuver the wearer may power up or down the armor, while powered up the wearer
gains +2 defense. However, any character may spend aa or x from a combat check to cause it to
run out of power and cannot be powered back up until the end of the encounter
When wearing this armor the character gains a automatic a on Coercion checks and a automatic
t on charm checks, GM may prevent wearer from attending high society events on high culture
worls such as Coruscant but automatically invided to events on a Rim world
Any attacks made against a wearer of this suit that generate y are automatically hit back dealing
8 damage to the original attackers strain threshold, if the original attack generates tt the
attacker is disoriented for one round. Wearing a charge suit counts as being equiped with chock
gloves (Brawl; Damage +0; Critical 5; Range [Engaged]; Stun 3).
Wearer gains +1 soak whenever the the wearer suffers from a Blast quality
Increases Brawn by 1 (does not increase soak or wound threshold) and also increases Atheltics
by 1. Deduct ⬛⬛ from all Perception, Surveillance, Vigilance, and combat checks due to
darkness, Smoke, or similar environmetal factors that obscure vision. Comes equiped with
Vacuum-Sealed life support system for 1 hour of protection to vacuum or toxic environments
and a inbuilt commlink. Armor has enough power for 12 hours of use, should the suit run out of
power for any reason its encumberance becomes 12 and defence becomes 0 and loses all
previously mentioned benifits, takes 5 minutes to equip the armor or 2.5 if assisted by another
character
N/A
All Brawn and agility based checks while wearing this armor gain ⬛. If Staggered or disoriented
from a weapon quailty, reduce the rounds staggered or disoriented by 1
Suffer ⬛ to any Agility or Perception based checks while wearing the suit, Sealed suit eight
hours survivability in hostile environments e.g. vacuum
reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum of
1), reduces damage dealt to wearer by fires by 1.
Increases wearers encumbrance threshold by 2
Grants ⬜⬜ to all Athletics skill checks made to climb or rappel
Comes with a breath mask to filter airborne toxins and gases, in addition when stagered or
disoriented, the wearer reduces the duration of the effect by one round, to a minimum of one
Add a to any successful Charm, Deception or Negotiation check the character makes
Ignore ⬛ imposed by environmental conditions, Grants ⬜ to Resilience checks to resist toxic
atmosphears or airborne toxins
Armor gains +2 soak when the wearer suffers damage from a slugthrower or other projectile.
Upgrade ability of stealth checks twice while worn and active, GM may spend ttt or y to have
the suit run out of power and stop functioning until it is replaced
Checks to find hidden items in the trenchcoat while being worn are opposed by skulduggery of
wearer. Coat can conceal up to 2 encumberance worth of items.
Hutt Shell armor allows a Hutt to ignore the effects of the Awkward and Ponderous abilities (if
he possess either or both of these), does not have to spend additional maneuvers when
navigating difficult terrain due to use of repulsorlift technology.
Grants ⬜⬜ to Stealth checks
Upgrade the difficulty of all checks to detect an individual wearing a cloaking coat using sensors
or electronic forms of detection twice, Droids with an intellect characteristic lower than the
character's ranks in the computers skill are also affected in the same way when trying to detect
the character.
Counts as a breath mask. Adds ⬜⬜ to Resilience checks to resist heat, cold, radiation and other
hostile enviconmental conditions. Wearer does not suffer the effects of burn or disorient item
qualities. When wearer suffers strain in order to take an extra maneuver, he suffers 1 additional
strain.
Soak value of 2 against damage from energy based weapons only. Provides 1 soak from all other
forms of damage
Deduces the difficulty of resilience checks made to resist the effects of extreme cold by one and
removes ⬛ added to checks due to extreme cold
N/A
can survive up to 24 hours in hard vacuum
Highly illegal on any imperial world
Add ⬛ to notice or recognize someone wearing these robes
The wearer of Cresh luck armor adds automatic a to Vigilance checks.
A character wearing Jedi battle armor fitted for somebody else adds ⬛⬛ to all Combat checks.
A suit of Jedi battle ar mor can be fitted to a new wearer with a Hard (ddd) Mechanics check
that takes an hour to complete. Jedi battle armor is eligible to be sealed against the vacuum and
other hazardous environments.
Unless the integrated weights are removed, a Jedi training suit has an encumbrance of 6.
Removal of these weights, which requires an Easy (d) Mechanics check, reduces the suit's
encumbrance to 4. At the GM's discretion, training while wearing the weights might help a
character develop physical fitness or adapt to high-gravity environments.
Like many other varieties of powered armor. a Kav-Dann suit is spaceworthy and includes a full
life support suite that can be modified for most alien physiologies. A wearer can survive for four
hours in a vacuum or unbreathable atmosphere. and gains ⬜ to checks to resist the effects of
radiation. The helmet incorporates a long range comlink and a basic visual package that allows
the wearer to remove ⬛ caused by to darkness. smoke, or other environmental factors that
might affect vision from all Perception. Vigilance. and Combat checks. Kav -Dann power armor
increases the wearer's Brawn by 1 so long as it remains powered, though this bonus does not
increase the user's soak or wound threshold. The listed encumbrance of 4 reflects the bulk of
the armor when powered. If the suit loses power for any reason. the encumbrance increases to
12. defense is reduced to 0. and the bonus to Brawn is lost. Donning a suit of Kav-Dann power
armor takes ten minutes, thougth this time can halved if the wearer is assisted.
Whenever a character wearing a Koromondain half-vest suffers a Critical Injury. the armor
suffers minor damage (or becomes damaged by one additional step if it is already damaged
N/A
Adds ⬜ to the wearer's stealth checks
Provides protection against radiation, acids, toxic chemcicals, extreme pressures or vacuums,
once active the armors internal life support and power systems allow the wearer to survive for
24 hours. Armor incorperates a high powered comlink able to communicate from the ground to
low orbit and is equiped with a multi-frequency targeting and acquisition system which removes
⬛ due to darkeness, smoke or similar environmental factors that obscure vision from the
wearers perception, vigilance and combat checks.
Due to description of armour, I suggest GM's impose a increased difficulty on all strength and
athletics checks for characters without a brawn of 4 or a cybernetic enhancement increasing
brawn and/or a Neuromachine Interface.
Removes ⬛ due to darkness, smoke or similar environmental factors that obscure vision from all
perception, vigilance and combat checks. Additionally, storm commando armor adds ⬛ to other
characters perception checks to detect the wearer
a character equiped with a thinsuit removes ⬛⬛ imposed by the environment in which they
are currently operating their checks, Purifies standard atmosphere for up to six hours and
provides one hour of internal power.
comes pre equiped with a helmet mounted breathmask and respirator
A character wearing a g-suit reduces the strain cost to perform a second Pilot Only maneuver
during a turn by 1
Reduces damage suffered from fires and weapons with the Burn quality by 1. In addition
increases the characters encumberance threshold by 1
Upgrades the ability of any stealth checks made once.
A character wearing a suit of chitin armor adds automatic a to their coercion checks and
automatic t on their charm checks. The Game Master may determine that the armor provides
further benefits or drawbacks depending on the situation.
THIS ARMOR CAN FLY!, As a maneuver the wearor of this armor can engage his flight systems to
funcion as a Silhouette 0, Speed 2, Handling +2, System strain Threshold 3 vehicle that requires
Piloting (Planetary) to operate. Further, while the wearer is conscious to guide themself down
the wearer does not suffer any fall damage.
This Version is if a character has a suitible hide already and wishes a artisan to craft the armor.
A character wearing trophy armor suffers ⬛ to Charm checks, but gains ⬜⬜ to Coercion checks
due to intimidating appearance. At GM Discretion, Charm checks made to impress or persuade
other characters of weaer's prowess may receive ⬜⬜ instead of ⬛
Can be bought as standard armor or can be purchased with specific attachments already
installed, if so increase the rarity by 1 or to the rarity of the rarest installed attachment if it
would be higher, also the base price of the suit is increased by the cost of the attachments.
`+1 soak when wearer suffers damage from Brawl weapons or Bludgeoning Melee Weapons,
Character also adds ⬛ to any Brawn or Agility based checks while wearing this armor.
Add aa to Negotiation checks when interacting with individuals who hold Jedi in high regards. At
the GM's discretion the charcter may add aa to Coersion checks when interacting with
individuals who hate or fear the Jedi (like representatives of the Galactic Empire)
If the field of the field disruptor contacts another energy field the other field ceases to offer any
defense as long as the two fields intersect. If a character wearing an active field enters engaged
range with a droid, the droid suffers 5 Stun damage. If the field enters engaged range with any
other electronic device, the device shorts out and becomes inactive for the remainder of the
encounter. If the wearer makes a melee attack while the field is active the wearer counts as
being armed with a Melee weapon with +2 damage and the Stun Damage item quality.
After a successful combat check against the wearer has been resolved the reflect body glove's
soak is reduced by one to a minimum of zero. The reflect body glove's soak may be restored to
its original value after making a sucessful Average (dd) Mechanics check
Can provide six hours of Atmosphere to an air breather as well as water and nutrition
supplements, wearer does not duffer movement penalties for traveling through water.
While worn counts as having 1 rank or an additional rank in the Durable Talent
Due to its extremely thick padding and ponderous form, characters wearing EOD-MK II armor
lose their free movement. UPGRADE OPTIONS (no hardpoints used) Integrated load-bearing
gear reduces the suit's encumbrance by 3, and costs an additional 700 credits wi th a rarity of 3.
The data link allows the wearer to control a single EOD remote (for controling a EOD-MK IV
Explosives Disposal remote droid), and costs an extra 300 credits with a rarity of 4.
Soak value of 3 against weapons with the Blast quality (only when quality is activated) and can
ignore the effects of fires or acids of rating 1 or 2
Pioneer armor increases a wearer's encumbrance threshold by 3.
As an incidental, suffer one wound to add an automatic s to the next Discipline check during the
current round, then suffer 1 Conflict
Helmet is equiped with an integrated combat scanner, an encrypted communications suite and
an on board combat computer that monitors the conditions of any nearby allies wearing Katarn-
class armor. It also has an integrated breath mask and six hours oxygen supply. Also increases
the wearer's encumbrance threshold by 3. In addition remove ⬛ from all perception and
survival checks made by the wearer
Remove ⬛ from all perception checks made by the wearer and this armor provides all the
benefits of a hardened comlink. In addition increase the wearer's encumberance threshold by 3
Ability
Can be only be equipped to bestial riding animals, using it allows the character to ride the beast
without suffering bareback riding penalties.
Can be only be equipped to bestial riding animals, using it allows the character to ride the beast
without suffering bareback riding penalties.
Can be only be equipped to bestial riding animals, using it allows the character to ride the beast
without suffering bareback riding penalties. Lowers the Agility of the beast by 1 to a minimum of
1.
Can be only be equipped to bestial riding animals, using it allows the character to ride the beast
without suffering bareback riding penalties. Can only be equiped on a beast with a silhouette of
at least 3 and brawn of at least 5, can be equipped with one or 2 Gunnery or vehicle scale
weapons following usual restrictions for silhouettes
Book Set Source Column1Column1Column1
Collar-Amp 050 0
Holo-Messenger 250 0
Hypertransceiver 1,000 5
Macrobionoculars 75 1
Infrabinoculars 350 1
BioScan 2,000 1
Medpac 400 2
Stimpack 25 0
Synthskin/Sythflesh 10 -
Med-Aid Patch 20 1
Nullicaine 25 0
Stimstick 5 0
Military Traumapac 50 1
Healer's Kit 0 2
Bioscan 5,000 1
Spray Plasto-Cast 35 1
Binders 25 0
Restraining Bolt 35 0
Scramble Key 750 (R) 1
Survival Gear
Item Price Restricted Encum
Breath Mask/Respirator 25 1
Camouflage Paint 40 0
Canteen 7 1
Field Goggles 5 0
Field Rations 10 0
Fire Paste 3 0
Food Preperation System 20 3
Holographic Ghillie Suit 800 1
TaunTaun Pup Tent 30 3
Syntherope (20 Meters) 5 1
Electro-snare 50 1
Luma Flare 50 1
Saddlebags 25 0
Datapad 75 1
Extra Reload 25 1
Insider's Guide 25 0
Concealment Holster 40 0
Entrenching Tool 20 1
Hologoggles 6,000 1
Vibro-Pickaxe 650 5
Military Backpack 60 -
Modular Backpack 75 -
Surveyor's Bag 50 -
Spacer's Duffel 50 -
Recreation/Entertainment
Item Price Restricted Encum
Chance Cubes 1 0
Dejarik Table 350 10
Sabacc Deck 40 0
Droids
Item Price Restricted Stats
BRAWN - 1
AGILITY - 1
INTELECT - 2
CUNNING - 2
WILLPOWER - 1
R7 Astromech 11,000
PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 11
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 2
INTELECT - 2
CUNNING - 2
WILLPOWER - 1
Q7 Astromech 6,500
PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 9
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 1
WILLPOWER - 2
CT-4 Medical Droid (Rival) 20,000
PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 8
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 2
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Q4 Borer Droid (Minion) 2,000 PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 3
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 2
INTELECT - 3
CUNNING - 1
WILLPOWER - 2
Roche J9 Worker Drone (Rival) 7,000 PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 11
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 2
WILLPOWER - 2
Roche Saik-Series Protocol Droid (Rival) 10,000 PRESENCE - 2
SOAK VALUE - 2
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 2
INTELECT - 2
CUNNING - 1
WILLPOWER - 1
SoroSuub G2 Repair Droid (Repair Droid) 6,000 PRESENCE - 2
SOAK VALUE - 1
W THRESHOLD - 6
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 2
AGILITY - 4
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
SoroSuub Wanderer Scout Survey Droid (Rival) 2,500 PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 2
AGILITY - 3
INTELECT - 1
CUNNING - 3
WILLPOWER - 1
Cybot Galactica K-9 Series Hunting Droid (Rival) 7,500 PRESENCE - 1
SOAK VALUE - 5
W THRESHOLD - 9
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 3
INTELECT - 1
CUNNING - 3
Cybot Galactica/KDY All Terrain Exploration WILLPOWER - 1
8,900
Droid (Rival) PRESENCE - 1
SOAK VALUE - 4
W THRESHOLD - 15
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 3
INTELECT - 2
CUNNING - 1
WILLPOWER - 1
JC Series Pilot Droid (Rival) 15,000 PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 5
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 1
WILLPOWER - 1
Merendata KLC Series Exchequer Droid (Rival) 10,000 PRESENCE - 3
SOAK VALUE - 2
W THRESHOLD - 8
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 4
AGILITY - 1
INTELECT - 2
CUNNING - 1
WILLPOWER - 1
87-RM Scout Collector (Rival) 6,000 PRESENCE - 1
SOAK VALUE - 8
W THRESHOLD - 20
M DEFENSE - 1
R DEFENSE - 1
BRAWN - 2
AGILITY - 4
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Wanderer Scout Surveyor (Rival) 2,500 PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 3
AGILITY - 1
INTELECT - 2
CUNNING - 2
WILLPOWER - 1
AC Series Law Enforcement Droid (Rival) 9,600 (R) PRESENCE - 1
SOAK VALUE - 5
W THRESHOLD - 14
M DEFENSE - 2
R DEFENSE - 2
BRAWN - 2
AGILITY - 1
INTELECT - 1
CUNNING - 3
WILLPOWER - 1
DZ-70 Fugitive Tracker (Rival) 9,800 (R) PRESENCE - 1
SOAK VALUE - 4
W THRESHOLD - 12
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 3
AGILITY - 3
INTELECT - 0
CUNNING - 1
Cgyrowheel 1.42.08 series recycling droid WILLPOWER - 1
6,500
(Minion) PRESENCE - 1
SOAK VALUE - 4
W THRESHOLD - 4
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Mini-Med (Minion) 900 PRESENCE - 0
SOAK VALUE - 2
W THRESHOLD - 1
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 2
INTELECT - 2
CUNNING - 2
WILLPOWER - 1
SDMN Series Session Droid (Rival) 4,000 PRESENCE - 3
SOAK VALUE - 3
W THRESHOLD - 7
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Generic Remote (Minion) 400 PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 5
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Butterbug Remote (Minion) 700 PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 3
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Service Patch Remote 900 PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 5
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Shield Remote (Minion) 1,100 PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 6
M DEFENSE - 1
R DEFENSE - 1
BRAWN - 1
AGILITY - 3
INTELECT - 1
CUNNING - 1
Industrial Automation Hologlide J57 Cam Droid WILLPOWER - 1
(Minion) PRESENCE - 1
SOAK VALUE - 0
W THRESHOLD - 2
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 2
AGILITY - 1
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Fire Suppression Droid (Minion) PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 2
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 3
AGILITY - 1
INTELECT - 1
CUNNING - 2
WILLPOWER - 2
GV/3 Series Guardian Droid (Rival) 8,000 PRESENCE - 1
SOAK VALUE - 5
W THRESHOLD - 15
M DEFENSE - 1
R DEFENSE - 0
BRAWN - 1
AGILITY - 3
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Marksman-H Combat Training Remote (Minion) 350 PRESENCE - 1
SOAK VALUE - 1
W THRESHOLD - 3
M DEFENSE - 1
R DEFENSE - 1
BRAWN - 1
AGILITY - 3
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
RMD-20 "Eye in the Sky" 500 PRESENCE - 1
SOAK VALUE - 1
W THRESHOLD - 3
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 1
WILLPOWER - 1
3PX-Series Protocol Droid (Rival) 7,750 PRESENCE - 2
SOAK VALUE - 2
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 1
WILLPOWER - 1
5YQ-Series Protocol Droid (Rival) 5,500 PRESENCE - 2
SOAK VALUE - 2
W THRESHOLD - 9
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 2
CZ-Series Communications/Business Droid WILLPOWER - 1
9,000
(Rival) PRESENCE - 2
SOAK VALUE - 2
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 1
WILLPOWER - 2
M-3PO-Series Military Protocol Droid (Rival) 12,000 (R) PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 14
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 1
WILLPOWER - 1
TC-Series Protocol Droid (Rival) 10,000 PRESENCE - 2
SOAK VALUE - 2
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 2
CUNNING - 1
WILLPOWER - 2
LRD-Series Envoy Droid (Rival) 15,000 PRESENCE - 3
SOAK VALUE - 2
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 1
WILLPOWER - 2
LOM-Series Protocl Droid (Rival) 8,500 PRESENCE - 2
SOAK VALUE - 2
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 2
AGILITY - 2
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Antiquated battle Droid (Minion) 6,500 PRESENCE - 1
SOAK VALUE - 4
W THRESHOLD - 4
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 4
AGILITY - 3
INTELECT - 3
CUNNING - 3
WILLPOWER - 1
Assassin Droid (Nemesis) 65,000 (R) PRESENCE - 1
SOAK VALUE - 7
W THRESHOLD - 19
S THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 1
BRAWN - 1
AGILITY - 1
INTELECT - 2
CUNNING - 2
WILLPOWER - 1
Astromech Droid (Rival) 8,250 PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 11
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
Maintenance Droid (Minion) 7,500 PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 3
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 2
CUNNING - 1
WILLPOWER - 1
Medical Droid (Rival) 12,000 PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 1
WILLPOWER - 1
Protocol Droid (Rival) 8,000 PRESENCE - 2
SOAK VALUE - 3
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 2
AGILITY - 2
INTELECT - 1
CUNNING - 2
WILLPOWER - 1
Security Droid (Rival) 9,600 PRESENCE - 1
SOAK VALUE - 5
W THRESHOLD - 14
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 2
WILLPOWER - 2
T-Series Tactical Droid (Rival) 8,000 (R) PRESENCE - 3
SOAK VALUE - 3
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 5
AGILITY - 4
INTELECT - 2
CUNNING - 3
WILLPOWER - 1
IG-100 MagnaGuard (Nemesis) 90,000 (R) PRESENCE - 1
SOAK VALUE - 8
W THRESHOLD - 20
S THRESHOLD - 14
M DEFENSE - 1
R DEFENSE - 2
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 1
WILLPOWER - 2
Interrogation Droid (Rival) 9,600
PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 7
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 2
AGILITY - 3
INTELECT - 2
CUNNING - 1
WILLPOWER - 1
Probe Droid (Rival) 13,700 (R) PRESENCE - 1
SOAK VALUE - 5
W THRESHOLD - 15
M DEFENSE - 0
R DEFENSE - 1
BRAWN - 1
AGILITY - 1
INTELECT - 4
CUNNING - 3
WILLPOWER - 1
BD10-Series Assay Support Droid (Rival) 8,500 PRESENCE - 3
SOAK VALUE - 3
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 3
AGILITY - 2
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
BL0-Series Non-Leathal Combat Droid (Rival) 5,000 PRESENCE - 2
SOAK VALUE - 5
W THRESHOLD - 12
M DEFENSE - 1
R DEFENSE - 1
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 2
WILLPOWER - 1
ED-V8 Series Envoy Droid (Rival) 8,000 PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 2
INTELECT - 1
CUNNING - 3
WILLPOWER - 1
P2F Hostile Environment Remote (Minion) 3,500 PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 4
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 2
AGILITY - 3
INTELECT - 2
CUNNING - 2
WILLPOWER - 1
SBD Series Assistance and Rescue Droid (Rival) 7,500 PRESENCE - 3
SOAK VALUE - 4
W THRESHOLD - 14
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 3
AGILITY - 3
INTELECT - 2
CUNNING - 3
WILLPOWER - 1
TRD-2 Sparring Droid (Rival) 7,750 PRESENCE - 1
SOAK VALUE - 6
W THRESHOLD - 15
M DEFENSE - 2
R DEFENSE - 0
BRAWN - 2
AGILITY - 1
INTELECT - 3
CUNNING - 2
WILLPOWER - 1
TTS20-Series Dialectic Droid (Rival) 5,400 PRESENCE - 4
SOAK VALUE - 3
W THRESHOLD - 8
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 5
AGILITY - 3
INTELECT - 2
CUNNING - 2
WILLPOWER - 3
DTS series Dismantler droid 40,000 PRESENCE - 2
SOAK VALUE - 7
W THRESHOLD - 15
M DEFENSE - 0
R DEFENSE - 1
BRAWN - 1
AGILITY - 3
INTELECT - 1
CUNNING - 2
WILLPOWER - 1
ID9 Seeker Droid 4,500 (R) PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 5
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 3
AGILITY - 3
INTELECT - 2
CUNNING - 2
WILLPOWER - 3
IG-RM Series Enforcer Droid 23,000 PRESENCE - 2
SOAK VALUE - 5
W THRESHOLD - 13
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 4
AGILITY - 3
INTELECT - 3
CUNNING - 3
WILLPOWER - 2
KX Series Enforcer Droid 50,000 (R) PRESENCE - 2
SOAK VALUE - 7
W THRESHOLD - 15
S THRESHOLD - 12
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 2
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
MSE- Series Maintenance Droid 200 PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 3
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 3
AGILITY - 1
INTELECT - 3
CUNNING - 1
WILLPOWER - 1
BT - Series Ordnance Droid 13,500 (R) PRESENCE - 1
SOAK VALUE - 7
W THRESHOLD - 15
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 2
CUNNING - 1
WILLPOWER - 2
EG-6 Power Droid 3,800 PRESENCE - 1
SOAK VALUE - 4
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
EOD-MK IV Remote 500 (R) PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 2
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 3
AGILITY - 2
INTELECT - 2
CUNNING - 1
WILLPOWER - 2
GT - Series Construction Droid 17,500 PRESENCE - 1
SOAK VALUE - 4
W THRESHOLD - 13
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 1
INTELECT - 3
CUNNING - 2
WILLPOWER - 1
RH - Series Research Droid 11,000 PRESENCE - 1
SOAK VALUE - 2
W THRESHOLD - 10
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 4
AGILITY - 4
INTELECT - 2
CUNNING - 2
WILLPOWER - 3
ASP-19 Battle Droid 80,000 (R) PRESENCE - 2
SOAK VALUE - 6
W THRESHOLD - 16
S THRESHOLD - 12
M DEFENSE - 2
R DEFENSE - 0
BRAWN - 2
AGILITY - 3
INTELECT - 3
CUNNING - 3
WILLPOWER - 3
SR-Series Scout/Observation Droid 13,000 (R) PRESENCE - 2
SOAK VALUE - 4
W THRESHOLD - 13
M DEFENSE - 0
R DEFENSE - 0
BRAWN - 1
AGILITY - 3
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
WSW Mk III "Harrier" Combat Remote 6,000 (R) PRESENCE - 1
SOAK VALUE - 3
W THRESHOLD - 8
M DEFENSE - 0
R DEFENSE - 0
BRAWN -
AGILITY -
INTELECT -
CUNNING -
WILLPOWER -
PRESENCE -
SOAK VALUE -
W THRESHOLD -
S THRESHOLD -
M DEFENSE -
R DEFENSE -
Relics, Focuses, Fetishes, Holocrons and Ancient Talsimans
Item Price Restricted Encum
Holocron 100,000 1
7
4
Rarity
6
6
Rarity
6
6
6
6
6
4
4
7
3
5
5
5
6
7
Rarity
1
4
3
6
6
6
8
Rarity
1
2
2
Rarity
8
7
3
8
8
0
4
Rarity
1
0
1
1
1
1
0
2
1
1
8
2
1
4
7
5
2
7
2
1
4
3
2
Rarity
2
2
2
0
4
2
7
2
Vehicle
Rarity
4
7
3
2
4
10
4
2
2
3
10
4
2
Rarity
0
3
0
6
0
1
1-3
5
4
Rarity
0
1
0
Rarity
8
5
5
6
7
5
5
4
5
2
5
3
5
4
4
5
5
5
3
4
8
10
5
6
3
6
7
6
6
2
8
9
6
Rarity
10
10
10
10
10
10
10
10
9
10
10
10
Rarity
7
5
10
6
5
4
5
7
2
2
4
5
6
10
7
Ability
Comlink transmit up to medium range on the planetary scale. Encryption adds ⬛ to any check made
to intercept and unscamble the signal. Monitoring a standard clear frequencey on civilized worls can
add ⬛⬛ to Knowledge checks related to current events or conditions at the GM's discretion
A character can link a single Gunnery weapon to an Atgar Artillery Remote with a Hard(ddd)
Computers check or a Average (dd) Computers check if the weapon is Atgar Spacedefense
corporation model. Linked weapon gains the Inaccurate 2 quality and the holder of the remote can
fire the weapon from up to medium range.
Allows users voice to be heard up to long or extreme range (dependant on terrain and other
environmental conditions), add 100 credits for a version that hooks into sound systems or
entertainment sound systems which improves sound quality
Allows communication up to distances around 100 kilometers
Allows communication across a planet, to orbiting structures, and possibly interplanetary (within the
same star system)
Subject to interference from explosions, ion engines and jamming, constant shifting encryption adds
⬛⬛⬛ to any attempt to intercept and unscamble the signal
Attaches to comlinks or hypertranscivers to encode messages sent, much larger and more
sophisticated than a simple comm scambler the encryption modual uses extremely complex
algorithms and ciphers to code transmissions. It is nearly impossible to break the codes used so it
requires a decryption key to understand but attempts can still be made with a Formidable (ddddd)
computers check and also requires proper equipment such as a ship's mainframe or a class one droid.
Provided a good voice sample, can replicate any voice. When impersonating another individual the
user can upgrade the ability of his Charm, Coercion, Deception, Leadership and Negotiation checks
once.
Planet-wide and planet to orbit communications with military grade encryption, adds an automatic ff
to decode and a automatic ss to any checks made to broadcast through a com jammer (FaD:Knights
of fate version says only one s and only one f)
Used mostly for messages. Plays a holographic recording or transmission.
Allows user to communicate with the HoloNet (it is highly regulated and mostly militarized by the
empire though) can be blocked by jamming and/or environmental factors.
Able to transmit up to 100 light years, normally used for ships sending messages or distress signals.
Loudspeaker installed in a backpack or carrying case for addressing large crowds anywhere
Lower tech communication range of 25 kilometers. A encryption device can be purchased for 1,000
credits for near undetectable transmission of messages
Activates a vehicle or starship and starts preflight checks so user can make a quick getaway
Activates a vehicle or starship and starts preflight checks so user can make a quick getaway
Picks up on Verpine telepathic communications and can broadcast secret messages using said link,
range 100 kilometers.
A character can Triangulate the location and movement of a known comlink or transciver with an
Average (dd) Computers check. The device functions out to close range on planetary scale. Prevailing
atmospheric conditions or excessive background signals can reduce its efficacy.
Ability
When used reduce the difficulty of any check to resist a poision by two (to a minium of Easy (d)), if
character does not know what poision was used he/she must make a Hard (ddd) Knowledge
(Underworld) check to make a educated guess on the poison to benifit from this item
Has a Daunting (dddd) difficulty, if the target fails the check the poison inflicts 1 strain at the end of
his next turn, 3 strain at the end of the subsequent turn and 5 strain at the turn after that one
(ignoring soak) in addition the target suffers ⬛ to any check he attempts under the effects of the
poison, each t he generates on those checks inflicts 1 additional strain (ignores soak), The GM may
spend y on the initial Resilience check to make the target make another check agains tthe poison at
the en dof his thrid turn or suffer an addional 5 strain
A single dose has a Hard (ddd) difficulty, 2 or more doses have a Daunting (dddd)
difficulty, if the target fail the check the poison inflicts 5 wounds (ignoring soak) in addition each t
generated inflicts 2 strain on the target (ignores soak), target becomes overwhelmed by nausea and
muscle spasms cause by the choking gas. Gas lingers in the air for up to 3 rounds unless dissapated by
high winds
As an action make a opposed Skulduggery check against any onlookers' Vigilance to deposit one dose
of any GM approved poison to a targets meal of beverage without being noticed
Has a Daunting (dddd) difficulty, if the target fails the check the poison staggers the target for 2
rounds and for each t generated inflicts 2 strain on the target (ignores soak), GM may spend y to
Immobilize the target for 2 rounds. Can be Liquid or Gas (gas reducing the difficulty by one)
Used to render subject unconscious, a single dose has an Average (dd) difficulty check while two ore
more doses have a Hard (ddd) difficulty check. The poison inflicts 5 strain if the target fails the check,
if the check generates one or two t , the target must also give up his free manuver during his next
turn, if three or more t is generated he/she is staggered during his/her next turn, Finnally the GM can
spend y to make the target test agains the poison again during the next round to see if the poison
remains in the subjects system
Immobilizes the target, any dosage size has a Hard (ddd) difficulty check, if the target fails the check
they are immobilized for three rounds, in addition on each t generated 1 strain is inflicted on the
target, the GM can spend y to make the target test against the poison again during the next round
If the target fails a Average (dd) check for a single dose or a Hard (ddd) check for multiple doses, the
target suffers 5 wounds, in addition for each t one strain is suffered, the GM may spend one y to have
the target test against the poison during the next round.
If target is aware and unwilling the wielder must make a Hard (ddd) Brawl or Melee combat check
against the target instead of inflicting damage, if successful the target must immediately resist the
effects fo the medications that flood the system as a poison (with a Resilience check). Any sized dose
has a Hard (ddd) difficulty and failure inflicts 10 strain.
Only effective for Devaronians. As a maneuver inhale a does of the drug, the character suffers 2 strain
and adds ⬛ to any Brawn or Agility he makes until the end of the encounter. Additional doses inflict
more strain but do not give additional bonuses. Unpleasent for non-Devaronians
Ability
Mod V Cyberarms provide +1 Brawn, while Mod VI Cyberarms provide +1 Agility. If replacing both
arms they must both be the same Mod and stat modifiers do not stack
Provides +1 Intellect, Comes with Comlink and Computer access link
Provides +1 Vigilance and Perception
Mod II Cyberlegs provide +1 Brawn and Mod III cyberlegs provide +1 agility. BOTH legs must be
replaced to receive these benefits.
Houses a retractable light blaster pistol that cannot be dropped, removed or disarmed
Medium range detection showing nearby motion, lifeforms, energy signatures and other common
targets as desired
Provides wearer +1 Resilience
Provides +1 Soak
Replaces a lost limb
Replaces a lost organ
Direct connection to a droids communication port. When hooked up to a hostile droid upgrade the
ability of all its computer checks once when attempting to access information
Used to transport sensitive data in a small dataport that is secured usually beneth the courier's
hairline secured by synthflesh.
Adds an automatic a on negotiation and streetwise checks to buy or sell items
Provides 1 rank of the Hidden Storage talent
provides 1 rank of the Bypass Security talent
Provides 1 rank of the Rapid Recover Talent
Provides 1 rank of the Rapid Reaction Talent
Provides user the same benefits of a breath mask and respirator and adds 1 rank of the Blooded
Talent
Inaudiable communication with other units, can be subject to jamming
once per check, a character with an implanted cyberjack may suffer 2 strain to decrease the dificulty
of a Computers check to disable a security device or slize into a computers system by one.
Allows control of a vehicle by thought, vehicle must have a control device installed, pilot using this link
may use his coordination skill in place of the pilot (Planetary/Space) skill
Provides an automatic a on gunnery and Ranged (Heavy) checks.
Provides one rank in the Defensive Stance talent and counts as a Brawl weapon with a Damage of 8,
Critical of 3, and the Concussive 1 and Slow-Firing 2 qualities, can only be used once every 3rd round
otherwise the repulsor fist acts as a normal unarmed melee attack.
Increases the characters cybernetic inplant cap by two. Does not count to implant cap. Limit 1
Regulator per person. Droids unable to use
(Droids only) Resisting a restraining bolt now only requires a Easy (d) Discipline check instead of the
normal difficulty. The droid may spend aa from a check made to resist a restraining bolt to overload
the bold rendering it entirely useless
(Droids only) Counts as a set of slicer gear. When droid is slicing or assisting with slicing tasks, add ⬛
to Computers check to identify the user slicer based on these activities, such as Trace user action.
Make a Easy (d)Discipline check to recall information gained while the recorder was running.
Recorded data can be copied to a more common external storage device using a included connection
port
Once per encounter a character can make a Average (dd) Discipline check to reactivate any number
of cybernetic implants that have been overloaded by Ion weapons. Each reactivated implant causes 2
strain to the user
Requires at least 1 rank in piloting (Planetary) and/or (Space) gains +1 rank to the appropriate piloting
skill when flying a starship or airspeeder..
Ability
Long distance or Low light Perception checks to identify an object may remove ⬛ from the check
Detect motion up to long distance; life-forms, energy signals and other common targets up to
extreme distance / Intercept comlink transmissions
Detect detailed information about target or surroundings such as poisons, weaknesses, etc. up to
short distance.
Magnify targets up to 10 km.
"When worn, scanner goggles allow the wearer to see normally in dark conditions." Its suggested for
balance to replace that to this "Remove ⬛ due to low or poor light."
Must be physically attached to target. Detect targets location, direction and rate of movement up to
around 100 km
A character using Authentication tools adds ⬛⬛ to checks to determine if a document has been
falsified
Make a Average (dd) Computers check to detect an area for any espionage tools and its location, if
well hidden make a opposed Mechanics skill of the one who placed the device
Allows user to see normally in dark conditions and can track motion, heat and metal, adds ⬛⬛ to
any checks made to attempt to decode and understand transmissions from the combat scanner to
other combat scanners (FaD:Knights of fate version says remove ⬛⬛ to checks due to darkness)
Allows user to detect concealed explosive devices and adds ⬛ to any checks to do so
Remote droid used for Recon and surveillance, 20 kilometer range.
Requires a Average (dd) Computers check on the part of the operator. Maps produced add ⬛ to any
survival check made to navigate using the map plus an automatic s for every two a gained on the
computers check
Used to find things underground
Detects up to half a kilometer away for lifeforms, Requires either an Average (dd) Survival Check or a
Hard (ddd) Education or computers check to ensure the device is properly calibrated
Grant ⬛ to any Perception skill checks made to locate prey. Removes ⬛⬛ imposed due to
concealment, darkness or fog and mist from all Ranged (Light) and (Heavy) checks
Adds an automatic s to all Perception checks made by the user to spot and gather evidence.
Reduce the difficulty of Perception or Vigilance checks to discover concealed items on a person or in a
container or vehicle by two, typically a scanner cannot scan an item or group of items with an
encumberance higher then its own
Range of 10 lightyears, can pickup and receive hypercommunications and detect the smallest
fluctuations in hyperspace, skilled operators can track vessels through hyperspace, providing several
minutes warning prior to a ship exiting or giving the user a fairly good idea of the general course and
direction of a vessle in hyperspace.
Add ⬛⬛ To a character's Perception checks to find a concealed weapon on a person's body
A PX 7 heat sensor adds ⬛⬛ to Perception checks to find heat-emitting objects within short range
and adds ⬛ to Mechanics checks to remove Critical Hits from starships and Critical Injuries from
droids.
A character wearing a Veridicator 200 adds ⬛⬛ to checks to discern whether another character is
lying or omitling significant information and adds ⬛⬛ to checks to ascertain another character's
mental state
Detects radiation surces of silhouette of 1 or larger within a short range, life forms within medium
range, power sources within long range and comms signals within extreme range. Extend the range of
detection by 1 range for every silhoutte size by which the target's size exceeds silhoutte 1.
1.6 meter collapasble post with sensors, first decects audio and visual and once it senses something it
triggers a second scan commences with infrared, electromagnetic and other forms of scanning and
relays the data to the users datapad. Can be left to operate by itself for long periods of time due to
use of a solar panel.
A character using Infrabinoculars can see through up to two meters of wall, possibly allowing
surveillance of a whole building at once. Walls made of dense materials or constructed to shield their
interiors may impose one or more on Perception checks to see inside, at GM's discrecition
A character using Infrabinoculars can see through up to two meters of wall, possibly allowing
surveillance of a whole building at once. Walls made of dense materials or constructed to shield their
interiors may impose one or more on Perception checks to see inside, at GM's discrecition. Can also
be switched to a long range view equivilent to that of electrobinoculars.
Can follow a set of pre-programmed instructions from their owner, returing after a set period of time
or upon detection of a specific keyword or audio cue. The microdroid does not broadcast their
surveilance data and they can be quite difficult to detect until they return. Planting this device
without being noticed requries an opposed Skulduggery vs Vigilance check, Once in place a charater
must make a Daunting (dddd) Vigilance check to locate it even when she is specifically searching for
one. Has a self destruct mode in case of tampering.
Device comprises of two matched rods, Users can plant the rods onto nearly any horizontal surface in
order to create a sound-dampening field between them, multiple sets of rods can enclose a
conversation or the user can place them at a physical gap such as an open door or the entry to an
enclosed booth at a tapcafe.
Characters attempting to listen in on a conversation which is being obsucred by one or more audio
curtains must make a Hard (ddd) Perception check to understand anything being said, The GM can
spend t or y to have the character misunderstand key words or phrases
Using a Bioscan to scan an area for life signs grants to any Perception checks opposing Stealth. Using
the device to verify a person's identity requires an Average (dd) Computers check and a biometric
identifier for comparison. The GM may modify this difficulty based upon any unusual anatomical
characteristics of the target's species
Can be attached to any ship, so long as the device is not noticed and removed or if the ship is
traveling outside known systems the owner of the Homing Beacon can track the ship with no checks
required.
Grant ⬛ to any Perception skill checks made to locate prey. Removes ⬛⬛ imposed due to
concealment, darkness or fog and mist from all Ranged (Light) and (Heavy) checks
A Micro imager adds ⬛⬛ to any Perception, Knowledge (Lore) or Knowledge (Education) checks for
which magnification of fine details can contribute to the research at hand.
A surveillance detector adds ⬛⬛ to any Perception of Vigilance checks to attempt to identify the
presence of a bug within short range of the user
A Geoscanner adds ⬛ to any percption, lore or education checks related to studying the subterranean
environment within medium range of the user
Using a signature scent synthesizer prior to a discussion removes ⬛⬛ from the frist Charm, Coercion
or Negotiations check made during the encounter.
Examines any food or drink to determine whether it is safe for consumption.
Using a mine detector to locate concealed mines requires a Hard (ddd) Computers or Average (dd)
Vigilance check with appropriate modifications for environmental conditions such as weather. flora,
rough terrain, or the composition of the ground. On a successful check, all mines and other explosive
devices within medium range are revealed to the user.
Using an SE-90 requires an Average (dd) Computers check modified according to construction
materials and environmental interference per the GM's discretion. A character who succeeds can see
through walls or bulk heads up to short range until the end of the encounter or the scanner is moved.
A shipboard system scanner removes ⬛ from checks to remove system strain from starships and
vehicles.
Surveyor's equipment adds ⬛⬛ to a character's Perception checks when determining locations on a
planet's surface, measuring distances, plotting settlements or bases, and creating detailed planetary
maps.
Ability
For bacta tank. Replaces used bacta.
Recovers 1 wound per 2 hrs of use. If incapacitated 1 wound every 6 hrs| Every 24 hrs PCs can make
resiliance check to heal 1 crit injury
Allows characters to use the Medicine skill to heal others witout penalty (AoR:C pg 232/ EotE:C pg
219)
In addition to effects of Emergency Medpack the Medpack grants ⬛ to all Medicine Skill Checks
Requires one maneuver to use on self or other, Immediately heals 5 wounds, a second stimpack heals
4 wounds, third 3 wounds and so on, six stimpacks in a single day has no effect
(Unknown)
The PLAV allows a user to perform medical procedures on all manner of creatures much like a medpac
for a humanoid, grants ⬛ to all medicine, survival and knowledge (Xenology) skill checks to analyze
and/or treat these creatures
Requires a Hard (ddd) Survival Check to fit a harness properly on a animal, this difficulty can be
reduced by 1 with a successful Knowledge (Xenology) check. If succcessful, the XV-09 grants ⬛⬛ to
any survial checks made to control a beast wearing the harness in addition, creatures that are
successfully pacified gain ⬛ to any dicipline checks. GMs can spend any t generated by the initial
survial check to trigger side effects caused by drugs and are left to the GMs discretion, ttt or y can be
used to reflect a catastrofic reaction
Apply to a patient within one round of suffering a critical injury, may be applied to a character
suffering from a "Bleeding Out" or "The End is Nigh" critical injury or even a character who has died
during the current round. Applying the device requires an Average (dd) Medicine check. Once applied
the character is stabilized, if he died he is brought back to life and counts as suffering a gruesome
injury (and all its effects) otherwise the critical injury effects are canceled, though he suffers from the
injury himself
If user has no ranks in Medicine the user counts as having 1 rank in medicine when using this
medpack, also removes medicine check penalty.
Allows characters to use the Medicine skill to heal others witout penalty. Grants ⬛ to all Medicine
checks made using Medical Backpack and decreases the difficulty of any Medicine checks to heal
Critical Injuries by 1 to a minimum of Easy (d)
As an action. a character with a blood scanner may make an Easy (d) Medicine check to identify
foreign elements (including poisons) in a blood sample. In addition to allowing the character to treat
any present toxins with the proper antidote. The extensive information about the patient's health
adds automatic aa to the next Medicine check the character makes to treat the patient.
When making a Medicine check to heal wounds from a character. A character can expend up to one
med-aid patch to add automatic s+a to the results of the check. A character cannot use more than
one med-aid patch per check.
Character may apply Nullicaine to themselves or an engaged character by making an Easy (d)
Medicine check and choosing 1 Easy (d), Average (dd) or Hard (ddd) Critical injury the target is
currently suffering, if successful target suffers 3 strain and ignores the chosen critical injury until the
end of the encounter
A character who chews a stimstick removes ⬛ from their descipline, Perception, Resilience or
Vigilance checks to stay awake or notice something due to fatigue or lack of sleep until the end of the
encounter, at the end of the encounter the character suffers 1 strain.
A traumapac only allows a character to use the Medicine skill to attempt to remove Critical Injuries
from others without penalty.
Must be made by the character with a Hard (ddd) Survival check. Allows the character to use the
medicine skill to heal themselves or others without penalty. GM may spend y on a Medicine check
when a character is using a healer's kit to indicate that some or all of the medicinal items have been
exhausted and the kit cannot be used again untill restocked with a Average (dd) Survival Check.
Allows an individual to treat a wounded or ill creature without penalty. Additionally the kit gains ⬛ to
all medicine, survival and knowledge (xenology) skill checks made to diagnose or treat such animals
When a character uses an antishock blanket to help heal a Critical Injury, the character may reduce
the difficulty of the Medicine check made to heal the injury by one to a minimum of Easy (d).
A character using a bioscan can remove ⬛⬛ from any Medicine checks the character makes.
When a character uses a plasma protein replicator to help heal a Critical Injury, the character adds
automatic s to the Medicine check made to heal the injury
A character can make an Easy (d) Medicine check to apply a spray plasto-cast to a limb that has been
crippled or disabled due to a critical injury. If successful the critical injury heals automatically after
one week of narrative time.
Ability
Allows for secret commands to be sent or triggered on droids, PC drods can attempt to resist a
"Knack" restraining bolt like a regular restraining bolt
Drastically change apparence to a genetic level even fooling bioscanners, requires a Formidable
(ddddd) Perception Check to see through it
Breaking free from grav binders requires a Formidable (ddddd) Athletics check (due to the restrictive
eftects of the artificially raised gravity on the whole body, a character cannot slip free of gravbinders
using flexibility alone).
Requires a Daunting (dddd) Athletics or Coordination check to escape
Add ⬛⬛ to any Computers check made to slice computers, add ⬛ to any attempts to locate use of a
data breaker in a computer system due to " noise " (highly illegal)
Make a Average (dd) Computers check to increase the available encumberance capacity of a
planetary vehicle or starship with a silhouette of 3 or my by 10 percent (rounding up) thanks to more
efficient organizeation
Countering a com jammer requires a computers check, difficulty is determined to the proximity
Adds ⬛⬛ to any checks made to decode and understand and encrypted transmission
Characters trying to find something hidden within a data dead drop must make a Daunting (dddd)
Perception Check, or at the GMs discresion if an unaware character may use Vigilance instead
May expend one spike to attempt to disable a security program as a maneuver (rather then an
action). Reduce the difficulty of the subsequent computer check to disable the program by 2, to a
minimum of simple (-) after one use the data spike become useless
A character with Diplomatic Authorization adds a automatic aa to all social checks involving members
of a foreign government, can often get access to individuals and services that would be otherwise
unavailable
Skulduggery check to see if disguise works. Difficulty decided by GM. Possibly opposed check
depending on who's being fooled.
Computer checks to slice a system with one of these attached suffer a ⬛ due to the difficulty of
avoiding notice, a defending slicer using the console gains ⬛⬛ to computers checks to identify any
intruder.
Qualifies the user for the "Right Tool For the Job" benefit for computer skill based locks, adds ⬛ to
computer checks for locks
Shackles requires a Daunting (dddd) Skulduggery check to remove without the key, if character fails
the shackles detonate, inflicting 10 wounds on the wearer and each character in engaged range
(ignores soak)
Requires a successful Hard (ddd) Computers check or a Daunting (dddd) Perception check (without
equipment) to recognize credentials as fakes
Characters using scanners require a successful Hard (ddd) Computers check to recognize credentials
as fake ( or a Daunting (dddd) Perception check without equipment)
Depending on the scanner checking the fingerprints may fool scanner with any Cool or Deception
check at GMs discression, if biometric scanner operator has reason to be suspicious it may require a
opposed social skill check vs the operator's computers skill. The operator must make a Daunting
(dddd) Perception check to notice a fingerprint masque on a persons fingers
Requires a Formidable (ddddd) Coordiation Check, they are too strong to break though brute force
A character can use a palm stunner on a unaware target with an opposed Skulduggery vs Resilience
check. A successful check automatically incapacitates a minion, or deals 12 damage to the strain
threshold of a rival or nemesis, in addition, each s on the Opposed stealth check increases the
damage delt by 1
Cannot be detected by sight, any attempts to detect by scent, motion or sound make a skill check at a
Formidable (ddddd) difficulty, any t or y generated may be used by the GM to indicate the field
flickering or failing all together
Picking up a personal Transponder's signal accurately enough to find its exact location within close
range on planetary scale requires an Average (dd) Computers Check. Increase the difficulty of this
check by two for each planetary scale range band beyond close, to a maximum of extreme range at
the planetary scale.
Works on NPC's, But PCs can make a Daunting (dddd) Discipline check to shake off the effects
Attempts to guess an access code at incredible speeds to gain access through a electronic lock
(simple locks within 5 minutes of application, more complicated locks at GM's discretion adding more
time and/or triggering relevant alarms). Users may attempt to speed up the process with a Daunting
(dddd) Skulduggery check relying on pure intuition to select the correct code, failure immediately
triggers any relevant alarms. Force-sensitive characters may make a force power check as part of this
check adding either s or a for each � generated
Dicerning any identifiable features of a character wearing a shadowcloak requiers a Daunting (dddd)
Perception Check
Add ⬛⬛ to checks attempting to acquire the user's slicing signature.
A character who posesses a signet ring (even if stolen) automatically adds aa to checks to establish
his/her identity (even assumed identity)
While gambling a character with a skifter gains ⬛ to skulduggery checks to cheat
Qualifies the user for the "Right Tool For the Job" benefit for computer slicing, adds ⬛ to computer
checks for slicing computers
Breaking free from stun cuffs requires a Daunting (dddd) Athletics or Coordination check. The GM
may spend tt or y on the check to have the character suffer 4 strain this ignores soak).
Collar Requires a Daunting (dddd) Skulduggery check to remove without the key, if character fails the
wearer suffers 2 strain and 1 wound (ignores soak) and becomes Disoriented for 5 rounds.
A character using this item can effectively imperonate the visual appearance of whomever the device
has previously recorded. This device adds ⬛⬛ to the user's Deception checks to impersonate the
target and adds ⬛⬛ to onlookers Perception checks to detect the imposter.
Clawdite use only, Add ⬛ to Clawdite's checks to pass as another person using their species ability,
and ⬛ to other characters checks to the Clawdite's physiological deception.
Ability
Allows user to breath and operate in environments and atmospheres that are not normally hospitable
for them.
Contains essential gear: Thermal Cloak, knife, beacon, 2 comlinks, wire,rations, emergency medpac, 2
respirators, water, glow rod, flare gun, high strength microfiber, and some kits are customized with
small, hidden blasters to avoid detection.
One use item. Used as basic or emergency food.
Sealed suit for operating in space (dependant on oxygen supply).
Allows basic shelter from the elements.
Removes up to ⬛⬛ from any checks made to handle extreme heat or cold
Adds Automatic ff to all checks made to detect items concealed by it, one roll can conceal one object
up to silhouette 2, two rolls conceal one object up to silhouette 3 and three rolls can conceal one
object up to silhouette 4, anything silhouette 5 or larger is too large to conceal by cammo netting
alone. (FaD:Knights of Fate version says only 1 f)
Adds Automatic f to all checks made to detect items concealed by it, only works on items or
individuals with a silhouette of 1 or smaller
1.5 liters of liquid can be held and comes equiped with a filtration system
Protects eyes from sun, wind, dust and other airborn debris.
Can survive one week on one ration
Starts Fires with minor chemical combustion
Camping hotplate
Increases difficulty to locate the wearer by 1 as long as the wearer remains immobile.
can ignore tempratures up to -20 degrees
rope
Make survival check, conceal with GM determined difficulty, animal or sentient makse opposed
preception check against the survival skill of character who set snare, if undetected fires a powerful
stun blast once it enters engaged range automatically hitting and dealing 10 stun damage to targets
strain threshold but does not ignore soak, plus 2 additional damage per s scored on the initial survival
check
Nomatter the weather environment the inside of this shelter remains a comfortable temprature,
packs down to the size of a large datapad
Anyone or thing coming into contact with the fence suffers the effects of a stun grenade.
Anyone Searching for an individual with an active distress beacon gains ⬛⬛ to any Perception,
Computers or Surveillance checks made in the course of the search
Setup takes 30 minutes, once done grants ⬛⬛ to any Survival or Education skill checks made to
store, identify, cook or sterilize comsestibles.
Grants ⬛ to any survival skill checks made to harvest meat, organs or bones from a prey animal
As an action. a character may activate an lnstaMist generator to fills an area out to short range of the
generator with a heavy fog. Heavy fog adds ⬛⬛⬛ to Ranged (Light), Ranged (Heavy), Gunnery and
Perception checks against targets obscured by it. and adds ⬛⬛⬛ to Stealth checks made by
characters concealed by it. The heavy fog lasts for three rounds. At the GM's discretion. windy
conditions can cause it to become fog or mist (see page 219 of the Force and Destiny Core Rulebook)
or reduce the time it takes for tile vapor to disperse entirely. The generator comes with five vapor
cartridges. Additional vapor cartridges cost 10 credits each. and other cartridges vary in price based
on their function.
A Jedi utility belt contains a three-day supply of food capsules, an emergency medpac. a Jedi multi-
tool, a slim glow rod. a comlink. and an aquata breather. A number of empty pouches are concealed
along the belt's interior side. allowing the wearer to hide small items. In addition, a standard
lightsaber can be securely hung from the belt for easy access. In addition to potentially containing the
supplies listed above. a Jedi utility belt increases the wearer's encumbrance threshold by 1.
As an action. a character may make an Easy (d) Gunnery check to launch a luma flare into the air to
provide light. If he succeeds and the flare has room to travel into the air. the flare completely
illuminates an area out to long range from the location it was fired. If he fails or does not have room
to fire it, the flare still ignites, but it but does not travel into the air. Instead, it remains at ground level.
illuminating an area out to short range. Whether he succeeds or fails. the flare's illumination
continues for five rounds. after which time it burns out.
The device can gather enough water each day to sustain one person, and its battery lasts six months
Allows user to dig holes and trenches (see Fortifications on page 83 of "Forged in battle"), an
entrenching tool counts as a small improvised weapon that deals +2 damage instead of +1 and has a
Crit Rating of 4 and does not break
A portable generator can recharge a depleted piece of equipment as a maneuver, or a droid or larger
piece of machinery in an hour. Additionally, a portable power generator can allow an engaged
character to ignore an "out of ammo" result in the same manner as an extra reload
Sleeping in a Plastent removes ⬛⬛ from the users checks to resist hostile tempratures while
sleeping, and downgrades the dificulty of any such checks once.
Using a beast call does not require a skill check but the beat being targeted must make an Average
(dd) Discipline check to resist the lure of the device, Recording a new call to the mechanism's
memory requires an Average (dd) Computers check
Can only be worn by riding or working animals of a silhouette 2 or larger. Increases the creatures
encumberance threshold by 6.
Adds on to the Pannier modular Cargo Handling system for beasts, adds an additional 3
encumberance to the threshold for each additional cargo container added to the system to a
maximum increase of 12
Tack can only be worn by riding or working animals, Tack allows a character to ride the beast without
suffering the bareback riding penalty
Can oly be worn by riding animals, they increase the animals encumberance threshold by 4.
Lightweight campstove
Pots, pans, plate, cup and eating utensils all in one compact unit.
Kills micro-oganisms , deadly viruses and toxins in ten minutes
Reduces the difficulty of Resilience checks made to resist efforts of extreme cold or heat by 3. It also
removes ⬛⬛⬛ added to checks due to extreme heat or cold, for as long as the user remains within
it.
Worn under clothing or armor, Removes ⬛ from any checks due to temperatures outside those of the
wearer's preferred environment.
Purifys enough water for one person to drink per day.
Wearing this adds to all brawn and Agility based checks and to all combat chcks, if worn through
entire game session increase the ammount of XP the cahracter receives for the session by 1 (if no
checks were made during the session with the weights GM can decide not to award that XP)
Ability
Allows user to scale walls or tall structures. Includes wire and gappling hook/adhesion pads
Used to store data, manifests, reports and could download data from larger computer networks.
One time use that can be used to gain the normal bonus for having the "right tools for the job" of
repairing droids, requires a maneuver when applied to droids and heals up to 3 wounds. Can only use
up to 5 patches a day with the 6th being ineffective
Allows a character to reload after that character experiences a "out of ammo" y result by spendining
a maneuver
Can be used as a close-quarters weapon with a range of engaged, dealing 5 Damage, Critical rating of
3, Breach 1, Burn 3, Sunder and Vicious 3 weapon qualitys
Provides light, heat, and a portable power source.
Flashlight
With GMs permission may be used to add ⬛ to any task
Can be used make mechanics checks to repair devices and to "heal" droids
A Character with a Cultural Etiquette Manual adds automatic a to social checks made to interact with
members of the culture to which the manual pertains
Adds a automatic a to Charm and Deception skills but when other characters attempt to recall a
character wearing expensive jewelry they add ⬛ to those checks
Add a automatic a to any check to find a specific location or service within the reigon
As an action make a Average (dd) Ranged (Light) check to fire a grappling hook onto a object at
medium range, as an action he may reel in the cord pulling himself to the target or an unsecured
object to himself. To pull up a passenger as well make a Average (dd) Athletics Check to avoid losing
grip of the pistol or partner
add ⬛⬛ to checks to detect noise coming out of area of sound dampeners use
Add ⬛⬛ to Knowledge (Xenology) checks
Increase the silhoutte of a target by one when making a gunnery check targeting a starship or vehicle
Add ⬛ to any skill check made to maintain or repair an item, Computer, weapon, vehicle or starship,
if tools were not made for the user add a ⬛ instead
Using the manual allows the character to downgrade the difficulty of any checks to maintain or repair
the vehicle or starship for the which the manual is made for.
Allows user to function as a Silhouette 1, Speed 2, Handling -1, System Strain Threshold 3 vehicle that
can only operate in atmosphere, max altitude of 35 meters, Requires piloting (planetary) to operate.
Allows user to breath underwater, placed over mouth and prevents speech which can be overcome
with waterproof microphone and earphones. Only lasts a couple of weeks before the organic gill
begins to die. Due to a allergic reaction Sullustans are unable to use the organic gill.
With GMs permission may grant ⬛ to checks made to handle volatile materials or perform delicate
work such as computers, mechanics for repairs and skulduggery checks to pick locks or disable traps
due to the increased stability the gauntlets provide
A Character wearing this headband does not become incapacitated by exceeding his/her strain
threshold, instead for each strain he/she suffers over their threshold they also suffer a wound and is
disoriented for as long as the excess strain exists.
Allows the user to function as a Silhouette 1, Speed 2, Handling 0, System Strain threshold 3 vehicle
that can oly operate in atmosphere, requires piloting (planetary) to operate
Add ⬛ to perception checks to discover the presence of the concealed weapon, may only hold light
blaster pistols or holdout blasters
Allows user to dig holes and entrenchments, Counts as a small improvised weapon that deals +2
Damage instead of +1, has a Crit Rating of 4, and does not break due to any y or t
Targeted beast must make a Average (dd) Dicipline check to resist the call
Can be used as a weapon that deals 10 damage, Burn 5 and Pierce 5 weapon qualitys (range;
engaged) and at GMs discretion may require a Mechanics check
Targeted beast must make a Hard (ddd) Dicipline check to resist.
N/A
Grants ⬛ To any Lore or Intellect checks made to decipher or translate an unknown language
Specific to the Rim they are for, grants a ⬛ to any Negotiation skill checks made to buy and sell
goods.
Cheap beginners instrument
Advanced musicians instrument
Experts instrument created to provide the best sound possible
Portable Entertainment System
Upon displaying an ardos disk, a character adds ⬛⬛ to any Charm or Negotiation skill checks made
with Hutts or their henchment or servants. In general, most Hutts will honor the implicit significance
of the ardos disk and refrain from overtly harming or hindering the bearer, however, if the disk bears
the sigil of a rival clan the GM can upgrade the difficulty of any Charm or Negotiation skill checks with
the Hutt in question once instead, Rival clans will give you safe passage through their space but dont
expect warm treatment
Lifts objects, has an Athletics skill of 1 and Brawn of 5 (if unassisted it rolls cdddd for Athletics
checks). Can be installed onto a vehicle of silhouette 3 or larger as an attachment.
Removes ⬛⬛ from checks to remove system strain from starships and vehicles
Counts as a tool kit and reduces time required for repairs, crafting and other mechanics related tasks
by 50%
Add ⬛⬛ to Perception and Mechanics checks to scavenge parts or raw materials, can complete the
task in 50% of the time or 25% with UTINNI! Talent. Additionally a character may recover supplies
worth half of the meterial price from any failed crafting check to a maximum of the full value.
Can hold a single object of 10 encumberance or less aloft. Also removes ⬛ from checks to repair hull
trauma and critical hits on starships and vehicles
Character takes no damage or strain from falls.
Ignores penalties for moving in zero gravity (and can move in zero gravity under power from its inbuilt
thrusters)
Funnily there is no data on this item in the book or anywhere so it doesn’t exist… The gravity of this
situation escapes FFG
In addition to counting as a tool kit for the purposes of being able to perform most Mechanics checks
(see page 189 of the Force and Desitny Core Rulebook), a Jedi multi-tool adds automatic a to checks
to build, modify or repair lightsabers
A character wearing a WJ-880 blinding helmet adds ⬛⬛⬛ to Combat checks (and any other checks
that rely on sight). At the GM's discretion, training while wearing such a helmet might help a
character to develop his perception of the Force that shapes and guides the universe around him
Signifies to anyone on Weik that the character wearing the ring is one of the Paladins of the Adamite
Tower, possessing a signet ring under false pretenses earns the lasting enmity of all Paladins and their
allies
estimates what century the manufacture of a item is
Recording capability, Remove b imposed due to long range or poor light
Used for cutting through ice and snow, Can be used as a weapon with the following profile (Melee;
Damage 4, Critical 4, Range [Engaged], Burn 1, Inaccurate 2)
A Vergence star chart (if it is real), shows the location or one vergence (chosen by the GM). To read
the chart correctly, the character must make a Hard ( ddd ) Astrogation check with ⬛⬛ a on a check
can be spent to determine whether or not the chart is real.
Can sustain the basic needs of four individuals of most known species for a week, or potentially up to
ten days with careful rationing.
Allows a person to function as a silhouette 1, Speed 1, Handling -1, System strain Threshold 4 vehicle
that can only operate in atmosphere and requries piloting (Planetary) to operate. It has a flight ceiling
of five meters.
A character using a repulsor assit unit reduces the difficulty to climb by 2 (to a minimum of 0). A
repulsor assist unit can also be attached to cargo to reduce the encumbrance value of the cargo by 7.
Users remove ⬛⬛ from checks due to unfamiliarity with the city, traffic or other avoidable travel
hazards. Additionally the urban compass can turn up information on local establishments and
customs granting ⬛ to checks to find information about the city's operation, various landmarks of
note and buisnesses of all types
Using this Navicomputer grants a character ⬛⬛ to all Astrogation checks, Can be reduced by one ⬛
if the navicomputer has been outside the HoloNet range for an extended period of time
Adds ⬛ to a characters perception checks when plotting specific locations on a planet's surface,
measuring distances or creating detailed maps. Larger kits may ad ⬛⬛ at GM's discretion.
Before purchase player must specify the type of kit (Blaster, Slugthrower, etc.) . Each provides ⬛⬛ to
any Mechanics checks made to repair maintain or modify a weapon, but only for that specific class of
weapon.
Allows the user to function as a Silhouette 1, Speed 1, Handling -3, System Strain threshold 3 vehicle
that can only operate in atmosphere, requires piloting (planetary) to operate. At the end of each
round of activation, the rocket boots suffer 1 system strain as their fuel depletes.
Removes ⬛⬛ from any Charm, Coercion or Negotiation checks that are added due to linguistic
difficulties or misunderstandings.
At beginning of an encounter, a character may select one knowledge skill. For the remainder of the
encounter the character adds an automatic s to all checs he makes using that skill while wearing the
data goggles. The GM may rule that a character needs to obtain specialized data files to upload into
the data goggles before using them.
When purchasing a set of hologoggles, a character selects one non-combat skill. That skill now counts
as a career skill as long as the character owns the goggles (at gm's discression the goggles must be
used for several hours, a day or even several months to gain this bonus), only good for one skill and
can only have the bonus of one effect at a time.
Player Character makes a Hard (ddd) Discipline check. Success means the user counts having one
skill of the users choice at Rank 3 for the remainder of the session (or a few days within the session),
Failure means the users strain threshold is halved for the remainder of the session instead. By
spending a y during the check GM can cause the player character "minor neural scarring" at which
point the user can no longer use the synoptic teacher.
Foamcast adds ⬛ to checks to repair structures and vehicle hulls. The GM may spend t on such
checks to indicate the foamcast dispenser can is depleted. A can of foamcast can be made into an
improvised explosive with a Hard (ddd) Mechanics check. When used in this way, a can of foamcast
has the following profile: Mechanics; Damage 4; Critical 5; Range (Short); Blast 4, Ensnare 4, Inferior,
Prepare 2. f on the Mechanics check means the can ruptures and covers the user in foamcast
The Model 40 can lift a vehicle as large as silhouette 4 up to two meters off the ground. When
suspended, the vehicle can be pushed, pulled, or rotated (slowly) in any direction via an Athletics
check with a difficulty equal to the vehicle's silhouette.
Power fences provide a energy wall that can prevent objects or energy beams from passing through it.
Power fences can be destroyed by either attacking the energy walls with ion weapons or by attacking
the amplification pylons with regular energy or slugthrowing weapons. When attacked. power fences
have the following profile: Defense 2. Armor 2. Wound Threshold (pylons) 15. Strain Threshold
(energy wall) 20.
The wearer counts as having a tool kit, .Once per encounter, the wearer may draw a tool from the tool
belt as an incidental.
Using a Breaker adds an automatic a to Mechanics checks. When used as a weapon, a Breaker heavy
hydrospanner has the following profile: Melee; Damage + 2; Critical 4; Range (Engaged); Cumbersome
3, Disorient 1, Inaccurate 1.
A demolitions tool kit counts as a tool kit for checks involving preparing, setting, or defusing
explosives. When using it for these checks, the wielder may spend aaaa to remove y.
As a maneuver, a character may use a DF-15 to recharge an energy weapon or device that has run out
of power or ammunition in the manner of an extra reload/power pack
Using an engineer's hammer adds ⬛⬛ to any checks made to build or demolish structures. When
used as a weapon, it has the following profile: Melee; Damage + 3; Critical 5; Range (Engaged);
Cumbersome 3, Disorient 1, Knockdown.
An EOD kit adds automatic aa on any checks made to detect and disarm or otherwise neutralize
explosive compounds and devices.
The tools and eqUipment included in a pioneer squad tool kit adds ⬛⬛ on checks made to clear
land, build structures, set up obstacles, set up or disable explosives, or engage in other construction
or engineering tasks in the field.
A character using a powered entrenching tool gains automatic s on checks to build structures.
A vibro-plckaxe requires two hands to use and adds automatic ⬛ to checks involving breaking rocks,
ground clearing, and similar activities. When used as a weapon, it has the following profile: Melee;
Damage +2; Critical 2: Range [Engaged]; Cumbersome 4, Pierce 3, Sunder, Vicious 1.
Ability
increases the wearers encumberance threshold by 4
increases the wearers encumberance threshold by 3
increases the wearers encumberance threshold by 1
False bottom box, hidden items can take up half the encumberance of the box size, a character must
make a Daunting (dddd) Perception check or at GMs discression an unaware character might use
Vigilance instead
Can hold two items that have encumberance 0 and user can draw these items as an incidental.
Increases the wearers encumberance threshold by 2 but also have the Cumbersome 3 Quality
Sizes vary but most store about 10 encumberance. Require a Formidable (ddddd) Perception Check
to find due to light bending technology, Requires a Hard (ddd) Skulduggery check to pick
-Temperature Control Unit (500 credits, Encumberance 2, Rarity 3): This Unit comes with a
specialized bodysuit that attaches to the module's cooling or heating system, removing up to ⬛⬛
from the useres checks to resist extreme heat or cold
-Power Unit (250 credits, Encumberance 3, Rarity 3): This portable power unit can recharge a
depleated piece of equipement as an action, or a droid or larger piece of machinery in two hours,
Once per encounter it can allow the wearer of the backpack to ignore an "out of ammo" result in the
same manner as an extra reload.
-Comms Unit (500 credits, Encumberance 2, Rarity 4): This pack functions as a comms hub, routing
Alliance communications up to long range on the planetary scale. Its encryption adds ⬛⬛ to checks
made to unscramble the signal.
-Sensor Unit (3,000 credits, Encumberance 2, Rarity 3): This unit features a raised routating dish not
unlike the similar, smaller unit common to astromech droids. The sensor feeds a wrist- mounted
touchscreen and can be set to alert a soldier to movement nearby, or scan the area in general up to
long range. In addition to recieving narrative benefits such as advance warning of movement, the
wearer adds automatic a to vigilance checks
-Oxygen Unit (300 credits, Encumberance 3, Rarity 3): This unit can provide an additional 12 hours of
oxygen when connected to any rebreather, breath mask or environmentally sealed suit.
-Storage Unit (25 credits, Encumberance -, Rarity 2): This empty modual has a variety of pockets and
pouches designed to store survival gear, spare blaster gas canisters, power packs, field rations and a
variety of other pieces of equipment used by the Rebel Alliance. This unit increases the wearer's
encumberance capacity by 3.
Ability
Players using a marked Sabacc deck gain ⬛ to Deception checks when gambling. Noticing a marked
deck requires a Hard (ddd) or Daunting (dddd) Perception check depending on the quality of the
deck (higher quality costs 1,000 credits)
Characters using these cubes may add up to ⬛⬛ to Deception checks when gambling. Noticing that
chance cubes are weighted requires a Formidable (ddddd) Perception check on the first roll but
decreases by one for each subsequent roll.
Ability
Skills: None.
Talents: None.
Abilities: Surgeon's Aid (When a minion group of one or more Mini-Meds performs the Assist
maneuver to help a character with a Medicine check, that character counts as having + 1 rank in the
Surgeon talent per Mini-Med in the group.) Silhouette 0.
Equipment: None.
Skills: Charm 1, Knowledge (Education) 1, Knowledge (Core Worlds) 1, Knowledge (Lore) 1, Knowledge
(Outer Rim) 1, Knowledge (Underworld) 1, Knowledge (Warfare) 1, Knowledge (Xenology) 1.
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater;
immune to poisons and toxins), etiquette and protocol (5YQ-series protocol droids allow allies to add
⬛ to any Negotiation checks or other checks made to negotiate or mediate).
Equipment: None.
Skills: Coercion 3, Computers 4, Gunnery 5, Mechanics 3, Melee 3, Ranged (Heavy) 5, Ranged (Light)
5, Piloting (Planetary) 3, Piloting (Space) 3, Vigilance 2.
Talents: Adversary 2 (upgrade difficulty of all combat checks against this target twice), Barrage 3 (add
three to the damage of all Gunnery or Ranged attacks at medium or long range), Point Blank 3 (add 3
damage to all Ranged (Heavy) or Ranged (Light) attacks made at short or engaged range).
Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater.
Immune to poisons or toxins.).
Equipment: Light repeating blaster (Ranged (Heavy); Damage 11; Critical 3; Range [Long]; Auto-fire,
Cumbersome 4, Pierce 1), built-in light blaster pistol (Ranged (Light); Damage 5; Critical 3; Range
(Medium); Stun Setting), built-in missile tube (Gunnery; Damage 20; Critical 3; Range (Extreme); Blast
10, Breach 1, Cumbersome 3, Guided 3, Limited Ammo 6), built in razor- claws (Melee; Damage 6;
Critical 4; Range (Engaged)).
Skills: Brawl 3, Coercion 4, Computers 3, Cool 3, Perception 3, Ranged (Heavy) 3, Ranged (Light) 3,
Vigilance 3
Talents: Adversary 2, Nobody's fool 2
Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater;
immune to poisons and toxins),
Equipment: None
Skills:
Talents:
Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater;
immune to poisons and toxins),
Equipment:
Ability
Dark side force users with this item increase their wound threshold by 2. Any Dicipline checks to resist
fear caused by a character wearing a demon mask adds ⬛ equal to that of the character's force rating
Extremly rare and often the goal of a long campaign, Requires a Hard (ddd) Knowledge (Lore) check
to activate the device and summon the gatekeeper, GM has complete discression on what benefits
and how long of study it would take to gain said benefits would be but generally two skills,
determined by the holocron (GM) become career skills for the holocron's user as long as it remains in
the users possession (see Table 2-7: Holocron Skills on page 109 of Force and Destiny Core Rulebook
for examples)
Light Side paragons with this item increases their strain threshold by 2.
Wearer of this item gains Cortosis quality for the characters armor and brawl attacks. Brawl attacks
also gain Pierce X where X is the users force rating. (Force Users only)
Increase force rating by 1, Sacrifice a force user with a force rating of a minimum of 1 to increase your
force rating by the same rating but generates 5 conflict at the end of a session if used in addition to
the act of sacrificing someone to the sphere
A Force-sensitive character who dons the Crown of Verity automatically fails all Deception checks
while wearing it. At the same time, they gain automatic sss on any checks to detect lies or determine
whether someone is telling the truth.
A Force-sensitive character who possesses the Dram of Orphne heals 1 additional strain at the end of
an encounter. A Force-sensitive character who possesses the Dram of Orphne also heals 1 additional
wound when benefiting from natural rest. Finally, when making a Medicine check to heal another
character, any character with the Dram of Orphne may add ⬛ to the check.
A Force-sensitive character who possesses a dolina ring seed may perform one free Move maneuver
during each of his turns. This Move maneuver may be in addition to any other maneuvers performed
this turn and can allow the character to perform three maneuvers in a turn. (The user also ignores the
ring seed’s weight.)
When wearing the Eyes of Laqasa, Force-sensitive characters remove all ⬛ imposed due to darkness,
concealment, camouflage, or similar effects, and can see normally as if in normal daylight.
Studying the Grimoire of Syclos the Lame for at least one hour allows a Force-sensitive character to
add C to all Force power checks or checks involving Force talents when dealing with creatures
detailed in the Grimoire. The bonus lasts until the end of the game session. (What creatures the
bonus applies to is ultimately up to the GM, as some creatures may not be covered in the Grimoire.)
However, until the end of the game session, the difficulty of all fear checks made while confronting
these creatures is upgraded twice. Any Conflict generated by a y result on a fear check is doubled.
A Force-sensitive character who wears the Herder’s Gauntlet counts as possessing the Move basic
power, and may make a Move Force power action as a maneuver. A character who does so may not
attack an opponent with this use of the Force power (what constitutes an attack is ultimately up to
the GM, but should include disarming or incapacitating opponents as well as dealing damage).
Master Lodaka’s Lightsaber is a weapon with the following profile: (Lightsaber; Damage 10; Critical 1;
Range [Engaged]; Breach 1, Sunder, Vicious 2).
Master Lodaka’s Lightsaber has an encumbrance of 1 and zero hard points. Attacks made with this
lightsaber ignore the Cortosis quality. It also cannot be shut down due to contact with refined
cortosis.
A Force-sensitive character who possesses Taradon’s Helm may reroll one C when making checks that
involve piloting or using a starship or vehicle. If there is some question as to whether the check
involves piloting or using a starship or vehicle, the GM is the final arbiter.
Once per game session, when a Force-sensitive character hold sthe Tear of the Elders, the character
may make a force power check and spend 2 light or dark side power to detect one threat the PC is
likely to encounter during the current game session. GM has final say on what the threat is and how
the character perceives it, either clearly or metaphorical sense eg a battalion of stormtroopers
metaphoricaly could be a solid white wall that is impossible to penetrate.
Took a few reads to understand but the basics of it is, need to be a force sensitive to use (don’t have
to be strong in force to use it) GM decides how long this will take but should be a very long while for
study, Select a characteristic, must complete 4 lessons by doing discipline checks with increasing
difficulty from average dd to hard ddd to daunting dddd to formidable ddddd. Once all 4 lessons
are complete in a characteristic (tract is what the book calls it) character may (once per day) upgrade
the ability dice pool of any single check related to that characteristic by two steps. Player may once
completed all 4 lessons in a characteristic may move onto another keeping the same benefit they
have acquired
Spend 1 hour and successfully pass a Hard (ddd) check with one of the following skills to receive a
bonus that can be used once in your current session.
Knowledge (Lore): Add ⬛ to any one Knowledge skill check
Perception: Once with a combat skill check a character may reroll one d of their choice
Dicipline: Remove ⬛ on any single skill check your character makes
Make a hard ( ddd ) Discipline check, failure heals 2 strain, success grants the character a vision
learning one thing that involves them that may (at GM's discretion) come to pass in the next week.
After the puzzle is solved it falls apart and cannot be used again until a new puzzle is purchased
While performing a check (including force power checks) a character may use this item to divine the
future, if the check results in having at least one uncanceled a the character adds s and � to the
results as well, if the check results in having at least one uncanceled t, the character instead adds f
and z to the results, if no t or a it does nothing other then maybe look impressive
Meditate with this for an hour and for the next 24 hours after meditation a character may suffer 2
strain to add � to the results of the next check to use the Alter or Battle Meditation force powers
Ability
User can only upgrade one d to a c on any given check, when user attempts to lie or conceal the
truth the GM upgrades any one d in the dice pool into a c, lasts for one scene or combat encounter.
Laste for one encounter and allows the user to upgrade the ability of any Agility based checks until
the end of the encounter, after the effects of impact wear off the character suffers to any Agility,
cunning or intellect based checks for the remainder of the game session.
ignore the effects of a single easy or average critical injury result untill the end of the scene, 2 doses
allow character to ignore a hard critical injury untill the end of the scene or combat encounter
instead, after the effects end the user suffers the critical injury as normal and also suffers ⬛⬛ on all
checks the character makes until the end of the game session.
Use as a maneuver, Gain 10 conflict and adds an automatic zz to the PC's next Force Power check
Injected as a maneuver, Increase users willpower by 1 until the end of the encounter, howerver at the
beginnning of each of the users turns until the end of the encounter suffers 2 strain
Suffer 2 strain and add ⬛ to any brawn or agility checks the user makes until the end of the
encounter, Additional doses inclict more strain but do not give any additional bonuses, Dose is
ineffective and unpleasant for any race other than Devarorians.
Removes added to checks from pain or illness for 12 hours but imposes a t on all checks for 24 hours,
Force users who take the drug receive both effects but for twice the duration as well as count their
force rating as one lower while active.
Same as single dose
After a delay of 5 minutes after application of the serum the victim upgrades the difficulty of all
checks to withhold information or resist manipulation (including resisting force powers such as
influence) by 1 for the next 24 hours
Same as single dose
Lasts one encounter, when a character under the effects of the spice suffers strain they suffer three
less strain to a minimum of 1 (does not apply to voluntary strain loss), Additionally a force user under
the effects of yaladai spice can add c to any force power checks they make, when they do the spice
doubles any strain and conflict suffered for using � to generate �
AoR Core
EotE Core
FaD Core
FaD Core
FaD Core
FaD Core
EotE Core
EotE Core
EotE Core
EotE Core
EotE Core
EotE Core
EotE Core
EotE Core
EotE Core
EotE Core
Serrated Edge 50 1 1
Gene-Lock 500 - 1 7
1 (Per
300 (for
Paired Weapons weapon 3
pair) )
Gyrostabilizer 1,000 - 2 6
Grenade Cling 70 0 2
Commlink 200 0 1
Hardened 900 2 2 4
Any weapon
Any Blaster
Any Blaster
Any Blaster
None
None
Any Helmet
Any Helmet
Any Helmet
Any Armor
Any Armor
Any Armor
Any Armor
Any Armor
Any Armor
Any Armor
Any Armor
Any Armor
Notes
Lightsaber crystal
Upgrade
Lightsaber crystal
Lightsaber crystal
Upgrade
Upgrade
Lightsaber crystal
Lightsaber crystal
Lightsaber crystal
Lightsaber crystal
Lightsaber crystal
Upgrade
Training crystal
Upgrade
Lightsaber crystal
Lightsaber crystal
Upgrade
Upgrade
Upgrade
Upgrade
Upgrade
Lightsaber crystal
Lightsaber crystal
Lightsaber crystal
Lightsaber crystal
Upgrade
Upgrade
Upgrade
Upgrade
Lightsaber crystal
Lightsaber crystal
Lightsaber crystal
Lightsaber crystal
Upgrade
Upgrade
Upgrade
Lightsaber crystal
Lightsaber crystal
Lightsaber crystal
Upgrade
Upgrade
difications
Base Modifiers
Increases Damage by +1, Adds ⬛ to all Mechanics checks when
performing maintanance
Grants Weapon Quality Blast (4), Reduces weapon's range band by one to
a minimum of engaged.
Reduces the difficulty of ranged combat checks at long and extreme range
by one.
Decreases weapon's Cumbersome rating by 3 when set up, May not move
weapon except to piviot once tripod is set up.
Enables weapon to fire using the following profile at the users choice;
(Ranged (Heavy); Dam 10; Crit 2; Range [Short]; Burn 5, Blast 2) Adds
Cumbersome (+1) to weapon.
Enables Weapon to Fire Grenades, This uses the grenades profile, but
uses the Ranged (Heavy) skill to fire and has medium range. Adds
Cumbersome (+1) to weapon and increases encumberance by 2,
Grenades remain as Limited Ammo 1
Damage +1
The weapon can be worn on the user's wrist, allowing him to use his
hands without interference.
as an incidental, the wielder may have the weapon gain the Prepare 1
quality and increases its damage by 4 for the next attack he makes with it,
after firing the weapon runs out of ammunition.
Adds automatic st to the first combat check made with this weapon each
encounter
Remove ⬛ from all combat checks. If not owner add ⬛⬛ to all combat
checks
Adds ⬛ to the first combat check made with the weapon during an
encounter. GM may spend tt or y from any combat check to have the
weapon misfire; running out of ammunition and infliciting 4 strain on the
wielder
Enables the weapon to fire using the following profile at the users choice:
(Ranged [Heavy]; Dam 10; Crit 5; Range [Short]; Disorient 5, Ion) Adds
Cumbersome (+1) to the weapon and increases encumberance by 1.
Character may observe and target enemies who are completely hidden by
solid objects that the weapon can penetrate. At GMs discretion, target
may receive additional defense or even soak to reflect shooting through a
solid object.
May make a Average (dd) Ranged (Light) check to secure the grappling
hook to an object within medium range, on success as an action user may
reel in the cord. Pulling another character the user must make an Average
(dd) Athletics check to avoid losing grip on partner or gun. Increases
encumberance by 2.
Increase the difficulty of any checks made to detect the sheath or the
weapon it holds by two
Once per turn as a maneuver, the wielder may activate the overclock
setting to grant the weapon Vicious 3 (or increase the value of its Vicious
quality by + 3) until the end of the round If the wielder generates ttt or y
on a combat check with the weapon before the end of the next round,
the weapon overheats or shorts out, and ceases to function entirely until
the end of the encounter.
During his turn, the wielder may recover the weapon as an incidental so
long as he is engaged with it
When the wielder of the shield suffers a hit from a Melee. Brawl, or
Lightsaber Combat check. after the attack is resolved, the character may
spend tt or y to cause the attacker to suffer 3 strain (this ignores soak)
Grants weapon quality Blast with a value equal to half of the weapon's
damage (rounded up), Reduces weapon's range by one range band to a
minimum of engaged
Remove ⬛ added by the Called Shot use of the Aim maneuver form
Ranged (Light) and Ranged (Heavy) Checks
Increases weapon damage by 1, adds automatic tt to all combat checks
made using this weapon
Prevents a weapon from breaking down as a result of a specific type of
environment
Increases weapon's range by one range band, adds cumbersome (+2)
quality to the weapon and increases encumberance by +1
Remove ⬛ due to the target's movement or use of the Guarded Stance
maneuver
Adds ⬛⬛ to any perception or vigilance checks made to locate a
concealed shooter firing a silenced Slugthrower
Upgrade ability on Ranged combat checks made with this weapon once.
The explosrve is able to hover over land at roughly the rate of a character
on foot. Includes a holocam and remote-control unit, allowing for
operation and detonation of the mobile explosive from up to extreme
range, intervening materials may decrease this distance. Any skill checks
to operate the mobile explosive use Computers or Piloting (Planetary)
(character's choice).
Base Modifiers
Armor Gains the Cortosis Quality
Removes up to ⬛⬛ added to Perception, Vigilance and other combat
skill checks due to darkness, smoke, or other environmental effects that
obscure vision
Upgrades the ability of all Stealth checks twice while wearing this armor
Increases Wearer's Brawn by one point while wearing this armor. (does
not increase soak or wound threshold)
Gives armor the Superior quality (Soak +1, Encumberance -1). (Can only
be applied once)
Mounts a single weapon on the armor allowing the wearer to aim and fire
it without using his hands or arms (** Predator anyone? **)
While wearing this helmet the user benefits from a general purpose
scanner and adds ⬛ to perception checks made to detect movement or
hidden enemies
Remove ⬛ from Atheltics and Stealth checks while wearing the armor
Make an Average (dd) Ranged (Light) check to secure the grappling hook
to an object wthin medium range, on success as an action may reel cable
in. Pulling another character with him requires an Easy (d) Athletics check
Increase the armor's soak by 3 against weapons with the Ion Quality
Once ber encounter, as a maneuver the wearer can have the armor
attempt to repair itself or provide assistance to a character on a check to
repair it; it counts as having an intellect of 2 and 2 ranks in Mechanics skill
for the check. In addition there is no cost to repair the armor, whether
utilizing only the automatic repair fuctionality or performing the repair
personally.
As a Maneuver the wearer may shed the armor. Armor removed in this
fashion must be reassembled before the wearer can don it again,
reassembly requires several minutes and an Average (dd) Mechanics
check.
Increase armors encumberance by 4. The first time the wearer of this
armor is hit by an attack each encounter, reduce the damage he suffers by
10; the armor suffers minor damage and loses this benefit until fully
repaired.
Base Modifiers
Changes Lightsabers base damage to 8 and critical rating to 3. in addition,
lightsaber gains Breach 1, Burn 1 and sunder weapon qualitys. Benefits
lost if crystal is taken out
May Change blade length once per encounter as an incidental. The next
attack that turn made by the character using this weapon ignores the
target's melee defense
Increase Weapon's damage by 1
Changes Lightsabers base damage to 6 and critical rating to 2. in addition,
lightsaber gains Breach 1 and sunder weapon qualitys. Benefits lost if
crystal is taken out
As a Maneuver the wielder of the lightsaber may adjust the device to deal
Stun damage, While the lightsaber is set to deal Stun damage it decreases
the damage it deals by 2, Increases its critical rating by 1 and loses the
Breach quality, Adjusting the lightsaber to normal settings requries
another maneuver
When attached to a lightsaber hilt , the weapon gains the Stun 2 item
quality. In addition, a single small item with an encumberance value of
zero may be stored in the pommel cap, with GM approval
Enables weapon to fire using the following profile at the user's choice
(ranged [light]; Damage 5; Critical - ; Range [Short]; Stun damage,
Unwieldy +2) Attachment may not be used while Saber is ignited.
Installing this crystal changes a lightsabers base damage to 6 and critical
rating to 2 and the lightsaber gains the breach 1, Vicious 2 and sunder
weapon qualities, When a character wielding this lightsaber makes a
Force power check, add � to the chek. When the Force sensitive
character's Morality rises to 70 or more this crystal has been reclaimed; it
no longer provides � and it loses the Vicious item quality, though it
continues to function as above in all other respects. If the crystal is
removed the lightsaber loses these qualites and reverts to its previous
base damage and critical rating.
The lightsaber loses the Breach quality and gains the Concussive 1,
Knockdown, and Pierce 1 qualities.
Modification Options Book Set Source
2 damage +1 Mods, 1 Weapon Quality (Accurate +1) AoR, EotE Core
Mod, 1 Weapon Quality (Pierce +1) Mod.
1 Weapon Quality (Accurate +1) Mod, 1 Decrease
encumbrance of weapon by one to a minium of one AoR, EotE Core
Mod
1 Innate Talent (Point Blank Rank +1) Mod, 1 Weapon AoR, EotE Core
Quality (Accurate +1) Mod.
2 Weapon quality (Accurate +1) Mods, 1 Innate Talent AoR, EotE Core
(Sniper Shot) Mod.
1 Damage +1 Mod, 1 Weapon Quality (Concussive +1) AoR, EotE, Fad Core
Mod
Strongholds of Resistance
(Alliance Worlds Sourcebook),
None AoR, EotE Lords of Nal Hutta (Hutt Space
Sourcebook)
Strongholds of Resistance
None AoR (Alliance Worlds Sourcebook)
Strongholds of Resistance
1 Weapon Quality (Accurate +1) Mod. AoR (Alliance Worlds Sourcebook)
1 adds additional automatic s to first combat check EotE Fly Casual (Smuggler Sourcebook
made with this weapon each encounter Mod.
4 Increase the number of a poison the reservoir can Lords of Nal Hutta (Hutt Space
EotE
hold by 1 Mods. Sourcebook)
1 Skill (Cool) Mod, 1 Skill (Vigilance) Mod, 2 Innate Special Modifications (Technician
EotE
Talent (Precise Aim) Mods. Sourcebook)
1 Add automatic a to Combat checks with this Keeping the Peace (Guardian
weapon Mod, 1 Activate attachment as an incidental FaD Sourcebook)
Mod.
1 Increase spotlight range to medium Mod, 2 Item Keeping the Peace (Guardian
Quality (Disorient + 1) Mods. FaD Sourcebook)
2 Item Quality (Disorient + I) Mods. 1 Innate Talent Keeping the Peace (Guardian
FaD
(Defensive Stance) Mod. Sourcebook)
2 weapon quality (Disorient +1) Mods AoR Forged in Battle (Soldier Career)
2 Damage +1 Mods, 2 Weapon Quality (Pierce +1) AoR Forged in Battle (Soldier Career)
Mods.
2 Item Quality (Accurate +1) Mods, 1 Innate Talent FaD Savage Spirits (Seeker Career)
(Leathal Blows) Mod.
1 Innate Talent (Precise Aim) Mod. FaD Savage Spirits (Seeker Career)
No Disintergrations (Bounty
1 Cancel an attidional t Mod EotE Hunter Career)
No Disintergrations (Bounty
2 weapon quality (Disorient +1) Mods EotE Hunter Career)
Innate Talent (Master of Shadows) Mod, 1 Skill Core, Savage Spirits (Seeker
AoR, EotE FaD
(Stealth) Mod Career)
2 all sucessful medicine checks made to heal wounds Dangerous Covenants (Hired Gun
the wearer is suffering heal one aditional wound EotE Sourcebook)
Mods.
1 Innate Talent Quick Strike Mod, 2 Add automatic a EotE Lords of Nal Hutta (Hutt Space
to Initiative checks Mods. Sourcebook)
Special Modifications (Technician
2 Increase oxygen supply by two hours Mods EotE Sourcebook)
1 Remove an additional ⬛ from Athletics and Stealth EotE Special Modifications (Technician
checks while wearing the armor Mod Sourcebook)
2 Increase armor's Soak by 1 against damage caused EotE Special Modifications (Technician
by radiation Mods. Sourcebook)
2 Decreases the difficulty of Resilience checks made Keeping the Peace (Guardian
to resist the effects of fire and extreme heat by 1 FaD Sourcebook)
Mods.
1 Innate Talent (Stalker) Mod. 2 Add ⬛ to perception FaD Keeping the Peace (Guardian
checks to see the wearer Mod. Sourcebook)
No Disintergrations (Bounty
1 Skill (Vigilance) Mod, 1 Skill (Survival) Mod. EotE Hunter Career)
1 Increase defense by 1 when taking Guarded Stance AoR Fully Operational (Engineer
maneuver Mod. Sourcebook)
3 Damage + 1 Mods. 1 Innate Talent (Parry) Mod, 1 Keeping the Peace (Guardian
FaD
Item Quality (Disorient + 1) Mods. Sourcebook)
1 Item Quality (Defensive +1) Mod, 1 Item Quality FaD Endless Vigil (Sentinel Career)
(Deflection +1) Mod
1 Innate Talent (Planet Mapper) Mod, 2 Item Quality FaD Savage Spirits (Seeker Career)
(Disorient +1) Mods, 1 Item Quality (Vicious +1) Mod
2 Item Quality (Vicious +1) Mods, 1 Damage +1 Mod. FaD Savage Spirits (Seeker Career)
1 Decrease the value of the weapons Inaccurate item FaD Unlimited Power (Mystic
quality by 1 Sourcebook)
Unlimited Power (Mystic
1 Damage +1 Mod, 1 Item Quality (Disorient +1) Mod FaD Sourcebook)
Step 2: Acquire Materials,This is where the cost of the item is determined, the character goes forth and finds materials to creat
scavenged from a junkyard, purchased from a shop or gone on a epic quest to acquire rare materials for the finished product, t
decides otherwise (id suggest GM gets creative himself here such as if someone makes stuff from a junkyard give it some extra
worthless providing bonuses such as add b to perception checks for anyone thinking this is actually a dangerous weapon )
Step 3: Construction, All that is needed now is time and successful rolls. Extra benefits or negative flaws are chosen and applie
create the item the PC must spend the time creating the item after which they receive it into their inventory. For complex thing
for different stages
Symbols Effect
Practice Makes Perfect: The character learns something valuable, and gains ⬛ on the next check he mak
Two-Handed: Increase the weapon's damage by 1 and encurnbrance by 2, it becomes a weapon that req
a or x Lightweight: Reduce the weapon's encumberance by 1 (to a minimum of 1 ).
Knockdown Quality: The weapon gains the Knockdown quality (this can only be selected once)
Lessons Learned: Reduce the difficulty of the character's next crafting check by 1
Defensive Quality: The weapon gains the defensive 1 quality (or increase its Defensive quality by 1, to a m
Customizeable: Increase the weapon's hard points by 1 (this can only be selected once)
aa or x Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1)
Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum
Stun Quality: This weapon gains the Stun 1 quality (or increase the value of its stun quality by 1)
Efficient Construction : A sizeable portion of the material is unused or can be reclaimed from the process
needed to craft the item (This can only be selected once)
aaa or x Ensnare Quality: The weapon gains the Ensnare 1 quality (or increase its ensnare quality by 1)
Deflection Quality: The weapon gains the Deflection 1 quality (or increase its Deflection quality by 1, to a
Destructive: Increase the weapons damage by 1 (this can only be selected once)
Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1. to a max
Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (this can only be selected once).
aaaa or x Sunder Quality: The weapon gains the Sunder quality (this can only be selected once).
Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this templ
Concussive Quality: The weapon gains the Concussive 1 quality (this can only be selected once).
xx Integral Attachment: Add 1 hard point to the weapon. then install one applicable weapon attachment th
this attachment, and It costs 0 credits.
Exhausting Effort: Upon completing Step 3 of construction the character suffers 3 strain
t or y Heavy: Increase the weapons encumberance by 1
Cumbersome quality: The weapon gains the cumbersome 1 quality (or increases its cumbersome quality
tt or y Hard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1.
Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed and d
ttt or y Difficult to Repair: Increase the diffuclty of checks to repair this weapon by 1
Inaccurate Quality: The weapon gains the inaccurate 1 quality (or increse its inaccurate quality by 1)
tttt or y Brittle: On a result of yfrom a combat check using the weapon, it becomes damage one step
Hidden Flaw: At some point in the in the future, the GM may flip a Destiny Point to have the weapon frac
yy suffering major damage and thus becomes unusable, Once repaired the flaw is gone and cannot be explo
Ranged Weapons
Symbols Effect
Practice Makes Perfect: The character learns something valuable, and gains ⬛ on the next check he mak
Ion Quality: The weapon gains the Ion quality ( this can only be selected once)
a or x Lightweight: Reduce the weapon's encumberance by 1 (to a minimum of 1 ).
Disorient Quality: The weapon gains the Disorient quality (or increase its Disorient qualtiy by 1)
Expanded Magazine: If the weapon has the Limited Ammo quality, Increase its Limited Ammo quality by
Lessons Learned: Reduce the difficulty of the character's next crafting check by 1
Customizeable: Increase the weapon's hard points by 1 (this can only be slected once)
Increased Range: increase the weapons range by 1 range band, to a maximum of extreme (This can only
aa or x Knockdown Quality: The weapon gains the Knockdown quality (This can only be selected once)
Vicious Quality: The weapon gains the Vicious 1 quality (or increse its Vicious quality by 1, to a maximum
Stun Setting: This weapon gains the Stun setting quality (this can only be slected once)
Efficient Construction : A sizeable portion of the material is unused or can be reclaimed from the process
needed to craft the item (This can only be selected once)
Ensnare Quality: The weapon gains the Ensnare 1 quality (or increase its ensnare quality by 1)
aaa or x Destructive: Increase the weapons damage by 1 (this can only be selected once)
Stun Quality: this weapon gains the Stun 3 quality (or increase its stun quality by 1)
Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce Quality by 1)
Auto-Fire Quality: The weapon gains the Auto-fire quality (this can only be selected once)
Burn Quality: The weapon gains the Burn 1 quality (or increase its Burn quality by 1)
aaaa or x Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1. to a max
Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (this can only be selected once).
Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this templ
Blast Quality: The weapon gains the Blast 5 quality (or increse its Blast Quality by 2).
Concussive Quality: The weapon gains the Concussive 1 quality (This can only be selected once)
xx Integral Attachment: Add 1 hard point to the weapon. then install one applicable weapon attachment th
this attachment, and It costs 0 credits.
Exhausting Effort: Upon completing Step 3 of construction the character suffers 3 strain
t or y Heavy: Increase the weapons encumberance by 1
Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its Cumbersome quality
Expensive: The weapon has intricate mechanisms that can only be replaced at substantial cost. Wheneve
(Can only be selected once)
tt or y Cumbersome quality: the weapon gains the cumbersome 1 quality (or increases its cumbersome quality
Hard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1.
Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed and d
Prepare Quality: The weapon gains the Prepare 1 quality (or increase its Prepare quality by 1)
ttt or y Ammunition-Inefficient: During combat, the Game master may make this weapon run out of ammunition
Inaccurate Quality: The weapon gains the inaccurate 1 quality (or increse its inaccurate quality by 1)
Limited Ammo Quality: The weapon gains the Limited Ammo 3 quality (or decrease its Limited Ammo qu
tttt or y Slow firing quality: The weapon gains the Slow firing 1 quality (or increse its slow fringing quality by 1)
Dangerously Volatile: The GM may spend y from any combat check made with this weapon to have it ex
yy each engaged character suffers 10 damage (this can only be selected once)
Armor
Armor Templates
Symbols Effect
Practice Makes Perfect: The character learns something valuable. and gains ⬛ on the next check he mak
a or x Lightweight: Reduce the armor's encumbrance by 1 (to a minimum of 1 ).
Sealable: The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment applied
Lessons Learned: Reduce the difficulty of the character's next crafting check by 1
Extra Melee Defense: Add +1 melee defense to the armor (this can only be selected once).
aa or x Special Embellishment: The wearer of this armor adds automatic a to checks for one of the following ski
Stealth (This can only be selected once)
Efficient Construction : A sizeable portion of the material is unused or can be reclaimed from the process
needed to craft the item (This can only be selected once)
aaa or x Extra Ranged Defense: Add +1 ranged defense to the armor (this can only be selected once).
Extra Hard Point: Add 1 hard point to the armor (to a maximum of 2 additional hard points)
Extra Soak: Add + 1 soak to the armor (this can only be selected once).
Duplicate: Create one additional. identical set of armor (with all of the qualities, improvements, and flaw
aaaa or x Armor Schematic: Create a schematic that permanently reduces the difficulty of checks to create armor o
selected once).
Integral Attachment: Add + 1 hard point to the armor, then install one applicable armor attachment that
xx attachment. and it costs 0 credits.
Exhausting Effort: Upon completing Step 3 of construction the character suffers 3 strain
t or y Heavy: Increase the weapons encumberance by 1
Poor Fit: Donning and removing this armor requires 1 additional action (this can only be selected once)
Complex: The armor is difficult to maintain. Increase the difficully of checks to repair this item by 1
Difficult to Customize: Increase the difficulty of checks to modify auachments on this armor by 1 .
tt or y Restrictive: Ttle wearer of this armor adds automatic t to checks for one of the following skills: Athletics,
be selected once).
Wear and Tear: The tools the character was using to craft the armor are worn down or destroyed, and are
ttt or y Fragile: The armor has a substantial vulnerability that can be exploited, whenever the armor becomes da
would be worse (This can only be selected once)
Expensive: The armor has intricate mechanisms that can only be replaced at substantial cost. Whenever
can only be selected once)
tttt or y Supply Shortage: The character runs out of equipment midway through constructing the armor The craft
and spends credits equal to 25% of the Material Price on these additional supplies (this can only be selec
Unexpected Flaw: The armor has a serious problem the crafter does not detect. At some point in the futu
yy When he does so, the armor counts as suffering major damage. and thus becomes unusable . Once the a
exploited this way again (this can only be selected once) .
Gadgets
Gadget Templates
Name Material Price/Rarity Check
Simple Tool 50 Credits / 1 Easy (d) Mechanics Ch
Specialist Tool 400 Credits / 4 Average (dd) Mechanics
Precision Instrument 150 Credits / 3 Hard (ddd) Mechanics C
Specialist Tool 8 Choose a General Skill, Add a automatic s to checks with that
skill
Choose a general skill, Remove ⬛⬛ from checks with that
Precision Instrument 5
skill.
Symbols Effect
Practice Makes Perfect: The character learns something valuable, and gains ⬛ on the next check he mak
a or x Lightweight: Reduce the weapon's encumberance by 1 (to a minimum of 1 ).
Lessons Learned: Reduce the difficulty of the character's next crafting check by 1
aa or x Compact: if the gadget is of encumbrance 3 or smaller , add ⬛ to checks other characters make to find it
Efficient Construction : A sizeable portion of the material is unused or can be reclaimed from the process
aaa or x needed to craft the item (This can only be selected once)
Safety Features: Add automatic a to checks with the General skill chosen for this tool (This can only be se
Inbuilt Weapon: Choose a weapon of encumbrance 2 or lower that the character possesses to build into
aaaa or x contains a weapon (this can only be selected once)
xx Supreme Crafsmanship: Choose a General skill, upgrade checks with that skill made with this tool once.
Exhausting Effort: Upon completing Step 3 of construction the character suffers 3 strain
t or y Heavy: Increase the weapons encumberance by 1
ttt or y Unpresentable: Decrease the base price others are willing to pay for this item by 50% (this can only be se
tttt or y Frigile: Whenever this item would be damage one step, it is damage two steps instead (this can only be s
yy Faulty: Whenever a character uses this tool for a check, upgrade the difficulty of the check once.
Cybernetics
Cybernetic Templates
Name Material Price/Rarity Check
Symbols Effect
a or x Practice Makes Perfect: The character learns something valuable, and gains ⬛ on the next check he mak
Intergrated Tool: Choose a General skill; this cybernetic allows a character to make checks with the skill.
aa or x job.
Unobtrusive: Add ⬛ to checks to determine that the character has the cybernetic installed.
aaa or x Tailored: If built for a specific being, this cybernetic does not require a check to be installed into that bein
Inbuilt Weapon: Choose a weapon of encumbrance 2 or lower that the character possesses to build into
aaaa or x cybernetic contains a weapon (this can only be selected once)
xx Ion-Shielded: This Cybernetic does not shut down as normal when affected by weapons with the Ion qua
t or y Exhausting Effort: Upon completing Step 3 of construction the character suffers 3 strain
tt or y Difficult to Install: Increase the difficulty of checks to install this cybernetic by 1
ttt or y Wear and Tear: the tools character was using to craft the cybernetic are worn down or destroyed, and are
yy Severe Feedback: When making a check using the cybernetic, the character implanted with it suffers 1 st
Lightsabers
If PC already has a Lightsaber or Lightsaber hilt they may attemt to reforge that saber for 50% less of the material cost.
(Be advised not all hilts have been covered by the Endless Vigil book so for missing information on how to craft, consult your G
Lightsaber Templates
Disguised: Add ⬛ to other characters checks to identify the lightsaber hilt as such while it is not ignited.
aa or x Counterweight: Increase the lightsaber's encumberance by 2; it loses the Unwieldy quality and gains the
once)
Crossguard: The lightsaber hilt gains a crossguard, it gains the Defensive 1 quality (or increase the value o
hook their oppnents blade and disarm them (can only be slected once)
Customizable: Increase the lightsabers hard points by 1 (can only be selected once)
aaa or x Delicate Balance: The lightsaber loses the Cumbersome quality and gains the Unwieldy quality with the s
Personalized Design: When the crafter makes a successful lightsaber check with this weapon, add an aut
checks other characters make with this lightsaber (this can only be selected once)
Inbuilt: The hilt is constructed as part of another item, such as a tool or weapon. Choose an appropriate
increase its encumbrance by that of the lightsabers hilt, the hillt is part of that item. While the lightsaber
aaaa or x purpose and must spend a maneuver to switch between functions (this can only be selected once)
Energy Bleed: The lightsaber gains the Stun 2 quality (or increase the value of the stun quality by 2)
Fine-Tuned Emitter: Add automatic a to combat checks made with this lightsaber (this can only be select
x Personalized Inlay: Reduce the diffficulty of checks to modify any lightsaber crystal installed in this weapo
Integral Attachment: Add + 1 hard point to the Lightsaber, then install one applicable weapon attachmen
xx attachment. and it costs 0 credits.
Oddly Weighted: The Lightsaber gains the cumbersome 2 quality (or increase the value of its Cumbersom
tt or y Fragile Casing: Increase the difficulty of checks to repair this lightsaber by 1
Awkward Grip: The lightsaber gains the Unwieldy 2 quality (or increase the value of its Unwieldy quality
ttt or y Misaligned Emitter: The lightsaber requires a maneuver to ignite rather than an incidental, it can still be p
Erratic: Once per combat encounter the GM may spend y from any combat checks with the lightsaber to
shocking the wielder. The lightsaber becomes damaged one step and the wielder suffers 3 strain (This can
tttt or y Poor Focusing Lens: The lightsaber gains the Inaccurate quality (or increase the value of its inaccurate qu
quality by 1 instead)
Faulty Inlay: Increase the diffuclty of chcks to modify any lightsaber crystal installed in this weapon by 1 (
y Tragic Accident: During the process of crafting the hilt, the character's focus slips at a key moment and th
character suffers a critical injury (This can only be selected once)
Unstable: The GM may spend y from any combat check with the lightsaber to have it sputter and short o
yy Mechanics check.
Learning Experience: The crafter learns valuable techniques in the attempt; that PC gains ⬛ on the next
x (Failed Check) materials.
Horrible Accident: Not only has the crafter failed to fashion a working hilt, but the hilt mechanism has ex
yy(Failed Check) addition all of the materials are destroyed
Droids
There are 4 steps to this process, the 4th step being programing
Droid Templates
Name Material Price/Rarity Check
Monotask Chassis 600 credits / 2 Average (dd) Mechanics
Labor Chassis 3,500 credits / 3 Average (dd) Mechanics
Combat Chassis (R) 3,250 credits / 4 Hard (ddd) Mechanics C
Specialist Chassis 4,500 credits / 3 Daunting (dddd) Mechani
Advanced combat Chassis (R) 32,500 credits / 7 Formidable (ddddd) Mecha
BRAWN - 4
BRAWN - 1 BRAWN - 3 BRAWN - 2 BRAWN - 1 AGILITY - 3
AGILITY - 1 AGILITY - 1 AGILITY - 2 AGILITY - 1 INTELECT -3
INTELECT - 1 INTELECT - 2 INTELECT - 1 INTELECT - 2 CUNNING -3
CUNNING - 1 CUNNING - 1 CUNNING - 1 CUNNING - 2 WILLPOWER - 1
WILLPOWER - 1 WILLPOWER - 1 WILLPOWER - 1 WILLPOWER - 2 PRESENCE - 1
PRESENCE - 1 PRESENCE - 1 PRESENCE - 1 PRESENCE - 2 SOAK VALUE - 7
SOAK VALUE - 2 SOAK VALUE - 4 SOAK VALUE - 4 SOAK VALUE - 3
W THRESHOLD - 4 W THRESHOLD - 11 WS THRESHOLD - 19
W THRESHOLD - 3 W THRESHOLD - 7 THRESHOLD - 10
M DEFENSE - 0 M DEFENSE - 0 M DEFENSE - 0 M DEFENSE - 0 M DEFENSE -0
R DEFENSE - 0 R DEFENSE - 0 R DEFENSE - 0 R DEFENSE - 0 R DEFENSE - 1
Symbols Effect
Practice Makes Perfect: The character learns something valuable, and gains ⬛ on the next check he mak
a or x Reinforced Chassis: Increase the droids wound threshold by 1.
Unobtrusive: The droid gains 1 rank of the indistinguishable talent (This can only be selected once)
Lessons Learned: Reduce the difficulty of the character's next crafting check by 1
aa or x Deflective Carapace: Increase droid's melee defense by 1 (to a maximum of 2)
Narrow Profile: Increase droid's ranged defense by 1 (to a maximum of 2)
Armor Plating: Increase the droid's soak by 1 (this option can only be selected once).
aaa or x Unusual Size: lncrease or decrease the droid's silhouette by 1 to a minimum of 0 (this option can only be
Modular Hardware: Choose one cybemet-implant; the droid is already installed with this cybernetic impl
Chassis Schematic: Create a schematic that permanently reduces the difficulty of creating a droid chassis
aaaa or x Superior Hardware: Increase any 1 of the droids characteristics by 1 to a maximum of 6
Exhausting Effort: Upon completing Step 3 of construction the character suffers 3 strain
t or y Specialized Hardware: The droid suffers ⬛ on skill checks for which it has no ranks in the applicable skill.
Difficult to Customize: Increase the difficulty of checks to install cybernetics in this droid by 1
tt or y
ttt or y Wear and Tear: The tools the character was using to craft the droid are worn down or destroyed, and are
Volatile Power Core: Whenever this droid suffers a Critical Injury add +50 to the result. If the Critical Injur
yy suffers 10 damage (this can only be selected once)
Step 4 Programing
Droid Directive Templates
Name Check
Labor Directives Easy (d) Computers Check
Combat Directives Average (dd) Computers Check
Translation Directives Hard (ddd) Computers Check
Repair Directives Hard (ddd) Computers Check
Navigation Directives Hard (ddd) Computers Check
Healing Directives Daunting (dddd) Computers Check
Elimination Directives Formidable (ddddd) Computers Check
Options
Labor Directives 2 Ranks in any one General skill (group skill if minion)
Combat Directives 1 rank in three different combat skills (group skill if minion), Gains Body Guard 1 talent
Translation 1 rank in three different Knowledge skills (group skill if minion), Gains Convincing Demeanor 1 and Kill wit
Directives
Repair Directives Computers 1, Mechanics 2 (group skills if minion), Gains Gearhead 1 talent and Solid Repairs 1 talent
Navigation Directives Astrogation 2, Computers 1, Piloting (Space) 1 (group skills if minion), Gains Galaxy Mapper 1 talent and T
talent
Healing Directives Knowledge (Xenology) 1, Medicine 2, (Group skills if minion), Gains Bacta Specialist 1 talent and Surgeon
Elimination 4 ranks in each of three different combat skills, Cool 2, Knowledge (Xenology) 1, Mechanics 2, Stealth 2, G
Directives talent and Lethal Blows 3 talent.
Symbols Effect
Random Positive Quirk: Adds one positive personality trait that is randomly selected (only selected once)
a or x Archival Functions: Add one new Knowledge skill to the droid's hst of skills at rank 1; if the droid is a min
selected once).
Adaptive Programming: Add 1 rank to any skill the droid possesses. This cannot be applied to minion dro
Broad Utility: Add one new General skill to the droid's list of skills at rank 1; if the droid is a minion. add t
aa or x once)
Positive Quirk: Add one posilive personality trail of the crafter's invention or choice
Defense Programming: Add one new Combat skill to the droid's list of skilis at rank 1: if Lhe droid is a min
aaa or x selected once)
Behavioral Optimization: Add 1 rank to any ranked talent the droid possesses (this can only be selected o
xx Program Pattern: Create a program that permanenlly reduces the difficulty of programming droids with t
tt or y Poor Listenting Skills: Add to checks to give this droid orders (can only be selected once)
Negative Quirk: Add one negative personality trait of the GM's invention or choice (chis can only be selec
ttt or y Limited Programming: The droid upgrades the difficulty of skill checks for which It has no ranks in the ski
yy Unknown Flaw: Add one secret negative personality trait of the GM's invention or choice, The GM is resp
Frame Templates
Symbols Effect
Lessons Learned: The character learns something valuable. and gains ⬛ on the next check the character
a or x larger Scope: Increase the craft's silhouette by one (this can only be selected once).
Extra Hard Point: Add one (Customization hard point to the craft (this can only be selected once)
aa or x Integrated Improvement: Increase or decrease the crew or passenger capacity by half, rounded up (this c
Reinforced Construction: Increase the craft's hull trauma threshold by one
Hard Work Recognized: The frame catches the attention of high-ranking Engineers; increase the crafter's
Efficient Construction: A sizable portion of the material is unused or can be reclaimed from the process: t
aaa or x needed to craft the item (this can only be selected once)
Elegant Design: Reduce the craft's silhouette by one (this can only be selected once)
Too Big to Hurt: Add the Massive 1 special rule to the craft or increase the value of this rule by one (this c
x Schematic: Create a schematic that permanently reduces the difficulty of creating frames of this template
Modifiable: Reduce the difficulty of checks to modify attachments on this vehicle by one (to a minimum o
t or y This is a Tough One: Upon completing Step 4: Assembly, the character suffers 5 strain.
tt or y Difficult to Integrate: When a character attempts Step 4: Assembly using this core component, upgrade t
ttt or y Difficult to Repair: Increase the difficulty of checks to repair this craft once.
y Faulty Wiring: The GM may spend ttt or y that a character generates on a Piloting check with this craft to
PROFILES
Engine Templates
Symbols Effect
a or x Lessons Learned: The character learns something valuable. and gains ⬛ on the next check the character
Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process,
needed to craft the item (this can only be selected once).
aaa or x Enhanced Power to Deflectors: Increase each vehicle defense zone's rating by one or one zone's defense
Easy to Repair: Reduce the difficulty of checks to repair Critical hits this craft is suffering by one (to a min
Fine-Tuned: Remove from pioloting checks caused by navigation hazards and difficult terrain (this can on
x Schematic: Create a schematic that permanently reduces the difficulty of creating engines of this templat
t or y This is a Tough One: Upon completing Step 4: Assembly, the character suffers 5 strain.
Difficult to Integrate: When a character attempts Step 4: Assembly using this core component, upgrade t
tt or y Treacherous to Repair: Upgrade the difficulty of checks to repair Critical Hits this craft is suffering once (t
Unreliable Output : The GM may spend ttt or y that the pilot generates on a Piloting check with this craft
ttt or y to have it suffer the "Power Fluctuations" Critica I Hit result
Prone to Failure: The GM may spend y that a character generates on a Piloting check with this craft to ha
y Fuel Hog: Whenever this vehicle suffers 1 or more system strain, it suffers that amount plus 1 instead
Profiles
Single Ion Coil Electron Baffled Engine Ion Turbine Engine
Base Modifiers: Installing this core Base Modifiers: Installing this core Base Modifiers: Installing this core
component changes a craft's speed to 1, component changes a craft's speed to 2, componen tchanges a craft's speed to
defense to 0/0/0/0, and system strain defense to 0/0/0/2 , and system strain 1 , defense to 1/0/0/0, and system strain
threshold to 3 x silhouette. threshold to 5 x silhouette. th reshold to 10x Silouette.
Modification Options: 3 Increase speed Modification Options: 2 Increase speed Modification Options: 1 Increase speed
by one (to a maximum of 6) Mods, 3 by two (to a maximum of 6) Mods, 2 by one (to a maximum of 6) Mod, 5
Increase system st rain threshold by Increase system strain threshold by Increase system strain threshold by
silhouette Mods. silhouette Mods, 2 Increase aft defense silhouette Mods, 2 Increase fore defense
Hard Points Required: 2 Mods by one Mods.
Hard Points Required: 4 Hard Points Required: 3.
Fusial Thrust Engine High Performance Repulsor Clustor Ion Drive Array
Base Modifiers: Installing this core Base Modifiers: Installing this core Base Modifiers: Installing this core
component changes a craft's speed to 3, component changes a craft's speed to 4, component changes a craft's speed to 4,
defense to 1/0/0/0. and system strain defense to 1/1/1/1, and system strain defense to 0/0/0/0, and system strain
threshold to 4 x silhouette. threshold to 5 x silhouette. threshold to 2x silhouette.
Modification Options: 2 Increase speed Modification Options: 1 Increase speed Modification Options: 2 Increase speed
by one (to a maximum of 6) Mods, 2 by one (to a maximum of 6) Mod. by one (to a maximum of 6) Mods. 1
Increase aft defense by 1 Mods. Hard Points Required: 4. Increase system strain threshold by
Hard Points Required: 3. silhouette Mod. 1 Increase fore defense
by one Mod, 1 Increase aft defense by 1
Mod.
Hard Points Required: 4.
Hull Templates
Symbols Effect
Lessons Learned: The character learns something valuable. and gains ⬛ on the next check the character
a or x Cargo Pods: Increase the crafts encumberance capacity by its silhouette. If the vehicle is a freighter, incre
increase is doubled to four times the silhouette)
Extra Hard Point: Add one customization hard point to the craft (this can only be selected once per hull)
aa or x Layered Plating: Increase the craft's armor by one (this can only be selected a number of times up to the
Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process,
needed to craft the item (this can only be selected once).
aaa or x Maneuvering Fins: Increase the crafts handling by one (to a maximum of +3).
Integrated System: Add +1 hard point to the craft, then install one applicable vehicle attachement that re
attachment, and it costs zero credits
x Schematic: Create a schematic that permanently reduces the difficulty of creating engines of this templat
Too Tough to Hurt: Add the Massive 1 special rule to the craft or increase the value of this rule by one (th
t or y This is a Tough One: Upon completing Step 4: Assembly, the character suffers 5 strain.
Difficult to Integrate: When a character attempts Step 4: Assembly using this core component, upgrade t
tt or y
ttt or y Tight Quaters: Add ⬛ to all checks except piloting and Gunnery made while abord this vehicle (this can o
y Loose Plating: The GM may spend yy that the pilot generates on a piloting check with this craft to have i
Profiles
Symbols Effect
Lessons Learned: The character learns something valuable. and gains ⬛ on the next check the character
Improved Safety Features: Whenever a characler in this vehicle would suffer wounds or strain from a Criti
a or x or other similar occurrences, the character suffers two fewer wounds or strain. to a minimum of 1. This d
only be selected once).
Customized Controls: Choose a pilot; that character adds ⬛ to Piloting checks made with this craft (this c
aa or x Under Budget: The character retains supplies worth 25% of the credit cost in the Additional Resources Ne
the credit cost).
Distinctive Style: Crew of the craft add ⬛ to Charm, Coercion. and Negotiation checks made in the prese
aaa or x Ahead of Schedule: Reduce the time required for Step 4: Assembly by 25% (to a minimum of one hour).
Masterful Construction: If this craft ever suffers the "Vaporized" Critical Hit result or should otherwise be
Hit result instead.
x Assembly Plans: The crafter fashions a detailed manual covering how the item was assembled, including
of assembling starships and vehicles of this silhouette by one to a minimum of simple [-]
t or y This is a Tough One: Upon completing Step 4: Assembly, the character suffers 5 strain.
Finicky Interface: Increase the difficulty of checks to modify attachments to this craft by one (this can onl
tt or y Doesn't Look like Much: Decrease the price that any buyer is willing to pay for this craft by 50% (this can
Complex Construction: Increase the difficulty of checks to repair this craft once (thiS can only be selected
ttt or y Specialized: The crafter chooses one environment of operation (such as space, low atmosphere, or high a
piloting checks made with this vehicle (can only be selected once)
Defective Seals: The GM may spend "yy" that a character generates on a Piloting check with this craft to
y only be selected once)
dgets and Cybernetics)
te. The difficulty of the task is also provided in this step all based on the
rth and finds materials to create the desired item, be the materials
rials for the finished product, this has no effect on gameplay unless GM
m a junkyard give it some extra negative results but looks unassuming and
ally a dangerous weapon )
ve flaws are chosen and applied at this point too, if successful on the roll to
eir inventory. For complex things like droids multiple checks may be needed
Vibro ax,
1 day
Hard (ddd) Mechanics Check Vibroknife,
(24 hours) Vibrosword
2 days Electrostaff, Force
Daunting (dddd) Mechanics Check (48 hours) Pike
3 5 Stun 3 One-Handed
s ⬛ on the next check he makes with the same skill belore tne end of the session
it becomes a weapon that requires two hands to wield (this can only be selected once).
1 ).
nly be selected once)
ck by 1
ts Defensive quality by 1, to a maxunum of 3).
elected once)
e quality by 1)
ious quality by 1, to a maximum of 5)
f its stun quality by 1)
be reclaimed from the process, the character retains supplied worth 50% of the material price
nsnare quality by 1)
its Deflection quality by 1, to a maximum of 3)
once)
Point to have the weapon fracture or break. When the GM does so, the weapon counts as
aw is gone and cannot be exploited again.
Slugthrower Pistol,
Average (dd) Mechanics or Survival Check 8 hours Flechette Pistol
Slugthrower
Hard (ddd) Mechanics Check 8 hours Rifle,Rail gun
Hard (ddd) Mechanics Check 12 hours Blaster Pistol
Hard (ddd) Mechanics Check 16 hours Blaster Rifle
Missile launcher.
Daunting (dddd) Mechanics Check 16 hours Torpedo Launcher
Missile, Micro-
Hard (ddd) Mechanics Check 4 hours Torpedo
Frag Grenade, Stun
Hard (ddd) Mechanics Check 2 hours Grenade
Anti-Personnel
Hard (ddd) Mechanics Check 4 hours mine, Ion Mine
Encum HP Special
3 0 Limited Ammo 1
1 0 -
5 1 Cumbersome 2
1 3 -
4 4 -
6 4 Cumbersome 3
s ⬛ on the next check he makes with the same skill before the end of the session
nce)
1 ).
Disorient qualtiy by 1)
e its Limited Ammo quality by 1
ck by 1
ected once)
mum of extreme (This can only be selected once)
nly be selected once)
ous quality by 1, to a maximum of 5)
lected once)
be reclaimed from the process, the character retains supplied worth 50% of the material price
nsnare quality by 1)
once)
lity by 1)
e Quality by 1)
selected once)
ality by 1)
Accurate quality by 1. to a maximum of 3).
n only be selected once).
reating weapons of this template by 1 (to a minimum of Simple [-])
ality by 2).
nly be selected once)
plicable weapon attachment that requires 1 or fewer hard points. No checks required to obtain
uffers 3 strain
d at substantial cost. Whenever it becomes damaged, the cost to repair the weapon is doubled
Average (dd) Mechanics Check 6 hours +1 soak, +0 defense, 1 encumberance, 0 hard points
Average (dd) Mechanics Check 12 hours +2 soak, +0 defense, 2 encumberance, 0 hard points
Average (dd) Mechanics Check 16 hours +1 soak, +0 defense, 4 encumberance, 4 hard points
Average (dd) Mechanics Check 24 hours +1 soak, +1 defense, 2 encumberance, 1 hard points
Hard (ddd) Mechanics Check 48 hours +2 soak, +0 defense, 4 encumberance, 3 hard points
Daunting (dddd) Mechanics Check 72 hours +2 soak, +1 defense, 6 encumberance, 4 hard points
Formidable (ddddd) Mechanics Check 120 hours +2 soak, +2 defense, 6 encumberance, 6 hard points
s ⬛ on the next check he makes with the same skill before the end of the session.
ck by 1
e selected once).
cks for one of the following skills: Charm, Coercion, Negotiation, Leadership, Resilience, or
be reclaimed from the process, the character retains supplied worth 50% of the material price
be selected once).
onal hard points)
lities, improvements, and flaws that the first possesses) at no extra cost.
ulty of checks to create armor of this template by 1. to a minimum of Simple ( -) (this can only be
licable armor attachment that requires 1 hard point. No check is required to obtain this
uffers 3 strain
at substantial cost. Whenever it becomes damaged, the cost to repair the armor is doubled (this
nstructing the armor The crafter cannot finish it until he has a chance to acquire more supplies
supplies (this can only be selected once).
etect. At some point in the future, the GM may spend a Destiny Point to cause the armor to fail.
ecomes unusable . Once the armor has been repaired, this flaw is removed and cannot be
Check Time
Easy (d) Mechanics Check 2 hours
Average (dd) Mechanics Check 10 hours
Hard (ddd) Mechanics Check 16 hours
Examples
allows a character to make Climbing gear, datapad, hand scanner,
's Discretion, this tool counts emergency medpac, toolkit, slicer gear
utomatic s to checks with that Bacta tank, scanner dish, table saw welding
gear.
⬛⬛ from checks with that Microscope, Thermal cloak, Scanner goggles
s ⬛ on the next check he makes with the same skill belore the end of the session
1 ).
ck by 1
ther characters make to find it on the wearer's persone (do a maximum of ⬛⬛⬛)
be reclaimed from the process, the character retains supplied worth 50% of the material price
aracter possesses to build into the gadget. Add ⬛ to checks to determine that the gadget
uffers 3 strain
1
maged one step (This can only be selected once)
Check Time
Examples
b or organ Prosthetic limb or organ
rawn or Agility by 1, a
1 arm cybernetic and 1 leg Enhanced arm, leg or other limb
ybernetic provides one rank in Brain implant, Enhanced senses
s ⬛ on the next check he makes with the same skill belore the end of the session
to make checks with the skill. At the GM's discretion. This tool counts as the right tool for the
bernetic installed.
Lightsaber Pike,
Hard (ddd) Mechanics Check 12 hours Long-handle
Lightsaber
1 5 One-Handed
Attachments and
2 4 Linked 1, Unwieldy 3 Two Handed crystals cost double
Breach 1, Cumbersome
2 4 Two Handed
3, Defensive 1, Sunder
Cumbersome 3,
2 4 Two Handed
Defensive 1
+1 damage to
1 4 Unwieldy 3 Two Handed installed crystals
+1 damage to
2 5 Cumtersome 3 Two Handed installed crystals
-1 damage to
1 3 Defensive 2 One-Handed installed crystals
2, it now requires two hands to wield (this can only be selected once and cannot be selected
f 1 ).
quality (or increase the value of its defensive quality by 1), and the user can spend aa or x to
ed once)
he Unwieldy quality with the same value (This can only be selected once)
k with this weapon, add an automatic s to the results. Add an automatic t to the lightsaber
d once)
eapon. Choose an appropriate item of encumbrance 1 or higher that the character possess and
hat item. While the lightsaber is ignited the wielder cannot use the original item for its intended
n only be selected once)
e of the stun quality by 2)
t checks with the lightsaber to have the energies within ripple out, damaging the hilt and
wielder suffers 3 strain (This can only be selected once)
e the value of its inaccurate qualtiy by 1) if it has the Accurate quality reduce the value of that
t; that PC gains ⬛ on the next attempt made to craft a hilt and does not need to purchase new
but the hilt mechanism has exploded, the crafter suffers a Critical injury with a +20 to the roll, in
Check Time
Average (dd) Mechanics Check 1 day (24 hours)
Average (dd) Mechanics Check 2 days (48 hours)
Hard (ddd) Mechanics Check 2 days (48 hours)
Daunting (dddd) Mechanics Check 3 days (56 hours)
Formidable (ddddd) Mechanics Check 10 days (240 hours)
s ⬛ on the next check he makes with the same skill belore the end of the session
ck by 1
of 2)
ted once).
m of 0 (this option can only be selected once)
alled with this cybernetic implant at no additional cost (this can only be selected once).
n process.
uffers 3 strain
no ranks in the applicable skill.
s in this droid by 1
by 1
k the droid makes to have it shut down until the end of the encounter (this can only be selected
o the result. If the Critical Injury effect kills the droid, it explodes and each engagd character
Time
8 hours
16 hours
1 day (24 hours)
1 day (24 hours)
3 days (72 hours)
3 days (72 hours)
7 days (168 hours)
uard 1 talent
or choice
s at rank 1: if Lhe droid is a minion. add this skill to its group skills instead (this can only be
selected once)
ntion or choice, The GM is responsible for how-if ever-this personality trait comes into play
Check Time
Average (dd) Mechanics Check 12 hours
Average (dd) Mechanics Check 24 hours
Hard (ddd) Mechanics Check 24 hours
Hard (ddd) Mechanics Check 3 days (72 hours)
Hard (ddd) Mechanics Check 3 days (72 hours)
Hard (ddd) Mechanics Check 10 days (240 hours)
Hard (ddd) Mechanics Check 10 days (240 hours)
Daunting (dddd) Mechanics Check 20 days (480 hours)
Daunting (dddd) Mechanics Check 20 days (480 hours)
Daunting (dddd) Mechanics Check 50 days (1,200 hours)
Formidable (ddddd) Mechanics Check 50 days (1,200 hours)
Formidable (ddddd) Mechanics Check 100 days (2,400 hours)
n the next check the character makes with the same skill be fore the end of the session.
ed once).
ted once)
ers 5 strain.
his core component, upgrade the difficulty of the Mechanics check once
.
Piloting check with this craft to have it suffer the "Major System Failure ' Critical Hit result
Airspeeder Walker
ehicle Type: Airspeeder. Vehicle Type: Walker.
Silhouette: 2. Silhouette: 3.
ull Trauma Threshold: 5. Hull Trauma Threshold: 15.
um Altitude: 100 kilometers. Sensor Range: Close.
Sensor Range: Close. Crew: One pilot.
Crew: One pilot. Encumbrance Capacity: 2.
cumbrance Capacity: 5. Passenger Capacity: None.
Passenger Capacity: 2. Customization Hard Points: 9.
tomization Hard Points: 8.
Shuttle Corvette
Class: Shuttle. Class: Corvette.
Silhouette: 4. Silhouette: 4.
ll Trauma Threshold: 25. Hull Trauma Threshold: 25.
Sensor Range: Short. Sensor Range: Medium.
w: One pilot, one co-pilot. Crew: 100 officers. pilots. and crew
cumbrance Capacity: 50. Encumbrance Capacity: 500.
assenger Capacity: 10. Passenger Capacity: 200.
omization Hard Points: 10. Customization Hard Points: 12.
Space Station
Destroyer Class: Space Station.
Class: Destroyer. Silhouette: 8.
Silhouette: 4. Hull Trauma Threshold: 150.
ll Trauma Threshold: 25. Sensor Range: Long.
Sensor Range: Long. Crew: 60 ,000 or more administrators,
0,000 officers. pilots. and crew technicians, and laborers.
mbrance Capacity: 10,000. Encumbrance Capacity: 100,000
ssenger Capacity: 5.000 Passenger Capacity: 40,000.
omization Hard Points: 17. Customization Hard Points: 50.
Check Time
Easy (d) Mechanics Check 24 hours
Average (dd) Mechanics Check 2 days (48 hours)
Average (dd) Mechanics Check 2 days (48 hours)
Hard (ddd) Mechanics Check 2.5 days (60 hours)
Hard (ddd) Mechanics Check 5 days (120 hours)
Daunting (dddd) Mechanics Check 5 days (120 hours)
n the next check the character makes with the same skill be fore the end of the session.
be reclaimed from the process, the character retains supplies worth 50% of the Material price
g by one or one zone's defense rating by two (this can only be selected once).
ft is suffering by one (to a minimum of simple [-])
ers 5 strain.
his core component, upgrade the difficulty of the Mechanics check once
ts this craft is suffering once (this can only be selected once).
oting check with this craft to have it suffer the "Engines Down" Critical Hit result
hat amount plus 1 instead
ne Engine
difiers: Installing this core
n tchanges a craft's speed to
e to 1/0/0/0, and system strain
d to 10x Silouette.
tion Options: 1 Increase speed
o a maximum of 6) Mod, 5
ystem strain threshold by
Mods, 2 Increase fore defense
ods.
ts Required: 3.
Array
difiers: Installing this core
nt changes a craft's speed to 4,
o 0/0/0/0, and system strain
to 2x silhouette.
tion Options: 2 Increase speed
o a maximum of 6) Mods. 1
ystem strain threshold by
Mod. 1 Increase fore defense
od, 1 Increase aft defense by 1
ts Required: 4.
Check Time
Average (dd) Mechanics Check 24 hours per silhouette
Average (dd) Mechanics Check 24 hours per silhouette
Average (dd) Mechanics Check 2 days (48 hours) per silhouette
Hard (ddd) Mechanics Check 3 days (72 hours) per silhouette
Hard (ddd) Mechanics Check 4 days (96 hours) per silhouette
n the next check the character makes with the same skill be fore the end of the session.
the vehicle is a freighter, increase its encumberance by twice its silhouette (if spending x this
nly be selected once per hull)
d a number of times up to the vehicle's silhouette)
be reclaimed from the process, the character retains supplies worth 50% of the Material price
3).
ble vehicle attachement that requires 1 or fewer hard points. No check is required to obtain this
ers 5 strain.
his core component, upgrade the difficulty of the Mechanics check once
g check with this craft to have it suffer the "Destabilized" Critical hit result
mored Hull
difier: Installing this core
nt changes a craft's armor to 1
ing to -1 .
tion Options: 2 Increase armor
ods. 1 Increase encumbrance
by silhouette Mod, 2 Increase
r capacity by one Mod, 1
handling by one Mod.
ts Required: 3
Time Resources Needed
1 day (24 hours] -
n the next check the character makes with the same skill be fore the end of the session.
er wounds or strain from a Critical Hit the vehicle suffers, as a result of working on the vehicle,
rain. to a minimum of 1. This does not apply to strain or wounds suffered voluntarily (this can
ecks made with this craft (this can only be selected once)
in the Additional Resources Needed column during Step 4: Assembly (to a minimum of 50% of
ation checks made in the presence of the vessel (this can only be selected once) .
% (to a minimum of one hour).
t result or should otherwise be instantaneously destroyed, it suffers the "Breaking Up" Critical
tem was assembled, including tips learned in the effort. This permanently reduces the difficulty
m of simple [-]
ers 5 strain.
Piloting check with this craft to have it suffer the "Major Hull Breach" Critical Hit result (this can
s
Auto-Fire Active aa No
Cortosis Passive No
Inferior Passive No
Ion Passive No
Knockdown Active aa No
Sunder Active a No
Superior Passive No
Tractor Passive No
Attacking with a weapon on Auto-fire is generally less accurate, the attacker must
increase the difficulty of the attack check by d. The user may choose to not use the
Auto-fire quality on a weapon; in this case, he cannot trigger the quality, but also does
not suffer the aforementioned penalty.
If the attack hits, the attacker can trigger Auto-fire by spending aa. Auto-fire can be
triggered multiple times. Each time Auto-fire is triggered, it deals an additional hit to
the target. Each of these counts as an additional hit from that weapon, and each hit
deals base damage plus the number of uncanceled s on the check.
These additional hits can be allocated to the target, or to other targets within range of
the weapon. If the attacker wishes to hit multiple targets, he must decide to do so
before making the check. Furthermore, if he to hit multiple targets, his initial target
must always be the target with the highest difficulty and highest defense (if this is two
separate targets, the GM chooses which target is the initial target). The initial hit must
always be against the initial target. Subsequent hits generated can be allocated to any
of the other designated targets.
Auto-fire weapons can also activate one Critical Injury for each hit generated on the
attack, per the normal cost; the Critical must target the target of the specific hit.
The weapon has a large spread, an explosive blast, or similar area of effect. If the
attack is successful and Blast activates, each character (friend or foe) engaged with the
original target suffers damage equal to the weapon’s Blast rating (plus an additional
wound per s as usual). In a relatively small and enclosed area, the Game Master might
decide that everyone in the room suffers damage.
If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor
aim on the part of the firer (or quick reactions on the part of the victims) means the
explosion may not catch anyone else in its radius. However, the user may also trigger
Blast if the attack misses by spending aaa. In this case, the original target and every
target engaged with the original target suffers damage equal to the Blast rating of the
weapon.
Weapons with Breach burn through the toughest armor; they are often heavy
weapons or starship weapons. Breach weapons ignore one point of armor for every
rating of Breach (meaning they also ignore ten points of soak for every rating of
Breach).
Weapons with Burn inflict damage over time. If the attack is successful, the target
continues to suffer the weapon’s base damage each round for a number of rounds
equal to the weapon’s Burn rating. Damage is applied at the start of each of the
target’s turns (Soak applied normally).
A victim might be able to stop the damage by rolling around on the ground and
making an Agility check as an action. This is an Average (dd) Coordination check on
hard surfaces such as a hallway inside of a spaceship, or an Easy (d) Coordination
check on grass or soft ground. Jumping into a body of water stops the damage
immediately. Both situations assume the flame is from actual combustion rather than
a chemical reaction. With the latter, there is usually little the victim can do.
The target is staggered for a number of rounds equal to the weapon's Concussive
rating.
Weapons with the Cortosis quality are immune to the Sunder quality, and armor with
the Cortosis Quality is immune to the Pierce and Breach Qualities.
The character needs a Brawn characteristic equal to or greater than the weapon's
Cumbersome rating.
A character wielding a weapon with the Defensive quality increases his melee defense
by the weapons's Defensive rating.
An item with the Deflection quality increases the wearer's ranged defense equal to its
Deflection rating.
The target is disoriented for a number of rounds equal to the weapon's Disorient
rating and adds ⬛ to all skill checks they perform.
The target is immobilized for a number of rounds equal to the weapon's Ensnare
rating. Victim may attempt a Hard ( ddd ) Athletics check in their turn to break free
from the effect (immobilized targets cannot perform maneuvers).
Weapon can make an attack check at the end of the round, the check's Ability dice are
equal to the weapon's Guided rating.
• aaa: On miss, make guided attack at end of the round.
• d = Guided rating
• d = Per vehicle combat check; Silhouette = 0
• Spoofing: +1 defense vs. guided attacks
May be used to make a number of attacks equal to it's Limited Ammo rating before it
must be reloaded.
On a successful attack the wielder may activate to gain an additional hit and may do so
a number of times equal to the weapon's Linked rating.
The user must perform a number of Prepare maneuvers equal to the weapon's
Prepare rating before making attacks.
Weapon must waith a number of rounds equal to its Slow-Firing rating before firing
again.
• A Superior weapon generates an automatic a on all checks related to its use, and its
base damage is increased by one. Weapons that come with the Superior quality as
standard already have their damage increase included in the profile
• A Superior armor has its encumbrance reduced by one and its soak value increased
by one.
Target may not move unless it makes a successful Piloting check with a difficulty based
on the tractor beam's rating.
To wield correctly, character needs Agility characteristic equal or greater than rating.
Deathblow Passive No No
Forager Passive No No
Form on Me Passive No No
Knockdown Passive No No
Loom Passive No No
Overbalance Passive No No
Swif Passive No No
Unstoppable Passive No No
NPC Only
Warrior Aggressor
Ace Driver
Explorer Operator
Bounty Hunter
Soldier Trailblazer
Seeker Pathfinder
Sentinel Shadow
Bounty Hunter Assassin
Colonist Doctor
Soldier Medic
Seeker Hermit
Seeker Pathfinder
Bounty Hunter Gadgeteer
Soldier Commando
Guardian Armorer
Hired Gun Heavy
Guardian Armorer
Colonist Doctor
Soldier Medic
Guardian Warden
Colonist Marshal
Engineer Mechanic
Technician
Diplomat Propagandist
Ataru Striker
Seeker Sage
Consular Force Emergent
Universal Force Exile
Guardian Warden
Sentinel Racer
Colonist Performer
Enforcer
Hired Gun Scoundrel
Smuggler Thief
Trader Trader
Ace Rigger
Diplomat Advocate
Soldier Warleader
Trailblazer
Protector
Guardian Body Guard
Hired Gun Instructor
Commander Tactitian
Soldier Vanguard
Guardian Protector
Hired Gun Body Guard
Commander Instructor
Soldier Vanguard
Soldier Vanguard
Ace Rigger
Diplomat Quatermaster
Colonist Entrepreneur
Bounty Hunter Skip Tracer
Bodyguard
Hired Gun Heavy
Bounty Hunter Gadgeteer
Technician
Outlaw Tech
Colonist Scholar
Soldier Gunner
Ace Sharpshooter
Smuggler Pilot
Ace Squadron Leader
Commander
Smuggler Gunslinger
Commander Figurehead
Consular Healer
Consular Healer
Engineer Scientist
Guardian Warleader
Commander Strategist
Protector
Guardian Niman Disciple
Consular Shii-Cho Knight
Warrior
Guardian Protector
Commander Strategist
Spy Infiltrator
Guardian Warleader
Sentinel Investigator
Smuggler Gambler
Diplomat Shadow
Colonist Scholar
Technician Slicer
Sentinel Analyst
Spy
Peacekeeper
Mercenary Soldier
Guardian Commodore
Hired Gun Squadron Leader
Commander Figurehead
Strategist
Peacekeeper
Guardian Commodore
Commander Tactitian
Figurehead
Commander Figurehead
Sentinel Artisan
Guardian Armorer
Peacekeeper
Commander
Diplomat Sage
Soresu Defender
Consular
Guardian Starfighter Ace
Scholar
Warrior Mercenary Soldier
Colonist Ambassador
Explorer Squadron Leader
Hired Gun Tactitian
Smuggler Gunslinger
commander Figurehead
Smuggler Charmer
Colonist Performer
Sentinel Sentry
Advisor
Diplomat Advocate
Technician Mechanic
Engineer
Force Exile
Scout
Trader
Agitator
Tactitian
Warleader
Colonist Performer
Bounty Hunter Martial Artist
Ace Hotshot
Ace Hotshot
Recruit
Aggressor
Gadgeteer
Sharpshooter
Soldier Trailblazer
Technician Modder
Ace Rigger
Diplomat Propagandist
Ace Pilot
Smuggler Hotshot
Pilot
Assassin
Gadgeteer
Mercenary Soldier
Sharpshooter
Executioner
Colonist Performer
All All
Fringer
Pilot
Driver
Squadron Leader
Artisan
Slicer
Slicer
Shien Expert
Soresu Defender
Sentinel Bodyguard
Marauder
Infiltrator
Bodyguard
Sentinel Marauder
Bodyguard
Marauder
Makashi Duelist
Niman Disciple
Sentinel Shien Expert
Shii-Cho Knight
Smuggler Charmer
Diplomat Advocate
Gadgeteer
Scout
Colonist Performer
Colonist Performer
Smuggler Charmer
Smuggler Gambler
Smuggler Gambler
Smuggler Gambler
Niman Disciple
Makashi Duelist
Shii-Cho Knight
Bodyguard
Fringer
Commando
Gunner
Recruit
Diplomat Analyst
commander Instructor
Diplomat Advocate
Pathfinder
Gunner
Mechanic
Recruit
Peacekeeper
Executioner
Starfighter Ace
Gunner
Seer
Hunter
Survivalist
Sharpshooter
Cyber Tech
Technician Droid Tech
Commodore
>>>>>>>> Scout
Technician Modder
Ace Rigger
Sentinel Sentry
Aggressor
Hired Gun Enforcer
Makashi Duelist
Marauder
Commando
Peacekeeper
Mercenary Soldier
Squadron Leader
Tactitian
Peacekeeper
Mercenary Soldier
Squadron Leader
Tactitian
Artisan
Sentinel Mechanic
Driver
Commodore
Seer
Pathfinder
Force Exile
Scout
Survivalist
Medic
Scout
Niman Disciple
Hermit
Force Emergent
Protector
Seer
Squadron Leader
Ace Rigger
Smuggler Gambler
Sentinel Racer
Sentinel Racer
Marauder
Infiltrator
Driver
Explorer Squadron Leader
Starfighter Ace
Pilot
Driver
Pilot
Driver
Racer
Pilot
Driver
Racer
Starfighter Ace
Fringer
Pilot
Commodore
Mechanic
Driver
Armorer
Colonist Marshal
Bounty Hunter Skip Tracer
Guaridan Warden
Bounty Hunter Martial Artist
Quatermaster
Colonist Entrepreneur
All All
Smuggler Gunslinger
Hermit
Bodyguard
Mechanic
Saboteur
Bodyguard
Saboteur
Ataru Striker
Healer
Healer
Protector
Scout
Aggressor
Marauder
Survivalist
Commando
Gunner
Scoundrel
Thief
Scientist
Mechanic
Commodore
Navigator
Hunter
Survivalist
Seeker Executioner
Explorer Big-Game Hunter
Executioner
Sentinel Artisan
Sentinel Sentry
Diplomat Propagandist
Agitator
Shadow
Thief
Sentinel Ambassador
Force Emergent
Diplomat Propagandist
Bounty Hunter Skip Tracer
Force Exile
Force Emergent
Politico
Ambassador
Politico
Ambassador
Politico
Ambassador
Force Exile
Scholar
Makashi Duelist
Politico
Ambassador
Diplomat Advocate
Aggressor
Gadgeteer
Agitator
Starfighter Ace
Sentinel Artisan
Navigator
Hunter
Starfighter Ace
Artisan
Sentinel Outlaw Tech
Scientist
Force Emergent
Medic
Ataru Striker
Assassin
Fringer
Thief
Infiltrator
Recruit
Gadgeteer
Outlaw Tech
Gunner
Smuggler Charmer
Hunter
Pathfinder
Seer
Sage
Consular Politico
Ambassador
Fringer
Marauder
Commando
Infiltrator
Advisor
Trader
Quatermaster
Diplomat Analyst
Advisor
Sage
Consular Scientist
Healer
Outlaw Tech
Commodore
Ace Hotshot
Technician Modder
Ace Rigger
Assassin
Marauder
Sharpshooter
Executioner
Fringer
Pilot
Scout
Pilot
Squadron Leader
Makashi Duelist
Makashi Duelist
Makashi Duelist
Executioner
Sentinel Artisan
Medic
Master Driver
Saboteur
Hired Gun Demolitionist
commander Instructor
Squadron Leader
Quatermaster
Shadow
Assassin
Sentinel Thief
Infiltrator
Pilot
Slicer
Fringer
Commodore
Navigator
commander Strategist
Hermit
Pathfinder
Artisan
Shadow
Sentinel Scholar
Slicer
Scientist
Sentinel Artisan
Seeker Executioner
Bounty Hunter Martial Artist
Soldier Vanguard
Shii-Cho Knight
Explorer Archaeologist
Colonist Performer
Shii-Cho Knight
Marauder
Infiltrator
Advisor
Politico
Scoundrel
Ambassador
Healer
Doctor
Medic
Explorer Driver
Gadgeteer
Agitator
Hunter
Scout
commander Instructor
Peacekeeper
Tactician
Mercenary Soldier
Sharpshooter
Colonist Entrepreneur
Seer
Sage
Trader
Quartermaster
Pathfinder
Survivalist
Commando
Tactician
Pilot
Slicer
Thief
Infiltrator
Scholar
Scientist
Artisan
Sentinel Mechanic
Niman Discipe
Warden
Advisor
Niman Disciple
Politico
Trader
Ambassador
Agitator
Ace Rigger
Sentinel Shadow
Seeker Hermit
Soldier Trailblazer
Sage
Pathfinder
Survivalist
Recruit
Tactician
Guardian Warden
Bounty Hunter Martial Artist
Ace Rigger
Gunner
Bounty Hunter Operator
Force Exile
Ataru Striker
Makashi Duelist
Niman Disciple
Sentinel Protector
Bounty Hunter Shien Expert
Shii-Cho Knight
Soresu Defender
Martial Artist
Ataru Striker
Makashi Duelist
Shii-Cho Knight
Soresu Defender
Soresu Defender
Commando
Healer
Protector
Explorer Archaeologist
Seeker Navigator
Bounty Hunter Operator
Advisor
Aggressor
Politico
Agitator
Diplomat Advocate
Gadgeteer
Outlaw Tech
Mercenary Soldier
Commando
commander Figurehead
Diplomat Propagandist
Diplomat Propagandist
Saboteur
Hired Gun Demolitionist
Assassin
Executioner
Assassin
Guaridan Warden
Bounty Hunter Martial Artist
Sage
Consular Seer
Guaridan Warleader
colonist Doctor
Warrior Aggressor
Soldier Trailblazer
Guardian Warleader
Soldier Trailblazer
Warleader
Ataru Striker
Shii-Cho Knight
Assassin
Gadgeteer
Scoundrel
Recruit
Tactician
Smuggler Gunslinger
Sharpshooter
Pathfinder
Ataru Striker
Assassin
Scoundrel
Scout
Squadron Leader
Seer
Starfighter Ace
Scoundrel
Thief
Driver
Commodore
Healer
Hunter
Scoundrel
Thief
commander Strategist
commander Strategist
Sentinel Investigator
Bounty Hunter Skip Tracer
Mechanic
Ataru Striker
Niman Disciple
Sentinel Protector
ShienExpert
Soresu Defender
Armorer
Ace Rigger
Sage
Scholar
Scientist
Diplomat Analyst
Bodyguard
Marauder
Survivalist
Makashi Duelist
Protector
Doctor
Scholar
Slicer
Saboteur
Technician Modder
Scholar
Scientist
Ataru Striker
Aggressor
Sentinel Ataru Striker
Shien Expert
Sentinel Sentry
Shii-Cho Knight
Politico
Agitator
Warden
Politico
Agitator
Politico
Agitator
Smuggler Gambler
Ace Hotshot
Peacekeeper
Shii-Cho Knight
Mercenary Soldier
Soldier Vanguard
Saboteur
Hired Gun Demolitionist
Advisor
Aggressor
Seer
Seer
Force Exile
Force Emergent
Advisor
Niman Disciple
Force Exile
Sentinel Investigator
Pathfinder
Shien Expert
Scout
Thief
Seeker Navigator
Bounty Hunter Racer
Operator
Navigator
Racer
Ace Hotshot
Sentinel Shadow
Hunter
Bodyguard
Scoundrel
Tactitian
Bodyguard
Scoundrel
Technician Modder
Ace Rigger
Squadron Leader
Hunter
Force Exile
Ambassador
Starfighter Ace
Fringer
Pilot
Driver
Slicer
Pathfinder
Shadow
Force Emergent
Sentinel Shadow
Advisor
Sage
Trader
Quatermaster
Assassin
Mercenary Soldier
Sharpshooter
Hunter
Scoundrel
Survivalist
Infiltrator
Artisan
Starfighter Ace
Sentinel Mechanic
Outlaw Tech
Commodore
Hermit
Ace Beast Rider
Soresu Defender
Smuggler Gunslinger
Quatermaster
Colonist Entrepreneur
Gadgeteer
Trader
Gunner
Recruit
Outlaw Tech
Scholar
Scientist
Droid Tech
Assassin
Scout
Survivalist
Thief
Hired Gun Demolitionist
Advisor
Peacekeeper
Politico
Trader
Ambassador
Doctor
Medic
Doctor
Medic
Doctor
Medic
Protector
Medic
Soresu Defender
Shadow
Shien Expert
Sentinel Fringer
Thief
Agitator
Sentinel Investigator
Bounty Hunter Skip Tracer
Scientist
Mercenary Soldier
Commando
Navigator
Gadgeteer
Infiltrator
Infiltrator
Makashi Duelist
Niman Disciple
Shii-Cho Knight
Sentinel Racer
Force Exile
Quatermaster
Advocate
Diplomat Analyst
Guardian Warleader
Soldier Vanguard
Healer
Doctor
Medic
Hermit
Pathfinder
Tactician
Recruit
Enforcer
Hired Gun Investigator
Assassin
Mercenary Soldier
Sharpshooter
Artisan
Sentinel Slicer
Aggressor
Aggressor
Executioner
commander Instructor
Sage
Seer
commander Strategist
Diplomat Analyst
Colonist Entrepreneur
Saboteur
Hired Gun Demolitionist
Saboteur
Hired Gun Demolitionist
Gadgeteer
Outlaw Tech
Scientist
Armorer
Starfighter Ace
Force Exile
Force Emergent
Nearly All
Starfighter Ace
Pilot
Driver
Squadron Leader
Mercenary Soldier
Gunner
Sharpshooter
Ace Rigger
Diplomat Advocate
Hunter
Seer
Force Exile
Force Emergent
Hunter
Force Exile
Force Emergent
Peacekeeper
Shadow
Sentinel Investigator
Colonist Marshal
Colonist Marshal
Commando
Smuggler Gambler
Outlaw Tech
Scout
Scientist
Outlaw Tech
Consular Sage
Diplomat Analyst
Recruit
commander strategist
Shadow
Politico
Sentinel Scholar
Medic
Recruit
Trader
Quatermaster
Ambassador
Smuggler Charmer
Description
Upgrade the difficulty of any combat check targeting this character once per rank of Adversary.
Force talent. Once per session, if the character is incapacitated due to exceeding his wound
threshold, he may perform the Against All Odds action (this action may be performed even
though characters are normally barred from performing actions when incapacitated). The
character makes a Hard (ddd) Resilience check, rolling a number of C equal to his Force rating
as part of the check. If successful, the character heals wounds equal to s. The character may
spend Force points � to add s to the result.
When piloting a vehicle using the Piloting (Planetary) skill, the character does not suffer the
penalties for driving through difficult terrain.
Once per round while benefiting from cover, the character may perform the Ambush maneuver.
The character may add additional damage equal to his ranks in the Stealth skill to one hit of the
next successful combat check with a non-starship/vehicle weapon he makes against a target
within short range before the end of his turn.
Force talent. Through the Force, the character creates a bond with a single animal he is
currently interacting with. This cannot be done during structured encounters. This animal must
have a silhouette equal to or smaller than half the character’s Force rating when the bond is
created, rounded down (this means a character with Force rating 1 could only bond with a
silhouette 0 animal). The bond persists as long as the character chooses it to, although at the
GM’s discretion, the bond may also be broken due to abusive treatment or other extenuating
circumstances.
As long as the bond persists, the animal remains near the character, and the controlling player
dictates the animal’s overall behavior (although, since the animal is only bonded with the
character, not dominated, it may still perform certain inconvenient actions such as scratching
furniture, consuming rations, and marking territory). Once per round in structured encounters,
the character may spend one maneuver to direct his animal in performing one action and one
maneuver. The animal must be within hearing and visual range of the character (generally
medium range) to do this. Otherwise, the animal does not contribute to the encounter. The
specifics of its behavior are up to the player and GM.
After a successful attack with a personal (non-starship/vehicle) weapon, the character may
spend one Destiny Point to add damage equal to his Intellect to one hit of the attack.
Force talent. When Spending a maneuver to direct a bonded animal. the character may suffer 1
strain to add ⬛ to the animal's next check.
Force talent. When making checks to handle, tame, or control animals, the character may add a
number of C no greater than his Force rating to the check. The character may spend � to add
s or a(character’s choice) to the result.
When wearing armor, the character increases his total soak value by one.
When wearing armor with a soak value of two or higher. The character increases his defense by
one.
Once per round, when the character suffers a Critical lnjury, he may suffer 3 strain to take the
Armor Master incidental. If he does. he reduces the Critical lnjury result that he suffers by 10
per point of his soak. to a minimum of 1
Force talent. When making a Lightsaber skill check, the character may use Agility instead of
Brawn.
Patients under the character's supervision regain one additional wound per rank of Bacta
Specialist each time they recover a wound while recovering in a Bacta tank. or under similar
supervised medical conditions or long-term care.
The character may spend aa from a Deception or Coercion check to upgrade the ability of a
single ally's subse quent Social Interaction skill check against the same target in the same
encounter. Upgrade the ability a number of times equal to the character's ranks n Bad Cop. A
single check may only benefit from one use of Bad Cop.
Once per game session, the character may take an action to make a Hard (ddd) Mechanics
check If successful. a device Lhal presents an obstacle to the character spontaneously fails due
to the character's involvement.
Once per session, the character may take the Bad Press action by choosing a specific
organization and making a Hard (ddd) Deception check. If he succeeds, members of this
organization have their wound thresholds reduced by 1, plus 1 per additional sss (to a
minimum of 1), until the end of the session.
When he does this, the player must explain how the PC disseminated the propaganda such that
it has affected his targets. The chosen organization must be narrow and cohesive enough to be
affected by bad publicity—for example, the Imperial Navy or the Corensla Kajidic. The Bad Press
action cannot affect all members of single group as broad as the entire Empire or one as
fractious as the Hutts. The PC must have time and means to spread misinformation, and cannot
use this action during a combat encounter.
Force talent. When the character recovers from strain at the end of each encounter, he may roll
his Force rating in Force dice. He recovers additional strain equal to the � generated.
Force talent. When targeted by a combat check made by an enemy within medium range. the
character may spend a Destiny Point to upgrade the difficulty of the check a number of times
equal to his ranks of Coercion. A character who has purchaseo this talent automatically gains 1
Conflict at the beginning of each session.
Add one damage per rank of Barrage to Ranged (Heavy) or Gunnery checks at medium or long
range.
Brawl and Ranged (Light) become career skills.
The character adds ⬛ per rank of Beast Wrangler to all his checks made to tame or wrangle
creatures.
Once per session during a race or chase, the character may perform the Better Luck Next Time
action. The character makes a Hard (ddd) Cool Check. If the character succeeds something
terrible happens to one of his competitors, this could be a high speed collision, having to dodge
into a dead end to avoid an obsticle or even an attack by enranged fans or spectators, as long as
the GM approves it. At minimum the competitor should suffer a Major collision with an
obstacle.
Once per session, the character may take a Biggest Fan action to make a Hard (ddd) Charm
check. If successful, one NPC of the character's choice in the current encounter turns out to be
the character's self-proclaimed "biggest fan." The exact effects of this vary depending on the
NPC and the situation. They can include drastically decreasing the difficulty of Social Interaction
skill checks the character makes targeting his biggest fan, the fan being willing to perform minor
or even significant favors for the character, or the character even becoming a reoccurring ally in
the narrative.
At the GM's discretion, this talent may not be able to target certain NPCs whose adversarial
nature is vital to the plot, or NPCs who would be unable to appreciate the character's work such
as non-sentient creatures, labor droids, and Imperial Stormtroopers.
When looking to purchase illegal, exotic, or black market goods. the character may decrease an
item's rarity by one level per rank in Black Market Contacts. For each level an item's rarity is
decreased. it's cost increases by 50% of its base cost
When an NPC exceeds his strain threshold by any means other than a combat check, the
character may spend 1 Destiny Point to compel the NPC to immediately perform one simple task
before becoming incapacitated. The character must be able to communicate with the NPC to
activate this talent, and the player must explain how he is blackmailing the NPC.
In structured gameplay, the task must be something the NPC can accomplish in a single turn.
The task can be something the NPC does not wish to do (such as lying to a friend, stealing
something, or aiding an enemy), but it cannot be obviously suicidal or otherwise betray the
NPC’s most core principles. Any task a character attempts to cpmpel this way is ultimately
subject to the GM's discretion.
The character and allies within short range add automatic a to combat checks they make while
benefiting from cover.
Add ⬛ per rank to all checks to resist or recover from the effects of poisons. venoms. and other
toxins. Reduce the duration of any related ongoing effetts or damage from toxins. venoms. or
poisons by one round per rank of Blooded.
Once per round on the character’s turn, the character may perform a Body Guard maneuver to
protect one ally with whom he is engaged. He then suffers a number of strain no greater than
his ranks in Body Guard. Until the start of the character’s next turn, upgrade the difficulty of all
combat checks targeting the protected ally a number of times equal to the strain suffered by the
character.
Once per session, when an ally protected by the character’s Body Guard maneuver would suffer
a hit from a combat check, the character may choose to suffer that hit instead of the ally.
When the character uses the Body Guard maneuver, he may protect a number of engaged
characters up to his ranks in resilience instead of just one
The character increases the armor value of his Signature Vehicle by 1 per rank of Bolstered
Armor.
When required to make a Knowledge skill check, the character can instead make a Bought Info
action. He spends a number of credits equal to 50 times the difficulty of the check and counts as
succeeding on the check with one uncanceled s . At the GM's discretion, the character may not
be able to use this ability if the information sought is particularly hard to find, or if the character
is in a situation where he could not purchase information (such as marooned on a planet with
no access to the HoloNet).
As a maneuver, the character may Brace himself. This allows a character to remove ⬛ per rank
of Brace based on changing conditions. inclement weather. unstable surfaces, zero gravity,
heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.
The character may make the Brilliant Evasion action when piloting a vehicle or starship. The
character selects one opponent and makes an Opposed Pilot (Planetary or Space) check. If he
succeeds, the opponent's vehicle or starship may not make any attacks against the character's
vehicle for a number of rounds equal to the character's Agility. Brilliant Evasion may be
performed once per encounter.
The character may spend 1 Destiny Point to add damage to a single hit equal to his target's
Brawn value. This ability may only be activated once per attack.
The character reduces any wielded or carried weapon's Cumbersome quality and Encumbrance
rating by a number equal to ranks in Burly to a minimum of 1 .
Remove a number of ⬛ equal to the character's ranks in Bypass Security from Skulduggery or
Computers skill checks made to disable a security device or open a locked door.
This character does not add any ⬛ to his combat checks due the use of the Aim maneuver
When upgrading the ability of a Mass Combat check in a mass combat in which the character is
the commander of the acting force (or when upgrading the difficulty pool, if the character is the
commander of the enemy force), the character may use ranks in Cool instead of in Leadership.
Force talent. When an opponent targets the character with a Force power, after the opponent
generates �, reduce the total � generated by one to a minimum of zero.
Force talent. The character may spend a maneuver and suffer 2 strain to extend the effects of
Calming Aura to a number of allies within short range equal to his Willpower. This lasts until the
beginning of his next turn.
Once per game session, the character can choose to introduce a "fact" or additional context
directly into the narrative as if he had spent a Destiny Point.
Force talent. When wielding a lightsaber, the character can make a Center of Being maneuver.
Until the beginning of his next turn, whenever an enemy makes a melee attack against the
character, the critical rating of the enemy’s weapon counts as one higher per rank of Center of
Being.
Force talent. The character may voluntarily suffer 1 strain to perform Center of Being as an
incidental instead of a maneuver.
Force talent. When an ally engaged with the character suffers a hit from a combat check, the
character may use a Parry or Reflect incidental to reduce the damage the hit deals (even though
he is not the target of the combat check).
When upgrading the ability of a Mass Combat check in a mass combat in which the character is
the commander of the acting force (or when upgrading the difficulty pool, if the character is the
commander of the enemy force), the character may use ranks of Knowledge (Warfare) instead
of ranks in the Leadership.
Once per game session, the character can choose to make one skill check using Cunning, rather
than the characteristic linked to that skill. When he does this, he must explain how, in this
particular instance, his cunning is helping him overcome this challenge.
The character removes ⬛ per rank of Codebreaker from his attempts to break codes or decrypt
communications. In addition, the character decreases the difficulty of his Computers or Intellect
checks made to break codes or decrypt communications by one (this does not increase with
additional ranks of Codebreaker).
The character gains ⬛ per rank of Command when making Leadership checks (or other checks
to inspire, lead, or rally an audience). Inspired targets also add ⬛ per rank to any subsequent
Discipline checks they make over the next twenty-four hours (this does not increase with
additional ranks of Command).
The character removes ⬛ per rank of Commanding Presence from his Leadership and Cool
checks.
Once per session, the character can take the Commanding Presence action to choose a target
minion, minion group, or rival and make a Cool check opposed by the target’s Discipline. If the
check is successful, the target adversary or group removes itself from the encounter for the
duration of the encounter. The target will not attack or otherwise engage the PCs, nor perform
any hostile or overt action. Flowever, it will defend itself if attacked. Attacking the target ends
the effect.
The Commanding Presence action can be used in narrative encounters. The specific details of its
effect are at the GM’s discretion, but could include commanding a guard to let the PCs pass or
causing political opponents to remove themselves from a debate.
Force talent. Once per session, the character may take the Comprehend Technology action,
making an Average (dd) Knowledge (Education) check to intuitively understand one weapon,
armor set, or other item. Success means that for the remainder of the encounter, when the
character makes any skill checks to use or repair the item, he may count his ranks in the
applicable skill as equal to his current Force rating.
For example, a character may use Comprehend Technology to count his ranks in Mechanics as
equal to his Force rating when repairing a broken lightsaber, or he can count his ranks in Ranged
(Light) as equal to his Force rating when firing a blaster pistol.
The character removes ⬛ per rank of Conditioned from his Athletics and Coordination checks.
He reduces the damage and strain suffered from falling by one per rank of Coordination.
The character may decrease the difficulty of any Discipline check to avoid the effects of fear by
one per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a
Discipline check.
May spend x on a fear check to steady the nerves of other allies making the same fear check. If
the character does so, each ally within short range who makes the fear check adds automatic s
equal to the character’s ranks in Confidence to the results of the check.
When attempting a Charm or Negotiation check, the character may suffer a number of strain to
downgrade the check a number of times equal to the strain suffered. This number cannot
exceed his ranks in Congenial. When the character is the target of a Charm or Negotiation check,
the character may suffer a number of strain to upgrade the difficulty of the check a number of
times equal to the strain suffered. This number cannot exceed his ranks in Congenial.
The Character may always choose to use the Vigilance skill when making checks to determine
initiative.
The character may spend one Destiny Point to recover strain equal to his Cunning rating.
Once per game session, with a Hard (ddd). Mechanics check, the character can fashion a
device to solve a current problem using just the tools and parts on hand. This device must be
approved by the GM and functions for the duration of the current encounter only. Those tools
are destroyed in the process. On a x. the tools can be recovered to be reused later.
When targeted by a combat check, the character may spend one Destiny Point to add f equal to
his ranks in Coordination to the check.
When piloting a starship or vehicle, the character may take a Corellian Sendoff action targeting
two enemy starships or vehicles at close range that are both of equal or smaller silhouette to
the character's ship. The character makes a Hard (ddd) Cool check; if it succeeds, the targeted
ships immediately suffer a minor collision with each other
When the character performs a Corellion Sendoff action, the targets suffer a major collision
instead of a minor one.
Force talent. Whenever an attack misses the character and generates tt or y, the character may
upgrade the next Lightsaber (Cunning) combat check he makes against the attacker during this
encounter once.
The character reduces the critical rating of all improvised weapons he is wielding by 2 (to a
minimum of 1).
The character may voluntarily increase the difficulty of a combat check by one to deal a crippling
blow. If he succeeds and deals damage to the target’s wound threshold, the target suffers one
strain whenever he moves for the remainder of the encounter.
Once per encounter, the character may take the Cunning Snare action to use materials in his
environment to assemble a trap within short range. Each time another character moves to
engaged range of the trap he must make an Opposed Vigilance vs. Survival check against the
character who placed the trap. If the character who triggers the trap fails, that character suffers
wounds (these ignore soak) equal to the trapper's Cunning characteristic, plus 1 additional
wound per f. The trapper may spend t generated by the check to disorient the character for 1
round per t. The Trapper may disarm the trap with an action. Any other character who is aware
of the trap may spend several minutes to attempt to disarm it with a Hard (ddd) Survival
Check. If that character fails he suffers the damage and negative effects in the same manner as
if he had triggered it
The character increases the hard points of his Signature Vehicle by two.
The character increases the system strain threshold of his Signature Vehicle by 2 per rank of
Customized Cooling Unit.
Once per encounter, the character may make one Coercion skill check using his Deception skill.
The character’s Deception skill is combined with his Willpower characteristic to form the dice
pool. When the character takes the Cutting Question incidental, the player must explain how, in
this particular instance, his Deception skill is helping to erode his foe's resolve.
The character removes ⬛ per rank of Cyberneticist from his checks to build, repair, and install
cybernetic implants. In addition. cybernetics and any materials used to craft cybernetics cost the
character 50% less (this does not decrease with additional ranks of Cyber neticist}.
The character may spend a Destiny Point to add additional damage equal to half his Agility
rating (rounded up) to a successful attack made by ship or vehicle-mounted weaponry.
The character may spend a Destiny Point to add additional damage equal to his Agility rating
(rounded up) to a successful attack made by ship or vehicle-mounted weaponry. This replaces
the normal ability for Dead to Rights.
Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The
character may add his basic training ranks in that combat skill to any damage inflicted while
using it. He may not choose the same combat skill twice.
After making a successful attack when using a non-starship weapon. the character may spend
one Destiny Point to add damage equal to the character's Willpower to one hit of the successful
attack
Upon making a successful attack with a starship or vehicle weapon, may spend aa to reduce the
maximum speed of the target by 1 (to a minimum of 1) until the end of the next round. If the
starship or vehicle was traveling its maximum speed, it has its current speed reduced to the new
maximum.
Once per session, the character may make a Deceptive Taunt action. The character makes an
opposed Deception check targeting one NPC within medium range. If he succeeds, the NPC
must attack him during its next turn. If the NPC cannot do so, it must spend all subsequent turns
maneuvering into position until it can make a melee or ranged attack against the character.
Once it has made a melee or ranged attack against the character, the NPC is no longer affected
by Deceptive Taunt. If the character is incapacitated or leaves the encounter, the NPC is no
longer affected by Deceptive Taunt.
If used outside of combat, at the GM's discretion the NPC can choose to perform a non-lethal
attack if the situation warrants it. If the encounter takes place at a party, for example, the NPC
may choose to punch the character rather than using a knife or blaster.
Each rank permanently increases a single characteristic of the player’s choice by one point. This
cannot bring a characteristic above six.
Force talent. While wielding a lightsaber, the character may take the Defensive Circle action,
making a Hard (ddd) Lightsaber (Intellect) check. If successful, the character plus one ally per s
within short range gain defense X until the beginning of the character’s next turn. X equals 1,
plus 1 for every aa.
Any vehicle the character pilots has its defense rating on all zones increased by one per rank of
Defensive Driving.
When attempting to defend a computer system against intrusion (or when an opponent
attempts to slice a computer owned or programmed by the character), the character adds ⬛
per rank of Defensive Slicing to his opponent’s checks.
When attempting to defend a computer system against intrusion, the character upgrades the
opposing dice pool a number of times equal to his rank of Defensive Slicing to his opponent's
checks. This replaces the usual benefits from Defensive Slicing.
Once per round on the character’s turn, the character may perform a Defensive Stance
maneuver to defend against incoming melee attacks. He then suffers a number of strain no
greater than his ranks in Defensive Stance. Until the start of the character’s next turn, upgrade
the difficulty of all melee combat checks targeting the character a number of times equal to the
strain suffered by the character in this way.
Once per round on the character's turn, the character may perform a maneuver to assume a
Defensive Stance against incoming melee attacks. Until the character's next turn. Any melee
combat checks targeting the character suffer ⬛·
The character may perform two maneuvers while performing a Defensive Stance, which
increases the difficulty of all melee combat checks against the character by one instead of the
original bonus for Defensive Stance. Keep in mind. however, that a character only gets one free
maneuver per turn: to perform an additional maneuver, the character must downgrade his
action or voluntarily suffer two strain.
When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that
weapon gains ranks in the Defensive item quality equal to the character’s ranks in Defensive
Training (this replaces any ranks in Defensive the weapon already has).
The character removes ⬛ per rank of Deft Maker from his checks to repair. modify, construct.
and program droids. In addition. materials to craft droids cost the character 50% less (this does
not decrease with additional ranks of Deft Maker}.
The character can take the Disarming Smile action to make an opposed Charm check against
one target within short range. If he succeeds, decrease the target’s defense (melee and ranged)
by a number equal to the character’s ranks in Disarming Smile (to a minimum of 0) until the end
of the encounter.
Once per encounter, the character may take the Discredit action by making a Hard (ddd)
Deception check If he succeeds, one chosen character upgrades the difficulty of social checks
once, and one additional time for every aa on the Deception check, until the end of the
encounter.
After hitting with a combat check, the character may spend x to disorient his foe. Disoriented
targets add ⬛ to all skill checks. The target is disoriented for a number of rounds equal to the
attacker's ranks in Disorient.
Force talent. The character may take a Disruptive Strike action, making a Lightsaber (Cunning)
combat check against one engaged target and adding C no greater than Force rating to the
check. The character may spend � to add f to the target’s next combat check made during this
encounter.
The character may make a Distracting Behavior maneuver and suffer a number of strain no
greater than his ranks in Cunning. If he does so, an equal number of adversaries or NPCs he is
engaged with suffer t on checks they make until the beginning of the character's next turn. The
range of this maneuver increases by one band per rank of Distracting Behavior.
The character selects who is affected by Distracting Behavior and can choose to have this talent
not affect NPC allies. It may be that he explains his tactics to the NPCs beforehand, or that they
know him well enough to be used to his antics.
When affected by Distracting Behavior, NPCs suffer tt when making checks targeting the
character's allies, instead of t.
Force talent. After using the Reflect incidental, the character may spend one Destiny Point to
perform a Move maneuver as an out of turn incidental to move closer to or engage an
opponent. This incidental may be performed once per round.
When targeted by a combat check (ranged or melee) the character may choose to immediately
perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the
combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Once per session, the character can take the Don’t Shoot! action to make a Hard (ddd) Charm
check If he succeeds, he cannot be the target of a combat check until the end of the encounter
or until he makes a combat check. This player must explain how he talks his way out of being
associated with his party’s combatants, and the GM has final say on whether his ruse succeeds.
Once per check, the character may suffer two strain to increase the difficulty of the check by
one. Then, after canceling opposing symbols, he doubles the number of remaining a.
When performing the Double or Nothing incidental, after canceling opposing symbols, the
character also doubles the number of remaining s.
When performing the Double or Nothing incidental, the character also doubles the number of x
and y
Force talent. The character may take a Draw Closer action, making a Lightsaber (Willpower)
melee combat check against one silhouette 1 (or smaller) target within medium range and
adding a number of C no greater than Force rating to the check. The character may spend �
before resolving the success or failure of the check to move the target one range band closer to
the character. He may also spend � to add s to the combat check. If the character cannot
move his target to engage him, the combat check automatically misses.
The character adds ⬛ to his Melee and Lightsaber checks when engaged with a single
opponent, but adds ⬛ to his Melee and Lightsaber checks when engaged with multiple
opponents.
The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a
minimum of one.
When making a ranged attack while engaged with an opponent, the character may suffer 2
strain to reduce the ranged modifier added for being engaged by 1 for the attack. So, when
firing a Ranged (Heavy) weapon, the character only increases the difficulty by 1 when engaged,
and when firing a Ranged (Light) weapon, he doesn't increase the difficulty at all.
Upgrade the difficulty of checks to decrypt the character’s coded messages without the proper
cipher a number of times equal to the character’s ranks in Computers.
When an ally engaged with you fails a check, the character may suffer 1 strain. If so, the
character may assist the next check that an ally makes this encounter as an out of turn
incidental rather than as a maneuver,
The character gains +1 soak value per rank of Enduring.
The character may suffer 1 strain to perform the Energy Transfer maneuver; when the character
does. he can power up an appropriate unpowered device (such as a datapad, a droid. or a door)
until the end of the encounter. Alternatively, he can restore ammunition to an energy-based
weapon, allowing a character to ignore an "out of ammo" y result.
The character must have at least one cybernetic installed to perform this maneuver.
The character benefits from emergency repair patches as if he were a droid. The character still
benefits from stim packs as usual. but can only benefit from a total of 5 stim packs and/or
emergency repair patches per day. Additionally. the character can be heated with the Mechanics
skill in the same manner as a droid.
Force talent. When making a Leadership check, the character may add C equal to Force rating to
the check. The character may spend � to add s or a (character’s choice) to the result.
Force Talent. When making a combat check that does not involve either using the Gunnery skill
or operating a non-starship weapon the character may add C no greater than his force rating to
the check. The character may spend � to add a or ��� to add x (Characters choice) to
the result. a gained in this way cannot be used to recover strain
Before attacking a starship or vehicle, the character may spend 1 Destiny Point to ignore the
effects of the Massive rule for the attack.
The character removes ⬛ per rank of Expert Handler from his Survival checks made to ride
beasts.
The character removes ⬛ per rank of Expert Tracker from his checks to find or follow tracks.
Survival checks made to track targets take 50% less time than normal (this does not decrease
with additional ranks of Expert Tracker).
After rolling the dice pool for a Mechanics or Computers check but before interpreting the
results. the character may voluntarily suffer a number of strain no greater than his ranks in Eye
for Detail. If he does. he may convert that many s into a (The character must stilt have at least s
in the results at the end to succeed on the check.)
Force talent. The character may suffer 2 strain to add additional damage equal to Brawn to one
hit of a successful Lightsaber combat check.
Once per game session the character may spend a maneuver to make a Hard (ddd) Knowledge
(Outer Rim) or Knowledge (Core Worlds) check. If successful the character is familiar with the
type of planetary environment he finds himself in. He knows whether the planet is likely to be
inhabited and. if so. where habitation could be found. He also knows about unusual
environmental effects. hostile p:edators. or sources of potential profit.
The character can upgrade the ability of all of his Charm, Deception, and Negotiation checks
made in the presence of his Signature Vehicle once.
Force Talent. The character may perform the Fear the Sahdows action. They make a Hard (ddd)
Deception check targeting a single minion group or rival within long range, if the character
succeeds, that minion group or rival flees the encounter. At the GM's Discretion, These NPCs
may not flee due to extenuating circumstances (such as if there is no realistic path or means to
leave the encounter or if the only way to leave the encounter may result in their deaths from a
dangerous fall or leathal atmosphere) A character who has purchased this talent automatically
gains 1 conflict at the begginning of a game session.
When an adversary becomes engaged with the character, the character may force the adversary
to make a fear check, with the difficulty equal to the character’s ranks in Fearsome. At the GM’s
discretion, some adversaries may be immune to this talent based on the type of adversary or
the ongoing circumstances.
Upon missing an opponent with a Lightsaber, Brawl, or Melee combat check, the character may
spend x or aaa to upgrade the difficulty of the opponent’s next combat check targeting the
character during this encounter by the character’s ranks in Feint.
The character deals + 1 damage on all successful Brawl and Melee checks per rank of Feral
Strength.
The character may take a Field Commander action. By successfully passing an Average (dd)
Leadership check, a number of allies equal to his Presence may immediately suffer one strain to
perform one maneuver. This does not count against the number of maneuvers they may
perform in their turn. If there are any questions as to the order in which allies act, the character
using Field Commander is the final arbiter.
When taking a Field Commander action, the character may affect allies equal to twice his
Presence. In addition, he may spend x generated on his Leadership checks to allow one ally to
suffer one strain to perform an action, rather than a maneuver.
Whenever the character repairs system strain on a starship or vehicle, he repairs one additional
system strain per rank of Fine Tuning.
When in a starship or vehicle, the character can make a Fire Control maneuver. If he does so, all
combat checks from the starship or vehicle count the silhouette of the target as one higher than
normal until the beginning of the character's next turn. This effect does not stack with multiple
uses of the Fire Control maneuver.
The character removes up to ⬛⬛ from his skill checks to find food, water, or shelter. Survival
checks to forage take half the time.
Force talent. Upon missing an opponent with a Lightsaber (Willpower) attack, the character may
spend x or aaa to perform a Move Force power action as a maneuver this turn (the character
must still be able to perform maneuvers and still may not perform more than two maneuvers in
a turn).
The character must have already purchased the Move Force power to use it as part of this
ability.
Force talnt. When the character ptrforms a Survival or Knowledge (Xenology) skill check. he may
roll a number of C no grater than his Force rating, The character may spend � to add s or a
(character's choice) to the result
Once per game session, the character can choose to make one skill check using Willpower,
rather than the characteristic linked to that skill. When he does this, he must explain how, in this
particular instance, his willpower is helping him overcome this challenge.
Force talent. The character may take the Force Protection maneuver, suffering 1 strain and
committing a number of C no greater than Force rating or ranks of Force Protection. The
character then increases his soak value by an equal amount. The character suffers 1 strain at the
beginning of each of his turns in which he keeps these dice committed.
Force talent. Each rank permanently increases the character’s Force rating by one.
Force talent. The character may take the Forewarning action. All allies within medium range
increase their melee and ranged defense by a number equal to the character’s Force rating until
they take their first turn during an encounter. If they have already taken their first turn,
Forewarning has no effect.
When the character performs the Gain the Advantage action, a number of allied vehicles equal
to his ranks in Leadership and within close range also gain the benefits of the action on the
target. These allied vehicles maintain the benefits until they leave close range with the character
or the character loses the benefits of Gain the Advantage.
The character increases the hull trauma threshold of his Signature Vehicle by 1 per rank of
Fortified Vacuum Seal.
Once per game session, as an out of turn incidental, the character may suffer two strain to flip
one dark side Destiny Point to a light side Destiny Point (this cannot be used to interrupt the
spending of a Destiny Point).
Once per round, before performing a Move Maneuver the character may suffer 1 strain, If he
does so he may use the Move maneuver to move to any location within short range (even
straight up) as long as there is some sort of object to move across or a path to move along.
Once per round before performing a Move maneuver, the character may suffer 4 strain, if he
does so he ma use his Move maneuver to move to any location within medium range (even
straight up) as long as there is some sort of object to move across or path to move along.
When making a Melee or Brawl combat check, the character may suffer a number of strain, then
upgrade the ability of his combat check by that number. The number cannot exceed his ranks in
Frenzied Attack.
When piloting a ship or vehicle, the character may take the Full Stop maneuver to immediately
reduce the speed of the ship or vehicle to zero. The ship or vehicle then suffers one point of
system strain for every point of speed it had before stopping.
The character may push a ship or vehicle past its limits of speed. He may perform the Full
Throttle action, attempting a Hard (ddd) Piloting check. With success, the ship’s top speed
increases by one for a number of rounds equal to Cunning. The ship still cannot perform actions
or maneuvers it could not perform normally (e.g., actions that have a minimum speed
requirement).
The character may voluntarily suffer one strain to attempt Full Throttle as a maneuver. In
addition, the difficulty of Full Throttle is reduced to Average (dd).
When the character successfully performs Full Throttle, the ship's speed increases by two for a
number of rounds equal to his Cunning.
The character removes ⬛ per rank of Galaxy Mapper from his Astrogation checks. In addition,
Astrogation checks take 50% less time (this does not decrease with additional ranks of Galaxy
Mapper).
Remove ⬛ per rank of Gearhead from all Mechanics checks. In addition, the credit cost to add
mods to attachments is halved. This does not increase with multiple ranks of Gearhead.
The character may spend aa from a Charm or Negotiation check to upgrade the ability of a
single ally's subsequent Social Interaction skill check against the same target in the same
encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A
single check may only benefit from one use of Good Cop.
Once per round. the character may perform the Grapple maneuver. Until the beginning of the
character's next turn. Enemies must spend two maneuvers instead of one maneuver to move
from engaged range to short range of him.
Before making a social interaction check, the character may perform a Greased Palms maneuver
and spend up to 50 credits per rank of Greased palms. For every 50 credits spent, the character
upgrades the ability of the skill check once. How the money accomplishes this can be up to the
player and GM, but could take the form of bribes, buying gifts, or even purchasing information
that gives the character an advantage in the ensuing interaction.
When making a combined combat check with two Ranged (Light) weapons, the character may
suffer two strain in order to refrain from increasing the difficulty of the check for attacking with
two weapons.
Whenever the character's bonded animal makes a succssful combat check, the character may
choose to have the attack deal no damage, if so the target upgrades the difficulty of the next
check once, this can stack should multiple charcters perform this action on the same target
When making a check to recover strain at the end of an encounter, the charcter may spend a to
recover 1 wound. a spend this way cannot exceed characters ranks in Hard-Boiled
On any turn in which the character is staggered or disoriented, he may perform the Hard
Headed action (this action may be specifically performed even though he is normally barred
from performing actions when staggered). He makes a Daunting (dddd) Discipline check. If he
tsucceeds, he is no longer stggered or disoriented. The difficulty of this check decreases per
additional rank of Hard Headed, to a minimum of one difficulty.·
The character may use his Hard Headed action to recover from being incapacitated due to
exceeding his strain threshold on his next turn after being incapacitated, he may make a
Formidable (ddddd) Discipline check as his Hard Headed action (this action may specifically be
performed even though he is normally barred from performing actions). If he succeeds.
decrease his strain to one below his strain threshold. The difficulty of this check decreases per
rank of Hard Headed. to a minimum of one difficulty.
Force talent. The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility)
melee combat check against one target within short range and adding C no greater than Force
rating to the pool. The character may spend � before resolving the success or failure of the
check to engage the target immediately as an incidental, and may spend � to add a to the
check. If the character cannot move to engage the target, the attack automatically misses.
Force talent. The character may commit C. For every full twenty-four hours C remains
committed, the character heals 1 wound he is suffering per rank of Healing Trance. This is in
addition to wounds healed due to natural rest or other abilities.
Force talent. Whenever the character heals wounds as a result of Healing Trance, if the
character is suffering from a Critical Injury, he makes a Resilience check with the difficulty equal
to the Critical Injury’s severity rating. On a successful check, the character recovers from the
Critical Injury. If the character is suffering from multiple Critical Injuries, he chooses which one
to attempt to recover from.
Once per session, the character may spend x on a successful Ranged (Heavy) or Gunnery check
to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1 .
Allies within short range of the character add ⬛ to their Perception and Vigilance checks. Allies
engaged with him add ⬛⬛ instead.
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on
any Brawn or Agility-related checks until the end of the encounter. He still suffers from the injury
itself.
Immediately after being hit by a successful combat check but before damage is calculated, the
character may spend one Destiny Point to increase his soak by a number equal to his ranks in
Resilience.
Any large equipment. vehicle, or droid that the character owns has one or more hidden
compartments for smuggling appropriately sized gear. The number of compartments is up to the
player. and the sizes of the compartments are proportional to the size of the vehicle or droid in
question. Most humanoid droids can only hold items equivalent in size to a one-handed
weapon. whereas a silhouette 4 starship could conceal humanoids within its compartments. Any
checks to detect these compartments have a Formidable (ddddd) difficulty.
The character may voluntarily increase the difficulty of a Gunnery combat check once to inflict a
hindering shot on a vehicle. If the character succeeds and deals damage to the target vehicle's
hull trauma threshold, the vehicle suffers system strain equal to its current speed whenever it
moves until the end of the encounter.
When a starship or vehicle the character is currently piloting would suffer system strain (either
voluntary or involuntary), the character may suffer a number of strain up to his ranks in High-G
Training. If he does, the amount of system strain the starship or vehicle suffers is reduced by
that amount (to a minimum of 0).
The character may spend a Destiny Point to make a Hold Together incidental immediately after a
vehicle or starship he has repaired at some point takes damage. The character explains why the
apparently serious damage was in fact superficial and the damage from the attack becomes
system strain instead.
Force Talent. When making an astrogation skill check the character may spend one Destiny Point
to remove y, or to remove t equal to his ranks in perception
The character adds ⬛ per rank of Hunter to all skill checks when interacting with wild beasts
and animals, including combat checks. The character adds +10 per rank of Hunter to all of his
Critical Injury rolls against animals.
The character may take the Hunter's Quarry action against an opponent within long range
making a Hard (ddd) Survival Check, if the check succeeds, upgrade the ability of all attacks
made against the target by one until the end of the characters turn.
The Character can choose to suffer 2 strain to perform the Hunter's Quarry action as a
maneuver instead.
Spend 1 strain to add a on a skill check
Force talent. The character may take the Imbue Item maneuver, suffering 1 strain and
committing C. He then grants one weapon or item at short range a temporary enhancement
chosen from the following options: increase weapon’s damage by one, decrease the a cost for
its Critical or for any other single effect by one to a minimum of 1, or increase a piece of armor’s
ranged or melee defense by one. Alternatively, the character can decrease an item’s
encumbrance by two to a minimum of 1. The character suffers 1 strain at the beginning of each
of his turns in which he keeps this die committed.
Force Talent. Once per session, when the character is falling, that character may perform the
Impossible Fall incidental. The character makes a Force Power Check and may spend to land
somewhere safe such as on a pile of empty boxes in a street or a muddy spot in the middle of a
lava field. The character may then spend additional to reduce the effects of the fall by one
range band and may do so multiple times.
Once per session, the character may make a Hard (ddd) Mechanics check to perform the
Improvised Detonation action and build an explosive device out of available materials. The
device can be detonated via any logical means (timed delay, pressureactivated, or even a fuse)
and when it explodes deals damage equal to the character's ranks in Intellect plus ranks in
Mechanics plus s on the initial check, and possesses the Blast quality at an equal value. The
character can spendx to increase the damage by an additional 2. A y causes the device to
detonate immediately in the owner's face. If the check would have been otherwise successful.
the premature detonation does damage based on the successful check (and has an equivalent
Blast quality). If the check would have failed. the premature detonation only does damage equal
to ranks in Mechanics plus ranks in Intellect.
Reduce the difficulty of Improvised Detonation's check to Average (dd) and increase the
damage dealt by the explosive to ranks in Intellect plus twice the character's ranks in Mechanics
plus s on the initial check (this includes the damage dealt on a premature detonation triggered
by y).
The character removes ⬛ per rank of In the Know from checks to get information from people
or disseminate news to others. Further, if the character does not state or display his affiliation,
minion NPCs do not realize the character’s allegiance when he questions them.
Once per session, the character may take the In the Know action by making an opposed
Deception vs Vigilance check against a chosen NPC (who need not be present), with the
difficulty downgraded once per rank of In the Know. If the character succeeds, he invents one
piece of misinformation that he has been spreading; the NPC already believes that
misinformation and is unaware that it originated from the character.
The misinformation must be a false statement of fact and relatively simple (such as a false
location of a Rebel Alliance base, the name of a supposed “traitor," or the overview of a fake
battle plan). When the character does this, he must explain how he leaked this falsified
information to the NPC who has come to believe it.
Once per game session, the character can take an Incite Rebellion action to make a Hard (ddd)
Coercion check. If successful, a number of beings up to his ranks in Coercion become unhappy
and try to take action against an organization or authority with power over them until the end of
the encounter. This could be due to something the character did or said, or just because the
beings were already unhappy with their position.
The character’s appearance is so common that people have a hard time identifying
distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify
him once per rank of Indistinguishable.
Once per game session, the character may reveal a contact who possesses information on a
particular subject of his choice.
When the character does this, he must explain how he knows this contact and how the contact
can shed light on the matter in question. The contact should be available to the PCs, but the GM
decides what the contact’s expertise might cost.
The character may take the Inspiring Rhetoric action. Make an Average (dd) Leadership check.
For each s. one ally within close range recovers one strain. For each a. one ally benefiting from
Inspiring Rhetoric recovers one additional strain.
Each any affected by Inspiring Rhetoric gains ⬛ on all skill checks for a number of rounds equal
to the character's ranks in Leadership.
The character may voluntarily suffer one strain to perform Inspiring Rhetoric as a maneuver
instead of an action.
Before making a skill check. the character may perform the Intense Focus maneuver, suffering
one strain to upgrade the ability of the skill check once.
The character may spend one Destiny Point to recover strain equal to his Presence rating.
After another character makes a social check, the character may suffer 3 strain and make an
Average (dd) Vigilance check. The character may add s or f to the results of the chosen check
equal to s on the Vigilance check and a or t equal to a on the Vigilance check.
When attempting a Coercion check, the character may suffer a number of strain to downgrade
the difficulty of the check a number of times equal to the strain suffered. This number cannot
exceed his ranks in Intimidating. When the character is the target of a Coercion check, the
character may suffer a number of strain to upgrade the difficulty of the check a number of times
equal to the strain suffered. This number cannot exceed his ranks in Intimidating.
Force talent. When piloting a vehicle of silhouette 5 or smaller, the character may take the
Intuitive Evasion maneuver, suffering 1 strain and committing a number of C no greater than his
Force rating or his ranks of Intuitive Evasion. He then upgrades the difficulty of combat checks
targeting his vehicle by an equal amount. The character suffers one strain at the beginning of
each of his turns in which these dice remain committed.
Force talent. When making a check to repair or craft an item, the character may add C no
greater than Force rating to the check. The character may spend �� to permanently increase
the number of hard points the item has by one, to a maximum of two additional hard points. An
item may only be improved in this way once.
Force Talent. When Performing an Astrogation or Knowledge (Outer Rim) skill check, the
character may roll a number of C no Greater than his Force rating. The character may spend �
to add s or a (characters choice) to the result
Force talent. When making a Ranged (Heavy) or Ranged (Light) combat check, the character may
add C no greater than Force rating to the check. The character may spend � to add s or a
(character’s choice) to the result.
Force talent. When making a combat check with a vehicle weapon, the character may add º no
greater than Force rating to the check. The character may spend �� to add s or a (character’s
choice) to the result
When constructing new items or modifying existing attachments, the character may choose to
add ⬛ or remove ⬛ from the check per rank of Inventor.
Force Talent. Once per encounter, when an ally within short range attempts a skill check using
the Brawn or Agility characteristic, the character may roll C. Each � adds s to the target's
check; however, each � adds t to the target's check.
The Character removes ⬛ per rank of Iron Body from their Coordination and Resilience checsk.
The critical rating of the character's unarmed attacks is reduced by 1 per rank of Iron Body, to a
minimum of 1
Once per game session, when an ally is about to suffer a critical injury, the character can take an
It's Not That Bad incidental to make a Hard (ddd) Medicine check. If successful, the ally does
not gain the Critical Injury and does not suffer any of its normal effects (although the attack that
caused the Critical Injury still deals its damage as normal).
Once per round on the character’s turn, the character may stand up from prone or a seated
position as an incidental.
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may
increase the damage of the weapon by one, decrease the a cost on its Critical Hit or any single
other effect by one, or increase armor's ranged or melee defense by one. Alternatively, he can
decrease the encumbrance of the item by two, to a minimum of one.
The bonus only applies so long as the character is using the item. If the item is ever lost or
destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.
Once per round as an incidental, when the character or any of his allies in short range generates
y on a social skill check, the character may spend one Destiny Point to convert a single y
generated on the check to f When he does this, he must explain what he says or does to smooth
things over after the verbal misstep.
The character removes ⬛ per rank of Keen Eyed from his Perception and Vigilance checks.
Checks made to search a specific area take 50% less time than normal. This does not decrease
with additional ranks of Keen Eyed.
The character removes ⬛ per rank of Kill with Kindness from his Charm and Leadership checks.
After hitting with a melee attack, the character may knock the target prone by spending a x. If
the target is larger than the acting character, it requires one additional x for each size band
larger.
Once per game session, when attempting to purchase a legally available item, the character may
reduce its rarity by one step per rank of Know Somebody.
Once per session, the character may, as if he had spent a Destiny Point, perfectly recall one
important fact he previously learned. If the character’s controlling player does not remember
the specifics of the fact the player wishes to have the character recall, the Game Master should
remind him of the relevant facts (provided the character has actually encountered the
information).
Force power. Once per session, when making a single check, the character may treat his Force
rating as being equal to his ranks in Knowledge (Lore).
When the character first acquires this talent, he may choose one Knowledge skill. When making
checks with that skill, he may spend x to gain additional s equal to his ranks in Knowledge
Specialization.
When the character performs a successful Medicine check to heal an ally, the character may
spend 1 Destiny Point to allow the target to heal additional wounds equal to the character’s
ranks in Knowledge (Xenology).
Once per game session. the character may spend a maneuver to make a Hard (ddd) Education
check. Success means the character is familiar with a building or capital ship's design. He now
knows the location of critical components or facilities within the ship or vehicle, as well as his
own location. He can also plan unconventional routes around obstacles. Additional s. a, or x
results can reveal other useful information at the GM's discretion.
When the character is piloting a starship or vehicle on which an opponent has gained the
advantage the character may suffer 2 strain to perform a Koiogran Turn maneuver, immediately
removing the effects of Cain the Advantage any opponents have on the character's starship or
vehicle. This maneuver can only be performed in a starship or vehicle with a speed of 4 or
higher.
The character can choose a Signature Vehicle with a silhouette value 1 higher than normal per
rank of Larger Project.
The character adds + 10 per rank of Lethal Blows to any Critical Hit rolls inflicted on opponents.
Once per round on the character's turn, the character may mount or dismount from a vehicle or
beast, or slide into the cockpit or weapon station aboard a starship, as an incidental instead of a
maneuver.
Force talent. The character may take the Makashi Finish action, making a Lightsaber (Presence)
combat check, adding C no greater than Force rating to the check. The character may spend �
to add +10 to any Critical Injury roll resulting from the check.
Force talent. Once per encounter, the character may take the Makashi Flourish action, making
an Average (dd) Lightsaber (Presence) check. If successful, one engaged opponent suffers strain
equal to s (ignoring soak), and the character recovers an equal amount of strain. The character
may also spend aaa or x generated on the check to stagger the opponent until the end of the
target’s next turn.
Force talent. When making a check using the Lightsaber skill, the character may use Presence
instead of Brawn.
Force Talent. The character may take the Marked for Death Maneuver, selecting one target and
commiting C. The character adds automatic aa to combat checks against that target while C
remains committed but cannot use the Marked for Death talent again until the character
uncommits C. the original target is incapacitated or the session ends a gained in this way
cannot be used to recover strain
Once per round, the character may suffer 2 strain to add additional damage equal to the
characters ranks in coordination to one hit of a succesful Brawl Combat check.
Once per round, the character may voluntarily suffer two strain to decrease the difficulty of his
next Mechanics check (or his next check to build or mod an item) by one, to a minimum of Easy
(d).
Once per round, the character may suffer two strain to decrease the difficulty of his next
Medicine check by one. to a minimum of Easy (d)·
Once per round when piloting a vehicle using the Piloting (Planetary) skill, the character may
voluntarily suffer two strain to perform any action as a maneuver instead.
The character decreases the a cost to activate the Blast quality on any weapon he uses by 1 to a
minimum of 1. This includes the cost to activate the Blast quality if the weapon misses.
Once per round as an out of turn incidental, the character may suffer 2 strain to allow an ally
within short range to count as having the same number of ranks in the Discipline skill as the
character for the next Discipline check the ally makes.
Once per round, the character may suffer two strain to decrease the difficulty of his next
Leadership check by one, to a minimum of Easy (d).
Before making a check when buying or selling items. or undertaking or paying off Obligation, the
character may choose to suffer two strain. If the check succeeds, he sells the item for 25% more
than base cost. buys it for 25% less. pays off an additional one Obligalion, or undertakes one less
Obligation.
Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the
next Stealth or Skulduggery check by one, to a minimum of Easy (d).
Once per round when piloting a starship or vehicle. the character may voluntarily suffer two
strain to perform any action as a maneuver instead.
Once per round, the character may suffer two strain to decrease the difficulty of the next
Computers or other slicing related check by one. to a minimum of Easy (d).
Once per round, the character may suffer two strain to decrease the difficulty of his next
Astrogation check by one. To a minimum of Easy (d).
Once per phase during a mass combat, the character may suffer 2 strain to decrease the
difficulty of the next Mass Combat check once.
Once per round on the character's turn the character may spend a maneuver to allow any
suitably threatening creature linked through the Animal Bond talent and of silhouette 2 or
greater to perform the Menace maneuver when the creature is at short range with an enemy.
the enemy gains ⬛ on his next combat check against the character in the encounter. enemy
characters who are immune to the effects of fear are also immune to this ability. The GM also
has final determination as to if a creature can threaten an enemy based on relative sizes and
natures.
Force talent. The character may take the Mental Bond action, committing C. As long as C
remains committed, he may communicate mentally with an animal bonded to him via the
Animal Bond talent. He can see and hear what it sees and hears, and in structured encounters,
he may direct his animal (see the Animal Bond talent) at up to extreme range.
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on
any Intellect or Cunning-related checks until the end of the encounter. He still suffers from the
injury itself.
Force talent. The character always counts as having the right tools for the job when performing
Mechanics checks.
The character may spend one Destiny Point to recover strain equal to his Willpower rating.
Each rank of More Machine than Man increases the character's cybernetic implant cap by 1
If the character has already acted this round, increase his ranged defense by 1 per rank of
Moving Target
The character adds ⬛ to his Brawl, Melee, and Lightsaber combat checks when engaged with
multiple opponents. This includes single groups of multiple minions.
Once per game session, the character may take an action to make a Hard (ddd) Knowledge
(Education) check regarding a single relic, ruin, or piece of galactic history (subject to the GM's
approval) . If successful, the character knows an amount of information about the item based on
the number of s rolled
Once per game session, the character may reroll any one Athletics or Coordination check.
Once per game session, the character may reroll any one Lightsaber or Melee check.
Once per game session, the character may reroll any one Brawl or Melee check.
Once per game session, the character may reroll any one Charm or Deception check.
Once per game session, the character may reroll any one Medicine check.
Once per game session, the character may reroll any one Piloting (Planetary) or Gunnery check.
Once per game session. the character may reroll any one Coerce or Streetwise check.
Once per game session, the character may reroll any one Perception or Vigilance check.
Once per game session, the character may reroll any one Discipline or Leadership check.
Once per game session, the character may reroll anyone Cool or Leadership check.
Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy)
check.
Once per game session, the character may reroll any one Streetwise or Negotiation check.
Force talent. Once per session, the character may reroll any one Force power check.
Once per game session, the character may reroll any one Cool or Negotiation check.
Once per game session, the character may reroll any one Resilience or Survival check.
Once per game session. the character may reroll any one Pilot or Gunnery check.
Once per game session. the character may reroll any one Computers or Astrogation check.
Once per game session. the character may reroll any one Skulduggery, Stealth. or Surveillance
check.
Once per game session, the character may reroll any one Knowledge skill check.
Once per game session, the character may reroll any one Mechanics check.
Force talent. When making a Lightsaber skill check, the character may use Willpower instead of
Brawn.
Force talent. When making a Coercion check. the character may spend aa to cause one enemy
within short range to lose his free maneuver during his next turn. When a foe within short range
makes a Fear check the character may spend tt from that check to cause that enemy to lose his
free maneuver during his next turn.
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is
upgraded once for each rank of Nobody’s Fool.
Once per session, if the character's Signature Vehicle would be destroyed, the character may
spend a Destiny Point to save it. If it would be destroyed by a Critical Hit, the Critical Hit is still
suffered, but the effect is ignored. If it would be destroyed by some other event, the details of
how the starship or vehicle survives the near-destruction are up to the player and the GM.
Force talent. Once per session, the character may take the Now You See Me action, making a
Hard (ddd) Deception check. If successful, a number of NPCs equal to his Cunning within
medium range forget any interactions they had with the character during the last thirty minutes.
At the GM’s discretion, multiple t or y may give the NPCs in question unpleasant side effects,
such as confusion, nightmares, or a persistent and maddening suspicion that they’ve forgotten
something important.
As a Maneuver, the character may inflict a number of system strain on the characters vehicle no
greater then its highest defense value and choose a vehicle within close range. If the character
does so, upgrade the difficulty of the next Piloting (Planetary) or Piloting (Space) check that
vehicle's pilot makes before the end of the encounter once for each system strain inflicted on
their craft this way
When in the wilderness the character may make a Simple (-) Survival check (instead of
discipline or cool to recover strain at the end of an encounter.
Force talent. Once per session, the character may spend several minutes meditating, then take
the One with the Universe action, making an Average (dd) Astrogation check. If successful,
during the next encounter he adds � to all Force power checks. However, if he succeeded with
t, he adds � to all Force power checks instead.
The character removes ⬛ per rank of Outdoorsman from his checks to move through terrain or
to manage terrain or environmental effects. Decrease overland travel times by 50% (this does
not decrease with additional ranks of Outdoorsman).
Whenever an enemy engaged with the character makes a combat check. after the attack is
resolved, the character may spend y or ttt to stagger the attacker until the end of the attacker's
next turn.
Once per encounter. the character may take the Overcharge action by making a Hard (ddd)
Mechanics check and choosing one of his cybernetic implants that grants him one or more of
the following + 1 to a characteristic rating, + 1 rank to a skill or + 1 rank of a ranked talent. If he
succeeds, until the end of the encounter the chosen cybernetic provides an additional + 1 to any
characterislics ratings (to a maximum of 7). an additional + 1 ranks to any skills (to a maximum
of 5). and an additional + 1 ranks of any ranked talents that it provides.
The GM may spend y from the check to have the overcharged cybernetic short out at the end of
the encounter; it provides no benefit until the character spends several hours making an
Average (dd) Mechanics check to repair it.
Once per round when using the Overcharge action. The character may spend aa or x from the
Mechanics check to immediately take one additional action.
When performing the Overcharge action, the character may choose any number of cybernetic
implants to attempt to overcharge instead of just one. If he does. upgrade the difficulty of the
Mechanics check once for each additional cybernetic beyond the first
The GM may spend y from the check to have any one overcharged cybernetic short out at the
end of the encounter; each cybernetic that shorts out provides no benefit until the character
spends several hours making an Average (dd) Mechanics check to repair it.
The character increases the value of the Limited Ammo quality of any weapons mounted on his
Signature Vehicle by 1 per rank of Overstocked Ammo.
Upon making an unsuccessful attack with a starship or vehicle weapon, the character may spend
aa per rank of Overwhelm Defenses. Reduce the defense rating in the defense zone targeted by
the attack for the remainder of the encounter by 1 for every aa spent.
When the character performs a Charm. Coerce, or Deceit check, he may include a number of C
equal to his Force rating. Each � adds s. to Charm checks. Each � result adds s.
to Coerce or Deceit checks. However add f for every �� to Coerce or Deceit checks. and add f
for every �� to Charm checks. This does not apply to targets immune to Force powers.
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage
is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat
Check), the character may take a Parry incidental. He suffers 3 strain and reduces the damage
dealt by that hit from the attack by a number equal to two plus his ranks in Parry. This talent
may only be used when the character is wielding a Lightsaber or Melee weapon.
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check that
generates y or ttt and the character uses the Parry incidental to reduce the damage from that
hit, after the attack is resolved, the character automatically hits the attacker once with a wielded
Brawl, Melee, or Lightsaber weapon. This hit deals the weapon’s base damage plus any damage
from applicable talents. This ability may not be used if the original attack disables the character.
Force talent. If the user did not make a combat check during his previous turn, he suffers 1
strain when taking the Parry incidental, instead of 3.
The character adds ⬛ per rank of Physical Training to his Athletics and Resilience checks.
When this character makes a Medicine check to help a character heal wounds, the target heals
one additional strain per rank of Physician.
The character may take the Pin action. By successfully passing an Opposed Athletics check
against an engaged opponent. the character immobilizes that opponent until the end of the
character's next turn. In addition, the character may spend x generated on the check to increase
the duration of the immobilization by one round.
The character removes per rank of Planet Mapper from his Streetwise or Survival checks used
to navigate on a world in addition, such checks take 50% less time (this does not decrease with
additional rank of Planet Mapper)
The character removes ⬛ per rank of Plausible Deniability from his Coercion and Deception
checks.
The character may make a Hard (ddd) Coercion check to perform the Improved Plausible
Deniability action. If he succeeds, he convinces one uninvolved bystander NPC per rank of
Plausible Deniability to leave the scene without asking questions. If interrogated about the
matter later, these NPCs deny having seen anything or have forgotten anything of importance.
Add one damage per rank of Point Blank to successful Ranged (Heavy) or Ranged (Light) checks
made while at close range or engaged.
When any character’s Duty would increase by 1 or more, it increases by that amount plus 1 per
rank of Positive Spin instead.
Once per session, if no PCs Duty has triggered, the character may perform the Improved Positive
Spin action by making a Daunting (dddd) Charm check with the difficulty decreased once per
rank of Positive Spin. If the character succeeds, one other chosen PC’s Duty counts as having
triggered this session. When the Propagandist does this, the player must explain what event he
engineered to highlight his comrade’s contributions to the cause. Note that this only triggers the
mechanical effects of Duty, and the GM decides what narrative impact this has, if any.
The character increases the Blast quality damage dealt by explosives, explosive weapons, and
grenades he uses by 1 per rank of Powerful Blast.
Once per round on the character's turn. the character may perform a Precise Aim maneuver
before attempting a combat-related skill check to reduce a target's defense by one.
When perform ing a Precise Aim maneuver. the character may reduce the target's defense by
two instead of one.
When the character inflicts a Critical Injury with a Brawl. Melee, or Lightsaber weapon. he may
suffer 1 strain to change the result to any Easy (d) Critical Injury result.
Additionally. whenever the character defeats a minion or rival NPC. he may always choose to do
so by nonlethal means. even if the environment or exceptional circumstances would normally
make that very difficult or impossible.
Once per round, when the character inflicts a Critical Injury with a Brawl or Melee weapon, the
character may suffer 2 strain to change the result to any Average (dd) Critical Injury Result
Once per game session, when the character inflicts a Critical Injury with an unarmed attack, the
character may suffer 3 strain to change the result to any Hard (ddd) Critical Injury result.
Combat checks to activate this talent cannot be made with any weapons.
Force talent. Immediately after an opponent moves to engage the character, the character may
spend one Destiny Point to disengage from that opponent as an out of turn incidental.
Force talent. The character adds ⬛ to all Ranged (Light) combat checks unless the target is
immune to Force powers
When making a Brawl check against an opponent. the character may choose to forgo dea ling
damage as wounds, instead dealing the equivalent damage as strain. plus additional strain equal
to his ranks in Medicine. These checks cannot be made with Brawl weapons, but it is important
to note that this strain damage is not red uced by soak.
The character deals +1 damage to one hit on all successful combat checks against disoriented
targets per rank of Prey on the Weak
When the character or an ally within short range takes cover, that character increases his soak
by one per rank of Prime Positions against ranged attacks until he leaves that cover.
Force talent. While the character is benefiting from an Aim maneuver. y from his Ranged
(Heavy) and Ranged (Light) checks cannot be spent to cause his attacks to hit any of his allies
who are engaged with the target.
Once per round on the character’s turn, he may draw or holster an easily accessible weapon or
item as an incidental, instead of a maneuver. This talent also reduces the amount of time to
draw or stow a weapon that usually requires more than one maneuver to properly prepare or
stow, by one maneuver.
The character may activate the Quick Draw talent twice per round (instead of just once per
round).
Once per game session, the character can choose to make one skill check using Agility, rather
than the characteristic linked to that skill. When he does this, he must explain how, in this
particular instance, his agility is helping him overcome this challenge.
Force talent. Before making a non–Force power check during structured gameplay, the character
may suffer 2 strain to add C no greater than Force rating to the check. The character may spend
�� generated during the check to perform one free Move maneuver after the check is
finished. This Move maneuver may be in addition to any other maneuvers performed this turn
and can allow the character to perform three maneuvers in a turn.
The character adds ⬛ per rank of Quick Strike to his combat checks made against any target
that has not yet acted in the encounter.
The character may perform the Rain of Death maneuver. If he does so. when he makes an attack
in the same turn he does not increase the difficulty of the attack due to the Auto-fire quality.
The character may suffer a number of strain to add an equal number of s to any Vigilance or
Cool check to determine Initiative order. The number may not exceed his ranks in Rapid
Reaction.
When the character recovers strain after an encounter has concluded, he recovers +1 additional
strain per rank in Rapid Recovery.
Remove ⬛ per rank of Ready for Anything from mass combat made while the character is acting
on the side of the acting force and the character’s Cool or Vigilance checks to determine
Initiative order.
When making Cool or Vigilance checks to determine Initative order, the character may spend x
to add additional s equal to ranks in Ready for Anything.
Once per session, the character may perform the Reconstruct the Scene Action. The character
makes a Hard (ddd) Perception Check while present at a crime scene (or similar location) If
successful the character identifies all prominent physical characteristics of one person who was
at the crime scene when the crime was commited (if the crime occurred within the past 24
hours). This could include the person's weight, Height and species for example the character
may identify all the physical characteristics of one additional person similarly tied to the crime
scene per additional s
With an Easy (d) Mechanics check. the character may harvest components from a functioning
device to repair a broken one. without breaking the functioning device. This allows the
character to repair a broken device without having required spare parts, raw materials. or repair
kits (the initial check does not suffer penalties for lacking repair kits either). This only works,
however, if the functioning device is at least the same size and technological level as the device
being repaired (it is impossible to repair a starship with a blaster pistol, or a lightsaber with parts
from a water wheel) .
Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or
Gunnery combat check, and after damage is calculated (but before soak is applied, so
immediately after step 3 of Perform a Combat Check), if the character is wielding a lightsaber, he
may take the Reflect incidental. He suffers 3 strain and reduces the damage dealt by that hit
from the attack by a number equal to two plus his ranks in Reflect. This talent may only be used
when the character is wielding a Lightsaber weapon.
Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or
Gunnery combat check that generates y or ttt, and the character uses the Reflect incidental to
reduce the damage from that hit, after the attack is resolved, the character automatically hits
one target within medium range, dealing the same damage as the hit from the initial ranged
attack.
The ranged attack’s hit must be one that is able to be reflected and redirected (generally only
blaster weapons fall into this category; anything else is subject to GM oversight). This ability may
not be used if the original attack disables the character.
Force talent. If the character did not make a combat check during his previous turn, he suffers 1
strain when taking the Reflect incidental, instead of 3.
Force talent. The character may take the Reinforce Item maneuver. committing CC He then
grants one weapon or piece of armor he is engaged with the Cortosis quality while CC remain
committed. The character suffers 3 strain at the beginning of each of his turns in which he keeps
these dice committed.
The character add the Massive 1 rule to his Signature Vehicle (when making an attack targeting
the starship or vehicle, the Critical rating of any weapon used counts as 1 higher).
Once per encounter, the character may perform the Reroute processors action on a droid he is
engaged with by making an Average (dd) Computers check. If the character succeeds, he
decreases one of the droid's characteristics by 1 (to a minimum of 0) untill the end of the
encounter and increases another of its characteristics by 1 (to a maximum of 7) until the end of
the encounter. If the character is a droid, They may perform this action on himself.
The character removes ⬛ per rank of Researcher from his Knowledge checks. Researching takes
50% less time (this does not decrease with additional ranks of Researcher).
When the character makes a successful Knowledge check to gain information, he and his allies
gain automatic a per rank of Researcher to checks they make to act on that knowledge until the
end of his next turn.
If the character would be disarmed or his weapon would be damaged or destroyed, he may
choose to suffer 2 strain to ignore the effect.
When the character suffers strain, he suffers 1 less strain per rank of Resolve, to a minimum of
1. This does not apply to voluntary strain loss.
Instead of removing an attachment to make room for a new one (see Removing Attachments).
the character may upgrade an old attachment into a new one. He can take the Resourceful Refit
action by choosing an existing attachment installed in one of his items, starships, or vehicles and
making an Average (dd) Mechanics check. If he succeeds. he may destroy the chosen
attachment and reduce the price of the next attachment he purchases and installs in that item
by Lhe price of the attachment he destroyed (to a minimum of 0 credits). (He must still acquire
the new attachment. with an appropriate check based on its rarity, his location, and other
relevant factors)
The character may downgrade the difficulty of checks to interact with institutions of learning
equal to ranks in Respected Scholar.
Force talent. The character may take the Saber Swarm maneuver, suffering 1 strain. His next
Lightsaber (Agility) combat check this turn gains the Linked item quality, with ranks equal to
Force rating.
Force talent. The character may take the Saber Throw action, making a Lightsaber combat check
as a ranged attack at one target within medium range, adding C no greater than his Force rating
to the check. The character must spend � and succeed on the check to hit his target; he may
spend �� to have his weapon return to his hand after resolving the attack.
Force Talent. When performing the Saber Throw action, the character can choose a target
within long range, If the character does so they must spend �� to have the weapon return to
the characters hand
Force talent. The character may take the Sarlacc Sweep action, making a Lightsaber combat
check with +1 difficulty against one engaged target. The character may spend aa generated by
this combat check to hit one additional target he is engaged with. He may do this once per
engaged target, paying aa for each additional hit.
When performing a combat check while benefiting from the Sarlacc Sweep incidental, the
character must always target the opponent with the highest difficulty and highest defense (if
this is two separate targets, the GM chooses which target is the initial target).
The character may take the Scathing Tirade action. Make a Hard (ddd) Coerce check. For each s
one enemy within close range suffers one strain. The character can also spend a results to inflict
additional strain. For every a spent, one target affected suffers one additional strain.
Each enemy affected by Scathing Tirade suffers ⬛ on all skill checks for a number of rounds
equal to the character's ranks in Coerce.
The character may voluntarily suffer one strain to perform Scathing Tirade as a maneuver
instead of an action.
Once per encounter, after the character has rolled a skill check (but before resolving the result),
he chooses a number of positive dice from his dice pool up to the number of his ranks in Second
Chances and re-rolls
them. The character must accept the second result. This talent cannot be used to re-roll any C
Once per encounter, the character may use a Second Wind incidental to recover an amount of
strain equal to his ranks in Second Wind.
Once per game session, the character may leap forward to create a daring distraction on the
battlefield by performing the Seize the Initiative maneuver. The character makes a Hard (ddd)
Athletics check. If the character succeeds, any number of other PCs who have yet not acted this
round may immediately take their turns as if it were that many PC slots at that point in the
Initiative order. Each PC who acts this way counts as having acted for this round (and thus
cannot act again this round). The initiative order returns to its previous order at the beginning of
the next round.
When using weapons with the Blast quality or explosive devices, the character may spend a to
exclude one target that would normally be affected by the explosion. Multiple targets may be
excluded in this manner, but the total number may not exceed his ranks in Selective Detonation.
The character may also spend x to exclude multiple targets, as long as the total number of
targets excluded does not exceed his ranks in Selective Detonation.
Force talent. Once per game session, the character may add ⬛⬛ to the skill check of one NPC
within extreme range.
Force talent. Once per game session, the character may remove ⬛⬛ from any one skill check.
Force talent. The character adds ⬛ to all Charm, Coercion, and Deception checks unless the
target is immune to Force powers.
Force Talent. Once per session the character may perform the Sense the Scene action, They
make a Hard (ddd) Perception check while present at a single crime scene (or similar location),
adding C no greater than the characters Force rating to the check. If successful generating �
the character may identify the emotional state of one person involved in the crime (such as the
perpetrator or victim), the character may spend additional � to identify the emotional state of
one additional person involved in the crime and may do so multipe times
Force talent. When an animal bonded to the character by the Animal Empathy talent suffers
wounds, the character may take the Share Pain incidental. He reduces the wounds the animal
suffered by half (rounded up), then suffers a number of wounds equal to the number reduced.
Force talent. When making a Lightsaber skill check, the character may use Cunning instead of
Brawn.
During a chase, the character may add ⬛ equal to his ranks in Shortcut to any checks made to
catch or escape an opponent
When engaging in a chase or race the character may suffer two strain to add s equal to ranks in
Shortcut to the check
Once per round while piloting a starship or vehicle, the character may suffer 2 strain to
showboat during his next check. If the check succeeds, the character adds x to the results.
However, if the check fails, he adds y instead. The x or y added this way do not include the s or
f that are usually a part of them, only the beneficial or negative effects of the symbol.
Force talent. Once per session, the character may spend one Destiny Point to make himself
undetectable via the Force (through abilities such as the Sense power) and to make his own
Force powers unnoticeable for the remainder of the encounter.
What this entails exactly is up to the player and the GM, and the GM may rule that some actions
(such as lifting an X-wing with one’s mind) are too obvious to be ignored. However, abilities such
as manipulating control panels, lifting small objects, or using Force powers to affect someone
physically or mentally go unnoticed, or the effects are attributed to something else.
Once per round on the character’s turn, the character may perform a Side Step maneuver to try
to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in
Side Step. Until the start of the character’s next turn, upgrade the difficulty of all ranged combat
checks targeting the character a number of times equal to the strain suffered by the character.
The character may perform two maneuvers while Side Stepping incoming attacks, which
increases the difficulty of all ranged combat checks against the character by one instead of the
original bonus for Side Step. Keep in mind. however, that a character only gets one free
maneuver per turn-to perform an additional maneuver. the character must downgrade his
action or voluntarily suffer two strain.
The character chooses one starship or vehicle with a silhouette of 3 or lower that he owns. T his
starship or vehicle is the character's "Signature Vehicle." He upgrades the ability of all
Mechanics checks made to work on the vehicle once. If the starship or vehicle is ever lost or
destroyed, the character may apply Signature Vehicle to a new starship or vehicle that meets the
requirements T he process of modifying and acclimating to the new vehicle may take some time,
at the GM's discretion. No two characters can have the same vehicle as their Signature Vehicle.
When in a starship or vehicle with functional coms, allies within short range add ⬛ to their
Perception and Vigilance checks. Allies within close range add ⬛⬛ instead. This talent operates
on planetary scale, not personal scale.
The character removes ⬛ per rank of Skilled Jockey from his Piloting (Planetary) and Piloting
(Space) checks.
When making a Computers check, the character may spend a x to gain some measure of control
over the target system. Any further Computers checks within this system may be made as
maneuvers.
Force talent. The character adds ⬛ per rank of Sleight of Mind to his Stealth checks unless the
being attempting to detect the character is immune to Force powers.
Force talent. On any turn in which the character is under the effects of a Force power, he may
perform the Slippery Minded action (this action may be specifically performed even if the Force
power would normally bar him from performing actions). He makes a Hard (ddd) Deception
check. If he succeeds, he is no longer under the effects of the Force power.
When a character first acquires this talent, he chooses one skill: Charm, Coercion, Negotiation,
or Deception. When making checks with that skill, he may spend x to gain additional s equal to
his ranks in smooth Talker.
Once per round before making a ranged attack, the character may perform a maneuver to
attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to
one range band per rank For each rank beyond the normal maximum of the weapon, upgrade
the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to
longer range)
After making a successful attack with a non-starship/vehicle weapon, the character may spend
one Destiny Point to add damage equal to his Cunning to one hit of the successful attack.
Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional
hull trauma per rank of Solid Repairs.
Once per encounter when riding a beast the character may perform a Soothing Tone action,
attemptint an Average (dd) Knowledge (Xenology) check If successful the beast the character is
riding recovers strain equal to s on the check (or heals that number of wounds if it does not
have a strain threshold).
Force talent. When making a Lightsaber skill check, the character may use Intellect instead of
Brawn.
The character decreases the critical rating of any nonstarship weapon he wields by 1 (to a
minimum of 1) against targets that have not yet acted this encounter.
At the beginning of each game session, the character gains credits equal to his ranks in Sound
Investments times 100. How this money is earned is up to the player and GM, and could be
actual investments, business dealings, or even a small legal or illegal side business. The GM can
also decide that the current events of the adventure may make these funds temporarily
unavailable.
The character does not run out of ammo on a y. Items with a listed clip size run out of ammo as
normal.
The character grants ⬛ per rank of Speaks Binary to any tasks he directs a non-player droid to
perform.
When the character directs a Non-Player Character droid Lo assist any character with a check,
that droid provides an additional ⬛ to the check for which it is assisting (beyond the usual
benefits of assistance).
Once per encounter. the character may perform the Speaks Binary maneuver. choosing one skill.
Until the beginning of his next turn, a number of NonPlayer Character, non-minion droids up to
his ranks in Speaks Binary may use the character's ranks in the chosen skill (rather than their
own ranks in that skill)
After the character makes a successful combined check with two Ranged (Light) weapons, each
additional hit generated as part of the attack can be allocated to any other target within range
of the weapon.
The character may push an animal past its normal comfort level. When riding a beast, he may
perform the Spur action, attempting a Hard ( ddd) Survival check. With success, the beast's top
speed increases by 1. The character can choose to end the effects of this at the start of any of
his turns. However, if he chooses to maintain the effects for that turn, the beast suffers 2 strain.
The beast still cannot perform actions or maneuvers it could not perform normally (e.g. actions
that have a minimum speed requirement).
The character may voluntarily suffer 1 strain to attempt Spur as a maneuver. In addition, the
difficulty of Spur is reduced to Average (dd).
The beast the character is riding suffers 1 strain to maintain Spur's effects instead of the normal
2.
The character grants ⬛ per rank of Stalker to his/her Coordination and Stealth Checks
The character removes ⬛ per rank of Steady Nerves from Cool or Skulduggery checks.
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on
any Presence or Willpower-related checks until the end of the encounter. He still suffers from
the injury itself.
The character may take the Stim Application action. To perform this action. he must have access
to drugs, a medpac, or stimpacks. He makes an Average (dd) Medicine check. If successful. one
ally he is engaged with (including himseln increases one characteristic of the character's choice
by one for the remainder of the encounter, and suffers four strain. A single characteristic may
only be increased once by Stirn Application.
As an Incidental, before performing the Stim Application action, the character may increase the
difficulty of the Medicine check to Hard (ddd). If he does so, the target of the action suffers one
strain instead of four.
When performing the Stim Application action: each x may be spent to in crease an additional
characteristic by one. To a maximum of five.
Whenever the character uses a stimpack, the target heals an additional wound per rank of
Stimpack Specialization. The sixth stimpack and beyond each day still have no effect.
Force talent. While wielding a Lightsaber weapon, the character may take the Strategic Form
action, making a Hard (ddd) Lightsaber (Intellect) check and rolling C no greater than Force
rating as part of the check. For each s, one target within short range of the character may only
make combat checks if those combat checks target the character until the end of the following
round. The character may spend � to cause Strategic Form to affect a target for one additional
round. The effects of Strategic Form end if the character is incapacitated.
The character removes ⬛ per rank of Street Smarts from his Streetwise and Knowledge
(Underworld) checks.
Once per session, the character may perform the Improved Street Smarts Action, The character
makes a Formidable (ddddd) Streetwise or Knowledge (Underworld) check, Reducing the
difficluty once per rank of street smarts, If successful the GM reveals one vital clue pertaining to
a current mystery the character is attempting to solve
The clue should be something that the character could not normally find out, but it does not
have to be the full answer to the mystery. for instance, it could be evidence that cancels a false
lead or otherwise helps move the story along. The GM should tailor the information depending
on the skill used, Streetwise might mean the character learns about the information from a
network of street urchins, while Knowledge (Underworld) could mean the character draws on
their own vast knowledge about criminal enterprise to discover a previously unseen clue.
Once per game session, the character can choose to make one skill check using Intellect, rather
than the characteristic linked to that skill. When he does this, he must explain how, in this
particular instance, his intelligence is helping him overcome this challenge.
Characters with the Stong Arm talent treat thrown weapons as if they had one step greater
range, to a maximum of medium range.
When making a streetwise or survival check to navigate on a world, the character may use
Intellect instead of Cunning
When making Melee checks, the character may choose to deal damage as strain instead of
wounds. This does not ignore soak.
When dealing strain damage with Melee or Brawl checks. The character may spend a x to
stagger his target for one round per x spent.
Force talent. When the character makes a Lightsaber combat check, he may spend x or aa to
disarm his opponent (with GM’s approval). The disarmed weapon lands anywhere within short
range of the engagement (character’s choice).
Force Talent. Once per session when the character generates y on a Piloting (Planetary) or
Piloting (Space) check he may cancel the y result and add s equal to his ranks in Cool to the
results
When the character assists an ally with a Charm, Deception, Leadership, or Negotiation check,
that ally adds automatic a to the results of the check per rank of Supporting Evidence.
The character and each ally within short range may spend a on their failed combat checks to
inflict one strain on the target per rank of Suppressing Fire. Each character can only activate this
effect once per round.
When this character makes a Medicine check to help a character heal wounds, the target heals
one additional wound per rank of Surgeon.
Force Talent. Once per session when making a single check the character may treat his force
rating as being equal to his ranks in Survival.
The character does not suffer the penalties for moving through difficult terrain (he moves
through it at normal speed, without spending additional maneuvers).
On a successful ranged attack during combat with a nonstarship/vehicle weapon. the character
may spend one Destiny Point to add damage equal to his Agility to the attack.
For each rank, the character reduces the amount of time needed to complete computer-related
tasks by 25%.
Force talent. The character may take a Terrify action, making a Hard (ddd) Coercion check and
rolling C no greater than Force rating as part of the check. If successful, one target per s within
medium range of the character is disoriented until the end of the next round. The character may
spend aa to increase the duration of disorientation for all affected targets by one round, and
may spend � to immobilize an affected target until the end of the next round.
Force talent. The difficulty of the Terrify action decreases to Average (dd). In addition, the
character may spend x generated on the check to stagger an affected target until the end of the
next round.
Force Talent The Character may spend one destiny point to perform a Terrifying Kill maneuver
immediately after conducting a successful attack where the target is incapacitated or suffers a
critical injury (the character must still be able to perform maneuvers and may not perform more
than two maneuvers in a turn). The character rolls C no grater than his force rating and may
spend � to inflict 1 strain on any other characterswithin short range of that target (and may do
so multiple times) A character who has purchased this talent automatically gains 1 conflict at
the beginning of a game session.
Upon a successful skill check, the character may suffer 1 strain, if so, a number of allies within
short range equal to the character's Willpower add automatic a when making the same skill
check until the start of the character's next turn. The range at which That's How It's Done can
affect allies increases by one band per rank of That's How It's Done beyond the first
Force talent. Once per session, the character may suffer 2 strain to perform a Force power
action as a maneuver.
Once per session, the character may make a Hard (ddd) Knowledge check (the GM and player
should determine which Knowledge skill is most applicable in the given situation) to perform the
Thorough Assessment action. If he succeeds, the character may add ⬛ to one check that
another character who could reasonably benefit from this information makes before the end of
the encounter. For every s beyond the first, he may add ⬛ to one additional check this way. Fie
cannot allocate more than ⬛ to any single check this way. At the end of the encounter, any
unused ⬛ are lost.
At the beginning of the session (after the GM has rolled to trigger Obligation), the character may
choose to spend 100 credits. If he does so, he ignores any penalties to his strain threshold due
to Obligation being triggered (if his own Obligation is triggered, it may still have plot
complications, but he ignores the mechanical penalty). This may represent the character
temporarily dealing with the Obligation via a few credits, or simply indulging in some sort of
diversion that takes his mind off his problems.
The character may spend 1 Destiny Point to perform a Move maneuver as an incidental to
attempt to move into cover or out of the blast range of a weapon or explosion. This may be
performed out of turn. This incidental occurs after the character determines he would be hit by
the blast, but before damage is applied.
When activating Time to Co, the character may allow one ally he is engaged with to also
perform an out of turn Move maneuver as an incidental to attempt to move into cover or out of
the blast range of a weapon or explosion. This incidental occurs after the ally determines he
would be hit by the blast, but before damage is applied
The character makes one piece of equipment more modifiable. He chooses one piece of
equipment and increases its hard points by one. He may only do this once per piece of
equipment. but may modify a number of pieces of equipment equal to his ranks in Tinkerer. If
he loses a modified piece of equipment. he may apply Tinkerer to a new one.
Force talent. Once per game session, the character may add ⬛⬛ to any one skill check.
The character increases his wound threshold by two per rank of Toughened.
Any vehicle the character pilots counts as having a silhouette one lower than normal when
being attacked, to a minimum of 0.
Once per round. before the character makes a ranged attack, he may perform a True Aim
maneuver. By performing this maneuver, the character gains all the benefits for aiming and may
also upgrade his attack roll once per rank ofTrue Aim.
The character increases the handling of his Signature Vehicle by 1 per rank of Tuned
Maneuvering Thrusters.
When a social check against the character generates tt or y the character may suffer 1 strain as
an incidental to inflict a number of strain equal to his ranks in Coercion on the character who
made the check.
The character may perform the Parry incidental while unarmed. When the character performs
the parry incidental while unarmed, reduce the strain they suffer from the Parry incidental by 1,
to a minimum of 1.
Force talent. The character adds ⬛ per rank of Uncanny Reactions to his Vigilance checks.
Force talent. The character adds ⬛ per rank of Uncanny Senses to Perception checks.
Force talent. Whenever the character misses an opponent with a combat check and generates x
or aaa, the character may spend this to perform a Force power action that targets one or more
allies as a maneuver (he must still be able to perform maneuvers, and may not perform more
than two maneuvers in a turn).
When targeted by a Deception check, the character automatically adds f to the check equal to
his ranks in Vigilance.
When targeted by a Deception check that fails, the character may spend one Destiny Point to
retroactively add y to the pool results.
If the percentile roll made when the character receives a Critical Injury is 1 or is reduced to 1,
the character does not receive the Critical Injury and suffers none of the effects.
When the character wins at gambling, he earns 10% more credits per rank of Up the Ante.
The character may spend a Destiny Point to produce a previously undocumented-but essential-
small tool from his utility belt or satchel, with a rarity no greater than (3). This may not be a
weapon.
Remove a number of ⬛ equal to the character's ranks in Utinni! from checks made to find or
scavenge items or gear. (These checks could include Negotiate. Surveillance. or other checks,
depending on circumstances and the GM's discretion). Such skill checks take half Lheir normal
time (this does not decrease with multiple ranks of Utinni!).
Once per encounter, the character may take a Valuable Facts action, making an Average (dd)
Knowledge check (the GM and player should determine which Knowledge skill is most
applicable in the given situation). If successful, the character may add x to any one check made
by an allied character during the encounter.
The subsequent check should relate in some way to the facts the character learned, or the
player should come up with an explanation for why the information the character learned is
instrumental in the success of the ally’s check.
The character chooses any Three Knowledge skills. They permanently become career skills
The character chooses any two skills. They permanently become career skills.
Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.
When the character sells legal goods to a reputable merchant or business. the character gains
an additional 10% more credits per rank of Wheel and Deal (based on the original sell price of
the good or item).
Once per game session, the character can choose to make one skill check using Presence, rather
than the characteristic linked to that skill. When he does this, he must explain how, in this
particular instance, his social ability is helping him overcome this challenge.
Index
Age of Rebelion - Core Rulebook P:142
Edge of the Empire - Core Rulebook P:132
Force and Destiny - Core Rulebook P:138
NoP:139
NoP:139
NoP:37
There are many billions of stars populating the galaxy, all of which are in motion relative to one another. Planets and smalle
and other astronomical anomalies are also present throughout the galaxy. Traveling between the worlds of the galaxy requ
also requires a navicomputer that is up to date on the current time and relative motion of all of these objects. The Astrogati
effectively program the hyperspace coordinates for any jump.
The difficulty of a hyperspace jump is based on the area targeted and the distance traveled. Travel to a nearby system along
on the accuracy of navigational information and other factors.
Additional s beyond those required to calculate a hyperspace jump may be used to better target the location. While a singl
vessel directly into orbit around the target planet. Alternatively, characters may use additional s to reduce the time spent c
commonly used to reduce travel time. On extended journeys, they might be used to identify convenient stopovers en route
of the trip. A x could be spent either to complete Astrogation calculations in the minimum amount of time or to greatly red
unknown information, such as safer or quicker alternative route.
Conversely, t generated on an Astrogation check could decrease the accuracy or increase the travel time of a hyperspace ju
hyperspace routes or galactic maps. y can be spent in the same way but to greater magnitude, or it could trigger some trul
asteroid.
Player Characters lead dramatic lives filled with constant physical confrontation. Often, that confrontation comes from an e
swum, or a chasm that must be leapt. The Athletics skill governs these actions. It serves as a measure of the character’s ove
physical training, such as field infantry or scouts, are the most likely to have a high rank in Athletics.
• All aspects of climbing—including rappelling and swinging on a line—fall under the purview of the Athletics skill. The diffi
conditions of the surface being climbed.
• Characters who attempt to swim in difficult conditions must check their Athletics. Water conditions—particularly waves,
• A character’s vertical and horizontal jump are both determined through use of an Athletics check. Gravitational condition
• Any character can run, but sprinting or running for an extended time falls under the purview of an Athletics check.
The difficulty of an Athletics check is set by the severity of the task. Attempting to perform a routine task under normal con
person’s body length or staying afloat for hours—should require d equal to the equivalent difficulty of the task. Adverse co
⬛. A combination of these elements can make a check significantly more challenging. Extremely adverse conditions—hurr
introduce one or more c, in addition to increasing the difficulty.
Additional s on an Athletics check can either reduce the time required to make the check or increase the distance traveled
aa on an Athletics check may be used to grant the character an additional maneuver during the course of his turn. The ma
remember that characters can take a maximum of only two maneuvers during their turn. Advantage can also generate bon
checks the character performs later.
x results on successful checks should allow the character to perform the check with truly impressive outcomes. Instead of
hovering platform, he uses his momentum to flip atop it, landing on his feet.
As Athletics is generally used to perform physical actions, t and y results should most often result in physical penalties. Sm
cause the character to fall prone, or even suffer a wound from sprains and bruises. y could even inflict a Critical Injury, eith
During some physical confrontations, a character seeks to incapacitate a foe without causing seriously injury. At other time
hand. Some individuals are thoroughly trained in unarmed combat or have natural weapons that they prefer to use during
success or failure in the combat. Most characters who grew up in a hostile environment have some knack for Brawl. All wild
confrontation. Anyone who participates in military or law enforcement training learns some basic martial arts, which fall un
of this skill as well. However, improvised weapons—such as a bottle or a table leg—are used with the Melee skill.
In some conflicts, characters may be bound by legal or social restrictions to fight only without weapons. Drawing a weapon
repercussions, forcing the characters to depend upon their Brawl skill. The Brawl skill is most often used to make combat ch
augment unarmed combat, though there may be other uses for this skill, at the GM’s discretion. The difficulty of Brawl che
resisting, the check might be easier, at the GM’s discretion.
For a character with a warm smile and a silver tongue, it might be possible to travel the galaxy simply by depending on the
compliment to his target—often by deciphering the subject’s social and cultural background. Note that the use of the Char
A character who employs flagrant flattery with no basis in reality would be better suited to the Deception skill. Politicians, s
• Persuading an individual to make a special exception to his usual practices through flattery, flirtation, and grace typically r
• Appeals to a target’s better nature—even if it does not exist—generally require a character to use Charm. These sorts of r
hope of remuneration.
• Seduction attempts for most species typically rely on Charm, but for situations in which the interest is entirely feigned, it
Charm is often an opposed check against the subject’s Cool. An exception is a situation in which the PC is trying to Charm a
modifiers may also apply based upon the character’s style of dress, species, and other characteristics. For instances in whic
be added.
For situations involving multiple subjects or a target predisposed to react favorably toward the character, the character doe
number of subjects and their disposition. Larger crowds or groups who are predisposed against the character’s desired out
character may require few, if any, d.
Extra s on a Charm check may be used to extend the target’s support for additional encounters. Each s spent in this way ga
a may be spent to affect unexpected subjects beyond the original target. These may be bystanders or others who are not d
way. With a x, the player may choose to have a target NPC become a recurring character who remains predisposed to assis
than usual price for fencing goods, or may share certain Imperial secrets.
t and y are, conversely, harmful to a character’s standing with those he is trying to sway. t may be spent to reduce the num
against the character. The GM may use y to turn a single NPC against the character and to make that NPC a minor recurring
Some people believe that the only way to maintain respect is to be feared. Others may only grant respect to those whom t
threats or acts of physical intimidation, they use Coercion. A Sith Lord or an Imperial interrogator may use Coercion to frigh
may use Coercion to intimidate opponents into surrendering rather than fighting and killing their enemies. Imperial Intellig
their ability to coerce their subjects.
• Any time a character issues a threat, whether or not it’s accompanied by hostile actions, he is using Coercion against the
Coercion.
• If a target is questioned or persuaded under conditions of physical captivity, the acting character should make a Coercion
• Acts of physical torture always invoke Coercion. Of course, physical violence may also induce strain or wounds in a subjec
Coercion is an opposed check, resisted by the subject’s Discipline. Situational modifiers, such as the degree to which a subj
significantly affect the dice pool. Attempting to persuade a subject to betray his core beliefs should always add d to the poo
In situations in which the character is attempting to intimidate multiple subjects or a target who is already threatened by th
the difficulty of the check is determined by the number of subjects and their disposition. Larger crowds or groups that are
those already cowed by the character may require few, if any, d.
Extra s on a Coercion check may be used to inflict strain upon the target at a rate of one strain per ss.
By spending aa, the character may affect unexpected subjects beyond the original target. These may be bystanders or oth
result of witnessing the Coercion attempt. With x, the character may completely break the subject’s will. The target’s alleg
temporarily. The newfound follower may be exploited to gain additional information or assets, or even to serve as a spy wit
forced loyalty may not prove permanent.
Intimidation and strong-arm tactics are only as successful as the strength and thought behind the attempt. The GM may sp
be spent by the GM to represent a building resentment toward the coercing character. Regardless of the success or failure
having been strong-armed. y, on the other hand, may be spent to represent the character’s slipping up and revealing some
attempting to coerce a target to give up security codes for an Imperial base might let slip information concerning movemen
The galaxy could scarcely function without the constant assistance of computers. Devices everywhere are linked together a
sometimes exploit these resources, or they might know how best to avoid those systems under computer control. Many pe
manipulate them may commit crimes without their victims even becoming aware of the offenses. Even using the HoloNet f
there are forces interfering with the system. This skill also governs the repair of a damaged computer system, defensive acti
software on a computer or droid running effectively.
• Attempts to open a locked door, control an elevator, or bypass a security system make use of the Computers skill.
• Searching through a subject’s records, particularly if those notes are encrypted, makes use of Computers to overcome an
external links.
• Investigating what actions a slicer might have taken against a computer system requires the Computers skill to identify th
• Efforts to alter a droid’s programming or gain access to its memories require the acting character to make a Computers ch
• Characters must make a Computers check to recover data from a system that has suffered physical damage.
The difficulty for a Computers check is calculated based on any defenses present within the system and the inherent sophis
transaction might be trivially easy, while a military outpost could be hardened and prepared for a slicer’s assault. In genera
should be to overcome.
Additional s may be spent to reduce the time required for the action undertaken. This is generally representative of the ch
a may be spent to uncover additional information about the system. The character might discover additional assets that co
concealed defenses. Once the presence of such systems is discovered, a character may attempt to gain access to them with
have taken while slicing the system. Each x may be spent to add c to the check if another slicer should attempt to detect o
The GM may spend t generated on a character’s Computers check to represent the character’s doing a poor job of conceali
while other slicers attempting to discover evidence of the character’s actions may add B to their check for each t generate
y may be spent by a GM to represent the character’s leaving behind of trace information about his own system in the syste
check, the GM may add B to any future Computers checks in which an NPC uses the target system to slice the character’s o
The life of a Force sensitive within the Empire is never easy. The ability to stay calm and think while one’s life hangs in the b
maintaining a calm and placid temperament, the character is much more likely to be able to effectively prioritize issues and
remember and focus on achieving their goals, allowing outside influences to have much less effect.
• In some combat situations, a character’s Initiative may be determined by his Cool skill. This is applicable under circumstan
• A character’s Cool is used to resist Charm and Negotiation, and it may permit him to ignore many of the lies that come as
• Often, when someone is trying to be overly kind, authenticity becomes lost among the niceties. Characters can use Cool t
• If a character has set a trap for a target, carefully lining up a shot on an unsuspecting foe, he may check for Initiative usin
• If multiple characters are engaging one another in a debate in which the timing of the argument matters, Cool may be us
There is rarely any extra s on a Cool check, as it’s generally used to oppose another’s actions, or to determine Initiative, wh
An a from a Cool check may be spent to give the character an additional insight into the situation at hand. He may notice a
can be used directly against his opponent. The character might spot a rogue asteroid during a dogfight, notice a security offi
style of argument.
A character who generates a x result during a Cool check has not only stood unflinching as chaos erupts around him, but h
may recover 3 strain.
Sometimes a situation is so frantic that it can overwhelm even the most steadfast of souls. The GM may spend t generated
instance, if a character generates a t during a duel, he may be so focused on his target that he fails to notice the target’s all
character may lose all sense of where he is and what he is doing, effectively succumbing to minor shell shock. The GM may
overwhelmed by the chaos around him.
When a character needs to go somewhere without being seen, it often requires him to remain stable on unsteady surfaces
height. Overcoming these types of challenges requires a tremendous sense of balance and a heightened degree of flexibilit
they can be further developed through regimens of practice and exercise.
Any time a character needs to contort his body into an unusual position, Coordination is used to calculate the dice pool. No
discussed in their species description, where applicable.
Many Shadows and Hunters become known for their natural flexibility and grace. For some, their lives may frequently depe
complement to their other abilities.
• A character may attempt to reduce damage suffered from falling, diminishing the impact by rolling into a tumble upon a s
• Walking across a narrow surface, whether a wide beam or a thin pipe, requires a tremendous sense of balance and a suc
• Characters can use Coordination to escape from restraints, contorting their limbs at unusual angles so that bindings slip f
• Crawling through the twists and turns of a sewage pipe, ventilation duct, or garbage chute may require a successful Coord
Any additional s received when using Coordination may be spent to increase the distance traveled during the action or to d
the distance moved by 25%, up to a maximum of ssss.
aa on a Coordination check may be used to grant the character an additional maneuver during the course of his turn. (How
Coordination check may be spent to accomplish the task with truly impressive results, either with narrative flair, or granting
across a rope to get across a chasm, the character could cut the rope, swing across, and in doing so deny anyone the ability
To represent harm done to a character’s body in the process of a Coordination check, the GM could spend t generated dur
represents something truly harmful happening to the character during his check. A character could suffer a wound as a res
Those worlds closest to the Galactic Core are generally considered to represent the pinnacle of galactic culture and civilizati
substantially from system to system (and even between planets within a given system). A few notions are particularly comm
Perfectly acceptable behavior on one planet may be considered grossly disruptive manners on another, even within this cu
the other portions of the galaxy. Because of this, visitors from foreign worlds are far more common here than in many othe
planets in disparate portions of the galaxy.
• If a character needs to identify a person’s planet of origin without asking, he may make a Core Worlds check. This allows
world.
• When interacting with someone from a Core World, a character might make a Core Worlds check to know what behavior
• Characters who specialize in the acquisition and delivery of goods can make this check to identify which markets are the
where such goods could be illegal.
The difficulty of a Core Worlds check is generally proportionate to the rarity of the information involved. Common knowled
minor moon.
Sometimes a character needs to persuade someone to act a certain way but lacks any leverage for the discussion. In times
persuade someone to make a purchase, do a favor, or simply go somewhere else, a well-timed and convincing lie can make
a persuasive effort, the character making use of it is employing the Deception skill. Advisors, Shadows, and many less-than
fields make use of this skill, but it’s seldom a critical focus of their development.
Attempts to deceive are subject to the perceptions of the target. Deception is opposed by the subject’s Discipline. In situati
believes that character to be trustworthy, the character need not make an opposed check. In such circumstances, the diffic
both). Larger crowds or groups that are more likely to disbelieve the character require a more difficult check, while deceivin
• If a character wishes to mislead a buyer or seller about an object’s value so that he may adjust the purchase price to his a
• Any time a character wishes to distract an opponent through guile—even within the context of a physical confrontation—
• When pursued, a character may choose to use Deception as a means to lay a false trail, in the hope that the tracker migh
Extra s on a Deception check may be spent to extend the duration of the Deception. This could give the acting character am
the target less likely to notice the fraud and more susceptible to further deceptions.
a may be used to increase the value of any goods or services gained through the action. The subject might simply believe t
believing that the character is a trustworthy sort. Future Deception checks against the target do not require an opposed ch
t during a Deception check gives away a portion of the lie. Perhaps the target realizes that he has been lied to but is unable
more suspicious of the character. y may represent a more extreme example of this phenomenon; for instance, the target n
reputation among a small community of people. Additionally, the target may realize that he is being lied to and use the situ
the target is able to slip shoddy gear past the character by playing along with the lie.
The ability to focus one’s mind is vital to a Force user. Though one must be sensitive to the Force in order to use it, if a char
characters may confront countless horrors as they explore the galaxy. Some of these are natural, if terrifying: the rancor, th
constructions or artifacts, and still others—such as a vergence of the dark side of the Force—may be supernatural. The abil
Discipline. This skill represents a character’s ability to control his biological instincts, so that he can overcome things that m
A character’s Discipline is used to resist Leadership, Coercion, and Deception. It may also enable him to overcome treacher
development of Force abilities.
• If a character is pinned down by heavy fire, he may need to pass a Discipline check in order to act normally.
• Often, when summoning the Force in order to throw objects at people, influence the mental state of others, or otherwise
• When confronted by a creature with inherently horrifying aspects, a character’s ability to engage the foe rather than flee
• Sometimes, a business contact might offer a character a deal that seems far too good to be true. The ability to resist such
• Mentally sorting truth from fiction and determining when someone is lying (and not letting oneself be swayed by those li
• Discipline is often used to oppose another’s actions— thus, the roll is made by the opposing player—so it may not always
they may be spent to downgrade a c to a d on the character’s next action.
a from a Discipline check may be spent to give the character an additional insight into the situation at hand. He might notic
the suppressing fire that gives the character a moment to leap from cover. Often, the sight of an ally looking danger in the e
Discipline check may be spent to add B to any Discipline checks made by the character’s allies during the following round.
The GM may spend t generated during a Discipline check to undermine the character’s resolve, perhaps inflicting a penalty
overwhelm the character entirely. In this case, the character is unable to perform more than a single maneuver during the
Among most of the races and cultures of the galaxy, achieving literacy is a crucial first step toward adulthood. Even on the w
standard long before they reach physical maturity. Once literacy is attained, an individual’s education generally expands to
grounding in mathematics, the basic sciences, and enough understanding of engineering principles to perform basic repair
From there, an understanding of the various dominant species and cultures across the galaxy provides a complement to a w
appropriately interact with the broader galaxy. To the uneducated, places beyond their home seldom make sense. Basic cu
• Any time a character needs to interact with a government entity, an Education check may be made to identify the best wa
• If a character needs to employ basic scientific knowledge in an analysis, his understanding of this field is represented by h
Education also represents a default Knowledge skill. Any time a question comes up that doesn’t obviously fall under one of
character’s understanding of a particular subject matter. The difficulty for an Education check is typically best represented b
hand may receive substantial bonuses, but even using such a work requires an understanding of core principles.
Many weapons are simply too large for a person to carry. In order to bring such a weapon to bear against an opponent, it m
substantial defensive emplacement. Weapons of this sort might require a team to transport, assemble, and ultimately oper
Characters seldom gain experience with weapons of this magnitude outside of military training. Weapons of this caliber are
dangerous worlds have natural predators that require a weapon of this power as a proportionate response. Gunnery applie
weapon systems like heavy laser turrets and ion cannons are also fired using this skill.
• If a character is piloting a starfighter, the ship may have weapons that are mounted on it with a fixed orientation. Prior to
a firing solution.
• Characters using Gunnery to fire turret-mounted weapons may need to hold their action until a pilot can maneuver the v
• Complex targeting computers and automated weapons mounts are often used with large-scale weapons. Operating this e
The Gunnery skill is most often used to make combat checks while using an appropriate ranged weapon, though there may
determined by the distance to the target or by relative silhouettes, depending on the weapon fired. The difficulty may be m
Even great heroes sometimes need the assistance of others to complete their goals. Certainly the foulest villains consistent
companions and devotees can play a crucial part in the success or failure of any endeavor. While some may follow out of fe
with a person in whom they have faith and trust. The Leadership skill represents a character’s ability to instill that belief in
bosses all determine their degree of success base upon their abilities to lead others. Leadership is a combination of making
loyalty and respect in one’s subordinates.
• If a character’s allies have become subject to the effects of fear, they may be rallied through a Leadership check.
• When acting in a public venue, a character may use Leadership to sway a crowd to take action, most commonly of a politi
• If a character’s underlings have fallen before the guile of an opponent, the character may realign their loyalty to his cause
The difficulty of a Leadership check is based on the complexity of the orders a character is attempting to convey. It is also b
command. Particularly complex orders, or stubborn or particularly dull subjects, require a larger number of d, while a simp
When a character attempts to command a target to perform an action that could result in harm to the target, or is in some
The character’s Leadership check is opposed by the Discipline of the target, depending on the particulars of the order given
Extra s on a Leadership check may be used to extend the target’s support for additional scenes or may increase the efficien
a may be used to affect bystanders in addition to the target. With x, the player may choose to have the target NPC become
individual may decide to join the character’s crew, offering his services as a permanent aide-de-camp.
The GM may spend t generated during a Leadership check to decrease the efficiency of the ordered actions, causing them
authority, damaging the character’s ability to command the target or those who witnessed the attempt. Should a character
thorn in the character’s side, either by refusing future orders outright or turning others against the character.
Lightsabers (and derivative weapons) are quite unlike any other weapons in the galaxy. While most close combat weapons
lightsaber seems to be nothing more than a simple weapon hilt. However, when activated, the hilt projects a humming “bla
swordfighter to use. Some say that only an individual in tune with the Force can truly sense the blade of a lightsaber and m
Although the Lightsaber skill is linked to the Brawn characteristic, many characters may have access to talents that can link
styles. The Lightsaber skill governs melee attacks made with lightsabers as well as with derivative weapons such as lightsab
The Lightsaber skill is most often used to make combat checks while using these weapons, though there may be other uses
Average (dd), the difficulty of all melee attacks. If the opponent is incapable of resisting, the check might be easier, at the G
specific combat situational modifiers, as described in Chapter VI: Conflict and Combat.
Parts of the galaxy have been inhabited for more than a million years. During that time, countless civilizations have arisen,
communicated with one another and shared their histories.
Over the millennia, some of these tales changed and grew into myths and legends. Many have a strong basis in truth, so m
Characters with a particular interest in lost cultures and ancient legends may decide to try to turn this interest into a profes
stories could all reveal past secrets that are now highly valuable. At other times, a character might stumble across an artifa
appearance. Lore is also the skill most often related to knowledge of the Force and ancient Jedi traditions.
• Any time a character needs to decipher an ancient piece of writing or identify its context, he must make a Lore check.
• A character’s knowledge of the legends associated with the exploits of an ancient hero is represented by the Lore skill.
• A character trying to learn about ancient Jedi traditions or attempting to master a Force technique would make a Lore ch
A Lore check’s difficulty is assigned by the obscurity of the information. Well-known legends may not even require a check,
Space travel is fraught with dangers. A failed life-support system can leave a crew desperate to find any haven where they m
the nearest repair yard. Individuals who accept these dangers need to have tremendous faith in either the quality of their c
upon a craft’s quality and maintenance regimen, the presence of a capable mechanic can still be crucial to the ship’s ultima
Planetary and atmospheric craft, droids, and even a trusty blaster can break down at the least convenient moment possible
any technical expert can carry over from one device to another. The Mechanics skill represents the expertise required for th
has to work in the modern galaxy can find Mechanics useful.
• Any device that suffers physical damage can be repaired using this skill, with the proper tools.
• A character may use Mechanics prior to beginning a repair job, so that he can identify the parts and tools necessary for th
to a character seeking to pay for repairs.
• Sometimes, a character may have access to an extensive supply of varied components or damaged devices. In this situati
skill.
At the Game Master’s discretion, it might be impossible to complete a repair without the necessary tools or components. A
instability of temporary fixes.
Additional s on a Mechanics check may be used to increase the efficiency of the action. Each additional s may be used to r
a generated during a Mechanics check can mean especially high-quality repairs, possibly making the item higher in quality
item count as having the Superior quality for a session. x earned on a Mechanics check may give a device an additional fun
speed boost or a more powerful blaster shot. The nature and precise details of this temporary function are subject to the G
repairing starships and vehicles.
t generated during a Mechanics check may represent particularly shoddy repairs or temporary measures. The GM may spe
check is completed. y may be spent to cause further harm to the target object or system or to cause other components of
Through the course of their travels, characters are certain to suffer injuries. Minor injuries may not require medical interven
Medicine skill constitutes that training, and it can be used to heal cuts and bruises as well as life-threatening injuries.
• Routine first aid, including use of medpacs, depend upon a character’s abilities in Medicine. Medpacs are mercifully simp
• The ability to treat for poison—or to inflict one— falls under the Medicine skill. This also governs the use of pharmaceuti
• Many planets harbor unique infectious diseases as well as parasites. A well-traveled medical technician may become fam
• More serious treatments, such as surgeries, cybernetic augmentations, and psychotherapy, are governed by Medicine, bu
The difficulty of the check is based on the target’s current state of health. On a successful check, the target recovers a num
amount of strain equal to the number of a generated. A character may attempt only one Medicine check per week when h
benefit from Medicine, but they may substitute the Mechanics skill for these same healing checks. Characters attempting t
Each s on a Medicine check normally heals a single wound, up to the maximum number of wounds the target is currently s
particularly competent medical aid.
a generated during a Medicine check may be spent to eliminate 1 strain from the target. x generated during a Medicine ch
use t during a Medicine check to increase the amount of time the procedure takes or to inflict strain on the target to repres
character unintentionally inflicts further wounds on a target whom he was attempting to heal.
All ranged weapons require some sort of ammunition, and many are loud. They typically have fragile components or requir
Melee weapons are inexpensive, virtually silent, and require little maintenance and no power beyond the strength of their
The majority of Melee weapons depend upon the wielder’s strength to inflict damage, but a few have their own energy sou
sophisticated than a simple club. However, their core principles remain the same. When a character masters the art of strik
weapons. Any military training includes at least a basic course in melee combat preparation. In addition, characters who ha
weapons. Aristocrats and nobles, in some systems, may also learn a number of melee techniques as part of their cultural tr
The Melee skill is most often used to make combat checks while using a Melee weapon, though there may be other uses fo
difficulty of all melee attacks, including Brawn and Lightsaber. If the opponent is incapable of resisting, the check might be
character makes and specific combat situational modifiers.
Often, the easiest way to get someone’s cooperation is by giving him exactly what he wants. The art of Negotiation deals w
order to get a particular good or service in return. A master negotiator might need to make only the most minimal of sacrifi
overpay—particularly if he lets his desperation show. This skill is essential for anyone who regularly acquires new equipmen
hostile factions. Characters need to effectively negotiate at times to accomplish their goals and potentially to avoid gaining
Negotiation or Cool.
• Any time a character wishes to purchase goods or services, he must either pay the seller’s asking price or use the Negotia
• If a character wishes to sell goods or services, the final price is determined by a Negotiation check.
• When two individuals create an agreement or treaty, they may make an opposed or competitive Negotiation check. The w
Negotiation is usually an opposed check, using the target’s Cool or Negotiation. Situational modifiers may also apply, based
goods and services. The cases in which this skill may be used without an opposed check are exceedingly rare.
Extra s on a Negotiation check may be used to increase the acting character’s profit by 5 percent per s. It may alternativel
longer period of time or so more goods may be obtained for a given price. Additional rules for how extra ≥ may benefit cha
a generated during a Negotiation check may be spent to earn unrelated boons from the target, either concessions if the ch
target NPC become a regular client or specialist vendor. The NPC might thereafter keep an eye out for specific goods the PC
them the quality of the PC’s goods or services.
t during a Negotiation check may be spent to increase the cost of goods the character is attempting to purchase, to decrea
negotiate. A GM may spend y to seriously sabotage the character’s goals during the interaction.
The systems of the Outer Rim are filled with independent worlds, many inhabited by those who enjoy their isolation and re
cultures and political systems. In many instances, they also exhibit a broad spectrum of different species that have develop
great, anything learned about the culture of one world is not necessarily relevant to those of other systems in the Outer Ri
archetypal settings that are consistent throughout this region of the galaxy. Further, those who travel regularly among thes
those who ply the spacelanes.
• If a character needs to find a planet with a particular resource or service among the systems of the Outer Rim, he could m
• When determining the best location to acquire critical supplies, an Outer Rim check might reveal locations where the goo
• At times when a character must interact with a person from an Outer Rim world, this Knowledge skill could be used to de
relationship. The difficulty for an Outer Rim check is based upon the obscurity of the world and goods in question. This ma
Characters must often maintain a careful awareness of their environment. Subtle clues can hint at imminent danger or une
state of awareness. This is how a character notices concealed or inconspicuous signs of danger or other items of significanc
a regular basis—whether he is in the wilds of a frontier world or among the urban jungle of a sprawling city.
Note that Perception encompasses all of a character’s natural senses. Humans without cybernetic augmentation are limite
surroundings.
• A character who is unprepared for a trap or an ambush may have an opportunity to make a Perception check to avoid be
• Skulduggery checks are often opposed by a target’s Perception.
• The character can make a Perception check if he wants to check his surroundings for a subtle clue— an overheard conver
• Perception can be used in surveillance situations, in which the user is trying to observe an unaware target from a distance
Perception may be opposed by skills used for concealment, or it might have a difficulty set by the environment. The noise o
character from noticing a poison.
Extra s on a Perception check may be spent to reveal additional details. Perhaps the character recognized the speaker’s acc
ambush.
An a may be spent to recall additional information associated with the object noticed. Perhaps a passing familiarity with a
of place. A x may be spent to notice details that could be useful later, allowing characters can gain a B on future interaction
t resulting from a Perception check may be spent by the GM to conceal a vital detail about the situation or environment fro
about the surroundings or the target in question.
When characters travel across the surface of one of the galaxy’s numerous worlds, they often stray far from their spacecraft
used for surface transportation. These can include repulsorlift vehicles, watercraft, and aircraft. No matter how the vehicle
Piloting (Planetary).
Under normal traffic and environmental conditions, a character should never need to actually check the Piloting (Planetary
speed pursuit, travel in treacherous weather conditions, the use of a failing vehicle, or any combination of such complicatio
their lifestyle.
• If a character is confronted by a completely foreign type of atmospheric craft, he must make a Piloting (Planetary) check t
• Any time two characters are involved in a vehicle race upon a world’s surface, the results are determined by a competitiv
• If a character is either chasing another or being chased, losing the follower or maintaining the tail is done through an opp
determined based on the difficulty of the relevant maneuver, the size and speed of the vehicle being piloted, and any featu
Extra s on a Piloting (Planetary) check allows the acting character to gain insights into the situation. Alternatively, the PC m
in the future.
a generated during a Piloting (Planetary) check may be spent to reveal a vulnerability in an opponent’s piloting style or veh
check may be used to let the character take an additional maneuver while continuing to pilot the vehicle.
A GM may spend tt during a Piloting (Planetary) check to give opponents B on checks against the character and vehicle to
deal actual damage to the vehicle, as the character strains systems throughout the vehicle during the check.
Those involved in the conflict between the stars often find the ability to pilot a starship paramount. Some use starships to t
snubfighters or even heavily armed patrol boats, fighting with laser cannons and proton torpedoes in the cold void. Wheth
undetected, its success or failure most often depends upon the person at the helm.
Routine actions—like taking off or landing without additional complications—do not require a Piloting (Space) check. When
motivator, or enemy fire, then skill checks come into play.
• Whenever two or more spaceships race, a competitive Piloting (Space) check determines the results.
• Chases, whether they are through asteroid belts, within a crowded battlefield, or skirting the edge of a gravimetric instab
• During a space conflict, pilots may jockey for position to determine which shields face the enemy and which weapons ma
When opponents attempt to negate these efforts and the ships are too large, slow, or cumbersome to benefit from certain
Piloting (Space) check.
The difficulty of a Piloting (Space) check may be determined based on the difficulty of the particular maneuver, any unusua
Extra s on a Piloting (Space) check allow the acting character to gain insights into the situation. Alternatively, the character
effective in the future.
a generated during a Piloting (Space) check may be spent to reveal a vulnerability in an opponent’s piloting style or vehicle
character take an additional maneuver action while continuing to pilot the vehicle.
A GM may spend tt during a Piloting (Space) check to give opponents B on checks against the character and vehicle to rep
deal actual damage to the vehicle, as the character strains systems throughout the vehicle during the check.
When firing upon a target, weapons that are held with two hands offer a more stable firing platform than those that are he
pattern out to a much longer range. In the larger space required for such armaments, designers can often include a signific
smaller weapons. This combination can yield weapons that are substantially more deadly and accurate.
Countless varieties of rifles are used throughout the galaxy. Some are simple slugthrowers, while common blaster rifles ran
unique weapons, such as the Wookiee bowcaster. Any of these weapons depends upon the Ranged (Heavy) skill in its oper
In addition to combat uses, Ranged (Heavy) weapons are commonly used for hunting purposes. As a result, these types of
Characters who are focused on wilderness survival skills may prefer the additional range that a rifle offers when confrontin
• Ranged (Heavy) weapons inflict wounds upon targets by default. A subset of the weapons in this category may have a Stu
The Ranged (Heavy) skill is most often used to make combat checks while using an appropriate ranged weapon, though the
difficulties are determined by the distance to the target. The difficulty may be modified by maneuvers the character makes
Many characters prefer to use a weapon that can be wielded effectively with one hand, rather than carrying something larg
stylistic choice. Alternatively, some individuals feel that they must be able to keep a hand free, allowing them to, for examp
A broad selection of weapons falls under the category of the Ranged (Light) skill. It includes any weapon that can be fired w
examples include countless pistols, but also spears, nets, and thermal detonators. Some are so small as to be easily concea
The Ranged (Light) skill reflects the hand-eye coordination that a character has developed in conjunction with an intuitive g
in this field may wish to practice his abilities so that he can learn how the world’s environs might affect him.
• The vast majority of Ranged (Light) weapons inflict wounds on targets. Those that are capable of inflicting strain are spec
• Characters may wield a Ranged (Light) weapon in each hand, or a Melee weapon that can reasonably be used one-hande
The Ranged (Light) skill is most often used to make combat checks while using an appropriate ranged weapon, though ther
difficulties are determined by the distance to the target. The difficulty may be modified by maneuvers the character makes
The galaxy doesn’t stop moving just because a character needs a break. To achieve their objectives, characters must have t
deprivation, hideous climates, and malnutrition. Characters might also ingest toxins, either inadvertently when scavenging
Resilience represents a character’s physical fortitude against all threats of this sort. This skill reflects the body’s ability to fu
check, their actions are typically taking them into situations that most would consider bad ideas.
• When a character attempts to go without sleep for significantly longer than is healthy for his species, he must make a Res
• If a character ingests a toxin, he uses Resilience to resist its effects.
• When a character endures prolonged exposure to a hostile environment—such as heat, cold, or toxic pollution—the cons
• Dehydration and malnutrition can quickly leave a character badly fatigued, and Resilience protects against this.
The difficulty for a Resilience check is based on the severity of the effects that the character is attempting to overcome. Go
Hoth in a vicious blizzard should be far more difficult.
Extra s on a Resilience check may be used to extend the effects of the success, so that the character may persevere for a lo
An a earned on a Resilience check may be used to identify a way for the character and his allies to reduce the difficulty of f
character resolves to work through the adversity.
The GM may spend t generated during a Resilience check to overburden the character, inflicting penalties on subsequent c
he succumbs to harsh conditions.
Skulduggery encompasses a broad range of skills that are used to engage in covert or criminal activity. These skills encomp
needed to execute various techniques. Activities covered by Skulduggery include picking locks, breaking into and out of sec
underhanded actions. At the Game Master’s discretion, particular Skulduggery checks may use Agility instead of Cunning, t
• If a character attempts to pick a lock or pocket, he usually uses Skulduggery. Some electronic locks could require Comput
• Once an imprisoned character slips his bonds using Coordination, escaping from a cell depends on Skulduggery for pickin
• Identifying the most vulnerable aspects of a security scheme can be nearly intuitive for a character who has become prac
• Skulduggery is often opposed by a target’s Perception. In instances in which another character is not directly involved, th
difficulty.
One or more s on a Skulduggery check should indicate additional insights that the acting character gains about the nature
foe that avoids future complications.
A character may spend a earned on a Skulduggery check to identify an additional target or gain additional items. Perhaps a
Intelligence reports. A x may be spent to earn the character an unexpected boon. For instance, the value of an item stolen
using Skulduggery to pick a lock, the character might devise a near-permanent means of overcoming it, perhaps by crafting
By generating t during a Skulduggery check, a character gives an NPC the opportunity to catch him immediately after the a
degrees of danger; the more t, the more immediate the discovery and the greater the ensuing jeopardy and difficulty of es
his larceny that directly ties him to the crime. Perhaps a recognizable piece of equipment traceable by its serial numbers sli
Often, a character may have business to conduct that is best completed with a certain degree of privacy. It might be that th
—who are directly opposed to his choice of actions. At other times, a character might be avoiding an Imperial bounty hunt
the character is at not being noticed. The Stealth skill reflects this ability in virtually all situations.
• Any Shadow or other stealthy character who depends upon physical insertion must be a master of this trade. Stealth also
• Attempts to hide from all of an opponent’s senses are dependent upon Stealth, though difficulties may be modified by am
• Stealth can allow characters to shadow or follow individuals without being detected.
• Characters may attempt to hide people or objects from the attentions of others, either through concealment or misdirecti
The difficulty of a Stealth check often depends on the abilities of those the character is attempting to avoid. Members of sp
susceptible to Stealth under different weather conditions or distracted by events that seem trivial to a species focused on v
Stealth checks are typically opposed by Perception, based on whether the opponent is passively or actively searching for th
character’s Stealth check would be opposed by the opponent’s Perception. Otherwise, it would be opposed by the oppone
Extra s on a Stealth check may be used to aid any allied characters who are infiltrating at the same time. Effectively, the suc
a may be spent to decrease the amount of time required to perform a given task while using the Stealth skill. This could re
remaining out of sight, or successfully distracting a key figure to obtain access to his target. Under the right circumstances,
duration of the scene. This could allow the character to drop all pretense of Stealth in favor of completing a task faster.
The GM may spend t generated during a Stealth check to hinder the character as he attempts to remain hidden. The chara
remain out of sight. The GM may increase the time it takes for the PC to perform the desired action while remaining hidden
leave behind some evidence of his passing. While this has no bearing on the success or failure of the Stealth check, some o
accidentally left behind.
The Streetwise skill represents the instinctive understanding that comes from many years of living in the less-than-savory p
through careful study and association with those who have lived this hard life, most come about this information through t
criminal underworld (and survive), he must learn to speak its language and recognize the roles of those involved.
• If a character is looking for a merchant who specializes in unsavory goods or illicit services, such a merchant may be locat
• Streetwise represents a character’s instinct for picking up on subtle cues in the language and attitudes of those who oper
within conversations.
• When dealing with criminals or underworld elements, knowing how to approach them and open a conversation without
Generally, Knowledge (Underworld) governs specific information and facts involving criminals and underworld elements. St
criminal environment. Extra s on a Streetwise check may be used to reduce the time or funds required to obtain the item,
a may reveal additional rumors or alternative sources that can be used to find something. x may be spent to earn the char
turn for information regularly with a reasonable assurance of trust.
The GM may spend t generated during a Streetwise check to seed the gathered information with minor falsehoods, represe
y may be spent to represent a character letting slip details about himself or the information he seeks, information that may
It’s not uncommon for characters to become isolated far from civilized worlds. Sometimes this is by choice; at other times,
recognize the dangers of the natural environment, as well as determining how to exploit its resources, is dependent upon t
Characters who spent their formative years on wilderness planets often have this skill as part of their background. Others m
their jobs focus on traveling to untamed worlds so that they may exploit their natural resources.
• Identifying safe food, potable water, or shelter in a natural environment requires the character to make a Survival check.
• Characters who are skilled at Survival understand weather patterns, recognize the signs of imminent dangerous condition
• Tracking a subject through the wilderness— whether the subject is game or an enemy combatant— is dependent upon S
• Survival governs a character’s ability to handle domesticated animals, so that they may be used as beasts of burden or as
The difficulty of a Survival check is dependent upon the severity of the environment. Key factors are the biocompatibility o
a temperate forest, for example), and the basic tools on hand.
s that exceed the difficulty on a Survival check may be used to assist other characters in surviving. Alternatively, the charac
checks.
a may be spent to gain an insight into the environment that makes future Survival checks easier. Examples include locating
shelter, or a grove of biocompatible fruit trees.
When tracking, an a may be spent to learn a detail about the target, its numbers, its species, or how recently tracks were m
permanently predispose the target animal toward the character in a positive way, effectively earning the character a loyal c
as destination, disposition, or the presence of prisoners or cargo.
The GM may spend t generated on a Survival check to represent the character’s spending of vital resources during the chec
y may be spent to inflict wounds, Critical Injuries, or high levels of strain on the character as he succumbs to one of the unt
In some places, criminal elements control the government through less-than-legal machinations. In others, crime families f
elements are dependent upon secrecy and deception as the core elements of their practices. Before a character can even b
which of these organizational structures are in play. Once a character deciphers how he might establish a contact, he must
control different parts of the criminal trade. A contact for gambling may not also deal in illicit pharmaceuticals, while a seco
Depending on a character’s needs and the criminal elements active on a world, finding the right contact could be trivial or
• The Underworld skill may be used to know which nearby worlds are the best locations for a particular type of illegal busin
• A familiarity with Underworld may be useful if the characters need to determine the most common methods that an opp
When the criminal nature of a location or individual is well-known, recalling the relevant data should be relatively simple. T
lengths to conceal illegal activities.
In uncertain times, individuals who are constantly prepared to face a variety of challenges are far more likely to succeed th
preparedness requires mental discipline, and it can facilitate the making of sound instantaneous decisions when disaster or
Characters who must remain alert because of the nature of their lifestyles are often particularly vigilant. This includes those
wildernesses—and those who live as professional soldiers. This skill is often associated with a high degree of self-assuredne
• In combat situations, outside of those times when a character has patiently prepared to begin the engagement, Vigilance
• Vigilance represents how fastidious a character is about preparing for unexpected crises. Any time there is a question reg
to confirm its presence.
• Sometimes a character may have a chance to notice small but important details in his surroundings while not specifically
see if his character notices this.
The difficulty for a Vigilance check is typically modified by the likelihood of the incident that occurs. A character might be p
expect a groundquake in the middle of the night. A poor result on such a check might leave the character momentarily una
When calculating Initiative, all s are generally used as part of the calculation. In other situations for which this check is criti
of conflict. Alternatively, it could indicate that an important supply might be readily accessible.
Characters may spend a on a Vigilance check to notice an environmental factor that could play a key part in the relevant sc
be used to distract a foe. x may be spent to allow the character to take an extra maneuver during the first round of a comb
that characters can take a maximum of only two maneuvers during their turn.
The GM may spend t generated during a Vigilance check to cause the character to miss a key piece of information about th
to make the character unable to perform more than a single maneuver during the first round of combat.
The motivations, biological origins, and philosophies of the galaxy’s varied species are highly divergent. An object that is de
species, the cultures from different systems can have completely different ideological and social practices. Those who have
traits are skilled in Xenology.
Anyone who regularly interacts with the inhabitants of the galaxy’s varied worlds must become adept at Xenology. This is p
varied species, as differences in basic anatomy and biochemistry can make drugs that are effective in one species lethal to
a social fashion. A bargaining tactic that is perfectly effective with a Twi’lek might be disastrous when used on a Wookiee.
• When a character first encounters a member of an unfamiliar race, a Xenology check can be made to identify the typical
• If a character needs to either help or harm a member of another species, Xenology may assist in identifying a type of inju
• Different species need substantially different environmental conditions and foodstuffs. A Xenology check may allow a cha
The difficulty for a Xenology check should be based both on how often the acting character interacts with the members of
Column1
kk
Characteristics
Brawn (Br)
A character’s Brawn represents a blend of brute power, strength,
and overall toughness, as well as the ability to apply those
attributes as needed. Characters with a high Brawn are
physically fit and hardy, rarely get sick, and have strong
constitutions. Brawn is used for a number of physical skills, such
as Athletics and Brawl. Brawn is also used to determine a
character’s starting wound threshold.
Cunning (Cun)
Cunning reflects how crafty, devious, clever, and creative a
character can be. Characters with a high Cunning are savvy,
quickly pick up on social and environmental clues, and can more
readily come up with short-term plans and tactics. Cunning is
used or a number of mental skills, including Deception,
Perception, and Survival.
Agility (Ag)
The Agility characteristic measures a character’s manual
dexterity, hand-eye coordination, and body control. Characters
with a high Agility have flexibility, a good sense of balance, and
deft hands. Agility is used for a number of physical skills, such as
coordination, and it is key to Ranged combat skills, such as
Ranged (Light) and Ranged (Heavy).
Willpower (Will)
The Willpower characteristic reflects a character’s discipline,
self-control, mental fortitude, and faith. Characters with a high
Willpower can withstand stress, remain composed, and exert
influence over the weaker-willed. Willpower is used for skills,
such as Coercion and Vigilance, and as a part of many Force
powers. Willpower is also used to determine a character’s
starting strain threshold.
Intellect (Int)
The Intellect characteristic measures a character’s intelligence,
education, mental acuity, and ability to reason and rationalize.
Characters with a high Intellect can extrapolate and interpolate
data, recall details, and think of long-term strategies. Intellect is
used for a number of mental skills, including Astrogation,
Computers, and all of the Knowledge skills.
Presence (Pr)
A character’s Presence characteristic is a measure of moxie,
charisma, confidence, and force of personality. Characters with a
high Presence make natural leaders, draw attention when they
enter a room, can easily strike up a conversation with nearly
anyone, and are quick to adapt to social situations. Presence is
the key characteristic for interpersonal skills, such as Charm and
Leadership.
Species List
Brawn Agility Intelligence Cunning Willpower Presence
Species (Br) (Ag) (Int) (Cun) (Will) (Pr)
Aleena 1 3 2 2 2 2
AnX 3 1 2 2 2 2
Aqualish
(Aquala) 3 2 1 2 2 2
Aqualish
(Quara) 3 2 1 2 2 2
Aqualish (Ualaq) 3 2 1 2 2 2
Arcona 1 2 2 2 3 2
Arkanian 2 2 3 2 2 1
Bardottan 2 2 2 1 3 2
Besalisk 3 1 2 1 2 2
Bith 1 2 2 2 2 3
Bothan 1 2 2 3 2 2
Caamasi 2 2 2 1 3 2
Cerean 2 1 3 2 2 2
Chadra-Fan 1 3 3 2 1 2
Chagrian 2 1 2 2 3 2
Chevin 3 1 2 3 2 1
Chiss 2 2 3 2 2 1
Clawdite 2 2 2 3 1 2
Cosian 1 2 3 2 2 2
Devaronian 2 2 2 3 2 1
Dowutin 3 1 2 2 2 2
Drabatan 2 2 2 1 2 3
Drall 1 1 4 2 2 2
Dressellian 2 2 2 2 3 1
Dug 2 3 2 2 2 1
Duros 1 2 3 2 2 2
Elom 3 2 2 2 2 1
Elomin 2 2 3 2 1 2
Falleen 1 2 2 2 2 3
Gand (with
lungs) 2 2 2 2 3 1
Gand (without
lungs) 2 2 2 2 3 1
Gank 2 2 2 2 2 1
Gigoran 3 2 1 2 2 2
Gossam 1 2 2 3 2 2
Gotal 2 2 2 3 2 1
Gran 2 2 2 1 2 3
Gungan 2 2 1 2 2 3
Human 2 2 2 2 2 2
Human;
Corellian 2 2 2 2 2 2
Human;
Mandalorian 2 2 2 2 2 2
Hutt 3 1 2 2 3 2
Iakaru 2 3 2 2 1 2
Iktotchi 2 2 2 2 3 1
Ishi Tib 2 2 3 2 1 2
Ithorian 2 1 2 2 3 2
Kalleran 3 2 2 2 2 1
Kaminoan 1 2 3 2 2 2
Kel Dor 1 2 2 2 3 2
Klatooinian 2 3 2 2 1 2
Kyuzo 2 3 2 2 2 1
Lannik 2 1 3 2 2 2
Mikkian 1 2 2 2 3 2
Mirialan 2 3 2 1 2 2
Mon Calamari 2 2 3 1 2 2
Mustafarian;
Northern 2 2 2 2 2 1
Mustafarian;
Southern 2 2 2 2 2 1
Muun 2 2 3 3 1 1
Nautolan 3 2 2 2 1 2
Neimoidian 1 2 3 3 1 2
Nikto; Green 3 2 2 2 2 1
Nikto; Mountain 3 2 2 2 2 1
Nikto; Pale 3 2 2 2 2 1
Nikto; Red 3 2 2 2 2 1
Nikto; Southern 3 2 2 2 2 1
Pantoran 2 2 2 2 1 3
Pau'an 1 2 2 2 3 2
Phydolon 2 2 2 2 3 1
Polis Massan 1 2 3 2 3 1
Quarren 2 2 1 2 3 2
Quermian 1 2 3 2 2 1
Rodian 2 3 2 2 1 2
Sakiyan 2 2 3 2 2 2
Selonian 2 3 2 1 3 1
Shistavanen 2 3 3 2 1 1
Skakoan 2 2 3 1 2 2
Sullustan 2 3 2 1 2 2
Thisspiasian 2 3 2 2 2 1
Tholothian 2 2 2 2 2 2
Tognath 2 2 2 2 3 1
Togruta 1 2 2 3 2 2
Toydarian 1 1 2 2 3 3
Trandoshan 3 1 2 2 2 2
Twi-lek 1 2 2 2 2 3
Verpine 2 3 3 1 2 1
Vurk 2 2 2 1 2 3
Weequay 3 2 1 3 2 1
Whiphid 3 2 2 1 2 2
Wookiee 3 2 2 2 1 2
Xexto 1 3 2 2 1 2
Zabrak 2 2 2 2 3 1
Wound Strain XP
Threshold. Threshold.
8 + Brawn 10 + Will 95
13 + Brawn 10 + Will 85
11 + Brawn 08 + Will 90
11 + Brawn 08 + Will 90
11 + Brawn 08 + Will 90
12 + Brawn 07 + Will 85
10 + Brawn 12 + Will 90
9 + Brawn 11 + Will 90
11 + Brawn 10 + Will 90
11 + Brawn 11 + Will 90
9 + Brawn 9 + Will 95
10 + Brawn 11 + Will 95
11 + Brawn 10 + Will 95
15 + Brawn 08 + Will 85
8 + Brawn 12 + Will 90
10 + Brawn 12 + Will 90
13 + Brawn 11 + Will 70
10 + Brawn 12 + Will 90
9 + Brawn 12 + Will 90
8 + Brawn 12 + Will 90
11 + Brawn 11 + Will 90
9+ Brawn 09 + Will 90
11 + Brawn 09 + Will 90
12 + Brawn 8 + Will 95
10 + Brawn 08 + Will 95
10 + Brawn 10 + Will 85
8 + Brawn 10 + Will 80
11 + Brawn 10 + Will 80
12 + Brawn 10 + Will 80
10 + Brawn 08 + Will 80
9+ Brawn 12 + Will 90
12 + Brawn 09 + Will 90
9 + Brawn 12 + Will 80
10 + Brawn 09 + Will 90
12 + Brawn 10 + Will 80
14 + Brawn 08 + Will 90
9 + Brawn 09 + Will 85
Skill: Remove ⬛ from arid or hot conditions; Add a to Charm and Negotiation checks. Talent: 1 rank in Vigilance;
Skills: Begin the game with one rank in Medicine; Racial: Dark vision: When making skill checks remove ⬛⬛ due
to darkness.
Skills: Gain 1 rank in Resilience Racial: 4 arms, gain an additional free maneuver per turn.
Skills: Gain 1 rank in Perception; Racial: add ⬛ when making a hearing based Perception check. When bith
suffer strain from loud noises they suffer twice the normal ammount (hearing protection negates both effects)
Skills: Gain 1 rank in Charm or Discipline; Once a game, memorize a scene or encounter to perfectly recall it later
Skills: Gain 1 rank in Vigilance. Racial: All knowledge skills are treated as career skills.
Skills: Gain 1 rank in Mechanics; Racial: Silhouette: 0; Remove ⬛⬛ imposed by Perception checks
Skills: Gain 1 rank in Resilience and 1 knowledge specialization talent. Racial: Breath and move underwater
without penalty.
Skills: Gain 1 rank in Negotiation; Talent: Gain 1 rank in Durable; Racial: Add ⬛ to perception checks involving
sense of smell.
Skills: Gain 1 rank in Cool; Racial: Remove ⬛ from checks imposed by poor lighting conditions
Skill: Gain 1 rank in Resilience; Racial: As an action suffer 3 strain and make a Average Resilience check, if
successful change players appearance to match that of a silhouette 1 character that has previously been seen
Skills: Gain 1 rank in Knowledge (Lore); Racial Strong Backed: Encumbrance of 10 + Brawn
Skills: Gain 1 rank in Resilience Racial: Player may choose Silhouette 1 or 2 during creation. Suffer 3 strain in out
of turn incidental to avoid immobilized, knocked prone or moved against player will (1 strain for Silouette 2)
Skills: Gain 1 rank in either Charm or Leadership.Racial: Big Noise: When making a leadership or Coercion
check spend aa to affect one addional character not originally targed OR affect target one range band further
Skills: Gain 1 rank in Knowledge (Education); Racial: Add a ⬛ when providing skilled assistance.
Skills: Gain 1 rank in Survival; Racial: Increase difficulty by 1 when using advanced technology (remove for 10
XP)
Skills: Gain 1 rank in Brawl; Talent: Gain 1 rank in Defensive Driving
Skills: Gain 1 rank in Resilience; Racial: May Dig using claws as Maneuver
Skill: Gain 1 rank in Charm; Racial: As an incidental: Take 2 strain to upgrade a Charm, Deception, or Negotiation
check in short range
Skills: Gain 1 rank in Discipline; Racial: Oxygen is a Rating 8 dangerous atmosphere without respirator
Skills: Gain 1 rank in Coercion or Discipline; Racial: Implant Cap: Brawn+3; Starts with up to 2 cybernetic
implants worth up to 5000 combined (credit limit can be increased using obligation at character creation)
Skills: Gain 1 rank in Brawl: Racial: remove ⬛ due to cold. Upgrade checks involving advanced technology once
Skill: Gain 1 rank in Perception; Racial: As a maneuver: sense the presence and emotional status of all living
things in short range
Skills: Gain 1 rank in Charm or Negotiation; Racial: Remove ⬛⬛ to Ranged and Perception from environment or
concealment (not defense).
Skills: Gain 1 rank in Athletics
Racial: Amphibious; breathe and swim underwater without penalty
Skills: Gain 1 rank in Piloting (Planetary) or Piloting (Space); Piloting may be trained to 3 during creation
Skills: Gain 1 rank in any combat skill OR Gain 1 rank in each of 2 Knowledge skills
Skills: Gain 1 rank in Coercion or Discipline; Talents: Gain 1 rank in Enduring and Nobody's Fool;
Racial: Hutts can never spend more then one maneuver moving per turn
Skills:Gain 1 rank in piloting (space); Racial: Suffer no terrain penalties to movement through jungles or similar
environments, also add ⬛ to athletics and coordination checks related to climing swinging and balancing
Skills: Gain 1 rank in Vigilance; Racial: Sees flashes of future at GM discretion; May spend a x while rolling
Initiative to get a free maneuver for user or ally in short range before encounter begins
Skills: Gains 1 rank in Discipline;Racial: Breathes and moves without penalty underwater; Wound Threshold -2 if
not doused in salt water for 24 hours
Skills: Gain 1 rank in Survival. Racial: Ithorian Bellow: Suffer 3 strain to attack with a Resilince check with the
following profile [Damage 6; Critical 4; Range (Short); Blast 3; Concussive 1; Slow Firing 2; Stun damage]
Skills: Gain 1 rank in Medicine; Racial: add ⬛ to all charm checks, other characters add ⬛ to all social checks
when targeting Kaminoans; Talent: Gain 1 rank in Researcher talent
Skills: Gain 1 rank in Knowledge (Education). Racial: Remove ⬛⬛ from checks in darkness; Oxygen is a Rating
8 dangerous atmosphere without respirator; Can survive 5 minutes in a vacuum.
Skills: Gain 1 rank in Coordination; Racial: Suffer 3 Strain as a maneuver to jump anywhere in medium range
Skills: Gain 1 rank in Streetwise; Talent: Remove up to ⬛⬛ caused by critical injuries, Disoriented and fear
checks.
Skills: Gain 1 rank in Discipline Racial: Add ⬛ to all perception checks
Skills: Gain 1 rank in Knowledge (Education); Racial: Breathes and moves without penalty underwater
Talent: Gain 1 rank in Eye for Detail; Racial: Remove ⬛⬛ from checks imposed by arid or hot conditions
Talent: Gain 1 rank in Enduring; Racial: Remove ⬛⬛ from checks imposed by arid or hot conditions
Skills: Gain 1 rank in Knowledge (Education) and Knowledge (Core Worlds); Racial: Start with +1000 credits
Skills: Gain 1 rank in Athletics; Racial: Breathes and moves without penalty underwater
Skills: Gain 1 rank in Coordination; Racial: Add ⬛ to Athletics for climbing, Can use claws for brawl checks
dealing 1+ damage and crit rating of 3
Skills: Gain 1 rank in Athletics; Racial: Moves without penalty underwater; Holds breath for Brawnx2 rounds
Skills: Gain 1 rank in Resilience; Racial: Remove ⬛ from checks imposed by arid or hot conditions
Skills: Gain 1 rank in Perception; Add ⬛ to Perception and Vigilance checks involving sounds
Skills: Gain 1 rank in Cool or Negotiation; Racial: remove ⬛ from checks due to cold environments
Skills: Gain 1 rank in Negotiation or Coercion; Racial: Sensitive Hearing: Add ⬛ to all perception and Vigilance
checks they make as long as they are wearing their protective earpieces. If not add t instead
Skills: Gain 1 rank in Cool or Discipline. Racial: heal 1 extra wound for full nights rest, Recover from 1 critical
injury with a nights rest rather a full week. Suffer 1 strain at end of encounters if no other phydolon present
Skills: Gain 1 rank in Medicine; Racial: Can talk telepathically with everyone in short range or whisper in engaged
range. At the cost of 10 xp the character can have vocal chords (cannot speak aloud without them).
Skills: Gain 1 rank in Negotiation. Racial: Breath Underwater, Ink Spray; Suffer 2 strain to add ⬛ to a characters
conbat check ⬛⬛⬛ if underwater
Skills: Gain 1 rank in Perception
Racial: 4 arms, gain an additional free maneuver per turn.
Skills: Gain 1 rank in Perception or Vigilance; Talent: Gain 1 rank in Expert Tracker
Skills: Gain 1 rank in Coordination; Racial: No ⬛ from checks in darkness; Tail can be used for brawls und the
following profile [Brawl (Agility), +1 damage, critical 5, disorient 2, knockdown for a]
Skills: Gain 1 rank in Brawl or Survival; Racial: For initiative checks survival can be also be used.
Skills: Gain 1 rank in Knowledge (Education) and 1 in Mechanics; Racial: Sakoan wear environmental suit with
+2 soak, encumberance 3, 3 hard points, when not wearing suit treat air as corrosive atmosphere rating 6.
Skills: Gain 1 rank in Discipline. Racial: Rest and meditation, need only 2 hours to heal all strain (not multiple
times in a day), Once per session spend ten minutes to heal strain equal to twice ranks in Discipline
Skills: Gain 1 rank in Knowledge (Xenology). Racial: Social checks with non-tholothians add automatic a to
results. When making a check to heal strain in a natural or wild setting, heal 1 additional strain
Skills: gain 1 rank in Coordination and perception. Racial: ; Oxygen is a Rating 5 dangerous atmosphere without
respirator; add ⬛⬛ to coercion checks targeting this character; Implant limit reduced by 1
Skills: Gain 1 rank in Perception; Racial: Grant ⬛⬛ when performing a assist maneuver instead of ⬛
Racial: Counts as silhouette 0; Does not have to spend additional maneuvers when navigating difficult terrain.
Skills: Gain 1 rank in Perception. Racial: Regenerate 1 extra wound whenever resting, receiving first aid or
medical treatment.
Skills: Gain 1 rank in Charm or Discipline; Remove ⬛ from checks due to arid or hot conditions
Skills: Gain 1 rank in Mechanics; Racial: Add ⬛ on Perception checks when closely examining an object; Can
silently talk to Verpine and special comlinks in 100km
Skills: Gain 1 rank in Negotiation. Racial: Breath Underwater, In cold environments add ⬛ to all checks in
addition to any other penalties
Skills: Gain 1 rank in Resilience or Athletics.
Racial: Communicate with others of the same race via pheromones
Skills: Gain 1 rank in Survival and add s to any survival checks. Racial: Can use Tusks with the following profile
[Brawl: +2 damage, crit 4, vicious 1]; Can go without food for weeks
Skills: Gain 1 rank in Brawl. Racial: When Wounded: +1 damage to Brawl and Melee, Injured critically deal +2
damage instead.
Talent: Gain 1 rank in Confidence; Racial: 4 arms, gain an additional free maneuver per turn.
EotE: No Disintergrations
EotE: No Disintergrations
Patrol Boat
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Bloodblade 4 4 -1 2/-/-/1
Shuttle
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Transport
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Freighter
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Nightflyer 4 3 1 2/-/-/1
Yacht
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Corvette
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Savrip 5 3 0 1/1/1/1
Frigate
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Scout Ship
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Bulk Freighter
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
ISO-One 5 2 -3 2/1/1/1
Bulk Cruiser
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Cruiser
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Small Transport
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Light Freighter
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
YV-666 4 3 -2 2/-/-/1
Racing Vessel
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Light Cruiser
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Renegade's Blood 5 4 0
Armed Transport
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Heavy Cruiser
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Star Destroyer
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Star Battlecruiser
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Independence 8 2 -2
Heavy Freighter
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Temple-Class Heavy Freighter 6 1 -3
Escape Pod
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Escape Pod 2 3 -1
Life Boat 3 3 -2
Droid Operated
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
YQ-400 Monitor-Class System Patrol 4 3 0
Ship
Starliner
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Carrier
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Secutor-class Battlecarrier 8 2 -4
Assault Starfighter
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Alpha-class XG-1 "Star Wing" Assault 3 4 -2
Gunboat
Assault Ship
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
VT-49 Decimator 4 3 -3
Barge
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Destroyer
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
ADZ-Class Destroyer 5 2 -2
Dreadnought
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Battlecruiser
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Gunship
Defense Fore /
Ship Silhouette Speed Handling Port / Starboard /
Af
Barrage Gunship 5 3 -1
Armor Hull Trauma System Strain Model Manufacurer
Kuat Systems
2 10 8 A3-Nimbus Engineering
4 12 8 Blade-32 Tarrvin-on-Kallik
Koensayr
3 12 10 BTL Y-Wing Manufacturing
Koensayr
3 12 10 BTL Y-Wing Manufacturing
Koensayr
4 15 12 BTS-A2 H-wing Manuracturing
Corellian
2 6 8 CL-1c Engineering
Corporation
Kuat Systems
3 10 8 CloakShape Engineering
SoroSuub
2 8 8 Cutlass Corporation
Kuat Systems
3 10 8 D-12 Engineering
Kuat Systems
2 6 5 Delta-6 Engineering
Kuat Systems
2 7 7 Delta-7 Engineering
FreiTek
3 14 8 E-Wing Incorporated
Corellian
2 8 8 HLAF-500 Engineering
Corporation
2 5 8 AD-1S Koensayr
Manufacturing
Corellian
2 8 8 LAF-250 Engineering
Corporation
2 7 7 Miy'til Olanji/Charubah
Kuat Systems
3 10 8 CloakShape Engineering
Sienar Fleet
3 9 8 TIE Series Systems
3 10 9 Preybird SoroSuub
Hoersch-Kessel
2 6 8 R-41 Starchaser
Drive, Inc.
Hoersch-Kessel
2 8 7 R-60 T-wing Drive, Inc.
Incom/Alliance
2 6 6 RZ-1 "A-Wing" Underground
Engineering
Gimmellian
1 10 6 Tallanx Shipworks
Sienar Fleet
1 6 10 TIE Series Systems
Sienar Fleet
3 10 8 TIE-series Systems
Sienar Fleet
3 10 10 TIE Series Systems
Sienar Fleet
2 9 12 TIE-series Systems
Sienar Fleet
0 6 10 TIE Series Systems
Sienar Fleet
3 18 12 TIE-series Systems
Sienar Fleet
2 6 8 TIE Series Systems
Sienar Fleet
2 8 10 TIE-series Systems
Sienar Fleet
3 9 8 TIE Series Systems
3 9 8 Headhunter Incom/Subpro
4 12 8 Heavy-95 Incom/SubPro
Kuat Systems
4 18 10 Firespray Engineering
Kuat Systems
4 15 12 Firespray
Engineering
Sienar Fleet
4 20 15 Skipray
Systems
Corellian
2 14 8 JumpMaster Engineering
Corporation
Loronar
4 25 14 Explorer Corporation
Corellian
4 34 22 PB-950 Engineering
Corporation
Corellian
2 10 7 PPB Engineering
Corporation
Sienar Fleet
3 18 14 Regulator-class Systems
Corellian
4 34 22 PB-950 Engineering
Corporation
Armor Hull Trauma System Strain Model Manufacurer
Sienar Fleet
3 38 18 Curich Systems
Sienar Fleet
4 25 15 Kappa Systems
Republic Sienar
4 28 14 Kappa Systems
Sienar Fleet
Systems and
4 25 15 Lambda Cygnus
Spaceworks
Sienar Fleet
Systems and
5 25 15 Sentinel Cygnus
Spaceworks
Cygnus
1 4 6 ISP-6 Spaceworks
Corellian
2 40 20 Action VI Engineering
Corporation
4 65 45 Armos SoroSuub
Corellian
4 30 22 CCS-8 Engineering
Corporation
Gallofree Yards,
3 20 18 GR-75 Inc.
Mobquet Swoops
3 40 28 MMT and Speeders
Ubrikkian
4 30 18 Seltiss-2
Industries
TransGalMeg
2 35 20 Xiytiar Industries
Corellian
2 26 12 Barloz-class Engineering
Corporation
Corellian
3 18 15 HWK-1000 Engineering
Corporation
1 26 14 Gymsnor-3 CorelliSpace
3 20 18 Gymsnor-4 CorelliSpace
Gimmellian
2 18 114 Darvro Shipworks
Lantillian
2 24 15 GX1 Short Hauler ShipWrights
Corellian
5 35 14 HT-2200 Engineering
Corporation
Corellian
2 18 18 HWK-290 Engineering
Corporation
Koensayr
4 30 16 Citadel Manufacturing
Corellian
4 25 18 YT-2400 Engineering
Corporation
Brennkeyes
2 19 12 Penumbra-class Syndicate
Mon Calamari
4 20 16 Simiyiar Shipyards
Rendili StarDrive
3 20 16 Starlight-class and Surron
StarTech
Kuat Systems
4 32 20 Wayfarer Engineering
Corellian
3 30 10 YG-4210 Engineering
Corporation
Corellian
3 21 14 YG-4400 Engineering
Corporation
YKL-37R Nova Gallofree Yards,
3 24 18 Courier Inc.
Corellian
2 20 14 YT-1000 Engineering
Corporation
Corellian
3 19 11 YT-1200 Engineering
Corporation
Corellian
2 20 12 YT-1210 Engineering
Corporation
Corellian
3 22 15 YT-1300 Engineering
Corporation
Corellian
3 24 14 YT-2000 Engineering
Corporation
Corellian
4 25 18 YT-2400 Engineering
Corporation
Corellian
3 20 20 YV-560 Engineering
Corporation
Corellian
4 23 15 YV-929 Engineering
Corporation
Mendel Baudo
1 26 10 Baudo-class Shipyards
Corellian
1 18 14 WUD-500 Engineering
Corporation
Minstrel-Class Ubrikkian
6 45 28 Space Yacht Industries
Corellian
5 50 15 CR90 Engineering
Corporation
Corellian
5 50 25 CR90 Engineering
Corporation
Corellian
5 55 25 CR92a Engineering
Corporation
Corellian
5 50 25 Modified CR90 Engineering
Corporation
Republic Sienar
5 65 35 Marauder Systems
Republic Sienar
5 62 35 Marauder Systems
Corellian
5 55 30 DP20 Engineering
Corporation
Mon Calamari
5 74 42 MC30c Shipyards
Hoersch-Kessel
5 60 55 Munificent-class Drive, Inc
Corellian
6 75 60 Starbolt Engineering
Corporation
Ubrikkian
6 75 45 Kossak-Class Industries
Scout Kamino
2 50 25 Ship/Observation Engineering
Platform
Sienar Fleet
4 25 18 Skywatcher-class Systems
Vangaard
2 16 10 Pathfinder Industries
Armor Hull Trauma System Strain Model Manufacurer
Corellian
2 35 18 Action IV Engineering
Corporation
5 35 15 Stalwart-class Nova-Drive
Telgorn
3 32 19 4R3 Corporation
4 20 14 Conqueror Surronian
Corellian
4 55 35 L-2783 Engineering
Corporation
Mandal Motors /
8 100 60 Keldabe Zann Consortium
Various Selonian
1 8 3 Coneship Dens
Corellian
1 17 15 YT-1760 Engineering
Corporation
Kuat Systems
1 15 14 Limulus-class Engineering
Sienar Fleet
2 18 13 Legate-class Systems
Corellian
2 25 15 Rigger-class Engineering
Corporation
2 20 10 Lancer-class MandalMotors
Mon Calamari
3 22 16 MC-18 Shipyards
Corellian
3 32 28 VCX-100 Engineering
Corporation
Corellian
3 30 12 YV-666 Engineering
Corporation
Armor Hull Trauma System Strain Model Manufacurer
Corellian
Consular Engineering
Corporation
Mon Calamari
MC40a Shipyards
Corellian
Consular Engineering
Corporation
Gallofree Yards,
Inc. and Corellian
Gozanti Engineering
Corporation
Sienar Fleet
Interdictor-class Systems
Sienar Fleet
Vindicator Systems
Armor Hull Trauma System Strain Model Manufacurer
Sienar Fleet
Interdictor Systems
Mon Calamari
Home One Shipyards
Mon Calamari
Liberty
Shipyards
Mon Calamari
Home One type Shipyards
Leonore Luxury
Indulgent-class Liners
Incorporated
SoroSuub
Quasar Fire Corporation
Cygnus
Alpha-class Spaceworks
Primary; Class 1
None Close 1 Pilot 8
Backup; None
1 Customs inspector /
Captain,
1 Pilot,
Primary; Class 2 1 Engineer,
Yes Medium 140
Backup; Class 15 1 communications
officer,
5 Gunners,
2 Customs agents/staff
1 Pilot,
Primary; Class 1 1 Co-pilot,
Yes Medium 60
Backup; Class 12 1 Engineer,
1 Loadmaster
Primary; Class 1 1 Pilot,
Yes Short 20
Backup; Class 12 1 Gunner
1 Pilot,
Primary; Class 3 Yes Medium 1 Co-pilot/navigator, 150
Backup; Class 12 2 Gunners
1 Pilot,
None None Long 12
1 Sensor officer/gunner
1 Pilot,
None None Medium 18
1 Co-pilot/engineer
1 Pilot,
Primary; Class 1 Yes Medium 1 Co-pilot/navigator, 180
Backup; Class 12 2 Gunners
Hyperdrive NaviComputer Sensor Range Crew Encum
1 Pilot,
Primary; Class 2 Yes Short 1 Co-pilot/engineer, 300
Backup; Class 12 1 Gunner
1 Pilot,
Primary; Class 2 Yes Short 1 Co-pilot, 150
Backup; Class 18 2 Gunners
1 Pilot,
Primary; Class 2
Yes Short 1 Co-pilot, 250
Backup; Class 18 2 Gunners
1 Pilot,
1 Co-pilot,
Primary; Class 1 1 Navigator,
Yes Short 200
Backup; Class 10 1 Gunner,
1 Comms operator,
1 Engineer
1 Pilot,
1 Co-pilot,
Primary; Class 1 1 Navigator,
Yes Short 200
Backup; Class 10 1 Gunner,
1 Comms operator,
1 Engineer
1 pilot
1 co-pilot
Primary: Class 4 Yes Medium 1 engineer 1000
Backup: Class 15 1 cargo master
3 mates/crew
1 Pilot
Primary: Class 2 Yes Short 1 co-pilot/engineer 5000
Backup: Class 15 2 gunner/crew
1 Captain
1 Pilot
Primary: Class 4 1 co-pilot
Yes Medium 800
Backup: Class 15 2 engineers
1 Cargo master
3 mates/crew
1 Pilot
1 Co-pilot
None None Short 200
2 Gunners
4 Servants
1 Pilot
1 Co-pilot
Primary: Class 3
Yes Short 1 Loadmaster 2000
Backup: Class 16 1 Engineer
6 Technicians
1 Pilot
1 Co-pilot
Primary: Class 3 Yes Short 1 Navigator 120
Backup: Class 15
2 Gunners
10 Guards
1 Captain
1 Pilot, 1 Co-pilot
Primary: Class 1 Yes Medium 2 Engineers 850
Backup: Class 12 1 Cargo Master
2 Gunners
1 Pilot
Primary: Class 1
Yes Short 1 Co-pilot 120
Backup: Class 12 1 Gunner
Primary: Class 2 1 Pilot
Yes Medium 200
Backup: Class 15 1 Co-pilot
1 Pilot
Primary: Class 2
Yes Short 1 Co-pilot/engineer 200
Backup: Class 12 2 Steward/cargo hand
1 Pilot
Primary: Class 3 1 Co-pilot
Yes Short 800
Backup: Class 15 1 Engineer
1 Loadmaster
1 Pilot
Primary: Class 2 Yes Medium 1 Co-pilot 95
Backup: Class 15 1 Engineer
1 Pilot
Primary: Class 1 1 Co-pilot
Yes Medium 85
Backup: Class 15 1 Engineer
2 Gunners
1 Pilot
Primary: Class 2 1 Co-pilot
Yes Short 600
Backup: Class 12 1 Engineer
3 Crew
1 Pilot
1 Co-pilot
Primary: Class 2 Yes Short 1 Engineer 850
Backup: Class 14 1 Cargomaster
6 Crew
1 Pilot
Primary: Class 2 Yes Short 1 Co-pilot 80
Backup: Class 12 2 Gunners
Primary: Class 2 1 Pilot
Yes Medium 100
Backup: Class 15 1 Co-pilot
1 Pilot,
Primary: Class 1 Yes Medium 1 Co-pilot/navigator, 90
Backup: Class 12 1 Gunner
1 Pilot
Primary: Class 2 Yes Short 1 Co-pilot/engineer 80
Backup: Class 12 1 Steward
Primary: Class 2 1 Pilot
Yes Short 100
Backup: Class 14 1 Co-pilot/engineer
1 Pilot,
1 Co-pilot
Primary: Class 2 Yes Medium 1 Engineer 50
Backup: Class 14 5 Gunners
11 Crew
Primary: Class 1
Yes Long 800 Officers and Crew 200
Backup: Class 15
Primary: Class 1 Yes Short 820 Officers and Crew 3500
Backup: Class 15
1 Pilot,
Primary: Class 2 1 Co-pilot
Yes Medium 80
Backup: Class 15 1 Engineer
2 Gunners
1 Pilot,
Primary: Class 1 Yes Medium 1 Engineer 80
Backup: Class 10 1 Gunner
1 Pilot
None None None 2
1 Co-Pilot
1 Pilot
Primary: Class 3 Yes Medium 80
1 Co-Pilot
1 Pilot
1 co-pilot/engineer
Primary: Class 2 Yes Short 1 turret gunner 200
Backup: Class 14 1 af gunner
2 crew
Yes 2 20
Yes 9 3200
Yes 9 3200
Yes 12 1000
Yes 50 30000
None 1 10
Astromech Droid 1 50
Socket
Hyperdrive NaviComputer Sensor Range Crew Encum
None 0 0
Yes 1 8
Yes 4 60
Hyperdrive NaviComputer Sensor Range Crew Encum
Yes 5 180
Yes 30 250
Yes 7 90
Passengers Cost Restricted Rarity HP
0 120,000 5 1
0 80,000 6 1
0 90,000 7 0
0 150,000 6 1
0 70,000 7 2
1 60,000 7 1
0 80,000 4 1
0 80,000 4 1
1 225,000 6 1
1 55,000 5 0
0 38,000 4 3
0 40,000 4 3
1 85,000 8 3
0 30,000 4 2
0 78,000 6 2
0 160,000 8 1
0 172,000 5 2
0 50,000 4 2
0 70,000 5 1
2 25,000 7 8
0 60,000 4 1
0 150,000 5 2
0 55,000 4 2
0 210,000 8 1
0 38,000 4 0
0 110,000 X 5 2
0 84,000 8 1
0 55,000 7 2
0 95,000 7 1
0 150,000 6 1
0 160,000 7 0
0 120,000 X 9 2
0 100,000 X 7 0
0 75,000 X 9 0
0 300,000 X 8 0
0 275,000 X 9 0
0 75,000 X 5 0
0 253,000 X 7 0
0 50,000 X 4 0
0 365,000 X 9 0
0 110,000 X 5 0
2 60,000 7 1
0 55,000 4 2
0 85,000 5 1
6 80,000 4 0
6 80,000 4 4
0 150,000 6 2
10 (R) 140,000 X 6 2
1 45,000 6 3
4 135,000 7 2
1 55,000 5 2
4 120,000 6 4
2 185,000 6 2
8 150,000 5 3
0 70,000 5 2
6 110,000 6 2
8 125,000 5 3
Passengers Cost Restricted Rarity HP
50 130,000 X 5 2
40 80,000 X 6 2
40 110,000 X 5 2
20 140,000 X 6 2
20 140,000 X 6 2
0 15,000 X 6 1
4 100,000 7 2
5 200,000 5 4
1000 780,000 8 4
200 325,000 6 4
100 180,000 4 2
90 275,000 5 5
0 150,000 4 2
4 157,000 7 5
12 550,000 6 4
12 200,000 5 4
1200 245,000 6 3
0 500,000 3 2
4 70,000 5 4
4 120,000 10 5
4 80,000 6 4
4 95,000 6 5
3 200,000 7 0
4 (R) 250,000 X 9 4
10 112,000 8 4
6 85,000 5 5
8 140,000 5 5
2 70,000 7 5
14 200,000 6 4
6 160,000 5 0
4 100,000 9 0
5 165,000 6 4
6 69,995 5 4
10 210,000 6 2
8 170,000 6 4
6 120,000 5 5
12 85,000 7 4
2 110,000 5 2
6 130,000 6 5
4 75,000 5 5
6 90,000 5 5
4 120,000 5 3
6 100,000 4 6
7 120,000 5 5
6 130,000 5 5
5 120,000 7 4
6 380,000 6 1
6 115,000 6 4
8 250,000 9 6
6 98,500 6 5
3 260,000 7 0
12 210,000 6 4
10 120,000 6 4
25 185,000 5 3
75 1,750,000 7 3
50 700,000 5 2
600 1,200,000 5 4
60 (R) 2,500,000 X 6 2
220 1,300,000 7 6
80 (R) 3,000,000 X 5 1
40 (R) 0 X 5 0
0 3,200,000 6 1
75 (R) 8,500,000 X 7 2
5 300,000 7 4
10 (R) 4,000,000 X 5 2
10 1,000,000 6 2
40 (R) 4,760,000 X 7 0
95 (R) 9,500,000 X 6 3
850 12,300,000 9 1
(R)
250 X 8 2
10,000,000
80 (R) 9,600,000 X 8 2
90 8,300,000 7 3
50 3,750,000 7 2
20 750,000 7 6
6 (R) 120,000 X 5 3
2 45,000 6 2
Passengers Cost Restricted Rarity HP
6 150,000 4 4
25 150,000 4 5
10 70,000 6 2
16 300,000 7 4
1 100,500 9 4
100 6,500,000 6 7
250 2,800,000 4 6
1000 200,000,000 X 8 4
10 2,000,000 X 10 6
1000 200,000,000 X 8 4
0 5,000 7 0
8 80,000 5 5
1 55,000 8 2
4 65,000 6 3
6 55,000 5 4
4 120,000 8 3
5 140,000 6 2
6 155,000 8 5
6 132,000 6 6
Passengers Cost Restricted Rarity HP
2 160,000 7 0
16 3,400,000 5 4
(R)
650 X 6 4
15,500,000
16 3,400,000 5 3
12 200,000 6 4
3000 7,200,000 6 4
(R)
80 X 8 0
15,400,000
(R)
400 X 8 0
10,400,000
Passengers Cost Restricted Rarity HP
(R)
9700 X 7 2
150,000,000
(R)
5000 X 8 0
175,000,000
(R)
1600 X 6 4
50,000,000
(R)
14000 X 9 1
700,000,000
1200 150,000,000 7 2
1200 104,000,000 7 4
1200 112,000,000 8 4
150 950,000 6 6
5 5,000 7 1
25 15,000 7 2
Passengers Cost Restricted Rarity HP
0 200,000 8 0
1500 25,500,000 7 1
150 1,750,000 6 4
(R)
14000 X 7 2
200,000,000
0 (R) 135,000 X 7 2
6 160,000 6 1
Passengers Cost Restricted Rarity HP
(R)
10000 X 9 4
26,000,000
10 1,000,000 7 0
8 (R) 4,450,000 X 7 1
(R)
20000 1,100,000,00 X 10 3
0
(R)
15000 X 8 2
158,000,000
5 145,000 8 3
Wep
0
1
1
3
Wep
2
4
4
Wep
Wep
0
0
11
2
5
Wep
1
2
4
1
Wep
0
0
12
Wep
10
11
11
Wep
18
27
3
20
40
108
39
10
22
30
11
Wep
1
Wep
Wep
Wep
51
Wep
47
0
47
Wep
Wep
2
Wep
Wep
40
Wep
Wep
40
20
58
Wep
130
32
60
Wep
150
Wep
78
74
158
Wep
Wep
0
Wep
Wep
Wep
73
15
Wep
Wep
4
Wep
39
Wep
Wep
Wep
320
Wep
120
Wep
6
Special Notes/Abilities Book Set Source
AoR Core
DC:65
SoF:107
A-CRB:268
SoT:57
KtP:60
A-CRB:268, E-
BGR:43, E-
CRB:257, F-
CRB:257
A-CRB:268, E-
CRB:257, F-
CRB:257
SoT:54
SoF:108
E-CRB:254
MPQ:78
F-CRB:259
F-CRB:258
F-CRB:259
SoT:52
SoT:53
LoNH:114
SoF:108
SM:62
SoF:108
KtP:60
LoNH:113
KtP:61
SoF:144
OS:45
DC:66
SoT:55
SoT:56
A-CRB:266
MPQ:81
SoR:117
OaA:42
SoT:57
A-CRB:271
SoT:58
A-BGR:43, A-
CRB:270,
OaA:43
SoT:59
A-BGR:43, A-
CRB:270,
OaA:44, E-
BGA:26, E-
CRB:257,
BtR:78, F-
CRB:261
SoT:60,
SoR:127
A-CRB:272
DoH:60
OaA:21, E-
CRB:258,
BtR:35*
SoT:56
SoF:143*
E-BGR:43*, E-
CRB:255
E-CRB:259
FC:54
EtU:59
EtU:60
OaA:71, E-
CRB:256
EtU:61
LoNH:114
SoF:110
SoF:109
FH:55
SoF:127
Special Notes/Abilities Book Set Source
DA:61
DitW:20
DA:63
A-BGR:43*, A-
CRB:273, E-
CRB:256, F-
CRB:260
A-CRB:273
DitW:20
DoH:60
E-CRB:260*
FH:59
SoF:110
E-CRB:261
FC:57
E-CRB:262
A-CRB:442, E-
CRB:265
DoH:61
LoNH:115
EtU:63
LoNH:115
DC:68
KtP:61
FC:59
FC:58
FC:59
STEALTH SYSTEMS
The D-type benefits from state-of-the-art stealth
systems that render it almost invisible to passive
and active scanners. The ship will not register on SoF:110
passive scanners that are short range or further
away from it (only passive scanners at close range
can pick it up). In addition, increase the difficulty of
any checks made to detect the vessel by 2.
SoR:118
EtU:62
FC:56
FH:56, F-
CRB:264
FH:56, F-
CRB:263
E-CRB:260
BtR:30
KtP:62
F-CRB:264
FC:56
E-CRB:263
LoNH:115
E-CRB:263
EtU:64
SoF:112
FC:56
EtU:64
FH:57
SoF:112
E-CRB:264
FC:60
E-CRB:265
EtU:66
A-CRB:275*,
DC:68
F-CRB:265
FC:57
DA:60
FC:55
SoF:111
FH:58
E-CRB:262
JoY:91
LoNH:116
BtR:93
A-CRB:274, E-
CRB:266, F-
CRB:266
SoF:113
SM:63
E-CRB:267
MPQ:83
A-CRB:274
E-CRB:266
A-CRB:278*, E-
CRB:268
MPQ:81
BtR:93
F-CRB:267
A-CRB:278
SoR:118
LbE:52
DitW:13
DC:70
LbE:53
LoNH:117
EtU:67
BtR:70
F-CRB:260
Special Notes/Abilities Book Set Source
DoH:61
BtR:96
KtP:62
DC:67
DC:67
SM:64
DC:69
MPQ:80
DoH:64
DC:69
SoF:107
FH:58
FiB:62
EV:63
F-CRB:262
ND:61
DA:62
KtP:63
ND:62
Special Notes/Abilities Book Set Source
SoF:111
A-CRB:276
SoR:119
MPQ:82
E-CRB:277,
FC:58
A-CRB:279
A-CRB:280,
FC:60
A-CRB:280
Special Notes/Abilities Book Set Source
A-CRB:281
OaA:75
A-CRB:284,
F-CRB:267
A-CRB:283
SoR:60
A-CRB:284
LbE:54
A-CRB:443
DitW:14
DitW:14
Special Notes/Abilities Book Set Source
FH:55
FH:59
SoT:61
SoT:62
SoT:61
FC:54
FC:55
Special Notes/Abilities Book Set Source
FC:61
DA:62
F-CRB:266
LbE:56
LbE:57
KtP:62
Not here yet… starships have been a large and discouraging task…..
Specialization Career skills (from specializations only)
Suggestion, Mark
what you have on this
line -->
CoordinatIon
Core Worlds
AstrogatIon
Computers
Deception
CoercIon
Athletics
Charm
Brawl
Cool
AoR-Ace
Beast Rider
X
AoR-Ace
Driver
X X
AoR-Ace
Gunner
AoR-Ace
Hotshot
X X
AoR-Ace
Pilot
X
AoR-Ace
Rigger
AoR-Commander
Commodore
X X
AoR-Commander
Figurehead
X X
AoR-Commander
Instructor
AoR-Commander
Squadron Leader
AoR-Commander
Strategist
X X
AoR-Commander
Tactician
X
AoR-Diplomat
Advocate
X X
AoR-Diplomat
Agitator
X X
AoR-Diplomat
Ambassador
X X
AoR-Diplomat
Analyst
X
AoR-Diplomat
Propagandist
X X
AoR-Diplomat
Quatermaster
X
AoR-Engineer
Droid Specialist
X X
AoR-Engineer
Mechanic
X
AoR-Engineer
Saboteur
X
AoR-Engineer
Sapper
X
AoR-Engineer
Scientist
X
AoR-Engineer
Shipwright
AoR-Soldier
Commando
X
AoR-Soldier
Heavy
AoR-Soldier
Medic
AoR-Soldier
Sharpshooter
X
AoR-Soldier
Trailblazer
AoR-Soldier
Vanguard
X X
AoR-Spy
Infiltrator
X
AoR-Spy
Scout
X
AoR-Spy
Slicer
X
EotE-Bounty Hunter
Operator
X
EotE-Bounty Hunter
Assassin
EotE-Bounty Hunter
Gadgeteer
X X
EotE-Bounty Hunter
Martial Artist
X X X
EotE-Bounty Hunter
Skip Tracer
X
EotE-Bounty Hunter
Survivalist
EotE-Colonist
Doctor
X
EotE-Colonist
Entrepreneur
EotE-Colonist
Marshal
X
EotE-Colonist
Performer
X X X
EotE-Colonist
Politico
X X X X
EotE-Colonist
Scholar
EotE-Explorer
Archaeologist
X
EotE-Explorer
Big-Game Hunter
EotE-Explorer
Driver
X
EotE-Explorer
Finger
X X
EotE-Explorer
Scout
X
EotE-Explorer
Trader
X X
EotE-Hired Gun
Bodyguard
EotE-Hired Gun
Demolitionist
X X
EotE-Hired Gun
Enforcer
X X
EotE-Hired Gun
Heavy
EotE-Hired Gun
Marauder
X
EotE-Hired Gun
Mercenary Soldier
EotE-Smuggler
Charmer
X X
EotE-Smuggler
Gambler
X X X
EotE-Smuggler
Gunslinger
X X
EotE-Smuggler
Pilot
X
EotE-Smuggler
Scoundrel
X X X
EotE-Smuggler
Thief
X
EotE-Technician
Cyber Tech
X
EotE-Technician
Droid Tech
X X
EotE-Technician
Mechanic
X
EotE-Technician
Modder
EotE-Technician
Outlaw Tech
EotE-Technician
Slicer
X
FaD-Consular
Sage
X X X
FaD-Consular
Arbiter
FaD-Consular
Ascetic
X
FaD-Consular
Healer
FaD-Consular
Niman Disciple
FaD-Consular
Teacher
FaD-Guardian
Armorer
FaD-Guardian
Peacekeeper
FaD-Guardian
Protector
X
FaD-Guardian
Soresu Defender
FaD-Guardian
Warden
X X
FaD-Guardian
Warleader
FaD-Mystic
Advisor
X X
FaD-Mystic
Alchemist
FaD-Mystic
Magus
X
FaD-Mystic
Makashi Duelist
X X X
FaD-Mystic
Prophet
X X X
FaD-Mystic
Seer
FaD-Seeker
Ataru Striker
X X
FaD-Seeker
Executioner
FaD-Seeker
Hermit
FaD-Seeker
Hunter
X
FaD-Seeker
Navigator
X
FaD-Seeker
Pathfinder
FaD-Sentinel
Artisan
X X
FaD-Sentinel
Investigator
FaD-Sentinel
Racer
X X
FaD-Sentinel
Sentry
X
FaD-Sentinel
Shadow
FaD-Sentinel
Shien Expert
X
FaD-Warrior
Agressor
X
FaD-Warrior
Colossus
X
FaD-Warrior
Juyo Berserker
X
FaD-Warrior
Shii-Cho Knight
X X
FaD-Warrior
Starfighter Ace
X
FaD-Warrior
Steel Hand Adept
X X
DisIpline
X
X
X
X
Education
X
X
X
Gunnery
X
X
X
X
X
Leadership
X
X
Lightsaber
Lore
Mechanics
X
X
X
Medicine
X
Melee
Negotiation
X
X
X
X
Outer Rim
Perception
X
X
X
X
Pilot_Planetary
X
X
X
X
X X
X
X
X
X X X
X X X
X
X X
X
X
X X
X
X X
X
X X
X
X
X
X
X
X X
X X X
X
X X
X X X
X X X
X
X X
X
X X X
X
X X
X
X X X
X X
X
X X
X X
X X
X
X X
X X
X
X
X X X
X
X X X
X X X X
X X X X
X X X
X X X X
X
X X X
X
X X
X
X X
X X X
X
X
X X
X X
X X X
X
X X
X
X X
X X
X
X
X X
X X X
X X
X X
X
Pilot_Space
X
X
X
Range_Heavy
X
X
X
Range_Light
ResilIence
X
X
Skulduggery
X
Stealth
Streetwise
X
Survival
X
Underworld
X
X
Vigilance
X
X
X
Xenology
X
Warfare
X
X
X
X X
X X
X X
X
X X
X X
X X X
X X
X X
X X
X X
X
X X
X
X X X
X
X X
X X X
X
X
X X X
X X
X X X X
X
X
X
X
X
X X
X X
X X
X
X
X
X
X
X X X
X
X X
X X
X X
X X
X
X X
X
X X
X
X
X X
X
X X
X X
X
X X X
X X X
X
X X X
X X
X
X X
X X X X
X X
X X X
X
X
X
Version
1.0
2.0
3.0
4.0
5.0
6.0
6.1
6.2
7.0b
7.1b
Description
Added Core Rule Book's weapons, armour, modifications and gear as a item master list
Added Source book weapons, armour, modifications and gear, Found SWRPG font and changed all images to that "EotE
font" (link in title page)
Made the item lists sortable by making them into tables and gave each tab a unique colour scheme to make it more
interesting. Located Excel based symbols to make the list less useless for any lazy bums that wont download and install the
font
Corrected the table mistake in 3.0 and added Item qualities, Talents, Skills and Characteristics tabs and added special
description to weapons tab, renamed file to "L Master List" and made the Front Page with Q&A and Credits
Added GM Reference sheet for basic information and transcribed a cheat sheet by "Justin Alexander". Coloured in all uses
of the font so the list wasn’t so monochrome
Added Mandalorian Species from "Friends like these" and added information from "No Disintergrations"
Added Information from "Disciples of Harmony" and corrected some formatting and spelling mistakes. Also added
Weapons like the E-11 blaster rifle and the DL-44 heavy blaster pistol using the same stats for their class. Also added the
Critical Result table on "GM Reference Sheet"
Begun to implement new starship tab (daunting task that I have been procrastinating), added a character sheet tab for GMs
using this to cover what stat is in what skill, added Dawn of Rebellion and Fully operational sourcebooks information in.
Took a while to figure out how to correct my original table mistake and yes I was face palming when I figured it out, also adding
all talents took some time and I still need to work a bit on it at this point
It was amazing work by Justin and I needed to add it, Went back again and changed everything that needed colour to colour so
it wasn’t a monochrome info sheet
Got alittle help with the species tab, and the career skills tab is to help if you want to try and pick new specializations to make
everything you career skill
Took me longer then I would of liked to get "No Disintergrations" but I was finnally able to get it and add it to this list (honestly
seems somewhat lacking) and someone was kind enough to give me the stats for the Mandalorian
Borrowed the book from one of my friends (AJ) so thanks to him for this his support in this update, also found some spelling
errors while using this guide myself so I have been correcting them here and there, not perfect but getting there. As for the
weapons like the E-11 I have added the weapon models in so people looking for some specific weapons can find it although it
has the same stats provided in the core book example E-11 = Blaster Rifle and DL-44 = Heavy Blaster Pistol. Also the GM
Reference sheet has a new addition at the bottom... the Critical table
7.0 is still incomplete as starships and starship upgrades is the next planned update but recent books got me to post what I hav
early. More spelling mistakes found and corrected also fixed the "Critical table" in the 6.2 version which had the wrong values
half way down (auto complete let me down there)
Still no progress on starships sorry