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A JEDI’S LIGHTSABER

THE JEDI – More than a tool or weapon iconic of the Jedi; the lightsaber is a
symbol of light and life. But for a Jedi at the Edge of the Empire, it is

A DYING LIGHT a liability and a beacon for agents of evil. The player and GM should
discuss lightsabers at character creation, including whether it would
be appropriate for the Jedi player character to have one.

F or over a thousand generations, the Jedi Knights were the


guardians of peace and justice in the Republic. Their skills were
legendary: Athletics, Coordination, Discipline, Leadership,
Perception, Vigilance, Lightsaber, Knowledge (Education).
They were adept at much and had the ever-present, mystical Force
JEDI
to guide them. But that was before the Empire. Jedi player
characters at the Edge of the Empire will find just living to be a SPECIALIZATIONS
daunting prospect. The player chooses 3 of the career skills, The three traditional archetypes of Jedi are presented here.
each in which to train a single rank at character creation. Jedi Some may well choose to branch into other careers in order to
must start with Force Rating 1. At character creation, they may expand their skillfulness and abilities, but their rather unique
either buy into the Force-Sensitive Exile specialization or abilities make for some interesting characters.
spend 10 XP to attain Force Rating 1. Playing a Jedi in Edge of
the Empire requires express GM permission, and is especially
inappropriate for Rebellion-Era games. GUARDIAN – THE FIRST LINE OF DEFENSE
Concentrating on martial training, Guardians engage in combat
more than other Jedi. Descended from the Order's founders whose
THE ROLE OF role in the galaxy was to defend the weak and uphold the laws of
the Galactic Republic, the Guardians were often seen as
THE JEDI representatives of the Order and the classic Jedi weapon: the
lightsaber.
Jedi these days spend most of their time simply trying to survive. The Guardian focuses on what skills can give him an edge in
Refugees by necessity, they have few friends and many hunters. combat: Leadership, Lightsaber, Melee, Pilot (Space). This
This has led some to put away their lightsabers and eschew their means that he can start out with two ranks in Lightsaber for free.
connection to the Force, though some might prefer to stand and The Guardian talent tree reflects the physical acuity and
fight the dominant Sith power. Still others try to walk the line, conditioning for which Jedi are known, as well as reliance on the
holding true to their Jedi ideals but with the realization that to live, Force that is central to the Jedi code.
you’ve got to be smarter than those trying to kill you.
Many erstwhile “Jedi” now live as exiles; these characters
should start generally start in a different career—whatever fits their SENTINEL – THE JEDI SPECIALIST
new lifestyle—and begin play with access to the Force-Sensitive In a galaxy full of Dark deceit, the Sentinel exists as a hidden
Exile talent tree rather than the Jedi career. champion of the Light. Trained in various jobs for which most Jedi
The true Jedi will always fight for justice would be ill-equipped, a Sentinel has a bag of tricks and techniques
and peace, and each Jedi refugee that can make him an expert at just about anything. Sentinels are
attempts to find his or her own way masterful infiltrators, stealthy Shadows, investigators, and
in which to do this. Many will Watchmen.
latch onto powerful crime lords The Sentinel’s bonus career skills Mechanics, Stealth,
or smuggler organizations, Streetwise, and Knowledge (Underworld) make him well-suited
playing their part and for life on the Edge. He’s true to the Jedi code, yes, but he has been
biding their time until trained to work deep under cover—he can handle many a tasteless
action is called for. job and won’t get squeamish along the way.
Whatever their choice
of safe haven, they live
under the constant
CONSULAR – A FORCE FOR GOOD
threat of annihilation, The Jedi Consular is a scholar, researcher, meditator, healer, and
and as such do well student of the Force. Seeking harmony in all matters, the Consular
in keeping their is rarely seen drawing or igniting his lightsaber. He prefers to arm
identities a closely- himself with knowledge and diplomacy, protecting himself and
guarded secret. others by physical means only as a last resort.
A Consular might focus his learning on Discipline and use of
the Force, or he might spend his time learning the art of Medicine.
Negotiate can help the diplomatic Consular get ahead in sticky
situations, and Knowledge (Lore) is a staple of any scholar.
PASSIVE FORCE ABILITY
ACTIVATED FORCE ABILITY
Jedi: Guardian Talent Tree PASSIVE ABILITY
ACTIVATED ABILITY
Prerequisite: Force Rating 1+

Career Skills: Athletics, Cool, Coordination, Discipline, Perception, Vigilance, Lightsaber, Knowledge (Education)
Guardian Bonus Skills: Leadership, Lightsaber, Melee, Pilot (Space)

Jump Up Deflection Lightsaber Focus Defense


Once per round, may Your lightsaber gains a Add 1 damage per rank of Your lightsaber gains a
stand from seated or Deflection rating equal to Lightsaber Focus to damage Defensive rating equal to ranks
inflicted while using the in Defense.
prone as an incidental. ranks in Deflection.
Lightsaber skill.

Second Wind Confidence Redirection Disciplined Strike


Once per encounter use Suffer 2 strain when targeted by
May decrease difficulty of Perform a Disciplined Strike
Second Wind incidental a blaster attack to engage in a
any Discipline check to maneuver to remove b per
to recover strain equal competitive check, adding to rank of Disciplined Strike from
avoid fear by 1 per rank
to ranks in Second your Lightsaber pool. Lightsaber checks.
of Confidence.
Wind.

Armor Master Guardian Defense Command


When wearing armor, Perform a Guardian action to Your lightsaber gains a Add to Leadership checks
increase total soak value protect a single engaged ally. Defensive rating equal to (or other skill checks used to
by 1. Until your next turn, any combat ranks in Defense. inspire, rally, or lead others).
Allies affected by this skill add
checks target you instead of
to their Discipline checks to
that ally.
avoid fear effects.

Natural Duelist Toughness Inspiring Rhetoric


Once per session reroll any Gain +1 wound Take an Inspiring Rhetoric Action; Deflection
one Lightsaber check. threshold. make an Average ( ) Your lightsaber gains a
Leadership check. Each s causes Deflection rating equal to
1 ally in close range to recover 1 ranks in Deflection.
strain. Spend a to cause 1
affected ally to recover 1 additional
strain.

Force Rating Improved Guardian Dedication Force Body


Gain +1 Force Rating. Suffer 1 strain to perform the Gain +1 to 1 Once per session, spend 1
Guardian action as a characteristic. This Destiny Point and suffer 4 strain
maneuver. cannot bring a to ignore the effects of strain for
characteristic above 6. a number of rounds equal to
twice the character’s Force
Rating.
PASSIVE FORCE ABILITY
ACTIVATED FORCE ABILITY
Jedi: Sentinel Talent Tree PASSIVE ABILITY
ACTIVATED ABILITY
Prerequisite: Force Rating 1+

Career Skills: Athletics, Cool, Coordination, Discipline, Perception, Vigilance, Lightsaber, Knowledge (Education)
Sentinel Bonus Skills: Mechanics, Stealth, Streetwise, Knowledge (Underworld)

Disciplined Strike Quick Draw Indistinguishable Grit


Remove b per rank of Once per round, may Upgrade difficulty of checks Gain +1 strain
Disciplined Strike from draw or holster a weapon to identify character once per threshold.
or accessible item as an rank of Indistinguishable.
Lightsaber checks.
incidental.

Stalker Rapid Reaction


Quick Strike Sentinel Suffer a number of strain to
Add per rank of Quick Add per rank of Stalker Skill checks with made
Strike to combat checks to all Stealth and add an equal number of s
against the character are
against targets that have Coordination checks. to initiative checks. Strain
upgraded once per rank of
not acted yet. suffered this way cannot
Sentinel.
exceed ranks in Rapid
Reaction.

Defense Well Rounded Sense Emotions Shortcut


Your lightsaber gains a Choose any 2 Skills. They Add to all Charm, During a chase, add
Defensive Rating equal to permanently become Coerce, and Deceit checks per ranks in Shortcut to
ranks in Defense. Career Skills. any checks made to
unless the target is immune
catch or escape an
to Force powers. opponent.

Balance
Intense Focus When the character recovers Street Smarts
Deflection Perform an Intense Focus Remove b per rank of
Your lightsaber gains a strain at the end of an
maneuver; suffer 1 strain Street Smarts from
Deflection rating equal to encounter, he may roll per
and upgrade the ability of Streetwise or Knowledge
ranks in Deflection. Force Rating. He regains (Underworld) checks.
next skill check once.
additional strain equal to
generated.

Force Rating Dedication Sentinel Utility Belt


Gain +1 Force Rating. Gain +1 to 1 Skill checks with made Spend 1 Destiny Point as an
characteristic. This incidental; produce a previously
against the character are
cannot bring a undocumented tool from a
upgraded once per rank of
utility belt or satchel, with a
characteristic above 6. Sentinel.
rarity no greater than 3. This
may not be a weapon.
PASSIVE FORCE ABILITY
ACTIVATED FORCE ABILITY
Jedi: Consular Talent Tree PASSIVE ABILITY
ACTIVATED ABILITY
Prerequisite: Force Rating 1+

Career Skills: Athletics, Cool, Coordination, Discipline, Perception, Vigilance, Lightsaber, Knowledge (Education)
Consular Bonus Skills: Discipline, Medicine, Negotiate, Knowledge (Lore)

Resolve Consular Skilled Advisor Grit


When a character involuntarily Remove b per rank of When assisting a skill Gain +1 strain
suffers strain, he suffers 1 less Consular from all checks check, add in addition threshold.
strain per rank of Resolve, to a with present. to the normal benefits.
minimum of 1.

Knowledge
Surgeon Specialization
Force Healer When making a Medicine When first acquired, choose Nobody’s Fool
A character is always check to help a character one Knowledge skill. The May upgrade difficulty
considered to have recover wounds, the target character can spend x to of incoming Charm,
recovers 1 additional gain additional s on that Coerce, or Deceit
all the benefits of a
wound per rank of Knowledge check equal to checks once per rank
medpac. Surgeon. of Nobody’s Fool.
ranks in Knowledge
Specialization.

Knowledge
Specialization Sense Emotions Consular
Grit When first acquired, choose
Gain +1 strain Add to all Charm, Remove b per rank
one Knowledge skill. The of Consular from all
threshold. Coerce, and Deceit checks
character can spend x to checks with
unless the target is immune
gain additional s on that present.
Knowledge check equal to to Force powers.
ranks in Knowledge
Specialization.

Overwhelm Natural
Confidence Emotions Control
May reduce the Absorption
May add per Force rating Once per session, reroll
difficulty of any fear Spend a Destiny Point after
to Charm, Coerce, or Deceit one Discipline or
check by 1 per rank in taking damage to turn it into
checks. and z add s to Leadership check.
Confidence. Strain damage instead.
some checks and f to others.

Surgeon
Dedication Skillful Power Force Rating When making a Medicine
Gain +1 to 1 Spend x when making a Gain +1 Force check to help a character
characteristic. This Force power check to recover wounds, the target
Rating.
cannot bring a perform the same Force recovers 1 additional
characteristic above power again as a wound per rank of
Surgeon.
6. maneuver.
TALENT DESCRIPTIONS
ABSORPTION FORCE HEALER
Activation: Active (Incidental, out of turn) Activation: Passive
Ranked: No Ranked: No
Trees: Consular Trees: Consular
The character may spend a Destiny Point when taking damage The character is always considered to have the benefits of a
from an attack to turn any wound damage from the attack into strain medpac: he can make Medicine checks without penalty, adds
damage. to all Medicine checks to heal wounds, and can grant the benefits
of a stimpack once per scene to any 1 target.
CONSULAR
Activation: Passive GUARDIAN
Ranked: Yes Activation: Active (Action)
Trees: Consular Ranked: No
The character may remove b per rank of Consular from any skill Trees: Guardian
check where 1 or more are included in the pool. The character may spend a Guardian action to protect one ally he
is engaged with. For the rest of the turn, the ally cannot be targeted
by ranged combat checks as long as he remains engaged with the
DEFENSE character.
Activation: Passive
Ranked: Yes
IMPROVED GUARDIAN
Trees: Guardian, Sentinel
Activation: Passive
When the character wields a lightsaber, it gains a Defensive rating
Ranked: No
equal to ranks in the Defense talent (see page 106 of Edge of the
Trees: Guardian
Empire Beta).
The character may suffer one strain to perform the Guardian talent
as a maneuver.
DEFLECTION
Activation: Passive
LIGHTSABER FOCUS
Ranked: Yes
Activation: Passive
Trees: Guardian, Sentinel
Ranked: Yes
When the character wields a lightsaber, it gains a Deflection rating
Trees: Guardian
equal to ranks in the Deflection talent (see page 106 of Edge of the
The character deals +1 damage on all successful Lightsaber
Empire Beta).
checks per rank of Lightsaber Focus.

DISCIPLINED STRIKE
MASTER DUELIST
Activation: Active (Maneuver)
Activation: Active (Incidental)
Ranked: Yes
Ranked: No
Trees: Guardian, Sentinel
Trees: Guardian
The character can perform a Disciplined Strike maneuver,
Once per round, the character may voluntarily suffer two strain to
removing b per rank of Disciplined Strike from the next Lightsaber
decrease the difficulty of the next Lightsaber check by one, to a
check.
minimum of Easy ( ).

FORCE BODY NATURAL CONTROL


Activation: Active (Incidental)
Activation: Active (Incidental)
Ranked: No
Ranked: No
Trees: Guardian
Trees: Consular
Once per session, as an incidental the character may suffer 4 strain
Once per game session, the character may reroll any 1 Discipline
and spend a Destiny Point to ignore the effects of strain for a
or Leadership check.
number of minutes, or rounds in combat, equal to twice his Force
rating. During this time, the character can still suffer strain, but
cannot be incapacitated by it.
NATURAL DUELIST SKILLED ADVISOR
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: Yes
Trees: Guardian Trees: Consular
Once per game session, the character may reroll any 1 Lightsaber When the character performs the assist maneuver, he may add an
check. additional per rank of Skilled Advisor.

REDIRECTION SKILLFUL POWER


Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: No Ranked: No
Trees: Guardian Trees: Consular
When the character is armed with a lightsaber and is the target of When making a skill check to activate a Force power as an action,
a combat check from a blaster weapon, the character may attempt the character can spend x to activate the same Force power as a
to redirect the blaster attack at any other enemy within range. The maneuver in the same round.
character suffers 2 strain to turn the combat check into a
competitive check (see page 21 of the Edge of the Empire Beta).
The character uses his Lightsaber skill to form a competitive pool,
applying the required difficulty for ranged combat and adding .
The attack is considered to be originating from the winner of the
competitive check, but retains the base damage, range, and critical
rating of the blaster weapon.

SENTINEL
Activation: Passive
Ranked: Yes
Trees: Sentinel
When targeted by a skill check in which are present, or by a
Force power, the character may upgrade the difficulty of the skill
check once per rank of Sentinel.

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