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Start Here: This 2-page spread contains the

information you need to begin your adventure. Character Health Stats

Char ac ter Shee t


3 soak value 4 wounds 3 Soak value reduces incoming damage and can prevent wounds.
Character Name : Tendaar
4
Your soak value is equal to the sum of your Brawn and the soak
Character Sheet Species Mon Calamari 12 value of your armor.

Your Character Sheet provides all the information you need to play Engineer
Career THRESHOLD Current
the game. It also provides a place to write down your current status,
weapons, armor, and equipment. CHARAC TERISTICS 5 strain Critical Injuries 4 Wounds represent physical damage to your body. If your
wounds exceed your Wound Threshold, you are knocked out
1
2 2 4 13 6
and suffer a Critical Injury. Wounds can be recovered through the
Medicine skill and stimpacks.
THRESHOLD Current
BRAWN AGILITY INTELLECT

5
Medpac
Strain represents exhaustion, mental trauma, and being stunned.

1 3 3
Characteristics & Skills Once per encounter per ally, use the Medicine skill to heal an ally. The check is Easy (π) if the You may voluntarily suffer 2 strain to perform an extra maneuver
1 Your characteristics are used to calculate many game values but wounds are equal or below half the character's wound threshold, Average (π π) if above half, and on your turn. Strain comes and goes more quickly than wounds.
are rarely used directly. Whenever you attempt a task that might Hard (π π π) if exceeding the wound threshold. Heal 1 wound per ≥ and 1 strain per ≤. If your strain ever exceeds your Strain Threshold, you pass out.
fail, you make a skill check. The dice you roll for this check are Cunning WILLPOWER PRESENCE Once per adventure per ally, you can heal a Critical Injury. The difficulty depends on the Critical Injury.
called your dice pool, and are based on your rank in that skill
skills
and your characteristic. If you roll more ≥ than ∂, you succeed. 2 we apons & Equipment
SKILLS RANK DICE POOL 6 You might suffer Critical Injuries during your adventures, either
2 Please reference these skills and descriptions of what they do on
the back of the Beginner Game rulebook. Astrogation (Int) 0 ππππ
WEAPON SKILL Range DAMAGE DICE POOL when you’re knocked out by exceeding your wound threshold
Blaster Pistol Ranged (Light) Medium 6 ºπ or as the result of an attack. Keep track of the number of Criti-
Athletics (Br) 0 ππ cal Injuries here. For a description of the effects of your Critical
• You deal 6 damage on a hit + 1 damage per uncanceled Success ≥ symbol rolled.
Injuries, refer to the back cover of the Beginner Game Adventure.
Charm (Pr) 0 πππ • Inflict a Critical Injury on a hit for ≤≤≤.
Coercion (Will) 0 πππ
Symbols & Dice Computers (Int) 2 ººππ Stun Grenade Ranged (Light) Medium 8 ºπ

Success ≥ symbols are canceled by Failure ∂ symbols; Cool (Pr) 0 πππ • You deal 8 stun damage on a hit + 1 damage per uncanceled Success ≥ symbol
if there are any Success ≥ symbols left at the end (after Coordination (Ag) 0 ππ rolled. This damage is suffered as strain rather than wounds.
canceling), the check succeeds. Deception (Cun) 0 π • Blast 8: Hit all characters engaged with target for 8 stun damage (+1 damage per
uncanceled Success ≥ symbol) on ≤≤.�
Discipline (Will) 0 πππ
• You have 1 stun grenade. It can be used once. The Player's Turn
Knowledge (Int) 1 ºπππ
Triumph ± symbols count as Success ≥ symbols and may On each turn, you can perform 1 Action and 1 Maneuver, in any
also be spent to trigger a powerful positive consequence. Leadership (Pr) 0 πππ Fists Brawl Engaged 2 ππ
order.
Mechanics (Int) 1 ºπππ • You deal 2 damage on a hit + 1 damage per uncanceled Success ≥ symbol rolled.
• Inflict a Critical Injury on a hit for ≤≤≤≤≤. An Action may include: A Maneuver may include:
Medicine (Int) 1 ºπππ
Advantage ≤ symbols indicate a positive side effect or Negotiation (Pr) 0 πππ • Perform an attack • Move
consequence, even on a failed check. They cancel and Perception (Cun) 0 π • Use a skill • Aim
are canceled by Threat ∑ symbols.
Piloting (Ag) 0 ππ • Exchange your 1 Action for • Take cover
an additional Maneuver
Resilience (Br) 0 ππ • Ready or stow a weapon or
item
Failure ∂ symbols cancel Success ≥ symbols. If there Skulduggery (Cun) 0 π
are enough Failure ∂ symbols to cancel all the Success Stealth (Ag) 0 ππ
Gear, Equipment, & Other items • Interact with your environment
≥ symbols, the check is a failure. 2 Stimpacks Use as a maneuver to heal 4 wounds on a living creature. Consumed on use.
Streetwise (Cun) 0 π • Engage or disengage
Comlink Allows communication with other characters using comlinks.
• Stand up
Survival (Cun) 0 π
Despair µ symbols count as Failure ∂ symbols (they Armored Vest Soak 2 (already included in soak value).
Vigilance (Will) 1 ºππ You can suffer 2 strain to perform a second maneuver.
cancel Success ≥ symbols) and may also be spent to Fusion Lantern Provides bright light and power for electronic devices.
Combat Skills You cannot perform more than 2 maneuvers on your turn.
trigger a powerful negative consequence. Datapad & Gear A handheld computer and accessories for breaking into secure systems.
Brawl (Br) 0 ππ You can also perform any number of incidentals.
Medpac Allows you to heal living creatures by using the Medicine skill.
Gunnery (Ag) 0 ππ
Threat ∑ symbols indicate a negative side effect or con- Melee (Br) 0 ππ
sequence, even on a successful check. They cancel and Money
are canceled by Advantage ≤ symbols. Ranged (Light) (Ag) 1 ºπ
100 credits
Ranged (Heavy) (Ag) 0 ππ

Ability
Die π
Proficiency Difficulty Challenge
Die º Die π Die º
Boost
Die ∫
Setback
Die ∫
Force
Die º
Stop Here: Don’t turn the page until
instructed to by the GM.

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