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Ar kh a n

Commander
Command er

Character Folio
Start Here: This 2–page spread contains the
information you need to begin your adventure.
Char ac ter Shee t

Character Name : Arkhan


Character Sheet Species Bothan
Your Character Sheet provides all the information you need to Career Commander
play the game. It also provides a place to write down your current
status, weapons, armor, and equipment. CHARAC TERISTICS

1
1 3 2
BRAWN AGILITY INTELLECT

3 3 3
Characteristics & Skills
1 Your characteristics are used to calculate many game values
but are rarely used directly. Whenever you attempt a task
that might fail, you make a skill check. The dice you roll for Cunning WILLPOWER PRESENCE
this check are called your dice pool, and are based on your
skills
rank in that skill and your characteristic. If you roll more ≥ 2
than ∂, you succeed. SKILLS RANK DICE POOL

2 Please reference these skills and descriptions of what they


do on the back of the Beginner Game rulebook.
Astrogation (Int) 0 ππ
Athletics (Br) 0 π
Charm (Pr) 0 πππ
Coercion (Will) 0 πππ
Symbols & Dice
Computers (Int) 0 ππ
Success ≥ symbols are canceled by Failure ∂ symbols; Cool (Pr) 1 ºππ
if there are any Success ≥ symbols left at the end (after
Coordination (Ag) 0 πππ
canceling), the check succeeds.
Deception (Cun) 0 πππ
Discipline (Will) 1 ºππ
Triumph ± symbols count as Success ≥ symbols and may Knowledge (Int) 0 ππ
also be spent to trigger a powerful positive consequence. Leadership (Pr) 2 ººπ
Mechanics (Int) 0 ππ
Medicine (Int) 0 ππ
Advantage ≤ symbols indicate a positive side effect or
Negotiation (Pr) 0 πππ
consequence, even on a failed check. They cancel and
are canceled by Threat ∑ symbols. Perception (Cun) 1 ºππ
Piloting (Ag) 0 πππ
Resilience (Br) 0 π
Failure ∂ symbols cancel Success ≥ symbols. If there
are enough Failure ∂ symbols to cancel all the Success Skulduggery (Cun) 0 πππ
≥ symbols, the check is a failure. Stealth (Ag) 0 πππ
Streetwise (Cun) 1 ºππ
Survival (Cun) 0 πππ
Despair µ symbols count as Failure ∂ symbols (they
cancel Success ≥ symbols) and may also be spent to Vigilance (Will) 1 ºππ
trigger a powerful negative consequence. Combat Skills
Brawl (Br) 0 π
Gunnery (Ag) 0 πππ
Threat ∑ symbols indicate a negative side effect or con-
sequence, even on a successful check. They cancel and Melee (Br) 0 π
are canceled by Advantage ≤ symbols. Ranged (Light) (Ag) 1 ºππ
Ranged (Heavy) (Ag) 1 ºππ

Ability Proficiency Difficulty Challenge Boost Setback Force


Die π Die º Die π Die º Die ∫ Die ∫ Die º

2
Character Health Stats

3 soak value 4 wounds 3 Soak reduces incoming damage and can prevent wounds.

3
Your soak value is equal to the sum of your Brawn and the

11 soak value of your armor.

THRESHOLD Current

5 strain Critical Injuries 4 Wounds represent physical damage to your body. If your
wounds exceed your Wound Threshold, you are knocked

14 6
out and suffer a Critical Injury. Wounds can be recovered
through the Medicine skill and stimpacks.
THRESHOLD Current

Convincing Demeanor 5 Strain represents exhaustion, mental trauma, and being


stunned. You may voluntarily suffer 2 strain to perform
As a Bothan, you have the Convincing Demeanor talent. Remove a Setback die ∫ from the dice
an extra maneuver on your turn. Strain comes and goes
pool for all Deception and Skulduggery checks. more quickly than wounds. If your strain ever exceeds your
Strain Threshold, you pass out.
we apons & Equipment
6 You might suffer Critical Injuries during your adventures,
WEAPON SKILL Range DAMAGE DICE POOL either when you’re knocked out by exceeding your wound
Hvy Blaster Pistol Ranged (Light) Medium 7 ºππ threshold or as the result of an attack. Keep track of the
number of Critical Injuries here. For a description of the ef-
• You deal 7 damage on a hit + 1 damage per uncanceled Success ≥ symbol rolled.
fects of your Critical Injuries, refer to the back cover of the
• Inflict a Critical Injury on a hit for ≤≤≤.
Beginner Game adventure.
Combat Knife Melee Engaged 2 π
• You deal 2 damage on a hit + 1 damage per uncanceled Success ≥ symbol rolled.
• Inflict a Critical Injury on a hit for ≤≤≤.

Frag Grenade Ranged (Light) Short 8 ºππ


• You deal 8 damage on a hit + 1 damage per uncanceled Success ≥ symbol rolled.
• Inflict a Critical Injury on a hit for ≤≤≤≤.�
• Blast 6: Hit all characters engaged with the target for 6 damage (+1 per
The Player's Turn
uncanceled Success ≥) on ≤≤.� On each turn, you can perform 1 Action and 1 Maneuver, in any
• You have 2 frag grenades. Each grenade can be used once. order.
AP Grenade Ranged (Light) Short 16 ºππ An Action may include: A Maneuver may include:
• You deal 16 damage on a hit + 1 damage per uncanceled Success ≥ symbol rolled. • Perform an attack • Move
• Inflict a Critical Injury on a hit for ≤≤≤.�
• Use a skill • Aim
• Pierce 3: The target's soak value is reduced by 3 against this attack.
• You have 1 AP grenade. It can be used once. • Exchange your 1 Action for • Take cover
an additional Maneuver
Gear, Equipment, & Other items • Ready or stow a weapon
or item
4 Stimpacks Use as a maneuver to heal 4 wounds on a living creature. Consumed on use.
• Interact with your
LR Comlink Allows communication with others with comlinks at much longer ranges environment
than usual.

Padded Armor Soak 2 (already included in soak value). • Engage or disengage

Breathmask Can breathe normally in smoke, gas, underwater. • Stand up


2 Glow Rods Bright lights for signaling or illumination. You can suffer 2 strain to perform a second maneuver.
Electrogoggles See objects far away and through darkness, smoke, and other obstructions. You cannot perform more than 2 maneuvers on your turn.
You can also perform any number of incidentals.

Money

175 credits

Stop Here: Don’t turn the page until


instructed to by the GM. 3
Start Here: This 2–page spread contains new
information to help you continue your adventure.
Char ac ter Shee t

Character Name : Arkhan


Advancement!
Species Bothan
You have just gained 10 experience points (XP). You can spend
those 10 experience points to purchase any of the following Career Commander
upgrades, worth up to a total of 10 XP.
CHARAC TERISTICS

1 3 2
BRAWN AGILITY INTELLECT

5 3 3 3
upgrade Menu
XP COST
1
Coercion Skill Cunning WILLPOWER PRESENCE

You train your Coercion skill. You gain one skill rank in skills
Coercion. Your dice pool changes from π π π to º π π.
SKILLS RANK DICE POOL
Put a mark in the circle next to the XP cost to remind you
that you have taken it. Whether or not you choose this up- Astrogation (Int) 0 ππ
grade, circle the correct rank (0 or 1) and dice pool on the Athletics (Br) 0 π
skill list to the right.
Charm (Pr) 0 πππ
1 Coercion (Will) 0/1 πππ/ºππ

2
XP COST 10 Computers (Int) 0 ππ
Cool (Pr) 1 ºππ
Ranged (Light) Skill Coordination (Ag) 0 πππ
You train your Ranged (Light) skill. You gain one skill rank Deception (Cun) 0 πππ
in Ranged (Light). Your dice pool changes from º π π to
Discipline (Will) 1 ºππ
º º π.
Knowledge (Int) 0 ππ
Put a mark in the circle next to the XP cost to remind you
that you have taken it. Whether or not you choose this up- Leadership (Pr) 2 ººπ
grade, circle the correct rank (1 or 2) and dice pool on the Mechanics (Int) 0 ππ
skill list to the right.
Medicine (Int) 0 ππ
Negotiation (Pr) 0 πππ
XP COST 5 Perception (Cun) 1 ºππ
Piloting (Ag) 0 πππ
Rapid Reaction Talent Resilience (Br) 0 π
You gain the Rapid Reaction talent. Put a mark in the circle Skulduggery (Cun) 0 πππ
next to the XP cost to remind you that you have taken it. Stealth (Ag) 0 πππ
Rapid Reaction: When you perform an initiative check at Streetwise (Cun) 1 ºππ
the start of a combat encounter, you may suffer 1 strain to
Survival (Cun) 0 πππ
add 1 Success ≥ symbol to your results. You may do this
after you roll dice. Vigilance (Will) 1 ºππ
Combat Skills

5
Brawl (Br) 0 π
XP COST
3 Gunnery (Ag) 0 πππ
Melee (Br) 0 π
Grit Talent 2
Ranged (Light) (Ag) 1/2 ºππ/ººπ
You gain the Grit talent. Put a mark in the circle next to the
XP cost to remind you that you have taken it. Whether or Ranged (Heavy) (Ag) 1 ºππ
not you choose this upgrade, circle the correct value (14 or
15) on your strain threshold.
Grit: Your strain threshold is increased by 1 (from 14 to 15).

4
Symbols & Dice

soak value wounds


Success ≥ symbols are canceled by Failure ∂ sym-

3 11
bols; if there are any Success ≥ symbols left at the
end (after canceling), the check succeeds.
THRESHOLD Current
Triumph ± symbols count as Success ≥ symbols
3 strain Critical Injuries and may also be spent to trigger a powerful positive
consequence.
14
/15 Advantage ≤ symbols indicate a positive side effect
THRESHOLD Current or consequence, even on a failed check. They cancel
and are canceled by Threat ∑ symbols.
Convincing Demeanor
Failure ∂ symbols cancel Success ≥ symbols. If
As a Bothan, you have the Convincing Demeanor talent. Remove a Setback die ∫ from the dice
there are enough Failure ∂ symbols to cancel all the
pool for all Deception and Skulduggery checks.
Success ≥ symbols, the check is a failure.

we apons & Equipment Despair µ symbols count as Failure ∂ symbols (they


cancel Success ≥ symbols) and may also be spent to
WEAPON SKILL Range DAMAGE 2 DICE POOL trigger a powerful negative consequence.
Hvy Blaster Pistol Ranged (Light) Medium 7 ºππ / ººπ
• You deal 7 damage on a hit + 1 damage per uncanceled Success ≥ symbol rolled. Threat ∑ symbols indicate a negative side effect or
• Inflict a Critical Injury on a hit for ≤≤≤. consequence, even on a successful check. They cancel
and are canceled by Advantage ≤ symbols.
Combat Knife Melee Engaged 2 π
• You deal 2 damage on a hit + 1 damage per uncanceled Success ≥ symbol rolled.
• Inflict a Critical Injury on a hit for ≤≤≤.
2
Frag Grenade Ranged (Light) Short 8 ºππ / ººπ
Ability Proficiency Difficulty Challenge Boost Setback Force
• You deal 8 damage on a hit + 1 damage per uncanceled Success ≥ symbol rolled. Die π Die º Die π Die º Die ∫ Die ∫ Die º
• Inflict a Critical Injury on a hit for ≤≤≤≤.�
• Blast 6: Hit all characters engaged with the target for 6 damage (+1 per
uncanceled Success ≥) on ≤≤.�
• You have 2 frag grenades. Each grenade can be used once.
2 The Player's Turn
AP Grenade Ranged (Light) Short 16 ºππ / ººπ
On each turn, you can perform 1 Action and 1 Maneuver, in any
• You deal 16 damage on a hit + 1 damage per uncanceled Success ≥ symbol rolled. order.
• Inflict a Critical Injury on a hit for ≤≤≤.�
An Action may include: A Maneuver may include:
• Pierce 3: The target's soak value is reduced by 3 against this attack.
• You have 1 AP grenade. It can be used once. • Perform an attack • Move

Gear, Equipment, & Other items • Use a skill • Aim

4 Stimpacks Use as a maneuver to heal 4 wounds on a living creature. Consumed on use. • Exchange your 1 Action for • Take cover
an additional Maneuver
LR Comlink Allows communication with others with comlinks at much longer ranges • Ready or stow a weapon
than usual. or item
Padded Armor Soak 2 (already included in soak value). • Interact with your
Breathmask Can breathe normally in smoke, gas, underwater. environment
2 Glow Rods Bright lights for signaling or illumination. • Engage or disengage
Electrogoggles See objects far away and through darkness, smoke, and other obstructions. • Stand up
You can suffer 2 strain to perform a second maneuver.
You cannot perform more than 2 maneuvers on your turn.
Money You can also perform any number of incidentals.

Stop Here: Don’t turn the page until


instructed to by the GM. 5
Char ac ter Shee t

Character Name : ArkHan soak value wounds Injuries


Critical

Species Bothan
Career Commander
THRESHOLD Current
CHARAC TERISTICS
strain Critical Injuries

1 3 2
BRAWN AGILITY INTELLECT THRESHOLD Current

3 3 3
Cunning WILLPOWER PRESENCE

skills
we apons & Equipment
SKILLS 1
1
Career RANK DICE POOL
WEAPON SKILL Range DAMAGE DICE POOL
Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Will) •
Computers (Int)
Cool (Pr) •
Coordination (Ag)
Deception (Cun)
Discipline (Will) •
Knowledge (Int) •
Leadership (Pr) •
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun) •
Piloting (Ag)
Gear, Equipment, & Other items
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Will) •
Combat Skills
Brawl (Br) •
Gunnery (Ag)
Melee (Br)
Money
Ranged (Light) (Ag) •
Ranged (Heavy) (Ag) •

6
Commander: Talent Tree 2
Career Skills: Coercion, Cool, Discipline, Knowledge, Leadership, Perception, Vigilance, Brawl, Ranged (Light), Ranged (Heavy)

Command RAPID REACTION GRIT SIDE STEP


Add ∫ per rank of Com- Suffer a number of strain to Gain +1 strain threshold. Once per round, may per-
mand when making Lead- add an equal number of ≥ form Side Step maneuver
ership checks. Affected tar- to initiative checks. Strain Cost 5 and suffer a number of strain
gets add ∫ to Discipline suffered cannot exceed to upgrade difficulty of all
checks for next 24 hours. ranks in Rapid Reaction. incoming ranged attacks by
an equal number for the
Cost 5 Cost 5 next round. Strain suffered
this way cannot exceed
ranks in Side Step.

Cost 5

Field QUICK DRAW SIDE STEP TOUGHENED


COmmander
Once per round, draw or Once per round, may per- Gain +2 wound threshold.
Take the Field Commander holster a weapon or accessi- form Side Step maneuver
action; make an Average ble item as an incidental. and suffer a number of Cost 10
(π π) Leadership check. strain to upgrade difficulty
A number of allies equal to Cost 10 of all incoming ranged at-
Presence may immediately tacks by an equal number
suffer 1 strain to perform 1 for the next round. Strain
free maneuver. suffered this way cannot
exceed ranks in Side Step.
Cost 10
Cost 10

IMPROVED FIELD TOUGHENED GRIT Body Guard


COMMANDER
Gain +2 wound threshold. Gain +1 strain threshold. Once per round, perform
Field Commander action the Body Guard maneuver
affects allies equal to dou- Cost 15 Cost 15 to guard an engaged char-
ble Presence, and may acter. Suffer 1 strain, then
spend ± to allow allies to until the beginning of the
suffer 1 strain and perform next turn upgrade the diffi-
1 free action instead. culty of combat checks tar-
geting the character by 1.
Cost 15
Cost 15

Investing Experience Points


As you continue to play, you will occasionally receive experience from the GM that you can spend to improve your character. You may spend
this XP to increase your skills or to advance along your talent tree. See page 11 of the Beginner Game rulebook for more detailed information.
Skill Training 1 Acquiring Talents 2
The cost for training skills falls into one of two categories: career Talents are acquired from your career talent tree. This talent tree
skills and non-career skills. Each skill has five ranks of training provides a unique format for purchasing talents that comes with
available. several special rules and restrictions.
Training a career skill costs five times the value of the next high- Your talent tree has four columns and three rows. The cost of
est rank. For example, training a career skill from rank 0 (un- each talent depends on the row it occupies. The talents in the
trained) to rank 1 requires 5 experience points. Improving a rank topmost row are the cheapest, costing 5 experience points each.
1 career skill to rank 2 requires 10 experience points. Each rank The next row’s choices cost 10 experience points each, and the
must be purchased separately. This means that training a career third and final row’s choices costs 15 experience each.
skill from rank 0 to rank 2 costs 15 experience points (5 for rais- Note that the choices on the tree are connected by a series of
ing it from rank 0 to rank 1, then 10 more for raising it from rank lines that link some talent choices with others. When purchasing
1 to rank 2). talents, you may only purchase talents you are eligible for. You
You can also purchase ranks in your non-career skills. Each rank are eligible to select any talents in the first, topmost row, plus any
of a non-career skill costs 5 additional experience points. For ex- talents that are connected via one of the aforementioned links to
ample, training a non-career skill from rank 0 (untrained) to rank one or more talents you have already acquired. Each entry on the
1 requires 10 experience points. Improving a rank 1 non-career talent tree can only be acquired once. Some trees have multiple
skill to rank 2 requires 15 experience points, and so on. entries for a single talent. This is because several of the talents can
be learned repeatedly. When you learn a talent for the second—or
later—time, you gain an additional rank of the ability.

Success Triumph Advantage Failure Despair Threat Ability Proficiency Difficulty Challenge Boost Setback Force
Die π Die º Die π Die º Die ∫ Die ∫ Die º

7
Story
in e be ca m e Em pe ror Palpatine at the
ncellor Palpat to some sentients
that a
When Supreme Cha al re ad y ob vi ou s
close of the Clone W
ars, it was
m ’tu , th en a yo un g lieutenant in the
re
e horizon. Arkhan B Initially supportive of
new war was on th th es e in di vi du al s.
orps, was one of e early days of the
Clone
Bothawui Defense C th e B D C du rin g th
n enlisted in ter-intelligence
the Chancellor, Arkha in a number of peacekeeping and coun
oyed n
Wars and was depl he ob se rv ed th e in creasingly draconia
wui. As ut the conflict, he be
came
operations on Botha fo rc es th ro ug ho was
tactics used by the
Repub lic
66 w as in itiat ed and the Jedi Order
ned. When Ord er e over
increasingly concer fu l of pe rs on al fr ie nds Arkhan had mad
ing a hand war was inevitable.
exterminated, includ w th at a re ne w ed
ar, he sa
the course of the w wui and
g ou t lik e- m in de d sentients on Botha
Arkhan immediately
began seekin
e gr ou nd w or k fo r a dozen Rebellion
th
xt 20 years, he laid ance to
beyond. Over the ne laud ab le ro le in th e creation of the Alli
or but
cells and had a min
lic.
Restore the Repub oadly
en liv in g a da ng er ous life. Although br
han has be wui has
Over the years, Ark n, th e po lit ic al es tablishment of Botha ve
sympathetic to the
Rebellio
ne ut ra l in th e civi l war; it would not ha
in remaining had been exposed to
been heavily invested th e sl ig ht es t if he
ed Arkhan in were likely to be un
covered,
supported or defend d fe lt th at A rk ha n
if they ha the
the Empire. In fact, m th em se lv es to spare Bothawui re.
they might have elim
inated hi
th e Em pi re , of co urse, were everywhe
nd the agents of with potential Rebel
lion
embarrassment. A an d m ak e co nt ac t
his enemies t and hard to rattle
.
To be able to evade to be sl ow to tr us
forced
recruits, Arkhan was
fin al ly co m e ou t of the shadows and
Rebellion has certainty.
In recent years, the er . N o m or e se cr ets and lies and un
et war is ov nization he
Arkhan’s lonely, secr llian ce Sp ec ia l Operations, an orga to
Now Arkhan is assi
gned to A
m m an d of Sp ec ia l Operations groups
assuming field co
helped create, and th e so-called Empire.
e ba ck ag ai ns t
finally strik

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