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SKILL

Athlete
Climb, Leap, Swim, Tumble, Running, Trowing, Lifting, Endurance.
Officer
Strategy, Accademics (Officer), Socializing, Leadership, Gunnery, Pilot, Navigation, Teach.
Soldier
Perception, Gunnery, Survival, Pilot, Intimidation, Strategy, Teach, Gambling.
Merchant
Appraise, Accaunting, Haggling, Socializing, Cold Read, Streetwise, Bribery, Sincerity.
Politician
Oratory, Accademics (Plitician), Socializing, Bribery, Leadership, Sincerity, Cold Read,
Intimidation.
Criminal
Security, Stealth, Perception, Sleight of Hand, Disguise, Forgery, Sincerity, Streetwise.
Doctor
Diagnosis, First Aid, Surgery, Accademics (Doctor), Cold Read, Teach, Examiner (doctor),
Socializing, Computer Use.
Technician
Cumputer Use, Rapair, Accademics (Tachnician), Appraise, Demolition, Craft, Teach, Examiner
(Tachnician).
Artist
Painting, Music, Architecture, Sculpting, Writing, Singing, Dancing, Acting.
Performer
Acting, Dancing, Singing, Socializing, Escape Artist, Juggling, Music, Prestidigitation.
Pilot
Pilot, Navigation, Perception, Gunnery, Gambling, Repair (Pilot), Strategy, Socializing.
Jedi
Accademics (Jedi), Perception, Meditation, Socializing, Oratory, Strategy, Pilot, Teach.
Explorer
Pilot, Navigation, Survival, Perception, Stealth, Animal Training, Accademics (Explorer),
Cartography.
Bounty Hunter
Socializing, Perception, Streatwise. Intimidation, Cold Read, Disguise, Stealth, Bribery.
Brawl
Attack (Brawl), Parry (Brawl), Dodge, Grapple, Attack (Improvised), Parry (Improvised), Throat
Strike, Eye-gouge.
Light Saber
Attack (Lightsaber), Parry (Lightsaber), Repair (Lightsaber).
Heavy Weapons
Attack (Heavy Weapon), Repair (Heavy Weapon).
Melee
Attack (Melee), Parry (Melee)
Blaster
Attack (Blaster), Repair (Blaster)
COMBAT SCHOOLS
Mandalorian Way
Melee
Blaster
Knack: Lunge, Wall of Steel, Trick Shoot, Weakness
Apprentice: When you hold an action die, it increases to the next phase's number (giving you a
higher initiative total to break ties). No offhand penalties for using a Bolter and a Melee weapon.
Journeyman: Yuo may add 2 for evry unused Action Die to your Passive Defence
Master: You may spend any unused Action Die to gain +1k1 on the Melee or Blaster damage roll.
Jedi Fencing School
Jedi
Lightsaber
Knack: Weakness, choose three Swordsman knack
Apprentice: Parry Lightsaber as passive and active defense against Blaster, one Jedi Secret
Journeyman: Use mastery level as Reposte knack against Blaster, one Jedi Secret
Master: During the combat you may use Reputation Dice as Drama Dice, one Jedi Secret
Gunslinger School
Athlete
Blaster
Knack: Whirl, Double Attack, Thrick Shoot, Weakness
Apprentice: Sidearm, Quick Draw, Lightinig Reflexes
Journeyman: Combat Reflexes, you may use interrup actinon to attack with blater pistol
Master: +1 Panache
Imperial Combat School
Soldier
Blaster
Knack: Arc, Thrick Shoot, Whirl, Weakness.
Apprentice: You may draw and fire as one action with Blaster. Subtract 5 times your Mastery level
to the range penality
Journeyman: You can treat henchmens like burutes when firing with Blaster.
Master: When the targer succede a Wound check he take a Dramatic Wound and lose all flash
wounds
Unarmed Combat School
Athlete
Brawl
Knack: Disamr, Corps-a-Corps, Double Attack, Weakness.
Apprentice: you can add 0k1 to your unarmed domage
Journeyman: You can use Parry (Brawl) against Melee attacks
Master: You can use Parry (Brawl) against Lightsaber attacks
Demolition School
Technician
Heavy Weapons
Knack: Break, Pin, Whirl, Weakness.
Apprentice:
Journeyman: You can treat henchmens like burutes when firing with Heavy Weapon.
Master:
FORCE USE
Kinetics With FD (Resolve + Kinetics) Keep (Resolve) - Without FD (Kinetics) Keep
(Mastery Level).
Mind With FD (Resolve + Mind) Keep (Resolve) - Without FD (Mind) Keep (Mastery
Level).
Senses With FD (Resolve + Senses) Keep (Resolve) - Without FD (Senses) Keep (Mastery
Level).
Enhancement With FD (Resolve + Enhancement) Keep (Resolve) - Without FD (Enhancement)
Keep (Mastery Level).
Apprentice: Add your mastery level to drama dice
Journeyman: Your Drama Dice are based on your highest Trait
Master: +1 Resolve.
Chi usa la forza considera i DD come FD (force dice), quando attiva un potere spendendo un FD
questo di trasforma in un DFD temporaneo (Dark Foce Dice) che può, a sua volta, essere speso per
attivae altri poteri della forza. Quando un DFD viene utilizzato per attivare un potere al personaggio
viene assegnato un DSP (Dark side Point) quando i DSP superano i DD il personaggio passa al lato
oscuro. I DFD possono essere recuperati solo attraverso la meditazione (meditazione + resolve K
resolve contro una difficoltà di 5 + 5DFD) la meditazione deve durare un’ora e un successo fa
recuperare un FD più uno per ogni Rise fino ad un massimo dei DD iniziali del personaggio.
Quando un personaggio attacca usando Kinetics tira come scritto in Kinetics per colpire e il danno
sarà (1 + Kinetics) K 2 nel caso di un oggetto scagliato se invece si tratta di danno diretto (es.
fulmini o stretta) il danno è Kinetics K Mastery Level e necessita l’attivazione attraverso FD.
Enhancement, a fine sessione tira enhancement k mastery e sottrailo dalle slash wounds. Può essere
usato attivamente per curare per curare ma in questo caso i danni si trasferiscono sul PG che lo
utilizza. Enhencement si somma ai kept dice dei tiri di brawn o finesse se attivato con FD altrimenti
sommi kept dice pari a Mastery Level fino ad un massimo di enhancement.
Able Drinker
Academy
Ambidexterity
Sidearm 3
Quick Draw 3
Lightinig Reflexes 3
Citation
Connection
Combat Reflexes 4
Commission
Dangerous Beauty
Bescar
Foul Weather Jack
Indomitable Will
Inheritance
Keen Sense
Language
Large
Legendary Trait
Membership
Noble
Patron
Scoundrel
Droids
Small
Night Trained 3
Firm Grip 3
Toughness 4
Pain Tolerance 3
University
Arc
Beat
Charge
Corps-a-Corps
Disarm
Double Attack
Double Parry
Exploit Weakness
Feint
Lunge
Pin
Pommel Strike
Riposte
Tagging
Wall of Steel
Whirl
Accademics
Accaunting
Acting
Animal Training
Appraise
Architecture
Attack
Bribery
Cartography
Climb
Cold Read
Craft
Cumputer Use
Dancing
Demolition
Diagnosis
Disguise
Dodge
Endurance
Escape
Artist
Examiner
Eye-gouge
First Aid
Forgery
Gambling
Grapple
Gunnery
Haggling
Intimidation
Juggling
Leadership
Leap
Lifting
Meditation
Music
Navigation
Oratory
Painting
Parry
Perception
Pilot
Prestidigitation
Rapair
Ride
Running
Sculpting
Security
Sincerity
Singing
Sleight of Hand
Socializing
Stealth
Strategy
Streetwise
Surgery
Survival
Swim
Teach
Throat Strike
Trowing
Tumble
Writing

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