You are on page 1of 197

CAREERS

ACE COMMANDER
Age of Rebellion Age of Rebellion
Skills (4): Astrogation, Cool, Gunnery, Mechanics, Perception, Skills (4): Coercion, Cool, Discipline, Knowledge (Warfare),
Piloting (Planetary), Piloting (Space), Ranged (Light). Leadership, Perception, Ranged (Light), Vigilance.
Specializations: Commodore ------------------------------------- 35
Beast Rider --------------------------------------- 4 Figurehead --------------------------------------- 36
Driver ---------------------------------------------- 5 Instructor ----------------------------------------- 37
Gunner -------------------------------------------- 6 Squadron Leader ------------------------------- 38
Hotshot ------------------------------------------- 7 Strategist ----------------------------------------- 39
Pilot ------------------------------------------------ 8 Tactician ------------------------------------------ 40
Rigger---------------------------------------------- 9 Signature Abilities:
Signature Abilities: Rousing Oratory -------------------------------- 41
This one is Mine -------------------------------- 10 Unmatched Authority ------------------------- 42
Unmatched Survivability ---------------------- 11
CONSULAR
BOUNTY HUNTER Force and Destiny
Edge of the Empire Skills (3): Cool, Discipline, Knowledge (Education), Knowledge
Skills (4): Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Lore), Leadership, Negotiation.
(Space), Ranged (Heavy), Streetwise, Vigilance. Gain Force Rating 1
Assassin ------------------------------------------- 12 Arbiter--------------------------------------------- 43
Gadgeteer ---------------------------------------- 13 Ascetic -------------------------------------------- 44
Martial Artist ------------------------------------ 14 Healer --------------------------------------------- 45
Operator ------------------------------------------ 15 Niman Disciple ---------------------------------- 46
Skip Tracer --------------------------------------- 16 Sage ------------------------------------------------ 47
Survivalist ---------------------------------------- 17 Teacher ------------------------------------------- 48
Signature Abilities: Signature Abilities:
Always Get my Mark --------------------------- 18 Much to Learn ----------------------------------- 49
Unmatched Devastation ---------------------- 19 Unmatched Negotiation ---------------------- 50

CLONE SOLDIER DIPLOMAT


Rise of the Separatists/ Collapse of the Republic Age of Rebellion
Skills (4): Athletics, Brawl, Cool, Discipline, Medicine, Ranged Skills (4): Charm, Deception, Knowledge (Core Worlds), Knowledge
(Heavy), Ranged (Light), Vigilance. (Lore), Knowledge (Outer Rim), Knowledge (Xenology), Leadership,
Arc Trooper -------------------------------------- 20 Negotiation.
Clone Commander ----------------------------- 21 Advocate ----------------------------------------- 51
Clone Officer ------------------------------------- 22 Agitator ------------------------------------------- 52
Clone Pilot ---------------------------------------- 23 Ambassador ------------------------------------- 53
Clone Trooper ----------------------------------- 24 Analyst -------------------------------------------- 54
Clone Veteran ----------------------------------- 25 Propogandist ------------------------------------ 55
Signature Abilities: Quartermaster ---------------------------------- 56
Unmatched Teamwork ------------------------ 26 Signature Abilities:
Diplomatic Solution ---------------------------- 57

COLONIST
Unmatched Insight ----------------------------- 58

Edge of the Empire


Skills (4): Charm, Deception, Knowledge (Core Worlds), Knowledge
ENGINEER
(Education), Knowledge (Lore), Leadership, Negotiation, Streetwise. Age of Rebellion
Doctor --------------------------------------------- 27 Skills (4): Athletics, Computers, Knowledge (Education),
Entrepreneur ------------------------------------ 28 Mechanics, Perception, Piloting (Space), Ranged (Light), Vigilance.
Marshal ------------------------------------------- 29 Droid Specialist --------------------------------- 59
Performer ---------------------------------------- 30 Mechanic ----------------------------------------- 60
Politico -------------------------------------------- 31 Saboteur ------------------------------------------ 61
Scholar -------------------------------------------- 32 Sapper --------------------------------------------- 62
Signature Abilities: Scientist ------------------------------------------- 63
Insightful Revelation --------------------------- 33 Shipwright ---------------------------------------- 64
Unmatched Expertise-------------------------- 34 Signature Abilities:
The Harder they Fall --------------------------- 65
Unmatched Ingenuity ------------------------- 66

`
EXPLORER MYSTIC
Edge of the Empire Force and Destiny
Skills (4): Astrogation, Cool, Knowledge (Outer Rim), Knowledge Skills (3): Charm, Coercion, Knowledge (Lore), Knowledge (Outer
(Xenology), Perception, Piloting (Space), Survival. Rim), Perception, Vigilance.
Archaeologist ------------------------------------ 67 Gain Force Rating of 1
Big Game Hunter ------------------------------- 68 Advisor -------------------------------------------- 96
Driver ---------------------------------------------- 69 Alchemist ----------------------------------------- 97
Fringer--------------------------------------------- 70 Magus --------------------------------------------- 98
Scout----------------------------------------------- 71 Makashi Duelist --------------------------------- 99
Trader --------------------------------------------- 72 Prophet ------------------------------------------- 100
Signature Abilities: Seer ------------------------------------------------ 101
Sudden Discovery ------------------------------ 73 Signature Abilities:
Unmatched Mobility --------------------------- 74 Prophecy ----------------------------------------- 102
Unmatched Destiny ---------------------------- 103

GUARDIAN
Force and Destiny SEEKER
Skills (3): Brawl, Cool, Discipline, Melee, Resilience, Vigilance. Force and Destiny
Gain Force Rating of 1 Skills (3): Knowledge (Xenology), Piloting (Planetary), Piloting
Armorer ------------------------------------------- 75 (Space), Ranged (Heavy), Survival, Vigilance.
Peacekeeper ------------------------------------- 76 Gain Force Rating of 1
Protector ----------------------------------------- 77 Ataru Striker ------------------------------------- 104
Soresu Defender -------------------------------- 78 Executioner -------------------------------------- 105
Warden ------------------------------------------- 79 Hermit --------------------------------------------- 106
Warleader ---------------------------------------- 80 Hunter--------------------------------------------- 107
Signature Abilities: Navigator ----------------------------------------- 108
Fated Duel ---------------------------------------- 81 Pathfinder ---------------------------------------- 109
Unmatched Heroism --------------------------- 82 Signature Abilities:
Unexpected Demise --------------------------- 110

HIRED GUN Unmatched Pursuit ---------------------------- 111

Edge of the Empire


Skills (4): Athletics, Brawl, Discipline, Melee, Piloting (Planetary), SENTINEL
Ranged (Light), Resilience, Vigilance. Force and Destiny
Bodygaurd ---------------------------------------- 83 Skills (3): Computers, Deception, Knowledge (Core Worlds),
Demolitionist ------------------------------------ 84 Perception, Skulduggery, Stealth.
Enforcer ------------------------------------------- 85 Gain Force Rating of 1
Heavy ---------------------------------------------- 86 Artisan -------------------------------------------- 112
Marauder ----------------------------------------- 87 Investigator -------------------------------------- 113
Mercenary---------------------------------------- 88 Racer ---------------------------------------------- 114
Signature Abilities: Sentry --------------------------------------------- 115
Last One Standing ------------------------------ 89 Shadow ------------------------------------------- 116
Unmatched Protection ------------------------ 90 Shien Expert ------------------------------------- 117
Signature Abilities:
JEDI My City -------------------------------------------- 118
Unmatched Vigilance -------------------------- 119
Rise of the Separatists/ Collapse of the Republic
Skills (3): Athletics, Cool, Discipline, Knowledge (Lore), Lightsaber,
Piloting (Space). SMUGGLER
Gain Force Rating of 1 Edge of the Empire
General ------------------------------------------- 91 Skills (4): Coordination, Deception, Knowledge (Underworld),
Knight --------------------------------------------- 92 Perception, Piloting (Space), Skulduggery, Streetwise, Vigilance.
Master -------------------------------------------- 93 Charmer ------------------------------------------ 120
Padawan ------------------------------------------ 94 Gambler ------------------------------------------ 121
Signature Abilities: Gunslinger ---------------------------------------- 122
Peerless Interception -------------------------- 95 Pilot ------------------------------------------------ 123
Scoundrel ----------------------------------------- 124
Thief ----------------------------------------------- 125
Signature Abilities:
Narrow Escape ---------------------------------- 126
Unmatched Fortune --------------------------- 127

`
SOLDIER UNIVERSAL
Age of Rebellion All
Skills (4):: Athletics, Brawl, Knowledge (Warfare), Medicine, Skills: none
Melee, Ranged (Light), Ranged (Heavy), Survival. Death Watch Warrior ------------------------- 160
Commando --------------------------------------- 128 Force Adherent --------------------------------- 161
Heavy ---------------------------------------------- 129 Force Sensitive Emergent -------------------- 162
Medic ---------------------------------------------- 130 Force Sensitive Exile --------------------------- 163
Sharpshooter ------------------------------------ 131 Force-Sensitive Outcast ----------------------- 164
Trailblazer ---------------------------------------- 132 Imperial Academy Cadet---------------------- 165
Vanguard ----------------------------------------- 133 Nightsister---------------------------------------- 166
Signature Abilities: Padawan Survivor ------------------------------ 167
The Bigger They Are --------------------------- 134 Pirate ---------------------------------------------- 168
Unmatched Courage --------------------------- 135 Recruit -------------------------------------------- 169
Republic Navy Officer ------------------------- 170
Republic Representative ---------------------- 171
SPY Retired Clone Trooper ------------------------- 172
Scavenger ---------------------------------------- 173
Age of Rebellion Senator-------------------------------------------- 174
Skills (4): Computers, Cool, Coordination, Deception, Knowledge Separatist Commander ----------------------- 175
(Warfare), Perception, Skulduggery, Stealth. Ship Captain ------------------------------------- 176
Courier -------------------------------------------- 136

FORCE POWERS
Infiltrator ----------------------------------------- 137
Interrogator -------------------------------------- 138
Scout----------------------------------------------- 139
Sleeper Agent ----------------------------------- 140 Alter ----------------------------------------------- 177
Slicer ----------------------------------------------- 141 Battle Meditation ------------------------------ 178
Signature Abilities: Bind ------------------------------------------------ 179
Counterespionage ------------------------------ 142 Conjure ------------------------------------------- 180
Unmatched Tradecraft ------------------------ 143 Ebb Flow ------------------------------------------ 181
Endure -------------------------------------------- 182
TECHNICIAN Enhance------------------------------------------- 183
Farsight ------------------------------------------- 184
Edge of the Empire Foresee ------------------------------------------- 185
Skills (4): Astrogation, Computers, Coordination, Discipline, Heal Harm ---------------------------------------- 186
Knowledge (Outer Rim), Mechanics, Perception, Piloting (Planetary). Imbue --------------------------------------------- 187
Cyber Tech --------------------------------------- 144 Influence------------------------------------------ 188
Droid Tech ---------------------------------------- 145 Jerserras Influence ----------------------------- 189
Mechanic ----------------------------------------- 146 Manipulate--------------------------------------- 190
Modder ------------------------------------------- 147 Misdirect ----------------------------------------- 191
Outlaw Tech ------------------------------------- 148 Move ---------------------------------------------- 192
Slicer ----------------------------------------------- 149 Protect Unleash --------------------------------- 193
Signature Abilities: Seek ------------------------------------------------ 194
Inventive Creation ------------------------------ 150 Sense ---------------------------------------------- 195
Unmatched Calibration ----------------------- 151 Suppress ------------------------------------------ 196
Warde’s Foresight ------------------------------ 197
WARRIOR
Force and Destiny
Skills (3): Athletics, Brawl, Cool, Melee, Perception, Survival.
Gain Force Rating of 1
Aggressor ----------------------------------------- 152
Colossus ------------------------------------------ 153
Juyo Berserker ---------------------------------- 154
Shii-Cho Knight ---------------------------------- 155
Starfighter Ace ---------------------------------- 156
Steel Hand Adept ------------------------------- 157
Signature Abilities:
Deadly Reputation ----------------------------- 158
Unmatched Ferocity --------------------------- 159

`
PASSIVE

ACE BEAST RIDER ACTIVE

RANKED

Bonus Career Skills: Athletics, Knowledge (Xenology), Perception, Survival

FORAGER TOUGHENED OUTDOORSMAN BEAST WRANGLER


Remove up to from skill Gain +2 wound threshold. Remove per rank of Add per rank of Beast
checks to find food, water, or COST 5 Outdoorsman from checks to Wrangler to checks to tame
shelter. Survival checks to move through terrain or or wrangle creatures.
forage take half the time. manage environmental
COST 5
effects. Decrease overland
COST 5 travel time by half.
COST 5

OUTDOORSMAN EXPERT TRACKER TOUGHENED EXPERT HANDLER


Remove per rank of Remove per rank of Gain +2 wound threshold. Remove per rank of
Outdoorsman from checks to Expert Tracker to find tracks COST 10 Expert Handler from Survival
move through terrain or or track targets. Decrease checks made to ride beasts.
manage environmental time to track a target by half.
effects. Decrease overland COST 10
travel time by half.
COST 10

COST 10

EXPERT TRACKER BEAST WRANGLER LET’S RIDE GRIT


Remove per rank of Add per rank of Beast Once per round, may mount Gain +1 strain threshold.
Expert Tracker to find tracks Wrangler to checks to tame or dismount a vehicle or COST 15
or track targets. Decrease or wrangle creatures. beast, or enter a cockpit or
time to track a target by half. weapon station on a vehicle,
COST 15 as an incidental.
COST 15
COST 15

IMPROVED SPUR SPUR NATURAL OUTDOORSMAN EXPERT HANDLER


Suffer 1 strain to attempt Take a Spur action; make a Once per session, reroll any 1 Remove per rank of
Spur as a maneuver and Hard ( ) Survival check Resilience or Survival check. Expert Handler from Survival
decrease its difficulty to to increae a beast’s top checks made to ride beasts.
Average ( ). speed by 1. The beast suffers COST 20
2 strain every round it stays COST 20
COST 20 spurred.
COST 20

SUPREME SPUR DEDICATION GRIT SOOTHING TONE


When activating and Gain +1 to a single Gain +1 strain threshold. Take a Soothing Tone action;
maintaining Spur, the beast characteristic. This cannot COST 25 make an Average ( )
only suffers 1 strain instead bring a characteristic above Knowledge (Xenology) check
of 2. 6. to allow a beast to recover
COST 25 strain equal to .
COST 25
25
PASSIVE

ACE DRIVER ACTIVE

RANKED

Driver Bonus Career Skills: Cool, Gunnery, Mechanics, Piloting (Planetary)

FULL THROTTLE ALL-TERRAIN DRIVER FINE TUNING GEARHEAD


Take a Full Throttle action; Do not suffer usual penalties When reducing the amount Remove per rank of
make a Hard ( ) for driving through difficult of system strain a starship or Gearhead from Mechanics
Piloting check to increase a terrain when using Piloting vehicle suffers, reduce 1 checks. Halve the credit cost
vehicle’s top speed by 1 for a (Planetary). additional strain per rank of to add mods to attachments.
number of rounds equal to Fine Tuning.
COST 5 COST 5
Cunning.
COST 5
COST 5

GRIT SKILLED JOCKEY RAPID REACTION GRIT


Gain +1 strain threshold. Remove per rank of Suffer a number of strain to Gain +1 strain threshold.
COST 10 Skilled Jockey from all add an equal number of COST 10
Piloting (Planetary) and to initiative checks. Strain
Piloting (Space) checks the suffered cannot exceed ranks
character attempts. in Rapid Reaction.
COST 10 COST 10

IMPROVED FULL THROTTLE TRICKY TARGET FINE TUNING TOUGHENED


Suffer 1 strain to attempt Full Count vehicle or starship When reducing the amount Gain +2 wound threshold.
throttle as a maneuver and piloted as having a silhouette of system strain a starship or
COST 15
decrease its difficulty to 1 lower when being attacked. vehicle suffers, reduce 1
Average ( ). additional strain per rank of
COST 15 Fine Tuning.
COST 15
COST 15

DEFENSIVE DRIVING SKILLED JOCKEY NATURAL DRIVER GEARHEAD


Increase defense of vehicle Remove per rank of Once per session, may re-roll Remove per rank of
or starship being piloted by 1 Skilled Jockey from all any 1 Piloting (Planetary) or Gearhead from Mechanics
per rank of Defensive Driving. Piloting (Planetary) and Gunnery check. checks. Halve the credit cost
Piloting (Space) checks the to add mods to attachments.
COST 20 COST 20
character attempts.
COST 20
COST 20

SUPREME FULL THROTTLE FULL STOP MASTER DRIVER DEDICATION


When performing Full When piloting a ship or Once per round when driving Gain +1 to a single
Throttle, top speed increases vehicle, take a full-stop a vehicle, may suffer 2 strain characteristic. This cannot
by 2 instead of 1. maneuver to reduce speed to to perform any action as a bring a characteristic above
zero and suffer system strain maneuver. 6.
COST 25 equal to the speed reduced.
COST 25 COST 25
COST 25
PASSIVE

ACE GUNNER ACTIVE

RANKED

Gunner Bonus Career Skills: Discipline, Gunnery, Ranged (Heavy), Resilience

DURABLE GRIT OVERWHELM DEFENSES DEBILITATING SHOT

May reduce any Critical Gain +1 strain threshold. Upon unsuccessful attack Upon Successful attack with
Injury suffered by 10 per rank COST 5 with a starship or vehicle a starship or vehicle weapon,
of Durable to a minimum of weapon, may spend may spend to reduce
1. per rank of Overwhelm the maximum speed of the
Defenses. Reduce the target by 1 until the end of
COST 5 defense in the targeted zone the next round.
by 1 for every spent.
COST 5
COST 5

TOUGHENED BRACE SPARE CLIP TRUE AIM


Gain +2 wound threshold. Perform a Brace maneuver to Cannot run out of ammo due Once per round, may
remove per rank of Brace to result. Items with perform a True Aim
COST 10
from next Action. This may limited ammo quality run out maneuver to gain benefits of
only remove added by of ammo as normal. aiming and upgrade combat
environmental circumstances. check once per rank of True
COST 10
Aim.
COST 10
COST 10

DURABLE ENDURING JURRY RIGGED OVERWHELM DEFENSES

May reduce any Critical Gain +1 soak value. Choose 1 weapon, armor or Upon unsuccessful attack
Injury suffered by 10 per rank other item and give it a with a starship or vehicle
of Durable to a minimum of
COST 15 permanent improvement weapon, may spend
1. while it remains in use. per rank of Overwhelm
Defenses. Reduce the
COST 15 COST 15
defense in the targeted zone
by 1 for every spent.

COST 15

TOUGHENED ENDURING BRACE EXHAUST PORT


Gain +2 wound threshold. Gain +1 soak value. Perform a Brace maneuver to Before attacking a starship or
remove per rank of Brace vehicle, the character may
COST 20 COST 20
from next Action. This may spend 1 Destiny Point to
only remove added by ignore the effects of the
environmental circumstances. Massive rule for the attack.

COST 20 COST 20

HEROIC FORTITUDE JURRY RIGGED DEDICATION TRUE AIM


May spend 1 Destiny Point to Choose 1 weapon, armor or Gain +1 to a single Once per round, may
ignore effects of Critical other item and give it a characteristic. This cannot perform a True Aim
Injuries on Brawn or Agility permanent improvement bring a characteristic above maneuver to gain benefits of
checks until the end of the while it remains in use. 6. aiming and upgrade combat
encounter. check once per rank of True
COST 25 COST 25
Aim.
COST 25
COST 25
PASSIVE

ACE HOTSHOT ACTIVE

RANKED

Bonus Career Skills: Cool, Coordination, Piloting (Planetary), Piloting (Space)

SHORTCUT HIGH-G TRAINING SKILLED JOCKEY GRIT


During a chase, add per When a starship or vehicle Remove per rank of Gain +1 strain threshold.
rank in Shortcut to any being piloted would suffer Skilled Jockey from all COST 5
checks made to catch or system strain, may suffer Piloting (Planetary) and
escape an opponent. strain up to ranks in High-G Piloting (Space) checks the
Training to prevent an equal character attempts.
COST 5 amount of system strain.
COST 5
COST 5

SECOND CHANCES GRIT SHORTCUT HIGH-G TRAINING


Once per encounter, choose Gain +1 strain threshold. During a chase, add per When a starship or vehicle
a number of positive dice COST 10 rank in Shortcut to any being piloted would suffer
equal to ranks in Second checks made to catch or system strain, may suffer
Chances and reroll them. escape an opponent. strain up to ranks in High-G
Training to prevent an equal
COST 10 COST 10 amount of system strain.
COST 10

DEAD TO RIGHTS HIGH-G TRAINING GRIT INTENSE PRESENCE


Spend 1 Destiny Point to add When a starship or vehicle Gain +1 strain threshold. Spend 1 Destiny Point to
additional damage equal to being piloted would suffer COST 15 recover strain equal to
half Agility (rounded up) to system strain, may suffer Presence rating.
one hit of successful attack strain up to ranks in High-G
made with ship or vehicle- Training to prevent an equal COST 15
mounted weaponry. amount of system strain.

COST 15 COST 15

SECOND CHANCES CORELLIAN SENDOFF KOIOGRAN TURN GRIT


Once per encounter, choose Take a Corellian Sendoff When an opponent has Gain +1 strain threshold.
a number of positive dice action targeting two ships or gained the advantage on a COST 20
equal to ranks in Second vehicles at Close range; make starship or vehicle being
Chances and reroll them. a Hard ( ) Cool check piloted, may perform a
to cause the targets to suffer Koiogran Turn maneuver to
COST 20 a minor collision. remove the effects.
COST 20 COST 20

IMPROVED DEAD TO RIGHTS IMPROVED CORELLIAN DEDICATION SHOWBOAT


SENDOFF
Spend 1 Destiny Point to add When performing a Corellian Gain +1 to a single When making a check in a
additional damage equal to Sendoff, the targets suffer a characteristic. This cannot starship or vehicle, may
Agility (rounded up) to one major collision instead. bring a characteristic above suffer 2 strain to gain on
hit of successful attack made 6. success or on failure.
with ship or vehicle-mounted COST 25
COST 25 COST 25
weaponry.

COST 25
PASSIVE

ACE PILOT ACTIVE

RANKED

Pilot Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)

FULL THROTTLE SKILLED JOCKEY GALAXY MAPPER LET’S RIDE


Take a Full Throttle action; Remove per rank of Remove per rank of Once per round, may mount
make a Hard ( ) Skilled Jockey from all Galaxy Mapper from or dismount a vehicle or
Piloting check to increase a Piloting (Planetary) and Astrogation checks. beast, or enter a cockpit or
vehicle’s top speed by 1 for a Piloting (Space) checks the Astrogation checks take half weapon station on a vehicle,
number of rounds equal to character attempts. normal time. as an incidental.
Cunning.
COST 5 COST 5 COST 5
COST 5

SKILLED JOCKEY DEAD TO RIGHTS GALAXY MAPPER RAPID RECOVERY


Remove per rank of Spend 1 Destiny Point to add Remove per rank of When healing strain after an
Skilled Jockey from all additional damage equal to Galaxy Mapper from encounter, heal 1 additional
Piloting (Planetary) and half Agility (rounded up) to Astrogation checks. strain per rank of Rapid
Piloting (Space) checks the one hit of successful attack Astrogation checks take half Recovery.
character attempts. made with ship or vehicle- normal time.
mounted weaponry.
COST 10
COST 10 COST 10
COST 10

IMPROVED FULL THROTTLE IMPROVED DEAD TO RIGHTS GRIT NATURAL PILOT


Suffer 1 strain to attempt Full Spend 1 Destiny Point to add Gain +1 strain threshold. Once per session, may re-roll
throttle as a maneuver and additional damage equal to COST 15 any 1 Piloting (Space) or
decrease its difficulty to Agility (rounded up) to one Gunnery check.
Average ( ). hit of successful attack made
with ship or vehicle-mounted COST 15
COST 15 weaponry.

COST 15

GRIT SUPREME FULL THROTTLE TRICKY TARGET DEFENSIVE DRIVING


Gain +1 strain threshold. When performing Full Count vehicle or starship Increase defense of vehicle
COST 20 Throttle, top speed increases piloted as having a silhouette or starship being piloted by 1
by 2 instead of 1. 1 lower when being attacked. per rank of Defensive Driving.
COST 20 COST 20 COST 20

MASTER PILOT DEDICATION TOUGHENED BRILLIANT EVASION


Once per round when Gain +1 to a single Gain +2 wound threshold. Once per encounter may
piloting a starship, may suffer characteristic. This cannot take Brilliant Evasion action;
COST 25
2 strain to perform any bring a characteristic above select 1 opponent and make
action as a maneuver. 6. Opposed Piloting (Planetary
or Space) check to stop
COST 25 COST 25
opponent from attacking
character for rounds equal to
Agility.
COST 25
PASSIVE

ACE RIGGER ACTIVE

RANKED

Bonus Career Skills: Gunnery, Knowledge (Underworld), Mechanics, Resilience

BLACK MARKET CONTACTS TOUGHENED GEARHEAD LARGER PROJECT


When purchasing illegal Gain +2 wound threshold. Remove per rank of Signature Vehicle can have a
goods, may reduce rarity by 1 Gearhead from Mechanics silhouette 1 larger per rank
COST 5
per rank of Black Market checks. Halve the credit cost of Larger Project.
Contacts, increasing cost by to add mods to attachments.
50 percent of base cost per COST 5
reduction.
COST 5

COST 5

GRIT FANCY PAIN JOB SIGNATURE VEHICLE LARGER PROJECT


Gain +1 strain threshold. Upgrade all Charm, Choose one starship or Signature Vehicle can have a
COST 10 Deception, and Negotiation vehicle as Signature Vehicle. silhouette 1 larger per rank
checks made in the presence Upgrade all Mechanics of Larger Project.
of Signature Vehicle once. checks made on that vehicle
once. COST 10
COST 10
COST 10

BLACK MARKET CONTACTS OVERSTOCKED AMMO TUNED MANEUVERING BOLSTERED ARMOR


THRUSTERS
When purchasing illegal Increase the value of the Increase the handling of Increase the armor value of
goods, may reduce rarity by 1 Limited Ammo quality of any Signature Vehicle by 1 per Signature vehicle by 1 per
per rank of Black Market weapons mounted on rank of Tuned Maneuvering rank of Bolstered Armor.
Contacts, increasing cost by Signature Vehicle by 1 per
50 percent of base cost per rank of Overstocked Ammo.
Thrusters. COST 15
reduction. COST 15
COST 15
COST 15

TOUGHENED CUSTOMIZED GEARHEAD FORTIFIED VACUUM SEAL


COOLING UNIT
Gain +2 wound threshold. Remove per rank of Increase the hull trauma
Increase the system strain threshold of Signature
COST 20 Gearhead from Mechanics
threshold of Signature Vehicle by 1 per rank of
checks. Halve the credit cost
Vehicle by 2 per rank of
to add mods to attachments. Fortified Vacuum Seal.
Customized Cooling Unit.
COST 20 COST 20
COST 20

DEDICATION TUNED MANEUVERING NOT TODAY REINFORCED FRAME


THRUSTERS
Gain +1 to a single Increase the handling of Once per session, spend a Signature Vehicle gains
characteristic. This cannot Signature Vehicle by 1 per Destiny Point to save Massive 1: when making an
bring a characteristic above rank of Tuned Maneuvering Signature Vehicle from attack targeting the ship or
6. Thrusters. destruction. vehicle, the Critical rating of
any weapon used counts as 1
COST 25 COST 25
COST 25 higher.
COST 25
ACE THIS ONE IS MINE
ATTACHED TO

THIS ONE IS MINE BASE ABILITY


Once per game session, when piloting a starship or vehicle, the character may spend 2 Destiny Points to challenge another starship or vehicle in the
battle with equal silhouette. For 2 rounds, the two ships are locked in a duel. For the duration of the duel, the two dueling ships can only make attacks
targeting each other and no other starships or characters can target the dueling ships with attacks.

COST 30

CHANGE SILHOUETTE DURATION DURATION EVASION


This One Is Mine can target This One Is Mine lasts for 1 This One Is Mine lasts for 1 Upgrade the difficulty of all
ships or vehicles with a additional round. additional round. incoming attacks once while
silhouette 1 higher or lower. This One Is Mine is active.
COST 10 COST 10
COST 10 COST 10

CHANGE SILHOUETTE FREQUENCY DESTINY EVASION


This One Is Mine can target This One Is Mine may be This One Is Mine costs 1 Upgrade the difficulty of all
ships or vehicles with a used twice per game session. Destiny Point instead of 2. incoming attacks once while
silhouette 1 higher or lower. This One Is Mine is active.
COST 15 COST 15
COST 15 COST 15
ACE UNMATCHED SURVIVABILITY

ATTACHED TO

UNMATCHED SURVIVABILITY BASE ABILITY


Once per game session, when piloting a starship or vehicle with a silhouette of 3 or less that is crippled (has hull trauma in excess of its hull trauma
threshold), the character may spend 2 Destiny Points as an incidental. The starship or vehicle operates as if it is not crippled for the next 3 rounds, acting
as if its hull trauma is equal to its hull trauma threshold.

COST 30

CHANGE SILHOUETTE FREQUENCY DURABILITY DURABILITY


Unmatched Survivability Unmatched Survivability may Reduce Critical Hits suffered Reduce Critical Hits suffered
affects ships or vehicles with be used twice per game by the ship or vehicle by 10 by the ship or vehicle by 10
1 greater silhouette. session. while Unmatched while Unmatched
Survivability is active. Survivability is active.
COST 10 COST 10
COST 10 COST 10

CHANGE SILHOUETTE DESTINY DURATION REINFORCEMENT


Unmatched Survivability Unmatched Survivability Unmatched Survivability lasts The Critical rating of all
affects ships or vehicles with costs 1 Destiny Point instead until the end of the weapons targeting the ship
1 greater silhouette. of 2. encounter. or vehicle count as 1 higher
while Unmatched
COST 15 COST 15 COST 15 Survivability is active.

COST 15
PASSIVE

BOUNTY HUNTER ASSASSIN ACTIVE

RANKED

Assassin Bonus Career Skills: Melee, Ranged (Heavy), Skulduggery, Stealth

GRIT LETHAL BLOWS STALKER DODGE


Gain +1 strain threshold. Add +10 per rank of Lethal Add per rank of Stalker to When targeted by combat
COST 5 Blows to any Critical Injury all Stealth and Coordination check, may perform a Dodge
result inflicted on opponents. checks. incidental to suffer a number
of strain no greater than
COST 5 COST 5
ranks of Dodge, then
upgrade the difficulty of the
check by that number.
COST 5

PRECISE AIM JUMP UP QUICK STRIKE QUICK DRAW


Once per round, may Once per round, may stand Add per rank of Quick Once per round, draw or
perform a Precise Aim from seated or prone as an Strike to combat checks holster a weapon or
maneuver. Suffer a number incidental. against targets that have not accessible item as an
of strain no greater than COST 10 acted yet this encounter. incidental.
ranks in Precise Aim, then
COST 10 COST 10
reduce target’s melee and
ranged defense by that
number.
COST 10

TARGETED BLOW STALKER LETHAL BLOWS ANATOMY LESSONS


After making a successful Add per rank of Stalker to Add +10 per rank of Lethal After making a successful
attack, may spend 1 Destiny all Stealth and Coordination Blows to any Critical Injury attack, may spend 1 Destiny
Point to add damage equal to checks. result inflicted on opponents. Point to add damage equal to
Agility to one hit. Intellect to one hit.
COST 15 COST 15
COST 15 COST 15

STALKER SNIPER SHOT DODGE LETHAL BLOWS


Add per rank of Stalker to Before making a non-thrown When targeted by combat Add +10 per rank of Lethal
all Stealth and Coordination ranged attack, may perform check, may perform a Dodge Blows to any Critical Injury
checks. a Sniper Shot maneuver to incidental to suffer a number result inflicted on opponents.
increase the weapon’s range of strain no greater than
COST 20 COST 20
by 1 range band per rank in ranks of Dodge, then
Sniper Shot. Upgrade the upgrade the difficulty of the
difficulty of the attack by 1 check by that number.
per range band increase.
COST 20
COST 20

PRECISE AIM DEADLY ACCURACY DEDICATION MASTER OF SHADOWS

Once per round, may When acquired, choose 1 Gain +1 to a single Once Per round, suffer 2
perform a Precise Aim combat skill. Add damage characteristic. This cannot strain to decrease difficulty
maneuver. Suffer a number equal to ranks in that skill to bring a characteristic above of next Stealth or Subterfuge
of strain no greater than one hit of successful attack 6. check by one.
ranks in Precise Aim, then made using that skill.
COST 25 COST 25
reduce target’s melee and
ranged defense by that COST 25
number.
COST 25
PASSIVE

BOUNTY HUNTER GADGETEER ACTIVE

RANKED

Gadgeteer Bonus Career Skills: Brawl, Coercion, Mechanics, Ranged (Light)

BRACE TOUGHENED INTIMIDATING DEFENSIVE STANCE


Perform a Brace maneuver to Gain +2 wound threshold. May suffer a number of Once per round, may
remove per rank of Brace strain to downgrade difficulty perform Defensive Stance
COST 5
from next Action. This may of Coercion checks, or maneuver and suffer a
only remove added by upgrade difficulty when number of strain to upgrade
environmental targeted by Coercion checks, difficulty of all incoming
circumstances. by an equal number. Strain melee attacks by an equal
suffered this way cannot number. Strain suffered this
COST 5 exceed ranks in Intimidating. way cannot exceed ranks in
Defensive Stance.
COST 5
COST 5

SPARE CLIP JURRY RIGGED POINT BLANK DISORIENT


Cannot run out of ammo due Choose 1 weapon, armor or Add 1 damage per rank of After hitting with a combat
to result. Items with other item and give it a Point Blank to damage of one check, may spend to
limited ammo quality run out permanent improvement hit of successful attack while disorient target for a number
of ammo as normal. while it remains in use. using Ranged (Heavy) or of rounds equal to ranks in
Ranged (Light) skills at close Disorient.
COST 10 COST 10
range or engaged.
COST 10
COST 10

TOUGHENED ARMOR MASTER NATURAL ENFORCER STUNNING BLOW


Gain +2 wound threshold. When wearing armor, Once per session, may re-roll When making Melee checks,
increase total soak value by any 1 Coercion or Streetwise may inflict damage as strain
COST 15
1. check. instead of wounds. This does
COST 15 COST 15 not ignore soak
COST 15

JURRY RIGGED TINKERER DEADLY ACCURACY IMPROVED STUNNING BLOW

Choose 1 weapon, armor or May add 1 additional hard When acquired, choose 1 When dealing strain damage
other item and give it a point to a number of items combat skill. Add damage with Melee or Brawl, spend
permanent improvement equal to ranks in Tinkerer. equal to ranks in that skill to to stagger target for 1
while it remains in use. Each item may only be one hit of successful attack round per spent.
modified once. made using that skill.
COST 20 COST 20
COST 20 COST 20

INTIMIDATING DEDICATION IMPROVED ARMOR MASTER CRIPPLING BLOW


May suffer a number of Gain +1 to a single When wearing armor with Increase the difficulty of next
strain to downgrade difficulty characteristic. This cannot soak of 2 or higher, increase combat check by 1. If check
of Coercion checks, or bring a characteristic above defense by 1. deals damage, target suffers
upgrade difficulty when 6. 1 strain whenever they move
COST 25
targeted by Coercion checks, for the rest of the encounter.
COST 25
by an equal number. Strain
suffered this way cannot COST 25
exceed ranks in Intimidating.
COST 25
PASSIVE ACTIVE

BOUNTY HUNTER MARTIAL ARTIST RANKED

Bonus Career Skills: Athletics, Brawl, Coordination, Discipline

IRON BODY PARRY GRIT PRECISION STRIKE


Remove per rank of Iron When hit by a melee attack, Gain +1 strain threshold. When this character inflicts a
body from Coordination and suffer 3 strain to reduce COST 5 Critical Injury with a Brawl,
Resilience checks. Reduce damage by 2 plus ranks in Melee or Lightsaber weapon,
the critical rating of unarmed Parry. may suffer 1 strain to change
attacks by 1 per rank of Iron the result to any Easy ( )
Body (to a minimum of 1). COST 5 Critical Injury Result.

COST 5 COST 5

PARRY TOUGHENED MARTIAL GRACE GRIT


When hit by a melee attack, Gain +2 wound threshold. Once per round, suffer 2 Gain +1 strain threshold.
suffer 3 strain to reduce strain to add damage equal COST 10
COST 10
damage by 2 plus ranks in to ranks in Coordination to
Parry. next Brawl check made this
turn.
COST 10
COST 10

UNARMED PARRY GRAPPLE IRON BODY IMPROVED


PRECISION STRIKE
May Parry while unarmed. Once per round, may Remove per rank of Iron
Once per round, when
Reduce strain cost to Parry perform the Grapple body from Coordination and
inflicting a Critical Injury with
while unarmed by 1 (to a maneuver. Until the Resilience checks. Reduce
a Brawl or Melee weapon,
minimum of 1). beginning of character’s next the critical rating of unarmed
may suffer 2 strain to change
turn, foes must spend 2 attacks by 1 per rank of Iron
COST 15 maneuvers instead of 1 to Body (to a minimum of 1).
the result to any Average
move from engaged to short ( ) Critical Injury.
range. COST 15
COST 15
COST 15

OVERBALANCE TOUGHENED MIND OVER MATTER GRIT


When a combat check made Gain +2 wound threshold. The character may spend one Gain +1 strain threshold.
by an engaged foe generates Destiny Point to recover COST 20
COST 20
or , may stagger strain equal to his Willpower
attacker until the end of his rating.
next turn.
COST 20
COST 20

COODRINATION DODGE DEDICATION NATURAL BRAWLER SUPREME PRECISION


STRIKE
When targeted by a combat Gain +1 to a single Once per session, may re-roll
Once per session, when
check, may spend 1 Destiny characteristic. This cannot any 1 Brawl or Melee check.
inflicting a Critical Injury with
Point to add equal to bring a characteristic above
COST 25 an unarmed attack, may
ranks in Coordination to 6.
suffer 3 strain to change the
check.
COST 25 result to any Hard ( )
COST 25 Critical Injury.

COST 25
PASSIVE ACTIVE

BOUNTY HUNTER OPERATOR RANKED

Bonus Career Skills: Astrogation, Gunner, Piloting (Planetary), Piloting (Space)

GRIT GALAXY MAPPER SHORTCUT OVERWHELM DEFENSES

Gain +1 strain threshold. Remove per rank of During a chase, add per Upon unsuccessful attack
COST 5 Galaxy Mapper from rank in Shortcut to any with a starship or vehicle
Astrogation checks. checks made to catch or weapon, may spend
Astrogation checks take half escape an opponent. per rank of Overwhelm
normal time. Defenses. Reduce the
COST 5 defense in the targeted zone
COST 5
by 1 for every spent.

COST 5

FULL THROTTLE PLANET MAPPER GRIT DEBILITATING SHOT

Take a Full Throttle action; Remove per rank of Planet Gain +1 strain threshold. Upon Successful attack with
make a Hard ( ) Mapper from Streetwise or COST 10 a starship or vehicle weapon,
Piloting check to increase a Survival checks used for may spend to reduce
vehicle’s top speed by 1 for a navigation on a world. Such the maximum speed of the
number of rounds equal to checks also take half normal target by 1 until the end of
Cunning. time. the next round.
COST 10 COST 10 COST 10

SKILLED JOCKEY ALL-TERRAIN DRIVER OFFENSIVE DRIVING GRIT


Remove per rank of Do not suffer usual penalties As a maneuver, suffer system Gain +1 strain threshold.
Skilled Jockey from all for driving through difficult strain up to vehicle’s highest COST 15
Piloting (Planetary) and terrain when using Piloting defense to upgrade the
Piloting (Space) checks the (Planetary). difficulty of target’s next
character attempts. Piloting check that many
COST 15 times.
COST 15
COST 15

LET’S RIDE SHORTCUT GRIT OVERWHELM DEFENSES

Once per round, may mount During a chase, add per Gain +1 strain threshold. Upon unsuccessful attack
or dismount a vehicle or rank in Shortcut to any COST 20 with a starship or vehicle
beast, or enter a cockpit or checks made to catch or weapon, may spend
weapon station on a vehicle, escape an opponent. per rank of Overwhelm
as an incidental. Defenses. Reduce the
COST 20 defense in the targeted zone
COST 20
by 1 for every spent.

COST 20

DEDICATION IMPROVED SHORTCUT SKILLED JOCKEY HINDERING SHOT


Gain +1 to a single When engaging in a chase or Remove per rank of Increase the difficulty of next
characteristic. This cannot race, may suffer 2 strain to Skilled Jockey from all Gunnery check by 1. If check
bring a characteristic above add equal to ranks in Piloting (Planetary) and deals damage, target starship
6. Shortcut to the check. Piloting (Space) checks the or vehicle suffers system
character attempts. strain equal to speed when it
COST 25 COST 25 moves until the end of the
COST 25 encounter.
COST 25
PASSIVE ACTIVE

BOUNTY HUNTER SKIP TRACER RANKED

Bonus Career Skills: Cool, Knowledge (Underworld), Negotiation, Skulduggery

BYPASS SECURITY HARD-BOILED GOOD COP RAPID RECOVERY


Remove per rank of When recovering strain after May spend from When healing strain after an
Bypass Security from checks an encounter, may spend Charm or Negotiation check encounter, heal 1 additional
made to disable a security up to ranks in Hard-Boiled to to upgrade ability of a single strain per rank of Rapid
device or open a locked door. recover 1 wound per ally’s subsequent Social Recovery.
spend. Interaction check against the
COST 5 COST 5
target a number of times
COST 5 equal to ranks in Good Cop.
COST 5

TOUGHENED EXPERT TRACKER STREET SMARTS BOUGHT INFO


Gain +2 wound threshold. Remove per rank of Remove per rank of Street Instead of making a
Expert Tracker to find tracks Smarts from Streetwise or Knowledge check, may take a
COST 10
or track targets. Decrease Knowledge (Underworld) Bought Info action; spend
time to track a target by half. checks. credits equal to 50 times the
difficulty of the check to pass
COST 10 COST 10
with on .

COST 10

HARD-BOILED RAPID RECOVERY IMPROVED STREET SMARTS STREET SMARTS


Once per session, may take
When recovering strain after When healing strain after an Remove per rank of Street
an Improved Street Smarts
an encounter, may spend encounter, heal 1 additional Smarts from Streetwise or
action; make a Formidable
up to ranks in Hard-Boiled to strain per rank of Rapid Knowledge (Underworld)
Recovery. ( ) Streetwise or checks.
recover 1 wound per
Knowledge (Underworld)
spend.
COST 15 check to learn one vital clue COST 15
COST 15 from the GM. Reduce the
difficulty once per rank of
street smarts.
COST 15

BYPASS SECURITY NOBODY’S FOOL GOOD COP INFORMANT


Remove per rank of Upgrade difficulty of May spend from Once per session, may reveal
Bypass Security from checks incoming Charm, Coercion, Charm or Negotiation check a contact who can shed light
made to disable a security or Deception checks once per to upgrade ability of a single on a chosen subject.
device or open a locked door. rank of Nobody’s Fool. ally’s subsequent Social
Interaction check against the COST 20
COST 20 COST 20 target a number of times
equal to ranks in Good Cop.
COST 20

RECONSTRUCT THE HARD-BOILED DEDICATION SOFT SPOT


SCENE
When recovering strain after Gain +1 to a single After making a successful
Perform the Reconstruct the
an encounter, may spend characteristic. This cannot attack, spend 1 Destiny Point
Scene action; make a Hard
up to ranks in Hard-Boiled to bring a characteristic above to add damage equal to
( ) Perception check to
recover 1 wound per 6. Cunning to one hit.
identify the physical
spend. COST 25
characteristics of a person COST 25
present at the scene within COST 25
24 hours.
COST 25
PASSIVE

BOUNTY HUNTER SURVIVALIST ACTIVE

RANKED

Survivalist Bonus Career Skills: Knowledge (Xenology), Perception, Resilience, Survival

FORAGER STALKER OUTDOORSMAN EXPERT TRACKER


Remove up to from skill Add per rank of Stalker to Remove per rank of Remove per rank of
checks to find food, water, or all Stealth and Coordination Outdoorsman from checks to Expert Tracker to find tracks
shelter. Survival checks to checks. move through terrain or or track targets. Decrease
forage take half the time. manage environmental time to track a target by half.
COST 5
effects. Decrease overland
COST 5 travel time by half.
COST 5

COST 5

OUTDOORSMAN SWIFT HUNTER SOFT SPOT


Remove per rank of Do not suffer the usual Add per rank of Hunter to After making a successful
Outdoorsman from checks to penalties for moving through all checks when interacting attack, spend 1 Destiny Point
move through terrain or difficult terrain. with beast or animals to add damage equal to
manage environmental (including combat checks). Cunning to one hit.
COST 10
effects. Decrease overland Add +10 to Critical Injury
travel time by half. results against beasts or COST 10
animals per rank of Hunter.
COST 10
COST 10

TOUGHENED EXPERT TRACKER STALKER NATURAL OUTDOORSMAN

Gain +2 wound threshold. Remove per rank of Add per rank of Stalker to Once per session, reroll any 1
Expert Tracker to find tracks all Stealth and Coordination Resilience or Survival check.
COST 15
or track targets. Decrease checks.
time to track a target by half. COST 15
COST 15
COST 15

TOUGHENED HUNTER EXPERT TRACKER BLOODED


Gain +2 wound threshold. Add per rank of Hunter to Remove per rank of Add per rank of Blooded
COST 20 all checks when interacting Expert Tracker to find tracks to all checks to resist or
with beast or animals or track targets. Decrease recover from poisons,
(including combat checks). time to track a target by half. venoms, or toxins. Reduce
Add +10 to Critical Injury duration of ongoing poisons
results against beasts or
COST 20 by 1 round per rank of
animals per rank of Hunter. Blooded to a minimum of 1.
COST 20 COST 20

ENDURING DEDICATION GRIT HEROIC FORTITUDE


Gain +1 soak value. Gain +1 to a single Gain +1 strain threshold. May spend 1 Destiny Point to
characteristic. This cannot COST 25 ignore effects of Critical
COST 25 bring a characteristic above Injuries on Brawn or Agility
6. checks until the end of the
encounter.
COST 25
COST 25
BOUNTY HUNTER ALWAYS GET MY MARK
ATTACHED TO

ALWAYS GET MY MARK BASE ABILITY


Once per game session, the character may choose a known minion NPC on the same planet to be her mark, spend 2 Destiny Points , and make a Hard
( ) Streetwise check. If she succeeds, the character tracks down the chosen mark; a new encounter begins as the character reaches the mark’s
location. The exact nature of the encounter, as well as the circumstances under which it takes place, must be approved by the GM.

COST 30

CHANGE SKILL DESTINY INCREASE EFFECT CHANGE SKILL


May activate Always Get My Always Get My Mark costs 1 Upgrade the difficulty of the May activate Always Get My
Mark with Knowledge Destiny Point instead of 2. check once to find a rival NPC Mark with Survival instead of
(Underworld) instead of instead of a minion. Streetwise.
Streetwise. COST 10
COST 10 COST 10
COST 10

REDUCE DIFFICULTY TAKEDOWN INCREASE RANGE INCREASE EFFECT


Reduce the difficulty of the Upgrade the difficulty of the If the character has a starship Upgrade the difficulty of the
skill check to activate Always check once to begin with the or access to interstellar check twice to find a nemesis
Get My Mark to Average mark in custody. travel, she may choose a NPC (or player character)
( ). character on a different instead of a minion.
COST 15 planet to be her mark. If she
COST 15 does so, she travels to that COST 15
mark’s world.

COST 15
BOUNTY HUNTER UNMATCHED DEVASTATION
ATTACHED TO

UNMATCHED DEVASTATION BASE ABILITY


Once per game session as an incidental, after performing a combat check, the character may spend 2 Destiny Points to perform an additional combat
check against the same target with the difficulty increased by 1 for each successful combat check the character has performed this turn. This combat
check must be made using a non-starship/vehicle weapon that the character has not already used this turn.

COST 30

INCREASE NUMBER DRAW AND FIRE TARGET PRIORITY REMOVE SETBACK


Perform additional combat Before performing each The character may choose a When making a combat
checks equal to ranks in combat check with new legal target for each check as part of Unmatched
Increase Number upgrade. Unmatched Devastation, the combat check made as part Devastation, remove
character may holster and of Unmatched Devastation. equal to ranks in Remove
COST 10 draw a weapon. Setback upgrade.
COST 10
COST 10 COST 10

INCREASE NUMBER REMOVE SETBACK IMPROVE MOBILITY INCREASE NUMBER


Perform additional combat When making a combat Before performing a combat Perform additional combat
checks equal to ranks in check as part of Unmatched check as part of Unmatched checks equal to ranks in
Increase Number upgrade. Devastation, remove Devastation, suffer 2 strain Increase Number upgrade.
equal to ranks in Remove to perform the Move
COST 15 Setback upgrade. maneuver as an incidental. COST 15

COST 15 COST 15
PASSIVE ACTIVE

CLONE SOLDIER CLONE ARC TROOPER RANKED

Bonus Career Skills: Coordination, Mechanics, Piloting (Planetary), Stealth

TOUGHENED GRIT PHYSICAL TRAINING CONDITIONED


Gain +2 wound threshold. Gain +1 strain threshold. Add per rank of Physical Remove per rank of
COST 5 COST 5 Training to Athletics and Conditioned from Athletics
Resilience checks. and Coordination checks.
Reduce the damage and
COST 5 strain suffered from falling by
1 per rank of Conditioned.

COST 5

CLANKER KILLER QUICK STRIKE KNOCKDOWN POINT BLANK


Before rolling a combat Add per rank of Quick After hitting with a melee Add 1 damage per rank of
check that targets a droid, Strike to combat checks attack, may spend to Point Blank to damage of one
remove up to the against targets that have not knock the target prone. hit of successful attack while
character’s rank in Clanker acted yet this encounter. using Ranged (Heavy) or
COST 10 Ranged (Light) skills at short
Killer from the pool, and add
an equal number of or COST 10 range or engaged.
to the results.
COST 10
COST 10

TOUGHENED SWIFT POINT BLANK GUNS BLAZING


Gain +2 wound threshold. Do not suffer the usual Add 1 damage per rank of As an incidental, suffer 2
penalties for moving through Point Blank to damage of one Strain to avoid increasing the
COST 15
difficult terrain. hit of successful attack while difficulty of a Ranged (Light)
using Ranged (Heavy) or check to attack with two
COST 15 Ranged (Light) skills at short weapons.
range or engaged.
COST 15
COST 15

QUICK STRIKE GRIT CLANKER KILLER NATURAL COMMANDO


Add per rank of Quick Gain +1 strain threshold. Before rolling a combat Once per session, the
Strike to combat checks COST 20 check that targets a droid, character may reroll one
against targets that have not remove up to the Ranged (Light) or Stealth
acted yet this encounter. character’s rank in Clanker check.
Killer from the pool, and add COST 20
COST 20 an equal number of or
to the results.
COST 20

GET THE DROP TACTICAL EVASION DEDICATION RAPID FIRE


Once per session, the Upgrade the difficulty of Gain +1 to a single May perform Rapid Fire
character and any number of ranged combat checks characteristic. This cannot incidental to add the Autofire
allies in the encounter may targeting the character a bring a characteristic above item quality to a Ranged
add equal to the number of times equal to the 6. (Light) combat check. After
character’s rank in Stealth to number of maneuvers they resolving the attack, the
COST 25
their checks to determine performed to move during weapon runs out of ammo.
Initiative order. this round. COST 25
COST 25 COST 25
PASSIVE ACTIVE

CLONE SOLDIER CLONE COMMANDER RANKED

Bonus Career Skills: Knowledge (Core Worlds), Knowledge (Warfare), Leadership, Perception

GRIT COMMANDING PRESENCE RESEARCHER TOUGHENED


Gain +1 strain threshold. Remove per rank of Removes per rank of Gain +2 wound threshold.
COST 5 Commanding Presence from Researcher from all
COST 5
Leadership and Cool checks. Knowledge checks.
Researching a subject takes
COST 5 half the time.
COST 5

CLANKER KILLER INGRAINED LOYALTY CLEVER COMMANDER GRIT


Before rolling a combat When the character makes a May use ranks in Knowledge Gain +1 strain threshold.
check that targets a droid, Leadership check targeting (Warfare) to upgrade Mass COST 10
remove up to the one or more clones, they Combat checks instead of
character’s rank in Clanker may change the result of one ranks in Leadership.
Killer from the pool, and add to any non-blank face.
an equal number of or COST 10
COST 10
to the results.
COST 10

FIRST AMONG COMMANDING PRESENCE ENDURING PRESENCE FORMATION TACTICS


BROTHERS
Remove per rank of Once per session, the May take the Formation Tactics
When the character makes a Commanding Presence from character may upgrade a action by making a Hard ( )
check that does not generate Leadership and Cool checks. Mass Combat check even if Leadership check. If successful,
he may choose a number of allies
any , the check gains the character is not present
equal to ranks in First Among COST 15 or is prevented from
within short range equal to
generated. Upgrade the difficulty
Brothers. The character may communicating with their of attacks against these allies
only spend these additional troops. once until the end of his next
to affect allied clones. COST 15 turn.

COST 15 COST 15

FIRST AMONG STEELY NERVES TACTICAL PLANNING IMPROVED


BROTHERS FORMATION TACTICS
Spend 1 Destiny Point to Once per session, the
When the character makes a ignore effects of Critical character may substitute a The difficulty of Formation
check that does not generate Injuries on Willpower or Knowledge (Warfare) skill Tactics is reduced to Average
any , the check gains Presence checks until the check for another skill check. ( ). May spend or
to have
equal to ranks in First Among end of the encounter. COST 20
Brothers. The character may effect last until end of
only spend these additional COST 20 encounter.
to affect allied clones. COST 20
COST 20

AT ANY COST DEDICATION OUTMANEUVER PRACTICED STRATAGIST

May suffer a Critical Injury to Gain +1 to a single As an action, make a Hard Once per session, make an
reroll a Mass Combat check. characteristic. This cannot ( ) Knowledge opposed Knowledge
At the GM’s discretion, may bring a characteristic above (Warfare) check. Choose one (Warfare) check against a
sacrifice an item, vehicle, or 6. ship or vehicle per s. Until leader of enemy forces to
individual of personal the end of the character’s gain a narrative advantage.
COST 25
significance instead. next turn, the chosen ships COST 25
COST 25 must perform one extra
maneuver to move.
COST 25
PASSIVE ACTIVE

CLONE SOLDIER CLONE OFFICER RANKED

Bonus Career Skills: Cool, Leadership, Knowledge (Outer Rim), Knowledge (Warfare)

PRIME POSITIONS GRIT GRIT COMMAND


When this character or an Gain +1 strain threshold. Gain +1 strain threshold. Add per rank of Command
ally in short range takes COST 5 COST 5 when making Leadership
cover, he increases soak checks. Affected targets add
against ranged attacks by 1 to Discipline checks for
per rank of Prime Positions next 24 hours.
until he leaves that cover.
COST 5
COST 5

TACTICAL ADVANCE COMMAND FIRST AMONG CLANKER KILLER


BROTHERS
The character may suffer 2 Add per rank of Command Before rolling a combat
strain to perform the Tactical when making Leadership When the character makes a check that targets a droid,
Advance incidental. Until the checks. Affected targets add check that does not generate remove up to the
end of the character’s next to Discipline checks for any , the check gains character’s rank in Clanker
turn, the character and allies next 24 hours. equal to ranks in First Among Killer from the pool, and add
within short range may leave Brothers. The character may an equal number of or
cover and continue to
COST 10 only spend these additional to the results.
receive its benefits. to affect allied clones.
COST 10
COST 10 COST 10

PRIME POSITIONS COORDINATED ASSAULT COORDINATED ASSAULT TOUGHENED


When this character or an Take the Coordinated Assault Take the Coordinated Assault Gain +2 wound threshold.
ally in short range takes maneuver; a number of maneuver; a number of
COST 15
cover, he increases soak engaged allies equal to engaged allies equal to
against ranged attacks by 1 Leadership ranks add to Leadership ranks add to
per rank of Prime Positions combat checks until combat checks until
until he leaves that cover. beginning of next turn. Range beginning of next turn. Range
increases per rank of increases per rank of
COST 15 Coordinated Assault. Coordinated Assault.
COST 15 COST 15

FIELD COMMANDER IMPROVED FIRST AMONG SCRAP EM!


TACTICAL ADVANCE BROTHERS
Take the Field Commander On a successful attack, may
action; make an Average The character may spend When the character makes a suffer 2 strain and select
( ) Leadership check. A from any check they check that does not generate allies up to rank sin
number of allies equal to make or from a combat any , the check gains Leadership, who add to
Presence may immediately check targeting them to equal to ranks in First Among attacks against the target
suffer 1 stain to perform 1 perform the Tactical Advance Brothers. The character may until the character’s next
free maneuver. incidental (instead of only spend these additional turn.
suffering strain). to affect allied clones. COST 20
COST 20
COST 20 COST 20

IMPROVED FIELD COMMANDER DEDICATION IMPROVED SCRAP EM! FOR THE REPUBLIC!
Field Commander action Gain +1 to a single Scrap’em! Affects twice the When an ally is incapacitated
affects allies equal to double characteristic. This cannot number of allies, and allies or killed, the character can
Presence, and may spend bring a characteristic above add to combat checks make a Daunting ( )
to allow allies to suffer 1 6. against the target. Leadership check. If
strain and perform 1 free successful, the ally is not
COST 25 COST 25
action instead. defeated until the end of the
following round.
COST 25
COST 25
PASSIVE ACTIVE

CLONE SOLDIER CLONE PILOT RANKED

Bonus Career Skills: Gunnery, Mechanics, Piloting (Planetary), Piloting (Space)

LET’S RIDE FIRE SUPPORT GRIT GRIT


Once per round, may mount After the character makes a Gain +1 strain threshold. Gain +1 strain threshold.
or dismount a vehicle or successful combat check COST 5 COST 5
beast, or enter a cockpit or using a vehicle weapon, the
weapon station on a vehicle, next ally to make a check
as an incidental. adds equal to ranks of Fire
Support.
COST 5
COST 5

HIGH-G TRAINING CLANKER KILLER HIGH-G TRAINING SKILLED JOCKEY


When a starship or vehicle Before rolling a combat When a starship or vehicle Remove per rank of
being piloted would suffer check that targets a droid, being piloted would suffer Skilled Jockey from all
system strain, may suffer remove up to the system strain, may suffer Piloting (Planetary) and
strain up to ranks in High-G character’s rank in Clanker strain up to ranks in High-G Piloting (Space) checks the
Training to prevent an equal Killer from the pool, and add Training to prevent an equal character attempts.
amount of system strain. an equal number of or amount of system strain.
to the results.
COST 10
COST 10 COST 10
COST 10

ASSAULT DROP TRICKY TARGET FULL THROTTLE BARREL ROLL


Once per session, the Count vehicle or starship Take a Full Throttle action; While piloting a vehicle or
character may perform the piloted as having a silhouette make a Hard ( ) starship of silhouette 3 or
Assault Drop incidental to 1 lower when being attacked. Piloting check to increase a less, when hit by an attack,
allow allies to embark or vehicle’s top speed by 1 for a suffer 3 system strain to
disembark from a vehicle or COST 15 number of rounds equal to reduce damage of one hit by
ship they are piloting as an Cunning. ranks in Piloting.
out-of-turn incidental.
COST 15 COST 15
COST 15

FIRE SUPPORT NATURAL OPERATOR IMPROVED SUPREME BARREL ROLL


BARREL ROLL
After the character makes a Once per session, may re-roll When using Barrel Roll
successful combat check any 1 Piloting (Planetary) or When the character takes against certain weapons,
using a vehicle weapon, the Piloting (Space) check. the Barrel Roll incidental, may spend or to
next ally to make a check reduce the damage of all hits inflict one hit on an enemy
COST 20 of the attack by ranks in
adds equal to ranks of Fire vehicle within close range,
Support. Piloting. dealing base damage of the
original attack.
COST 20 COST 20
COST 20

MISSION CRITICAL DEDICATION MASTER PILOT TOUGHENED


Once per session after rolling Gain +1 to a single Once per round when Gain +2 wound threshold.
a Piloting (Planetary)/(Space) characteristic. This cannot piloting a starship, may suffer
COST 25
check but before resolving it, bring a characteristic above 2 strain to perform any
the character may spend a 6. action as a maneuver.
Destiny Point to add or
COST 25 COST 25
to the results equal to their
rank in that skill.
COST 25
PASSIVE ACTIVE

CLONE SOLDIER CLONE TROOPER RANKED

Bonus Career Skills: Gunnery, Perception, Ranged (Heavy), Resilience

GRIT PHYSICAL TRAINING TOUGHENED BRACE


Gain +1 strain threshold. Add per rank of Physical Gain +2 wound threshold. Perform a Brace maneuver to
COST 5 Training to Athletics and
COST 5 remove per rank of Brace
Resilience checks. from next Action. This may
only remove added by
COST 5 environmental circumstances.

COST 5

SUPPRESSING FIRE CLANKER KILLER BRACE TOUGHENED


Character and allies in short Before rolling a combat Perform a Brace maneuver to Gain +2 wound threshold.
range may spend on check that targets a droid, remove per rank of Brace
COST 10
failed combat checks once remove up to the from next Action. This may
per round to inflict 1 strain character’s rank in Clanker only remove added by
per rank of Suppressing Fire Killer from the pool, and add environmental circumstances.
on the target. an equal number of or
to the results. COST 10
COST 10
COST 10

ARMOR MASTER DEADLY ACCURACY SUPPRESSING FIRE IMPROVED BRACE


When wearing armor, When acquired, choose 1 Character and allies in short When the character
increase total soak value by combat skill. Add damage range may spend on performs the Brace
1. equal to ranks in that skill to failed combat checks once maneuver, they may choose
one hit of successful attack per round to inflict 1 strain one environmental
COST 15
made using that skill. per rank of Suppressing Fire circumstance. The benefits of
on the target. Brace apply to that
COST 15 circumstance until the end of
COST 15 the encounter.
COST 15

TOUGHENED CLANKER KILLER ENDURING SUPREME BRACE


Gain +2 wound threshold. Before rolling a combat Gain +1 soak value. When the character
check that targets a droid, performs the Brace
COST 20 COST 20
remove up to the maneuver, the benefits apply
character’s rank in Clanker to all allies within short
Killer from the pool, and add range.
an equal number of or COST 20
to the results.
COST 20

IMPROVED NATURAL TROOPER DEDICATION LATERAL THINKING


ARMOR MASTER
Once per session may re-roll Gain +1 to a single Once per encounter, spend
When wearing armor with any one Gunnery or Ranged characteristic. This cannot one Destiny Point to force an
soak of 2 or higher, increase (Heavy) check. bring a characteristic above enemy to reroll a successful
defense by 1. 6. check targeting the
COST 25
COST 25 COST 25 character. Does not require a
Destiny Point if the enemy is
a droid.
COST 25
PASSIVE ACTIVE

CLONE SOLDIER CLONE VETERAN RANKED

Bonus Career Skills: Melee, Resilience, Skulduggery, Survival

OUTDOORSMAN GRIT TOUGHENED QUICK DRAW


Remove per rank of Gain +1 strain threshold. Gain +2 wound threshold. Once per round, draw or
Outdoorsman from checks to COST 5 holster a weapon or
COST 5
move through terrain or accessible item as an
manage environmental incidental.
effects. Decrease overland
COST 5
travel time by half.
COST 5

COMBAT VETERAN TOUGHENED CLANKER KILLER RAPID REACTION


The character adds to his Gain +2 wound threshold. Before rolling a combat Suffer a number of strain to
Brawl and Discipline checks check that targets a droid, add an equal number of
COST 10
equal to his ranks in Combat remove up to the to initiative checks. Strain
Veteran. character’s rank in Clanker suffered cannot exceed ranks
Killer from the pool, and add in Rapid Reaction.
COST 10 an equal number of or
COST 10
to the results.
COST 10

GRIT LETHAL BLOWS IMPROVED COMBAT VETERAN


CLANKER KILLER
Gain +1 strain threshold. Add +10 per rank of Lethal The character adds to his
Decreases the critical rating
COST 15 Blows to any Critical Injury
of Brawl and Melee attacks
Brawl and Discipline checks
result inflicted on opponents. equal to his ranks in Combat
targeting droids by 1 per rank Veteran.
COST 15 of Clanker Killer, to a
minimum of 1. COST 15
COST 15

MULTIPLE OPPONENTS RAPID REACTION KNOWN LETHAL BLOWS


PROGRAMMING
Add to Lightsaber, Brawl Suffer a number of strain to Add +10 per rank of Lethal
and Melee checks when add an equal number of Once per session, make a Blows to any Critical Injury
engaged with multiple to initiative checks. Strain Hard ( ) Vigilance result inflicted on opponents.
opponents. suffered cannot exceed ranks check to upgrade the
in Rapid Reaction. difficulty of a certain droid COST 20
COST 20 model’s checks against the
COST 20 character, plus one ally per s
after the first, once for the
rest of the encounter.
COST 20

SIXTH SENSE SURVIVOR’S IMPROVED KNOWN DEDICATION


INSTINCTS PROGRAMMING
Gain +1 ranged defense. Gain +1 to a single
Once per session when the Allies affected by Known characteristic. This cannot
COST 25 character suffers a Critical Programming also upgrade bring a characteristic above
Injury, spend 1 Destiny Point. the ability of their checks 6.
Then, the attacker must roll targeting the chosen droid
two results for the Critical model once. COST 25
Injury and the player chooses COST 25
which will apply to their
character.
COST 25
CLONE SOLDIER UNMATCHED TEAMWORK
ATTACHED TO

UNMATCHED TEAMWORK BASE ABILITY


Once per session as an incidental, the character may spend 2 Destiny Points to activate Unmatched teamwork. Until the end of the encounter, the
character may assist another character as an incidental (instead of a maneuver) once per round.
COST 30

INCREASE EFFECT INCREASE EFFECT REMOVE SETBACK INCREASE RANGE


The character’s assistance The character’s assistance The character’s assistance Increase the range at which
instead adds . instead adds . also removes . the character can provide
assistance by one range
COST 10 COST 10
COST 10 band.
COST 10

INCREASE EFFECT DESTINY INCREASE RANGE CAMARADERIE


The character’s assistance Unmatched Teamwork costs Increase the range at which When the character provides
instead adds . 1 fewer Destiny Points to the character can provide assistance, they heal 2 strain
activate. assistance by one range from themselves.
COST 15 band.
COST 15 COST 15
COST 15
PASSIVE

COLONIST DOCTOR ACTIVE

RANKED

Doctor Bonus Career Skills: Cool, Knowledge (Education), Medicine, Resilience

SURGEON BACTA SPECIALIST GRIT RESOLVE


When making a Medicine Patients regain 1 additional Gain +1 strain threshold. When a character
check to help a character wound per rank of Bacta COST 5 involuntarily suffers strain,
heal wounds, the target heals Specialist when they recover he suffers 1 less strain per
1 additional would per rank wounds from bacta tanks or rank of Resolve to a
of Surgeon. long term care. minimum of 1.
COST 5 COST 5 COST 5

STIM APPLICATION GRIT SURGEON RESOLVE


Take the Stim Application Gain +1 strain threshold. When making a Medicine When a character
Action: make an average ( COST 10 check to help a character involuntarily suffers strain,
) Medicine check. If heal wounds, the target heals he suffers 1 less strain per
successful, 1 engaged ally 1 additional would per rank rank of Resolve to a
increases 1 characteristic by of Surgeon. minimum of 1.
1 for the encounter and COST 10
COST 10
suffers 4 strain.
COST 10

SURGEON GRIT BACTA SPECIALIST PRESSURE POINT


When making a Medicine Gain +1 strain threshold. Patients regain 1 additional When making a Brawl check
check to help a character COST 15 wound per rank of Bacta against an opponent, instead
heal wounds, the target heals Specialist when they recover of dealing damage, may deal
1 additional would per rank wounds from bacta tanks or equivalent strain plus
of Surgeon. long term care. additional strain equal to
ranks of Medicine (this
COST 15 COST 15 ignores soak).

COST 15

IMPROVED STIM APPLICATION


NATURAL DOCTOR TOUGHENED ANATOMY LESSONS
When performing Stim Once per session, may re-roll Gain +2 wound threshold. After making a successful
Application Action, may any 1 Medicine check. attack, may spend 1 Destiny
COST 20
increase difficulty of check to Point to add damage equal to
Hard ( ), and target
COST 20 Intellect to one hit.
only suffers 1 strain.
COST 20
COST 20

SUPREME STIM APPLICATION


MASTER DOCTOR DEDICATION DODGE
When performing the Stim Once per round, suffer 2 Gain +1 to a single When targeted by combat
Application Action, spend strain to decrease the characteristic. This cannot check, may perform a Dodge
to increase an additional difficulty of a Medicine check bring a characteristic above incidental to suffer a number
Characteristic by 1. by 1. 6. of strain no greater than
ranks of Dodge, then
COST 25 COST 25 COST 25
upgrade the difficulty of the
check by that number.
COST 25
PASSIVE

COLONIST ENTREPRENEUR ACTIVE

RANKED

Entrepreneur Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Underworld), Negotiation

SOUND INVESTMENTS PLAUSIBLE DENIABILITY RAPID RECOVERY GRIT


At the start of each session, Remove per rank of When healing strain after an Gain +1 strain threshold.
gain 100 credits for each rank Plausible Deniability from all encounter, heal 1 additional COST 5
of Sound Investments. Coercion and Deception strain per rank of Rapid
checks. Recovery.
COST 5
COST 5 COST 5

RAPID RECOVERY WHEEL AND DEAL SOUND INVESTMENTS WHEEL AND DEAL
When healing strain after an When selling goods legally, At the start of each session, When selling goods legally,
encounter, heal 1 additional gain 10% more credits per gain 100 credits for each rank gain 10% more credits per
strain per rank of Rapid rank of Wheel and Deal. of Sound Investments. rank of Wheel and Deal.
Recovery.
COST 10 COST 10 COST 10
COST 10

GREASED PALMS THROWING CREDITS BOUGHT INFO SOUND INVESTMENTS

Before making a social check, At beginning of session, Instead of making a At the start of each session,
may spend up to 50 credits spend 100 credits to ignore Knowledge check, may take a gain 100 credits for each rank
per rank of Greased Palms to strain threshold penalty due Bought Info action; spend of Sound Investments.
upgrade the ability of the to triggered Obligation. credits equal to 50 times the
check once for every 50 difficulty of the check to pass COST 15
spent. COST 15 with on .
COST 15 COST 15

SOUND INVESTMENTS TOUGHENED MASTER MERCHANT KNOW SOMEBODY


At the start of each session, Gain +2 wound threshold. When buying or selling Once per session, when
gain 100 credits for each rank goods, or paying off or taking attempting to purchase a
COST 20
of Sound Investments. Obligation, may suffer 2 legally available item, reduce
strain to sell for 25% more, its rarity by 1 per rank of
COST 20 buy for 25% less, pay off 1 Know Somebody.
more Obligation, or take on 1
less. COST 20

COST 20

NATURAL MERCHANT INTENSE FOCUS DEDICATION SOUND INVESTMENTS

Once per session, may reroll Perform an Intense Focus Gain +1 to a single At the start of each session,
any 1 Streetwise or maneuver; suffer 1 strain and characteristic. This cannot gain 100 credits for each rank
Negotiation check. upgrade the ability of the bring a characteristic above of Sound Investments.
next skill check once. 6.
COST 25 COST 25
COST 25 COST 25
PASSIVE

COLONIST MARSHAL ACTIVE

RANKED

Marshal Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Vigilance

HARD HEADED GRIT STREET SMARTS TOUGHENED


When staggered or Gain +1 strain threshold. Remove per rank of Street Gain +2 wound threshold.
disoriented, perform the COST 5 Smarts from Streetwise or COST 5
Hard Headed action; make a Knowledge (Underworld)
Daunting ( ) checks.
Discipline check to remove
COST 5
status. Difficulty reduced per
rank of Hard Headed.
COST 5

DURABLE GOOD COP BAD COP QUICK DRAW


May reduce any Critical May spend from May spend from a Once per round, draw or
Injury suffered by 10 per rank Charm or Negotiation check Deception or Coercion check holster a weapon or
of Durable to a minimum of to upgrade ability of a single to upgrade ability of a single accessible item as an
1. ally’s subsequent Social ally’s subsequent Social incidental.
Interaction check against the Interaction check against the
COST 10 COST 10
target a number of times target a number of times
equal to ranks in Good Cop. equal to ranks in Bad Cop.
COST 10 COST 10

HARD HEADED GRIT GOOD COP POINT BLANK


When staggered or Gain +1 strain threshold. May spend from Add 1 damage per rank of
disoriented, perform the COST 15 Charm or Negotiation check Point Blank to damage of one
Hard Headed action; make a to upgrade ability of a single hit of successful attack while
Daunting ( ) ally’s subsequent Social using Ranged (Heavy) or
Discipline check to remove Interaction check against the Ranged (Light) skills at close
status. Difficulty reduced per target a number of times range or engaged.
rank of Hard Headed. equal to ranks in Good Cop.
COST 15
COST 15 COST 15

DURABLE UNRELENTING SKEPTIC BAD COP POINT BLANK


May reduce any Critical When targeted by a May spend from a Add 1 damage per rank of
Injury suffered by 10 per rank Deception check, the Deception or Coercion check Point Blank to damage of one
of Durable to a minimum of character automatically adds to upgrade ability of a single hit of successful attack while
1. to the check equal to ally’s subsequent Social using Ranged (Heavy) or
ranks in Vigilance. Interaction check against the Ranged (Light) skills at close
COST 20 target a number of times range or engaged.
COST 20 equal to ranks in Bad Cop.
COST 20
COST 20

IMPROVED UNRELENTING
IMPROVED HARD HEADED
SKEPTIC DEDICATION NATURAL MARKSMAN

When incapacitated due to When targeted by a Gain +1 to a single Once per session, may re-roll
strain exceeding threshold, Deception check that fails, characteristic. This cannot any 1 Ranged (Light) or
may take a more difficult may spend 1 Destiny Point to bring a characteristic above Ranged (Heavy) check.
Hard Headed action to add to result. 6.
reduce strain to 1 below COST 25
COST 25 COST 25
threshold.
COST 25
PASSIVE

COLONIST PERFORMER ACTIVE

RANKED

Performer Bonus Career Skills: Charm, Coordination, Deception, Melee

SMOOTH TALKER KILL WITH KINDNESS DISTRACTING BEHAVIOR CONVINCING DEMEANOR

When first acquired, choose Remove per rank of Kill Make a Distracting Behavior Remove per rank of
1 skill; Charm, Coercion, with Kindness from all Charm maneuver and suffer strain Convincing Demeanor from
Deception, or Negotiation. and Leadership checks. no greater than ranks in Deception or Skulduggery
When making checks with Cunning. Until beginning of checks.
that skill, spend to gain COST 5 next turn, equal number of
additional equal to ranks NPCs suffer on checks.
COST 5
in Smooth Talker. Range increases with
additional ranks.
COST 5
COST 5

DISTRACTING BEHAVIOR CONGENIAL DODGE JUMP UP


Make a Distracting Behavior May suffer a number of When targeted by combat Once per round, may stand
maneuver and suffer strain strain to downgrade difficulty check, may perform a Dodge from seated or prone as an
no greater than ranks in of Charm or Negotiation incidental to suffer a number incidental.
Cunning. Until beginning of checks or upgrade difficulty of strain no greater than COST 10
next turn, equal number of when targeted by Charm or ranks of Dodge, then
NPCs suffer on checks. Negotiation checks, by an upgrade the difficulty of the
Range increases with equal number. Strain check by that number.
additional ranks. suffered this way cannot
exceed ranks in Congenial.
COST 10
COST 10
COST 10

DISTRACTING BEHAVIOR INTENSE PRESENCE NATURAL ATHLETE SECOND WIND


Make a Distracting Behavior Spend 1 Destiny Point to Once per session, may reroll Once per encounter, may use
maneuver and suffer strain recover strain equal to any 1 Athletics or Second Wind incidental to
no greater than ranks in Presence rating. Coordination check. heal strain equal to ranks in
Cunning. Until beginning of Second Wind.
next turn, equal number of COST 15 COST 15
COST 15
NPCs suffer on checks.
Range increases with
additional ranks.

COST 15

IMPROVED DISTRACTING
SMOOTH TALKER BEHAVIOR GRIT TOUGHENED
When first acquired, choose The Distracting Behavior Gain +1 strain threshold. Gain +2 wound threshold.
1 skill; Charm, Coercion, maneuver inflicts on COST 20 COST 20
Deception, or Negotiation. NPCs’ checks when NPCs
When making checks with target character’s allies.
that skill, spend to gain
additional equal to ranks COST 20
in Smooth Talker.
COST 20

BIGGEST FAN DECEPTIVE TAUNT COODRINATION DODGE DEDICATION


Once per session, may take a Once per session, may make When targeted by a combat Gain +1 to a single
Biggest Fan action; make a Deceptive Taunt action. check, may spend 1 Destiny characteristic. This cannot
Hard ( ) Charm check Make opposed Deception Point to add equal to bring a characteristic above
to turn one NPC into the check. If successful, one ranks in Coordination to 6.
character’s biggest fan. adversary must attack the check.
COST 25
character during adversary’s
COST 25 next turn. COST 25

COST 25
PASSIVE

COLONIST POLITICO ACTIVE

RANKED

Politico Bonus Career Skills: Charm, Coercion, Deception, Knowledge (Core Worlds)

KILL WITH KINDNESS GRIT PLAUSIBLE DENIABILITY TOUGHENED


Remove per rank of Kill Gain +1 strain threshold. Remove per rank of Gain +2 wound threshold.
with Kindness from all Charm COST 5 Plausible Deniability from all COST 5
and Leadership checks. Coercion and Deception
checks.
COST 5
COST 5

INSPIRING RHETORIC KILL WITH KINDNESS SCATHING TIRADE PLAUSIBLE DENIABILITY

Take the Inspiring Rhetoric Remove per rank of Kill Take a Scathing Tirade Remove per rank of
action: make an Average with Kindness from all Charm action: make an Average Plausible Deniability from all
( ) Leadership check. and Leadership checks. ( ) Coercion check. Each Coercion and Deception
Each causes 1 ally in close causes one enemy in close checks.
range to recover 1 strain. COST 10 range to suffer 1 strain.
Spend to cause 1 affected Spend to cause 1 affected
COST 10
ally to recover 1 additional enemy to suffer 1 additional
strain. strain.
COST 10 COST 10

DODGE IMPROVED INSPIRING RHETORIC IMPROVED SCATHING TIRADE


WELL ROUNDED
When targeted by combat Each ally affected by Each enemy affected by Choose any 2 skills. They
check, may perform a Dodge Inspiring Rhetoric gains on Scathing Tirade suffers on permanently become career
incidental to suffer a number all skill checks for a number all skill checks for a number skills.
of strain no greater than of rounds equal to ranks in of rounds equal to ranks in
ranks of Dodge, then Leadership. Coercion. COST 15
upgrade the difficulty of the
check by that number.
COST 15 COST 15

COST 15

GRIT SUPREME INSPIRING RHETORIC SUPREME SCATHING TIRADE NOBODY’S FOOL


Gain +1 strain threshold. Suffer 1 strain to perform Suffer 1 strain to perform May upgrade difficulty of
COST 20 Inspiring Rhetoric as a Scathing Tirade as a incoming Charm, Coercion,
maneuver, not an action. maneuver, not an action. or Deception checks once per
rank of Nobody’s Fool.
COST 20 COST 20
COST 20

STEELY NERVES DEDICATION NATURAL CHARMER INTENSE PRESENCE


Spend 1 Destiny Point to Gain +1 to a single Once per session, may re-roll Spend 1 Destiny Point to
ignore effects of Critical characteristic. This cannot any 1 Charm or Deception recover strain equal to
Injuries on Willpower or bring a characteristic above check. Presence rating.
Presence checks until the 6.
COST 25 COST 25
end of the encounter.
COST 25
COST 25
PASSIVE

COLONIST SCHOLAR ACTIVE

RANKED

Scholar Bonus Career Skills: Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology), Perception

RESPECTED SCHOLAR SPEAKS BINARY GRIT BRACE


May downgrade difficulty of When directing NPC droids, Gain +1 strain threshold. Perform a Brace maneuver to
checks to interact with may grant them per rank COST 5 remove per rank of Brace
institutes of learning by one of Speaks Binary on checks. from next Action. This may
level per rank of Respected only remove added by
Scholar. COST 5 environmental
COST 5 circumstances.
COST 5

RESEARCHER RESPECTED SCHOLAR RESOLVE RESEARCHER


Removes per rank of May downgrade difficulty of When a character Removes per rank of
Researcher from all checks to interact with involuntarily suffers strain, Researcher from all
Knowledge checks. institutes of learning by one he suffers 1 less strain per Knowledge checks.
Researching a subject takes level per rank of Respected rank of Resolve to a Researching a subject takes
half the time. Scholar. minimum of 1. half the time.
COST 10 COST 10 COST 10 COST 10

CODEBREAKER KNOWLEDGE SPECIALIZATION


NATURAL SCHOLAR WELL ROUNDED
Remove per rank in When acquired, choose 1 Once per session, may re-roll Choose any 2 skills. They
Codebreaker from checks to Knowledge skill. When any 1 Knowledge skill check. permanently become career
break codes or decrypt making that skill check, may skills.
communications. Decrease spend result to gain
COST 15
difficulty of checks to break additional successes equal to COST 15
codes or decrypt ranks in Knowledge
communications by 1. Specialization.

COST 15 COST 15

KNOWLEDGE SPECIALIZATION
INTENSE FOCUS CONFIDENCE RESOLVE
When acquired, choose 1 Perform an Intense Focus May decrease difficulty of When a character
Knowledge skill. When maneuver; suffer 1 strain and Discipline checks to avoid involuntarily suffers strain,
making that skill check, may upgrade the ability of the fear by 1 per rank of he suffers 1 less strain per
spend result to gain next skill check once. Confidence. rank of Resolve to a
additional successes equal to minimum of 1.
COST 20 COST 20
ranks in Knowledge COST 20
Specialization.
COST 20

STROKE OF GENIUS MENTAL FORTRESS DEDICATION TOUGHENED


Once per session, make one Spend 1 Destiny Point to Gain +1 to a single Gain +2 wound threshold.
skill check using Intellect ignore effects of Critical characteristic. This cannot
COST 25
rather than the characteristic Injuries on Intellect or bring a characteristic above
linked to that skill. Cunning checks until end of 6.
encounter.
COST 25 COST 25
COST 25
COLONIST INSIGHTFUL REVELATION
ATTACHED TO

INSIGHTFUL REVELATION BASE ABILITY


Once per game session, the character may perform an Insightful Revelation action and spend 2 Destiny points to make a Hard ( ) Knowledge
(Education) check. If he succeeds, he learns some valuable information that he did not previously possess pertaining to his current situation. What he
learns is up to the GM, but it must be valuable to the player overcoming his immediate encounter or situation, and the information cannot be obtainable
by any other immediately available means.

COST 30

REDUCE SETBACK DESTINY REDUCE DIFFICULTY ADDITIONAL SKILLS


Remove from skill check Insightful Revelation costs 1 Reduce the difficulty of the When making the Insightful
to activate Insightful Destiny Point instead of 2. skill check to activate Revelation action, the
Revelation. Insightful Revelation to character may replace
COST 10 Average ( ). Knowledge (Education) with
COST 10 any other Knowledge skill.
COST 10
COST 10

ADD BOOST REDUCE SETBACK INCREASE EFFECT DURATION


Add to skill check to Remove from skill check If the check is successful, the The character may perform
activate Insightful Revelation. to activate Insightful character may spend to the Insightful Revelation
Revelation. gain one additional piece of action one additional time
COST 15 equally useful information. per game session.
COST 15
COST 15 COST 15
COLONIST UNMATCHED EXPERTISE
ATTACHED TO

UNMATCHED EXPERTISE BASE ABILITY


Once per game session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks he makes by one to a
minimum of Easy for the remainder of the encounter.

COST 30

REDUCE SETBACK ACTIVATION ACTIVATION REDUCE SETBACK


Remove from career skill Activate Unmatched Activate Unmatched Remove from career skill
checks made while Expertise as a maneuver Expertise as an Incidental checks made while
Unmatched Expertise is instead of as an action. instead of as a maneuver. Unmatched Expertise is
activated. activated.
COST 10 COST 10
COST 10 COST 10

REDUCE DIFFICULTY SUPERIOR REDUCTION DESTINY REDUCE DIFFICULTY


Reduce the difficulty of Once per session, while Unmatched Expertise costs 1 The difficulty of all career
career skill checks by 2 Unmatched Expertise is Destiny Point to activate skill checks is reduced to a
instead of 1. activated, may reduce the instead of 2. minimum of Simple instead
difficulty of one non-career of Easy.
COST 15 skill. COST 15
COST 15
COST 15
PASSIVE

COMMANDER COMMODORE ACTIVE

RANKED

Commodore Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Knowledge (Outer Rim)

SOLID REPAIRS COMMAND RAPID REACTION GALAXY MAPPER


The character repairs +1 hull Add per rank of Command Suffer a number of strain to Remove per rank of
trauma per rank of Solid when making Leadership add an equal number of Galaxy Mapper from
Repairs whenever he repairs checks. Affected targets add to initiative checks. Strain Astrogation checks.
a starship or vehicle. to Discipline checks for suffered cannot exceed ranks Astrogation checks take half
next 24 hours. in Rapid Reaction. normal time.
COST 5
COST 5 COST 5 COST 5

KNOW SCHEMATIC COMMANDING PRESENCE GRIT FAMILIAR SUNS


Once per session, may Remove per rank of Gain +1 strain threshold. Once per session, may
perform the Know Schematic Commanding Presence from COST 10 perform a Familiar Suns
maneuver; make a Hard Leadership and Cool checks. maneuver; make a Hard
( ) Knowledge ( ) Knowledge (Outer
(Education) check. Success COST 10 Rim) or (Core Worlds) check
grants familiarity with a to reveal the current type of
building or ship’s design. planetary environment and
other useful information.
COST 10
COST 10

SOLID REPAIRS COMMAND RAPID REACTION GALAXY MAPPER


The character repairs +1 hull Add per rank of Command Suffer a number of strain to Remove per rank of
trauma per rank of Solid when making Leadership add an equal number of Galaxy Mapper from
Repairs whenever he repairs checks. Affected targets add to initiative checks. Strain Astrogation checks.
a starship or vehicle. to Discipline checks for suffered cannot exceed ranks Astrogation checks take half
next 24 hours. in Rapid Reaction. normal time.
COST 15
COST 15 COST 15 COST 15

HOLD TOGETHER COMMANDING PRESENCE GRIT MASTER STARHOPPER

Spend 1 Destiny Point to Remove per rank of Gain +1 strain threshold. Once per round, suffer 2
perform a Hold Together Commanding Presence from COST 20 strain to decrease the
incidental immediately after Leadership and Cool checks. difficulty of next Astrogation
vehicle or starship takes check by 1 to a minimum of
damage to turn it into system COST 20 Easy ( ).
strain.
COST 20
COST 20

SOLID REPAIRS FIRE CONTROL DEDICATION GALAXY MAPPER


The character repairs +1 hull Take the Fire Control action: Gain +1 to a single Remove per rank of
trauma per rank of Solid all combat checks made from characteristic. This cannot Galaxy Mapper from
Repairs whenever he repairs current starship or vehicle bring a characteristic above Astrogation checks.
a starship or vehicle. count their target’s 6. Astrogation checks take half
silhouette as one higher than normal time.
COST 25 COST 25
normal until beginning of
next turn. Does not stack.
COST 25

COST 25
PASSIVE ACTIVE

COMMANDER FIGUREHEAD RANKED

Bonus Career Skills: Cool, Leadership, Negotiation, Knowledge (Core Worlds)

GRIT RESOLVE CONFIDENCE COMMAND


Gain +1 strain threshold. When a character May decrease difficulty of Add per rank of Command
COST 5 involuntarily suffers strain, Discipline checks to avoid when making Leadership
he suffers 1 less strain per fear by 1 per rank of checks. Affected targets add
rank of Resolve to a Confidence. to Discipline checks for
minimum of 1. next 24 hours.
COST 5
COST 5 COST 5

COMMAND INSPIRING RHETORIC CALM COMMANDER GRIT


Add per rank of Command Take the Inspiring Rhetoric May use ranks in Cool to Gain +1 strain threshold.
when making Leadership action: make an Average upgrade Mass Combat COST 10
checks. Affected targets add ( ) Leadership check. checks instead of ranks in
to Discipline checks for Each causes 1 ally in close Leadership.
next 24 hours. range to recover 1 strain.
Spend to cause 1 affected
COST 10
COST 10
ally to recover 1 additional
strain.
COST 10

COMMANDING PRESENCE GRIT IMPROVED INSPIRING RHETORIC


POSITIVE SPIN
Remove per rank of Gain +1 strain threshold. Each ally affected by Whenever any character’s
Commanding Presence from COST 15 Inspiring Rhetoric gains on Duty would increase, it
Leadership and Cool checks. all skill checks for a number increases by an additional 1
of rounds equal to ranks in per rank of Positive Spin.
COST 15 Leadership.
COST 15
COST 15

RESOLVE CONFIDENCE IMPROVED CONFIDENCE COMMANDING PRESENCE

When a character May decrease difficulty of May spend on fear checks Remove per rank of
involuntarily suffers strain, Discipline checks to avoid to give allies in short range Commanding Presence from
he suffers 1 less strain per fear by 1 per rank of additional on the same Leadership and Cool checks.
rank of Resolve to a Confidence. fear check.
minimum of 1. COST 20
COST 20 COST 20
COST 20

INTENSE PRESENCE NATURAL LEADER DEDICATION IMPROVED


COMMANDING
Spend 1 Destiny Point to Once per session, may re-roll Gain +1 to a single PRESENCE
recover strain equal to any 1 Cool or Leadership characteristic. This cannot
Presence rating. check. bring a characteristic above Once per session, may take
6. Commanding Presence
COST 25 COST 25 action; make an opposed
COST 25
Cool vs. Discipline check to
force target to leave the
encounter.
COST 25
PASSIVE ACTIVE

COMMANDER INSTRUCTOR RANKED

Bonus Career Skills: Discipline, Medicine, Ranged (Heavy), Knowledge (Education)

CONDITIONED PHYSICAL TRAINING BODY GUARD GRIT


Remove per rank of Add per rank of Physical Once per round, perform the Gain +1 strain threshold.
Conditioned from Athletics Training to Athletics and Body Guard maneuver to COST 5
and Coordination checks. Resilience checks. guard an engaged character.
Reduce the damage and Suffer a number of strain no
strain suffered from falling by COST 5 greater than ranks of Body
1 per rank of Conditioned. Guard, then until the
beginning of the next turn
COST 5 upgrade the difficulty of
combat checks targeting the
character by that number.
COST 5

TOUGHENED ENCOURAGING WORDS CONDITIONED STIMPACK SPECIALIZATION

Gain +2 wound threshold. After an engaged ally fails a Remove per rank of Stimpacks heal 1 additional
check, may suffer 1 strain to Conditioned from Athletics wound per rank of Stimpack
COST 10
assist that ally’s next check and Coordination checks. Specialization.
this encounter as an out of Reduce the damage and
turn Incidental. strain suffered from falling by
COST 10
1 per rank of Conditioned.
COST 10
COST 10

PHYSICAL TRAINING MASTER INSTRUCTOR BODY GUARD IMPROVED BODYGUARD

Add per rank of Physical Once per round as an out of Once per round, perform the Once per session, when an
Training to Athletics and turn incidental, may suffer 2 Body Guard maneuver to ally protected by the Body
Resilience checks. strain to allow ally to use guard an engaged character. Guard maneuver suffers a
character’s ranks in Discipline Suffer a number of strain no hit, suffer the hit instead.
COST 15 for next Discipline check an greater than ranks of Body
COST 15
ally makes. Guard, then until the
beginning of the next turn
COST 15 upgrade the difficulty of
combat checks targeting the
character by that number.
COST 15

FIELD COMMANDER GRIT STIMPACK SPECIALIZATION TOUGHENED


Take the Field Commander Gain +1 strain threshold. Stimpacks heal 1 additional Gain +2 wound threshold.
action; make an Average COST 20 wound per rank of Stimpack
COST 20
( ) Leadership check. A Specialization.
number of allies equal to
Presence may immediately
COST 20
suffer 1 stain to perform 1
free maneuver.
COST 20

IMPROVED FIELD COMMANDER NATURAL INSTRUCTOR THAT’S HOW IT’S DONE DEDICATION
Field Commander action Once per session, may re-roll May suffer 1 strain on Gain +1 to a single
affects allies equal to double one Discipline or Leadership successful skill check to add characteristic. This cannot
Presence, and may spend check. to the same skill check bring a characteristic above
to allow allies to suffer 1 made by a number of allies 6.
strain and perform 1 free
COST 25 equal to Willpower within
COST 25
action instead. short range during the next
round.
COST 25
COST 25
PASSIVE

COMMANDER SQUADRON LEADER ACTIVE

RANKED

Squadron Leader Bonus Career Skills: Gunnery, Mechanics, Piloting (Planetary), Piloting (Space)

GRIT QUICK STRIKE LET’S RIDE DEFENSIVE DRIVING


Gain +1 strain threshold. Add per rank of Quick Once per round, may mount Increase defense of vehicle
COST 5 Strike to combat checks or dismount a vehicle or or starship being piloted by 1
against targets that have not beast, or enter a cockpit or per rank of Defensive Driving.
acted yet this encounter. weapon station on a vehicle,
as an incidental. COST 5
COST 5
COST 5

FIELD COMMANDER CONFIDENCE QUICK STRIKE SITUATIONAL AWARENESS

Take the Field Commander May decrease difficulty of Add per rank of Quick Allies within short range of
action; make an Average Discipline checks to avoid Strike to combat checks the vehicle add to their
( ) Leadership check. A fear by 1 per rank of against targets that have not Perception and Vigilance
number of allies equal to Confidence. acted yet this encounter. checks. Allies within close
Presence may immediately range add instead.
suffer 1 stain to perform 1
COST 10 COST 10
free maneuver. COST 10
COST 10

COMMAND GRIT FULL STOP DEFENSIVE DRIVING


Add per rank of Command Gain +1 strain threshold. When piloting a ship or Increase defense of vehicle
when making Leadership COST 15 vehicle, take a full-stop or starship being piloted by 1
checks. Affected targets add maneuver to reduce speed to per rank of Defensive Driving.
to Discipline checks for zero and suffer system strain
next 24 hours. equal to the speed reduced. COST 15

COST 15 COST 15

IMPROVED FIELD COMMANDER


COMMAND FORM ON ME TRICKY TARGET
Field Commander action Add per rank of Command Allies equal to ranks in Count vehicle or starship
affects allies equal to double when making Leadership Leadership in close range piloted as having a silhouette
Presence, and may spend checks. Affected targets add gain the benefits of the Gain 1 lower when being attacked.
to allow allies to suffer 1 to Discipline checks for the Advantage action.
strain and perform 1 free next 24 hours. COST 20
action instead. COST 20
COST 20
COST 20

MASTER LEADER CONFIDENCE DEDICATION BRILLIANT EVASION


Once per round, suffer 2 May decrease difficulty of Gain +1 to a single Once per encounter may
strain to decrease difficulty Discipline checks to avoid characteristic. This cannot take Brilliant Evasion action;
of next Leadership check by fear by 1 per rank of bring a characteristic above select 1 opponent and make
one, to a minimum of Easy Confidence. 6. Opposed Piloting (Planetary
( ) or Space) check to stop
COST 25 COST 25
opponent from attacking
COST 25 character for rounds equal to
Agility.
COST 25
PASSIVE ACTIVE

COMMANDER STRATEGIST RANKED

Bonus Career Skills: Computers, Cool, Vigilance, Knowledge (Warfare)

RESEARCHER GRIT READY FOR ANYTHING GRIT


Removes per rank of Gain +1 strain threshold. Remove per rank of Ready Gain +1 strain threshold.
Researcher from all COST 5 for Anything on Mass COST 5
Knowledge checks. Combat checks and Cool of
Researching a subject takes Vigilance checks to
half the time. determine Initiative order.
COST 5 COST 5

GRIT CLEVER COMMANDER COMMAND WELL READ


Gain +1 strain threshold. May use ranks in Knowledge Add per rank of Command Choose any 3 Knowledge
COST 10 (Warfare) to upgrade Mass when making Leadership skills. They permanently
Combat checks instead of checks. Affected targets add become career skills.
ranks in Leadership. to Discipline checks for
next 24 hours. COST 10
COST 10
COST 10

KNOWLEDGE SPECIALIZATION
RESEARCHER READY FOR ANYTHING MASTER STRATEGIST
When acquired, choose 1 Removes per rank of Remove per rank of Ready Once per phase during a
Knowledge skill. When Researcher from all for Anything on Mass mass combat, may suffer 2
making that skill check, may Knowledge checks. Combat checks and Cool of strain to decrease difficulty
spend result to gain Researching a subject takes Vigilance checks to of Mass Combat check once.
additional successes equal to half the time. determine Initiative order.
ranks in Knowledge
COST 15
COST 15 COST 15
Specialization.
COST 15

IMPROVED RESEARCHER KNOWLEDGE SPECIALIZATION COORDINATED ASSAULT COMMAND


On a successful Knowledge When acquired, choose 1 Take the Coordinated Assault Add per rank of Command
check, character and allies Knowledge skill. When maneuver; a number of when making Leadership
gain automatic per rank making that skill check, may engaged allies equal to checks. Affected targets add
of Researcher on checks to spend result to gain Leadership ranks add to to Discipline checks for
act on those facts until the additional successes equal to combat checks until next 24 hours.
end of his next turn. ranks in Knowledge beginning of next turn. Range
Specialization. increases per rank of
COST 20
COST 20 Coordinated Assault.
COST 20
COST 20

THOROUGH ASSESSMENT CAREFUL PLANNING IMPROVED READY FOR DEDICATION


ANYTHING
Once per session, take a Once per session, may Gain +1 to a single
Thorough Assessment action: introduce a “fact” into the When making Cool or characteristic. This cannot
make a Hard ( ) narrative as if a Destiny Point Vigilance checks to bring a characteristic above
Knowledge check to gain had been spent. determine Initiative order, 6.
Boost dice equal to that may spend to add
COST 25 equal to ranks in Ready for
COST 25
can be distributed during the
encounter. Anything.

COST 25 COST 25
PASSIVE

COMMANDER TACTICIAN ACTIVE

RANKED

Tactician Bonus Career Skills: Brawl, Discipline, Leadership, Ranged (Heavy)

OUTDOORSMAN COMMANDING PRESENCE TOUGHENED SIDE STEP


Remove per rank of Remove per rank of Gain +2 wound threshold. Once per round, may
Outdoorsman from checks to Commanding Presence from perform Side Step maneuver
COST 5
move through terrain or Leadership and Cool checks. and suffer a number of strain
manage environmental to upgrade difficulty of all
effects. Decrease overland COST 5 incoming ranged attacks by
travel time by half. an equal number for the next
round. Strain suffered this
COST 5 way cannot exceed ranks in
Side Step.
COST 5

OUTDOORSMAN CONFIDENCE QUICK DRAW SWIFT


Remove per rank of May decrease difficulty of Once per round, draw or Do not suffer the usual
Outdoorsman from checks to Discipline checks to avoid holster a weapon or penalties for moving through
move through terrain or fear by 1 per rank of accessible item as an difficult terrain.
manage environmental Confidence. incidental.
effects. Decrease overland
COST 10
COST 10 COST 10
travel time by half.
COST 10

NATURAL OUTDOORSMAN TOUGHENED BODY GUARD BODY GUARD


Once per session, reroll any 1 Gain +2 wound threshold. Once per round, perform the Once per round, perform the
Resilience or Survival check. Body Guard maneuver to Body Guard maneuver to
COST 15
guard an engaged character. guard an engaged character.
COST 15 Suffer a number of strain no Suffer a number of strain no
greater than ranks of Body greater than ranks of Body
Guard, then until the Guard, then until the
beginning of the next turn beginning of the next turn
upgrade the difficulty of upgrade the difficulty of
combat checks targeting the combat checks targeting the
character by that number. character by that number.
COST 15 COST 15

CONFIDENCE COMMANDING PRESENCE FIELD COMMANDER SIDE STEP


May decrease difficulty of Remove per rank of Take the Field Commander Once per round, may
Discipline checks to avoid Commanding Presence from action; make an Average perform Side Step maneuver
fear by 1 per rank of Leadership and Cool checks. ( ) Leadership check. A and suffer a number of strain
Confidence. number of allies equal to to upgrade difficulty of all
COST 20 Presence may immediately incoming ranged attacks by
COST 20 suffer 1 stain to perform 1 an equal number for the next
free maneuver. round. Strain suffered this
way cannot exceed ranks in
COST 20 Side Step.
COST 20

COORDINATED ASSAULT NATURAL LEADER IMPROVED FIELD COMMANDER


DEDICATION
Take the Coordinated Assault Once per session, may re-roll Field Commander action Gain +1 to a single
maneuver; a number of any 1 Cool or Leadership affects allies equal to double characteristic. This cannot
engaged allies equal to check. Presence, and may spend bring a characteristic above
Leadership ranks add to to allow allies to suffer 1 6.
combat checks until COST 25 strain and perform 1 free
COST 25
beginning of next turn. Range action instead.
increases per rank of
Coordinated Assault. COST 25
COST 25
COMMANDER ROUSING ORATORY
ATTACHED TO

ROUSING ORATORY BASE ABILITY


Once per game session, the character may perform a Rousing Oratory action; spend 22 Destiny Points, and make a Hard ( ) Leadership check to
inspire a group to take action in a military situation about which members were previously hesitant.

COST 30

CHANGE SKILL REDUCE SETBACK RECOVER STRAIN CHANGE SKILL


May make a Discipline check Remove from skill check Friendly characters and NPCs May make a Cool check
instead of a Leadership check to activate Rousing Oratory. targeted by Rousing Oratory instead of a Leadership check
to activate Rousing Oratory. recover a number of strain to activate Rousing Oratory.
COST 10 equal to the character’s
COST 10 ranks in Leadership. COST 10

COST 10

BOOST ALLIES REDUCE DIFFICULTY TURNING POINT DESTINY


After triggering Rousing Reduce the difficulty of the During a mass combat, may Rousing Oratory costs 1
Oratory, add per Boost skill check to activate activate Rousing Oratory to Destiny Point instead of 2.
Allies upgrade to all Rousing Oratory to Average create a turning point or
Discipline and Cool checks ( ). boost allies already taking COST 15
that other friendly characters part in one.
and NPCs make until the end COST 15
of the encounter. COST 15

COST 15
COMMANDER UNMATCHED AUTHORITY
ATTACHED TO

UNMATCHED AUTHORITY BASE ABILITY


Once per game session, as an action during an encounter in structured time, the character may spend 2 Destiny Points to gain the following ability for the
remainder of the current round and two additional rounds. As an out of turn incidental, the car4acter may suffer 2 strain to downgrade the difficulty of
an ally’s skill check once.

COST 30

DURATION FIRM RESOLVE DURATION MASS COMBAT


Unmatched Authority lasts Increase strain threshold by 2 Unmatched Authority lasts The character can spend
one additional round. while Unmatched Authority one additional round. strain to modify Mass
is active. Combat checks with
COST 10 COST 10 Unmatched Authority as
COST 10 though it was an ally’s skill
check.

COST 10

DESTINY ENDURANCE INCREASE EFFECT INCREASE EFFECT


Unmatched Authority costs 1 Reduce the strain cost to May remove from an May reduce the difficulty of
Destiny Point instead of 2. modify an ally’s skill check ally’s skill check instead of an ally’s skill check instead of
with Unmatched Authority downgrading the difficulty downgrading the difficulty.
COST 15 by 1.
COST 15 COST 15
COST 15
PASSIVE ACTIVE

CONSULAR ARBITER RANKED

Force
Bonus Career Skills: Knowledge (Xenology), Lightsaber, Negotiation, Perception Sensitive
only

SENSE EMOTIONS SAVVY NEGOTIATOR GRIT NOBODY’S FOOL


Add to all Charm, Remove per rank of Savvy Gain +1 strain threshold. Upgrade difficulty of
Coercion, and Deception Negotiator from all COST 5 incoming Charm, Coercion,
checks unless the target is Negotiation and Streetwise or Deception checks once per
immune to Force powers. checks. rank of Nobody’s Fool.

COST 5 COST 5 COST 5

GRIT CONGENIAL TOUGHENED REFLECT


Gain +1 strain threshold. May suffer a number of Gain +2 wound threshold. When hit by a ranged attack,
COST 10 strain to downgrade difficulty suffer 3 strain to reduce
COST 10
of Charm or Negotiation damage by 2 plus ranks in
checks or upgrade difficulty Reflect.
when targeted by Charm or
Negotiation checks, by an
COST 10
equal number. Strain
suffered this way cannot
exceed ranks in Congenial.
COST 10

SAVVY NEGOTIATOR NOBODY’S FOOL PARRY IMPROVED SUNDER


Remove per rank of Savvy Upgrade difficulty of When hit by a melee attack, Each spent to activate a
Negotiator from all incoming Charm, Coercion, suffer 3 strain to reduce weapon’s Sunder quality
Negotiation and Streetwise or Deception checks once per damage by 2 plus ranks in damages an item two steps,
checks. rank of Nobody’s Fool. Parry. instead of one.

COST 15 COST 15 COST 15 COST 15

CALMING AURA CRUCIAL POINT SAVVY NEGOTIATOR REFLECT


When an opponent targets Once per session, the Remove per rank of Savvy When hit by a ranged attack,
character with a Force character may introduce to Negotiator from all suffer 3 strain to reduce
power, reduce generated negotiations one potential Negotiation and Streetwise damage by 2 plus ranks in
by 1. concession that an opponent checks. Reflect.
will do nearly anything to
COST 20 obtain. COST 20 COST 20

COST 20

FORCE RATING IMPROVED SAVVY DEDICATION AGGRESSIVE NEGOTIATIONS


NEGOTIATOR Once per session, perform a
Gain +1 Force Rating. Gain +1 to a single
make a Hard ( ) Hard ( ) Lightsaber
characteristic. This cannot
COST 25 Negotiation check to
bring a characteristic above check to decrease the
convince one bystander per difficulty of all Negotiation
6.
rank of Savvy Negotiator to checks for the rest of the
see on of an opponent’s COST 25 encounter by 2.
points as maliciously
unreasonable. COST 25
COST 25
PASSIVE ACTIVE

CONSULAR ASCETIC RANKED

Force Conflict
Bonus Career Skills: Athletics, Discipline, Resilience, Vigilance Sensitive Cost
only

PHYSICAL TRAINING CONFIDENCE GRIT GRIT


Add per rank of Physical May decrease difficulty of Gain +1 strain threshold. Gain +1 strain threshold.
Training to Athletics and Discipline checks to avoid COST 5 COST 5
Resilience checks. fear by 1 per rank of
Confidence.
COST 5
COST 5

GRIT FORCE PROTECTION GRIT GO WITHOUT


Gain +1 strain threshold. Perform the Force Protection Gain +1 strain threshold. Once per session, the
COST 10 maneuver; suffer 1 strain and COST 10 character counts as having
commit up to ranks of the tools for the job when
Force Protection. Increase making a skill check.
soak by number of
committed until beginning of COST 10
next turn. Suffer 1 strain for
every committed.
COST 10

MEDITATIVE TRANCE SLIPPERY MINDED INTENSE FOCUS PHYSICAL TRAINING

When Suffocating, the If under the effects of a Force Perform an Intense Focus Add per rank of Physical
character suffers 1 strain power, perform the Slippery maneuver; suffer 1 strain and Training to Athletics and
each round instead of 3, Minded action; make a Hard upgrade the ability of the Resilience checks.
When exposed to vacuum, ( ) Deception check to next skill check once.
the character suffers 1 immediately end effects of COST 15
COST 15
wound each round instead of power.
3.
COST 15
COST 15

CONFIDENCE MIND BLEED FORCE PROTECTION IRON SOUL


May decrease difficulty of When attacked, the Perform the Force Protection When carrying items that
Discipline checks to avoid character may choose to maneuver; suffer 1 strain and total 2 encumbrance or less,
fear by 1 per rank of suffer strain no greater than commit up to ranks of at the end of each
Confidence. the number of wounds Force Protection. Increase encounter, heal all strain the
suffered from the attack. If soak by number of character is suffering.
COST 20 he does so, the attacker then committed until beginning of
suffers a number of wounds next turn. Suffer 1 strain for COST 20
equal to the strain suffered every committed.
by the character.
COST 20
COST 20

DEDICATION GRIT EMPTY SOUL FORCE RATING


Gain +1 to a single Gain +1 strain threshold. If the character is carrying Gain +1 Force Rating.
characteristic. This cannot COST 25 items that total 2
bring a characteristic above encumbrance or less, add COST 25
6. to Force power checks.
COST 25 COST 25
PASSIVE

CONSULAR HEALER ACTIVE

RANKED

Healer Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Xenology), Medicine Force Sensitive only

SURGEON HEALING TRANCE RAPID RECOVERY PHYSICIAN


When making a Medicine Commit For every full When healing strain after an When making a Medicine
check to help a character encounter (or 12 hours) encounter, heal 1 additional check to help a character
heal wounds, the target heals remains committed, heal 1 strain per rank of Rapid heal wounds, the target heals
1 additional would per rank wound per rank of Healing Recovery. 1 additional strain per rank of
of Surgeon. Trance. Physician.
COST 5
COST 5 COST 5 COST 5

PHYSICIAN PHYSICIAN GRIT HEALING TRANCE


When making a Medicine When making a Medicine Gain +1 strain threshold. Commit For every full
check to help a character check to help a character COST 10 encounter (or 12 hours)
heal wounds, the target heals heal wounds, the target heals remains committed, heal 1
1 additional strain per rank of 1 additional strain per rank of wound per rank of Healing
Physician. Physician. Trance.
COST 10 COST 10 COST 10

HEALING TRANCE GRIT KNOWLEDGEABLE RAPID RECOVERY


HEALING
Commit For every full Gain +1 strain threshold. When healing an ally, spend When healing strain after an
encounter (or 12 hours) COST 15 1 Destiny Point to heal encounter, heal 1 additional
remains committed, heal 1 additional wounds equal to strain per rank of Rapid
wound per rank of Healing ranks in Knowledge Recovery.
Trance. (Xenology). COST 15
COST 15 COST 15

SURGEON IMPROVED HEALING CALMING AURA TOUGHENED


TRANCE
When making a Medicine When healing wounds due to When an opponent targets Gain +2 wound threshold.
check to help a character character with a Force
Healing Trance, make a COST 20
heal wounds, the target heals Resilience check to heal a power, reduce generated
1 additional would per rank Critical Injury. Difficulty of by 1.
of Surgeon. the check equals severity of COST 20
COST 20 the Critical Injury.
COST 20

DEDICATION NATURAL DOCTOR FORCE RATING IMPROVED CALMING


AURA
Gain +1 to a single Once per session, may re-roll Gain +1 Force Rating.
Spend a maneuver and suffer
characteristic. This cannot any 1 Medicine check.
bring a characteristic above COST 25 2 strain to extend Calming
6. COST 25 Aura’s effects to allies equal
to Willpower at short range
COST 25 until star of next turn.
COST 25
PASSIVE

CONSULAR NIMAN DISCIPLE ACTIVE

RANKED

Niman Disciple Bonus Career Skills: Discipline, Leadership, Lightsaber, Negotiation Force Sensitive only

PARRY NOBODY’S FOOL REFLECT GRIT


When hit by a melee attack, May upgrade difficulty of When hit by a ranged attack, Gain +1 strain threshold.
suffer 3 strain to reduce incoming Charm, Coercion, suffer 3 strain to reduce COST 5
damage by 2 plus ranks in or Deception checks once per damage by 2 plus ranks in
Parry. rank of Nobody’s Fool. Reflect.

COST 5 COST 5 COST 5

DEFENSIVE TRAINING NIMAN TECHNIQUE TOUGHENED PARRY


When wielding a Lightsaber, When making a Lightsaber Gain +2 wound threshold. When hit by a melee attack,
Melee, or Brawl weapon, the skill check, the character may suffer 3 strain to reduce
COST 10
weapon gains the Defensive use Willpower instead of damage by 2 plus ranks in
quality with a rating equal to Brawn. Parry.
ranks in Defensive Training.
COST 10 COST 10
COST 10

PARRY SENSE EMOTIONS REFLECT DEFENSIVE TRAINING

When hit by a melee attack, Add to all Charm, When hit by a ranged attack, When wielding a Lightsaber,
suffer 3 strain to reduce Coercion, and Deception suffer 3 strain to reduce Melee, or Brawl weapon, the
damage by 2 plus ranks in checks unless the target is damage by 2 plus ranks in weapon gains the Defensive
Parry. immune to Force powers. Reflect. quality with a rating equal to
ranks in Defensive Training.
COST 15 COST 15 COST 15
COST 15

SUM DJEM REFLECT DRAW CLOSER CENTER OF BEING


May spend or with When hit by a ranged attack, Perform Draw Closer action; Take a Center of Being
successful Lightsaber check suffer 3 strain to reduce make a Lightsaber (Willpower) maneuver. Until the
damage by 2 plus ranks in combat check against one beginning of next turn,
to disarm opponent.
silhouette 1 target within
Reflect. attacks against the character
COST 20 medium range, adding no
increase their critical rating
COST 20 greater than Force rating to
by 1 per rank of Center of
check. Spend to move target
one range band closer or to add Being.
to check.
COST 20
COST 20

DEDICATION FORCE ASSAULT FORCE RATING IMPROVED CENTER OF


BEING
Gain +1 to a single Spend or on a Gain +1 Force Rating.
Suffer 1 strain to perform
characteristic. This cannot missed Lightsaber
bring a characteristic above (Willpower) combat check to COST 25 Center of Being maneuver as
an incidental.
6. immediately perform Move
COST 25 Force power action as COST 25
maneuver.
COST 25
PASSIVE

CONSULAR SAGE ACTIVE

RANKED

Sage Bonus Career Skills: Astrogation, Charm, Cool, Knowledge (Lore) Force Sensitive only

GRIT KILL WITH KINDNESS RESEARCHER GRIT


Gain +1 strain threshold. Remove per rank of Kill Removes per rank of Gain +1 strain threshold.
COST 5 with Kindness from all Charm Researcher from all COST 5
and Leadership checks. Knowledge checks.
Researching a subject takes
COST 5 half the time.
COST 5

SMOOTH TALKER RESEARCHER CONFIDENCE KNOWLEDGE SPECIALIZATION

When first acquired, choose Removes per rank of May decrease difficulty of When acquired, choose 1
1 skill; Charm, Coercion, Researcher from all Discipline checks to avoid Knowledge skill. When
Deception, or Negotiation. Knowledge checks. fear by 1 per rank of making that skill check, may
When making checks with Researching a subject takes Confidence. spend result to gain
that skill, spend to gain half the time. additional successes equal to
COST 10 ranks in Knowledge
additional equal to ranks
COST 10
in Smooth Talker. Specialization.
COST 10 COST 10

VALUABLE FACTS SMOOTH TALKER KNOWLEDGE SPECIALIZATION ONE WITH THE UNIVERSE

Once per encounter perform When first acquired, choose When acquired, choose 1 Once per session, meditate,
a Valuable Facts action: make 1 skill; Charm, Coercion, Knowledge skill. When then perform One with the
an Average ( ) Deception, or Negotiation. making that skill check, may Universe action: make
Knowledge check. if When making checks with spend result to gain Average ( ) Astrogation
successful, add to one that skill, spend to gain additional successes equal to check. If successful, add to
ally’s skill check during the additional equal to ranks ranks in Knowledge all Force power checks in
encounter. in Smooth Talker. Specialization. next encounter. If successful
with , add instead.
COST 15 COST 15 COST 15
COST 15

FORCE RATING GRIT PREEMPTIVE AVOIDANCE KNOWLEDGE SPECIALIZATION

Gain +1 Force Rating. Gain +1 strain threshold. May spend 1 Destiny Point to When acquired, choose 1
COST 20 disengage from engaged Knowledge skill. When
COST 20 enemy as an out-of-turn making that skill check, may
incidental. spend result to gain
additional successes equal to
COST 20 ranks in Knowledge
Specialization.

COST 20

BALANCE THE FORCE IS MY ALLIY NATURAL NEGOTIATOR FORCE RATING


When the character heals Once per session, may suffer Once per session, may re-roll Gain +1 Force Rating.
strain at the end of the 2 strain to perform Force any 1 Cool or Negotiation
encounter, he may add power action as maneuver. check. COST 25
Force Rating. He regains
COST 25 COST 25
additional strain equal to
generated.
COST 25
PASSIVE ACTIVE

CONSULAR TEACHER RANKED

Force
Bonus Career Skills: Knowledge (Education), Knowledge (Lore), Leadership, Perception Sensitive
only

RESEARCHER RESPECTED SCHOLAR SENSE DANGER WELL ROUNDED


Removes per rank of May downgrade difficulty of Once per session, remove Choose any 2 skills. They
Researcher from all checks to interact with from any 1 check. permanently become career
Knowledge checks. institutes of learning by one skills.
Researching a subject takes level per rank of Respected COST 5
half the time. Scholar. COST 5

COST 5 COST 5

WELL-TRAVELED GRIT NOBODY’S FOOL ENCOURAGING WORDS

Knowledge (Core Worlds) Gain +1 strain threshold. Upgrade difficulty of After an engaged ally fails a
and Knowledge (Outer Rim) COST 10 incoming Charm, Coercion, check, may suffer 1 strain to
become career skills. or Deception checks once per assist that ally’s next check
rank of Nobody’s Fool. this encounter as an out of
COST 10 turn Incidental.
COST 10
COST 10

TOUGHENED SKILLED TEACHER MASTER INSTRUCTOR NOW THE MASTER


Gain +2 wound threshold. If an ally at short range has Once per round as an out of Once per session, choose one
lower ranks in a skill than the turn incidental, may suffer 2 talent of Force power that
COST 15
character, the character may strain to allow ally to use any character in the current
perform a Skilled Teacher character’s ranks in Discipline encounter possesses. Gain
incidental to suffer a number for next Discipline check an that talent or Force power
of strain no greater than ally makes. until the end of the
ranks of Skilled Teacher, then encounter.
add an equal number of COST 15
to ally’s next check. COST 15
COST 15

IMPROVED WISE WISE WARRIOR GRIT ONCE A LEARNER


WARRIOR
When making a combat Gain +1 strain threshold. As an action, suffer 4 strain
When performing the Wise check, may perform the Wise and let one ally within short
Warrior incidental, one ally COST 20
Warrior incidental: spend 1 range increase the ally’s
at short range may use the Destiny Point and use any Force rating by an amount
same characteristic for the characteristic for the check. equal to the character’s
next combat check the ally Force rating until the end of
makes before the end of the COST 20 the round.
character’s next turn.
COST 20
COST 20

DEDICATION GRIT SKILLED TEACHER FORCE RATING


Gain +1 to a single Gain +1 strain threshold. If an ally at short range has Gain +1 Force Rating.
characteristic. This cannot COST 25 lower ranks in a skill than the
bring a characteristic above character, the character may COST 25
6. perform a Skilled Teacher
incidental to suffer a number
COST 25
of strain no greater than
ranks of Skilled Teacher, then
add an equal number of
to ally’s next check.
COST 25
CONSULAR MUCH TO LEARN
ATTACHED TO

MUCH TO LEARN BASE ABILITY


Once per game session, the character may spend 2 Destiny Points and make a Hard ( ) Knowledge (Education) check, then choose one talent that
the character possesses. For the remainder of the current encounter, one allied character within medium range counts as having that talent. If that
talent is ranked the allied character counts as having as many ranks in the talent as the character with this signature ability does.

COST 30

INCREASE NUMBER REDUCE DIFFICULTY DESTINY INCREASE NUMBER


Increase the number of allies Reduce the difficulty of the Much to Learn costs 1 Increase the number of allies
affected by 2 per Increase skill check to activate Much Destiny Point instead of 2. affected by 2 per Increase
Number upgrade. to Learn to Average ( ). Number upgrade.
COST 10
COST 10 COST 10 COST 10

CHANGE SKILL CHANGE SKILL IMPROVE TALENT SUPREME TALENT


May make a Leadership May make any Knowledge If the character possesses the If the character possesses the
check instead of a Knowledge skill check instead of a improved version of the supreme version of the
(Education) check to activate Knowledge (Education) check chosen talent, allies affected chosen talent, allies affected
Much to Learn. to activate Much to Learn. count as possessing it too for count as possessing it too for
the duration of the the duration of the
COST 15 COST 15 encounter. encounter.

COST 15 COST 15
CONSULAR UNMATCHED NEGOTIATION
ATTACHED TO

UNMATCHED NEGOTIATION BASE ABILITY


Once per game session as an incidental, the character may spend 2 Destiny Points. For the rest of the round, whenever that character makes a Charm,
Coercion, Deception, or Negotiation check, the character downgrades the difficulty of the check the number of times needed to remove all from the
pool.

COST 30

DURATION INCREASE EFFECT DURATION DESTINY


Unmatched Negotiation lasts Engaged allied characters Unmatched Negotiation lasts Unmatched Negotiation
for 1 additional round. making Charm, Coercion, for 1 additional round. costs 1 Destiny Point instead
Deception, or Negotiation of 2.
COST 10 checks while this power is COST 10
active downgrade their COST 10
difficulty once.

COST 10

REMOVE SETBACK DURATION INCREASE RANGE ADD TRIUMPH


Remove from any checks Unmatched Negotiation lasts Increase the range at which Whenever the character fails
affected by Unmatched for 1 additional round. this ability affects allied PCs a Charm, Coercion,
Negotiation. to medium range. Deception, or Negotiation
COST 15 check while this power is
COST 15 COST 15 active, the character adds
automatic to the results.

COST 15
PASSIVE

DIPLOMAT ADVOCATE ACTIVE

RANKED

Bonus Career Skills: Coercion, Deception, Negotiation, Vigilance

PLAUSIBLE DENIABILITY NOBODY’S FOOL GRIT CONFIDENCE


Remove per rank of May upgrade difficulty of Gain +1 strain threshold. May decrease difficulty of
Plausible Deniability from all incoming Charm, Coercion, COST 5 Discipline checks to avoid
Coercion and Deception or Deception checks once per fear by 1 per rank of
checks. rank of Nobody’s Fool. Confidence.

COST 5 COST 5 COST 5

DISCREDIT PLAUSIBLE DENIABILITY SUPPORTING EVIDENCE NOBODY’S FOOL


Once per encounter, take the Remove per rank of When assisting an ally with a May upgrade difficulty of
Discredit action, make a Hard Plausible Deniability from all Charm, Deception, incoming Charm, Coercion,
( ) Deception check to Coercion and Deception Leadership, or Negotiation or Deception checks once per
upgrade the difficulty of one checks. check, add automatic a per rank of Nobody’s Fool.
character’s social checks rank of Supporting Evidence.
once, plus once for every COST 10 COST 10
, until the end of the COST 10
encounter.
COST 10

TWISTED WORDS IMPOROVED PLAUSIBLE GRIT ENCOURAGING WORDS


DENIABILITY
When an incoming social Take an Improved Plausible Gain +1 strain threshold. After an engaged ally fails a
check generates or Deniability action: make a COST 15 check, may suffer 1 strain to
, may suffer 1 strain as an Hard ( ) Coercion assist that ally’s next check
incidental to inflict strain check to convince one this encounter as an out of
equal to ranks in Coercion on bystander per rank of turn Incidental.
speaker. Plausible Deniability to COST 15
COST 15 depart quietly.
COST 15

PLAUSIBLE DENIABILITY GRIT SUPPORTING EVIDENCE GRIT


Remove per rank of Gain +1 strain threshold. When assisting an ally with a Gain +1 strain threshold.
Plausible Deniability from all COST 20 Charm, Deception, COST 20
Coercion and Deception Leadership, or Negotiation
checks. check, add automatic a per
rank of Supporting Evidence.
COST 20
COST 20

BLACKMAIL DEDICATION INTERJECTION CONTINGENCY PLAN

When an NPC exceeds his Gain +1 to a single After another character Spend 1 Destiny Point to
strain threshold, may spend characteristic. This cannot makes a social check, suffer 3 recover strain equal to
1 Destiny Point to convince bring a characteristic above strain to take an Interjection Cunning rating.
that NPC to perform a single 6. incidental: make an Average
task of choice instead. ( ) Vigilance check to add COST 25
COST 25
or equal to , and
COST 25
or equal to to the
check.
COST 25
PASSIVE

DIPLOMAT AGITATOR ACTIVE

RANKED

Agitator Bonus Career Skills: Coercion, Deception, Knowledge (Underworld), Streetwise

PLAUSIBLE DENIABILITY NOBODY’S FOOL GRIT INTIMIDATING


Remove per rank of May upgrade difficulty of Gain +1 strain threshold. May suffer a number of
Plausible Deniability from all incoming Charm, Coercion, COST 5 strain to downgrade difficulty
Coercion and Deception or Deception checks once per of Coercion checks, or
checks. rank of Nobody’s Fool. upgrade difficulty when
targeted by Coercion checks,
COST 5 COST 5 by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 5

STREET SMARTS STREET SMARTS CONVINCING DEMEANOR INTIMIDATING


Remove per rank of Street Remove per rank of Street Remove per rank of May suffer a number of
Smarts from Streetwise or Smarts from Streetwise or Convincing Demeanor from strain to downgrade difficulty
Knowledge (Underworld) Knowledge (Underworld) Deception or Skulduggery of Coercion checks, or
checks. checks. checks. upgrade difficulty when
targeted by Coercion checks,
COST 10 COST 10 COST 10 by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 10

CONVINCING DEMEANOR PLAUSIBLE DENIABILITY SCATHING TIRADE GRIT


Remove per rank of Remove per rank of Take a Scathing Tirade Gain +1 strain threshold.
Convincing Demeanor from Plausible Deniability from all action: make an Average COST 15
Deception or Skulduggery Coercion and Deception ( ) Coercion check. Each
checks. checks. causes one enemy in close
range to suffer 1 strain.
COST 15 COST 15 Spend to cause 1 affected
enemy to suffer 1 additional
strain.
COST 15

NATURAL ENFORCER NOBODY’S FOOL IMPROVED SCATHING TIRADE


INTIMIDATING
Once per session, may re-roll May upgrade difficulty of Each enemy affected by May suffer a number of
any 1 Coercion or Streetwise incoming Charm, Coercion, Scathing Tirade suffers on strain to downgrade difficulty
check. or Deception checks once per all skill checks for a number of Coercion checks, or
COST 20 rank of Nobody’s Fool. of rounds equal to ranks in upgrade difficulty when
Coercion. targeted by Coercion checks,
COST 20 by an equal number. Strain
COST 20 suffered this way cannot
exceed ranks in Intimidating.
COST 20

INTIMIDATING DEDICATION SUPREME SCATHING TIRADE INCITE REBELLION


May suffer a number of Gain +1 to a single Suffer 1 strain to perform Once per session, may take
strain to downgrade difficulty characteristic. This cannot Scathing Tirade as a an Incite Rebellion action;
of Coercion checks, or bring a characteristic above maneuver, not an action. make a Hard ( )
upgrade difficulty when 6. Coercion check to cause a
targeted by Coercion checks, COST 25 number of beings up to ranks
COST 25
by an equal number. Strain in Coercion to become
suffered this way cannot rebellious until the end of
exceed ranks in Intimidating. the encounter.
COST 25 COST 25
PASSIVE

DIPLOMAT AMBASSADOR ACTIVE

RANKED

Diplomat Bonus Career Skills: Charm, Discipline, Knowledge (Core Worlds), Negotiation

INDISTINGUISHABLE KILL WITH KINDNESS NOBODY’S FOOL CONFIDENCE


Upgrade difficulty of checks Remove per rank of Kill May upgrade difficulty of May decrease difficulty of
to identify character once with Kindness from all Charm incoming Charm, Coercion, Discipline checks to avoid
per rank of Indistinguishable. and Leadership checks. or Deception checks once per fear by 1 per rank of
rank of Nobody’s Fool. Confidence.
COST 5 COST 5
COST 5 COST 5

INDISTINGUISHABLE GRIT GRIT DODGE


Upgrade difficulty of checks Gain +1 strain threshold. Gain +1 strain threshold. When targeted by combat
to identify character once COST 10 COST 10 check, may perform a Dodge
per rank of Indistinguishable. incidental to suffer a number
of strain no greater than
COST 10 ranks of Dodge, then
upgrade the difficulty of the
check by that number.
COST 10

KILL WITH KINDNESS INSPIRING RHETORIC STEELY NERVES CONFIDENCE


Remove per rank of Kill Take the Inspiring Rhetoric Spend 1 Destiny Point to May decrease difficulty of
with Kindness from all Charm action: make an Average ignore effects of Critical Discipline checks to avoid
and Leadership checks. ( ) Leadership check. Injuries on Willpower or fear by 1 per rank of
Each causes 1 ally in close Presence checks until the Confidence.
COST 15 range to recover 1 strain. end of the encounter.
COST 15
Spend to cause 1 affected
COST 15
ally to recover 1 additional
strain.
COST 15

IMPROVED INSPIRING RHETORIC


INTENSE PRESENCE WORKS LIKE A CHARM DODGE
Each ally affected by Spend 1 Destiny Point to Once per session, make one When targeted by combat
Inspiring Rhetoric gains on recover strain equal to skill check using Presence check, may perform a Dodge
all skill checks for a number Presence rating. rather than the characteristic incidental to suffer a number
of rounds equal to ranks in linked to that skill. of strain no greater than
Leadership. COST 20 ranks of Dodge, then
COST 20 upgrade the difficulty of the
COST 20 check by that number.
COST 20

SUPREME INSPIRING RHETORIC


NATURAL CHARMER DEDICATION SIXTH SENSE
Suffer 1 strain to perform Once per session, may re-roll Gain +1 to a single Gain +1 ranged defense.
Inspiring Rhetoric as a any 1 Charm or Deception characteristic. This cannot
maneuver, not an action. check. bring a characteristic above COST 25
6.
COST 25 COST 25
COST 25
PASSIVE

DIPLOMAT ANALYST ACTIVE

RANKED

Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Warfare), Perception

RESEARCHER KNOWLEDGE SPECIALIZATION CODEBREAKER TECHNICAL APTITUDE

Removes per rank of When acquired, choose 1 Remove per rank in Reduce time needed to
Researcher from all Knowledge skill. When Codebreaker from checks to complete Computer-related
Knowledge checks. making that skill check, may break codes or decrypt tasks by 25% per rank.
Researching a subject takes spend result to gain communications. Decrease
half the time. additional successes equal to difficulty of checks to break COST 5
ranks in Knowledge codes or decrypt
COST 5
Specialization. communications by 1.

COST 5 COST 5

VALUABLE FACTS RESEARCHER SUPPORTING EVIDENCE GRIT


Once per encounter perform Removes per rank of When assisting an ally with a Gain +1 strain threshold.
a Valuable Facts action: make Researcher from all Charm, Deception, COST 10
an Average ( ) Knowledge checks. Leadership, or Negotiation
Knowledge check. if Researching a subject takes check, add automatic a per
successful, add to one half the time. rank of Supporting Evidence.
ally’s skill check during the
COST 10 COST 10
encounter.
COST 10

KNOWLEDGE SPECIALIZATION IMPROVED RESEARCHER CODEBREAKER ENCODED COMMUNIQUE

When acquired, choose 1 On a successful Knowledge Remove per rank in Upgrade the difficulty of
Knowledge skill. When check, character and allies Codebreaker from checks to checks to decrypt this
making that skill check, may gain automatic per rank break codes or decrypt character’s coded messages
spend result to gain of Researcher on checks to communications. Decrease without the proper cipher a
additional successes equal to act on those facts until the difficulty of checks to break number of times equal to
ranks in Knowledge end of his next turn. codes or decrypt Computes skill.
Specialization. communications by 1.
COST 15 COST 15
COST 15 COST 15

GRIT KNOW-IT-ALL KNOWLEDGE SPECIALIZATION NATURAL PROGRAMMER

Gain +1 strain threshold. Once per session, perfectly When acquired, choose 1 Once per session, may re-roll
COST 20 recall an important fact Knowledge skill. When any 1 Computers or
previously learned as if a making that skill check, may Astrogation check.
Destiny Point had been spend result to gain
spent. additional successes equal to COST 20
ranks in Knowledge
COST 20 Specialization.

COST 20

DEDICATION KNOWLEDGE SPECIALIZATION THOROUGH ASSESSMENT STROKE OF GENIUS


Gain +1 to a single When acquired, choose 1 Once per session, take a Once per session, make one
characteristic. This cannot Knowledge skill. When Thorough Assessment action: skill check using Intellect
bring a characteristic above making that skill check, may make a Hard ( ) rather than the characteristic
6. spend result to gain Knowledge check to gain linked to that skill.
additional successes equal to Boost dice equal to that
COST 25 COST 25
ranks in Knowledge can be distributed during the
Specialization. encounter.

COST 25 COST 25
PASSIVE

DIPLOMAT PROPAGANDIST ACTIVE

RANKED

Bonus Career Skills: Charm, Deception, Knowledge (Warfare), Perception

GRIT POSITIVE SPIN IN THE KNOW CUTTING QUESTION


Gain +1 strain threshold. Whenever any character’s Remove up to ranks in In Once per encounter, when
COST 5 Duty would increase, it the Know from checks to get making a Coercion skill
increases by an additional 1 information from people or check, the character may use
per rank of Positive Spin. disseminate news. Minion Deception skill instead.
NPCs do not realize this
COST 5 character’s allegiance in
COST 5
interviews.
COST 5

IN THE KNOW IMPROVED POSITIVE SPIN POSITIVE SPIN TOUGHENED


Remove up to ranks in In Once per session, if no PC’s Whenever any character’s Gain +2 wound threshold.
the Know from checks to get Duty triggered, make a Duty would increase, it
COST 10
information from people or Daunting ( ) charm increases by an additional 1
disseminate news. Minion check with the difficulty per rank of Positive Spin.
NPCs do not realize this decreased once per rank of
character’s allegiance in Positive Spin to have one COST 10
interviews. PC’s Duty trigger.
COST 10 COST 10

BAD PRESS WELL ROUNDED GRIT CONFIDENCE


Once per session, choose an Choose any 2 skills. They Gain +1 strain threshold. May decrease difficulty of
organization and make a permanently become career COST 15 Discipline checks to avoid
Hard ( ) Deception skills. fear by 1 per rank of
check. On success, Confidence.
organization members have COST 15
their wound thresholds
COST 15
reduced by 1, plus 1 per
until the end of the
encounter.
COST 15

TOUGHENED CONFIDENCE DODGE INFORMANT


Gain +2 wound threshold. May decrease difficulty of When targeted by combat Once per session, may reveal
Discipline checks to avoid check, may perform a Dodge a contact who can shed light
COST 20
fear by 1 per rank of incidental to suffer a number on a chosen subject.
Confidence. of strain no greater than
ranks of Dodge, then COST 20
COST 20 upgrade the difficulty of the
check by that number.
COST 20

POSITIVE SPIN DEDICATION IMPROVED IN THE KNOW IN THE KNOW


Whenever any character’s Gain +1 to a single Once per session, make an Remove up to ranks in In
Duty would increase, it characteristic. This cannot opposed Deception vs the Know from checks to get
increases by an additional 1 bring a characteristic above Vigilance check with the information from people or
per rank of Positive Spin. 6. difficulty downgraded once disseminate news. Minion
per rank of In the Know to NPCs do not realize this
COST 25 COST 25
have a target NPC believe character’s allegiance in
specific false intelligence. interviews.

COST 25 COST 25
PASSIVE

DIPLOMAT QUARTERMASTER ACTIVE

RANKED

Quartermaster Bonus Career Skills: Computers, Negotiation, Skulduggery, Vigilance

KNOW SOMEBODY SMOOTH TALKER WHEEL AND DEAL GRIT


Once per session, when When first acquired, choose When selling goods legally, Gain +1 strain threshold.
attempting to purchase a 1 skill; Charm, Coercion, gain 10% more credits per COST 5
legally available item, reduce Deception, or Negotiation. rank of Wheel and Deal.
its rarity by 1 per rank of When making checks with
Know Somebody. that skill, spend to gain
COST 5
additional equal to ranks
COST 5 in Smooth Talker.
COST 5

SMOOTH TALKER GREASED PALMS MASTER MERCHANT TOUGHENED


When first acquired, choose Before making a social check, When buying or selling Gain +2 wound threshold.
1 skill; Charm, Coercion, may spend up to 50 credits goods, or paying off or taking
COST 10
Deception, or Negotiation. per rank of Greased Palms to Obligation, may suffer 2
When making checks with upgrade the ability of the strain to sell for 25% more,
that skill, spend to gain check once for every 50 buy for 25% less, pay off 1
additional equal to ranks spent. more Obligation, or take on 1
in Smooth Talker. less.
COST 10
COST 10 COST 10

GRIT WHEEL AND DEAL BOUGHT INFO GRIT


Gain +1 strain threshold. When selling goods legally, Instead of making a Gain +1 strain threshold.
COST 15 gain 10% more credits per Knowledge check, may take a COST 15
rank of Wheel and Deal. Bought Info action; spend
credits equal to 50 times the
COST 15 difficulty of the check to pass
with on .

COST 15

KNOW SOMEBODY SOUND INVESTMENTS SOUND INVESTMENTS INTENSE FOCUS


Once per session, when At the start of each session, At the start of each session, Perform an Intense Focus
attempting to purchase a gain 100 credits for each rank gain 100 credits for each rank maneuver; suffer 1 strain and
legally available item, reduce of Sound Investments. of Sound Investments. upgrade the ability of the
its rarity by 1 per rank of next skill check once.
Know Somebody. COST 20 COST 20
COST 20
COST 20

DEDICATION NATURAL NEGOTIATOR SUPERIOR REFLEXES TOUGHENED


Gain +1 to a single Once per session, may re-roll Gain +1 melee defense. Gain +2 wound threshold.
characteristic. This cannot any 1 Cool or Negotiation
COST 25 COST 25
bring a characteristic above check.
6.
COST 25
COST 25
DIPLOMAT DIPLOMATIC SOLUTION
ATTACHED TO

DIPLOMATIC SOLUTION BASE ABILITY


Once per game session, when a combat encounter against one or more sentient creatures is about to begin, the character may spend 2 Destiny Points
and make a Daunting ( ) Charm check to turn the encounter into a social encounter instead.

COST 30

CHANGE SKILL REDUCE SETBACK BOOST ALLIES CHANGE SKILL


Make a Coercion check Remove from skill check Other friendly characters Make a Leadership check
instead of a Charm check to to activate Diplomatic gain on social checks until instead of a Charm check to
activate Diplomatic Solution Solution. the end of the encounter per activate Diplomatic Solution
Boost Allies Upgrade.
COST 10 COST 10 COST 10
COST 10

ACTIVATION REDUCE DIFFICULTY DESTINY BOOST ALLIES


May activate Diplomatic Reduce the difficulty of the Diplomatic Solution costs 1 Other friendly characters
Solution at the start of any skill check to activate Destiny Point instead of 2. gain on social checks until
combat turn instead of only Diplomatic Solution to Hard the end of the encounter per
at the start of combat. ( ).
COST 15 Boost Allies Upgrade.
COST 15 COST 15 COST 15
DIPLOMAT UNMATCHED INSIGHT
ATTACHED TO

UNMATCHED INSIGHT BASE ABILITY


Once per game session, during an encounter or scene involving one or more other sentient creatures, the character may spend 2 Destiny Points. The
character immediately becomes aware of the emotional states and basic histories of up to 3 chosen participants in the scene.

COST 30

DISCERN MOTIVES INCREASE NUMBER INCREASE NUMBER FREQUENCY


The character realizes the Increase the number of Increase the number of Unmatched Insight may be
motivations of each other participants affected by 2 per participants affected by 2 per used twice per game session.
participant in the scene. Increased Number upgrade. Increased Number upgrade.
COST 10
COST 10 COST 10 COST 10

LEVERAGE DESTINY LEVERAGE SECRET


Choose 1 character, Upgrade Unmatched Insight costs 1 Choose 1 character, Upgrade Notice one important detail
the ability of all social checks Destiny Point instead of 2. the ability of all social checks that a chosen character
once per Leverage Upgrade once per Leverage Upgrade would prefer to conceal.
against that character until COST 15 against that character until
the end of the encounter. the end of the encounter.
COST 15

COST 15 COST 15
PASSIVE ACTIVE

ENGINEER DROID SPECIALIST RANKED

Bonus Career Skills: Computers, Cool, Mechanics, Melee

DESIGN FLAW SPEAKS BINARY GRIT TOUGHENED


When making a combat When directing NPC droids, Gain +1 strain threshold. Gain +2 wound threshold.
check with a personal scale may grant them per rank COST 5 COST 5
weapon against a droid, may of Speaks Binary on checks.
add equal to ranks in
Design Flaw. COST 5

COST 5

HIDDEN STORAGE COMBAT PROGRAMMING REPAIR PATCH GEARHEAD


SPECIALIZATION
Gain hidden storage in Once per encounter make a Remove per rank of
vehicles or equipment that Hard ( ) Computers Whenever using an Gearhead from Mechanics
holds items with total check while repairing or emergency repair patch, the checks. Halve the credit cost
encumbrance equal to ranks working on a droid. For the target heals an additional to add mods to attachments.
in Hidden Storage. remainder of the encounter, wound per rank of Repair
Patch Specialization. COST 10
the droid gains 1 rank in two
COST 10 different combat skills. COST 10
COST 10

GEARHEAD MACHINE MENDER HIDDEN STORAGE SPEAKS BINARY


Remove per rank of When making Mechanics Gain hidden storage in When directing NPC droids,
Gearhead from Mechanics check to help a character vehicles or equipment that may grant them per rank
checks. Halve the credit cost heal wounds, the target heals holds items with total of Speaks Binary on checks.
to add mods to attachments. 1 additional wound per rank encumbrance equal to ranks
of Machine Mender. in Hidden Storage. COST 15
COST 15
COST 15 COST 15

DESIGN FLAW DESPERATE REPAIRS MACHINE MENDER GRIT


When making a combat Once per session may make a When making Mechanics Gain +1 strain threshold.
check with a personal scale Hard ( ) Mechanics check to help a character COST 20
weapon against a droid, may check on one engaged allied heal wounds, the target heals
add equal to ranks in droid. If successful, the droid 1 additional wound per rank
Design Flaw. becomes immobilized and of Machine Mender.
staggered for 1 round, then
COST 20 heals all strain and one COST 20
Critical Injury with a severity
rating no greater than Hard.
COST 20

REPAIR PATCH MASTER ARTISAN REROUTE PROCESSORS DEDICATION


SPECIALIZATION
Once per round, may take Once per encounter, may Gain +1 to a single
Whenever using an the Master Artisan take a Reroute Processors characteristic. This cannot
emergency repair patch, the incidental; suffer 2 strain to action; make an Average bring a characteristic above
target heals an additional decrease the difficulty of ( ) Computers check to 6.
wound per rank of Repair next Mechanics check by 1, reduce one of a droid’s
Patch Specialization. COST 25
to a minimum of Easy ( ). characteristics by 1 and
increase another of its
COST 25 COST 25 characteristics by 1.
COST 25
PASSIVE

ENGINEER MECHANIC ACTIVE

RANKED

Mechanic Bonus Career Skills: Brawl, Mechanics, Piloting (Space), Skulduggery

GEARHEAD TOUGHENED FINE TUNING SOLID REPAIRS


Remove per rank of Gain +2 wound threshold. When reducing the amount The character repairs +1 hull
Gearhead from Mechanics of system strain a starship or trauma per rank of Solid
COST 5
checks. Halve the credit cost vehicle suffers, reduce 1 Repairs whenever he repairs
to add mods to attachments. additional strain per rank of a starship or vehicle.
Fine Tuning.
COST 5 COST 5
COST 5

REDUNDANT SYSTEMS SOLID REPAIRS GEARHEAD GRIT


Once per session, may take a The character repairs +1 hull Remove per rank of Gain +1 strain threshold.
Redundant Systems action; trauma per rank of Solid Gearhead from Mechanics COST 10
make an Easy ( ) Mechanics Repairs whenever he repairs checks. Halve the credit cost
check to harvest components a starship or vehicle. to add mods to attachments.
from a functioning device to
COST 10 COST 10
repair a broken one without
breaking the first device.
COST 10

SOLID REPAIRS ENDURING BAD MOTIVATOR TOUGHENED


The character repairs +1 hull Gain +1 soak value. Once per session, may take a Gain +2 wound threshold.
trauma per rank of Solid Bad Motivator action; make a
COST 15 COST 15
Repairs whenever he repairs Hard ( ) Mechanics
a starship or vehicle. check to cause one targeted
device to spontaneously fail.
COST 15
COST 15

CONTRAPTION SOLID REPAIRS FINE TUNING HARD HEADED


Once per session, take The character repairs +1 hull When reducing the amount When staggered or
Contraption action; make a trauma per rank of Solid of system strain a starship or disoriented, perform the
Hard ( ) Mechanics Repairs whenever he repairs vehicle suffers, reduce 1 Hard Headed action; make a
check to fashion a device to a starship or vehicle. additional strain per rank of Daunting ( )
solve a current problem Fine Tuning. Discipline check to remove
COST 20
using just the tools and parts status. Difficulty reduced per
COST 20
on hand. rank of Hard Headed.
COST 20 COST 20

NATURAL TINKERER HOLD TOGETHER DEDICATION IMPROVED HARD HEADED

Once per session, may re-roll Spend 1 Destiny Point to Gain +1 to a single When incapacitated due to
any 1 Mechanics check. perform a Hold Together characteristic. This cannot strain exceeding threshold,
incidental immediately after bring a characteristic above may take a more difficult
COST 25 vehicle or starship takes 6. Hard Headed action to
damage to turn it into system reduce strain to 1 below
COST 25
strain. threshold.
COST 25 COST 25
PASSIVE

ENGINEER SABOTEUR ACTIVE

RANKED

Saboteur Bonus Career Skills: Coordination, Mechanics, Skulduggery, Stealth

RESOLVE SECOND WIND GRIT RAPID RECOVERY


When a character Once per encounter, may use Gain +1 strain threshold. When healing strain after an
involuntarily suffers strain, Second Wind incidental to COST 5 encounter, heal 1 additional
he suffers 1 less strain per heal strain equal to ranks in strain per rank of Rapid
rank of Resolve to a Second Wind. Recovery.
minimum of 1.
COST 5 COST 5
COST 5

GRIT POWERFUL BLAST TOUGHENED SECOND WIND


Gain +1 strain threshold. Increase Blast damage dealt Gain +2 wound threshold. Once per encounter, may use
COST 10 by explosives, explosive Second Wind incidental to
COST 10
weapons, and grenades by heal strain equal to ranks in
+1 per rank of Powerful Blast. Second Wind.

COST 10 COST 10

TIME TO GO RAPID RECOVERY RESOLVE HARD HEADED


The character may spend 1 When healing strain after an When a character When staggered or
Destiny Point to perform a encounter, heal 1 additional involuntarily suffers strain, disoriented, perform the
Move maneuver as an strain per rank of Rapid he suffers 1 less strain per Hard Headed action; make a
incidental to attempt to Recovery. rank of Resolve to a Daunting ( )
move into cover or out of the minimum of 1. Discipline check to remove
blast range of a weapon or
COST 15
COST 15 status. Difficulty reduced per
explosion. rank of Hard Headed.

COST 15 COST 15

IMPROVED TIME TO GO POWERFUL BLAST SELECTIVE DETONATION TOUGHENED


When activating Time to Go, Increase Blast damage dealt When using a weapon with Gain +2 wound threshold.
allow 1 engaged ally to also by explosives, explosive the Blast quality, spend to COST 20
perform an out of turn Move weapons, and grenades by exclude 1 target that would
maneuver as an incidental to +1 per rank of Powerful Blast. be affected by the explosion,
attempt to move into cover up to ranks in Selective
or out of the blast range of a COST 20 Detonation.
weapon or explosion.
COST 20
COST 20

DEDICATION MASTER GRENADIER SELECTIVE DETONATION IMPROVED HARD HEADED

Gain +1 to a single Decrease the cost to When using a weapon with When incapacitated due to
characteristic. This cannot activate the Blast quality on the Blast quality, spend to strain exceeding threshold,
bring a characteristic above any weapon used by 1 to a exclude 1 target that would may take a more difficult
6. minimum of 1. be affected by the explosion, Hard Headed action to
up to ranks in Selective reduce strain to 1 below
COST 25 COST 25
Detonation. threshold.
COST 25 COST 25
PASSIVE ACTIVE

ENGINEER SAPPER RANKED

Bonus Career Skills: Athletics, Knowledge (Warfare), Mechanics, Survival

CONSTRUCTION TOUGHENED DURABLE GRIT


SPECIALIST
Gain +2 wound threshold. May reduce any Critical Gain +1 strain threshold.
Remove equal to ranks in
Injury suffered by 10 per rank COST 5
Construction Specialist from COST 5
of Durable to a minimum of
checks to construct defenses,
1.
positions, fortifications, and
similar projects. COST 5
COST 5

KNOW SCHEMATIC CONTRAPTION CONSTRUCTION POWERFUL BLAST


SPECIALIST
Once per session, may Once per session, take Increase Blast damage dealt
Remove equal to ranks in
perform the Know Schematic Contraption action; make a by explosives, explosive
Construction Specialist from
maneuver; make a Hard Hard ( ) Mechanics weapons, and grenades by
checks to construct defenses,
( ) Knowledge check to fashion a device to +1 per rank of Powerful Blast.
positions, fortifications, and
(Education) check. Success solve a current problem
grants familiarity with a using just the tools and parts
similar projects. COST 10
building or ship’s design. on hand. COST 10
COST 10 COST 10

GRIT DURABLE IMPROVISED DEFENSES POWERFUL BLAST


Gain +1 strain threshold. May reduce any Critical May make an Average ( ) Increase Blast damage dealt
COST 15 Injury suffered by 10 per rank Survival check to fashion by explosives, explosive
of Durable to a minimum of small defenses. It provides weapons, and grenades by
1. cover for up to 4 characters +1 per rank of Powerful Blast.
for the rest of the encounter.
COST 15 COST 15
COST 15

UTILITY BELT STRONG ARM IMPROVISED DETONATION MASTER GRENADIER

Spend 1 Destiny Point to Treat thrown weapons as if Once per session, make a Decrease the cost to
perform a Utility Belt they had 1 greater range. Hard ( ) Mechanics activate the Blast quality on
incidental; produce a check to perform the any weapon used by 1 to a
previously undocumented COST 20 Improvised Detonation minimum of 1.
item or weapon (with action and build an explosive
COST 20
restrictions) from a tool belt device, dealing damage equal
or satchel. to ranks in Intellect + ranks in
Mechanics + .
COST 20
COST 20

WEAK FOUNDATION DEDICATION IMPROVISED POSITION MASTER


DEMOLITIONIST
Once per session may take the Gain +1 to a single The character may make a
Weak Foundation action; make a When resolving an attack
characteristic. This cannot Hard ( ) Mechanics
Hard ( ) Knowledge from a personal explosive or
(Warfare) check. If successful, for bring a characteristic above check to construct a secure
6. position. This provides cover ordinance weapon, may
the remainder of the encounter
for the group and its vehicles. spend or to have the
the character and all allies add
COST 25 weapon’s Blast quality act at
automatic or to all
combat checks made targeting COST 25 short range, or medium if it
the identified fixed structure. already acts at short.

COST 25 COST 25
PASSIVE

ENGINEER SCIENTIST ACTIVE

RANKED

Scientist Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Lore), Medicine

KNOWLEDGE SPECIALIZATION RESPECTED SCHOLAR RESEARCHER SPEAKS BINARY


When acquired, choose 1 May downgrade difficulty of Removes per rank of When directing NPC droids,
Knowledge skill. When checks to interact with Researcher from all may grant them per rank
making that skill check, may institutes of learning by one Knowledge checks. of Speaks Binary on checks.
spend result to gain level per rank of Respected Researching a subject takes
additional successes equal to Scholar. half the time. COST 5
ranks in Knowledge
COST 5 COST 5
Specialization.

COST 5

RESEARCHER KNOWLEDGE SPECIALIZATION HIDDEN STORAGE TINKERER


Removes per rank of When acquired, choose 1 Gain hidden storage in May add 1 additional hard
Researcher from all Knowledge skill. When vehicles or equipment that point to a number of items
Knowledge checks. making that skill check, may holds items with total equal to ranks in Tinkerer.
Researching a subject takes spend result to gain encumbrance equal to ranks Each item may only be
half the time. additional successes equal to in Hidden Storage. modified once.
ranks in Knowledge
COST 10 COST 10 COST 10
Specialization.

COST 10

RESPECTED SCHOLAR MENTAL FORTRESS SPEAKS BINARY INVENTOR


May downgrade difficulty of Spend 1 Destiny Point to When directing NPC droids, When constructing new
checks to interact with ignore effects of Critical may grant them per rank items or modifying
institutes of learning by one Injuries on Intellect or of Speaks Binary on checks. attachments, add or
level per rank of Respected Cunning checks until end of remove per rank of
Scholar. encounter. COST 15 Inventor.
COST 15 COST 15 COST 15

NATURAL SCHOLAR STROKE OF GENIUS INVENTOR TINKERER


Once per session, may re-roll Once per session, make one When constructing new May add 1 additional hard
any 1 Knowledge skill check. skill check using Intellect items or modifying point to a number of items
rather than the characteristic attachments, add or equal to ranks in Tinkerer.
COST 20 linked to that skill. Each item may only be
remove per rank of
Inventor. modified once.
COST 20
COST 20 COST 20

INTENSE FOCUS CAREFUL PLANNING DEDICATION UTILITY BELT


Perform an Intense Focus Once per session, may Gain +1 to a single Spend 1 Destiny Point to
maneuver; suffer 1 strain and introduce a “fact” into the characteristic. This cannot perform a Utility Belt
upgrade the ability of the narrative as if a Destiny Point bring a characteristic above incidental; produce a
next skill check once. had been spent. 6. previously undocumented
item or weapon (with
COST 25 COST 25 COST 25
restrictions) from a tool belt
or satchel.
COST 25
PASSIVE ACTIVE

ENGINEER SHIPWRIGHT RANKED

Bonus Career Skills: Gunner, Knowledge (Education), Mechanics, Piloting (Space)

DOCKYARD EXPERTISE EYE FOR DETAIL GRIT CREATIVE DESIGN


May make an Average ( ) After making a Mechanics of Gain +1 strain threshold. As part of resolving a
Knowledge (Education) check Computers check, may suffer COST 5 successful crafting check, the
when at a space dock. If strain up to ranks in Eye for character may also apply a
successful, the cost and time Detail to convert that many result equivalent to spending
for repairs is reduced by 25% to . a number of equal to his
per rank of Dockyard ranks in Creative Design. The
Expertise. COST 5 GM may then apply a result
equivalent to spending that
COST 5 same number of .
COST 5

SOLID REPAIRS FINE TUNING EYE FOR DETAIL DEBILITATING SHOT

The character repairs +1 hull When reducing the amount After making a Mechanics of Upon Successful attack with
trauma per rank of Solid of system strain a starship or Computers check, may suffer a starship or vehicle weapon,
Repairs whenever he repairs vehicle suffers, reduce 1 strain up to ranks in Eye for may spend to reduce
a starship or vehicle. additional strain per rank of Detail to convert that many the maximum speed of the
Fine Tuning. to . target by 1 until the end of
COST 10
the next round.
COST 10 COST 10
COST 10

KNOW SCHEMATIC DOCKYARD EXPERTISE SMART HANDLING CREATIVE DESIGN


Once per session, take the
Once per session, may May make an Average ( ) As part of resolving a
Smart Handling action’
perform the Know Schematic Knowledge (Education) check successful crafting check, the
maneuver; make a Hard making a Hard ( ) character may also apply a
when at a space dock. If
Knowledge (Education) result equivalent to spending
( ) Knowledge successful, the cost and time
(Education) check. Success for repairs is reduced by 25% check. Until start of the next a number of equal to his
round the ships handling
grants familiarity with a per rank of Dockyard ranks in Creative Design. The
increase by 2 plus an amount
building or ship’s design. Expertise. GM may then apply a result
equal to scored on the equivalent to spending that
COST 15 COST 15 check to a maximum of
same number of .
handling +4.
COST 15 COST 15

BOUGHT INFO PUSH THE SPECS SOLID REPAIRS CREATIVE DESIGN


Instead of making a Perform the Push the Specs The character repairs +1 hull As part of resolving a
Knowledge check, may take a action when in a starship or trauma per rank of Solid successful crafting check, the
Bought Info action; spend vehicle, making an Average Repairs whenever he repairs character may also apply a
credits equal to 50 times the ( ) Knowledge a starship or vehicle. result equivalent to spending
difficulty of the check to pass (Education) check. With a number of equal to his
COST 20
with on . success, the ship’s top speed ranks in Creative Design. The
increases by 1 for a number GM may then apply a result
COST 20 of rounds equal to the equivalent to spending that
character’s Intellect. same number of .
COST 20 COST 20

DEDICATION MASTER ARTISAN STROKE OF GENIUS EXHAUST PORT


Gain +1 to a single Once per round, may take Once per session, make one Before attacking a starship or
characteristic. This cannot the Master Artisan skill check using Intellect vehicle, the character may
bring a characteristic above incidental; suffer 2 strain to rather than the characteristic spend 1 Destiny Point to
6. decrease the difficulty of linked to that skill. ignore the effects of the
next Mechanics check by 1, Massive rule for the attack.
COST 25 COST 25
to a minimum of Easy ( ).
COST 25
COST 25
ENGINEER THE HARDER THEY FALL
ATTACHED TO

THE HARDER THEY FALL BASE ABILITY


Once per game session as an incidental, the character may spend 2 Destiny Points and make a Hard ( ) Mechanics check. If successful, for the
remainder of the encounter, combat checks the character makes against vehicles, structures, or droids that inflict wounds or hull trauma automatically
inflict a Critical Injury or Critical Hit (depending on the target). or can be spent to trigger the attack’s critical rating additional times, adding +10 to
the critical roll as usual.

COST 30

INCREASE NUMBER CHANGE SKILL INCREASE NUMBER IGNORE DEFENSES


The effects of The Harder The skill check to activate The effects of The Harder While The Harder They Fall is
They Fall extend to a number The Harder They Fall can be They Fall extend to a number active, combat checks that
of allies within medium range made using Knowledge of allies within medium range the character makes ignore
equal to ranks in Increase (Education) or Knowledge equal to ranks in Increase one point of defense rating
Number. (Warfare) instead of the Number. per Ignore Defenses.
Mechanics skill.
COST 10 COST 10 COST 10
COST 10

IGNORE DEFENSES DESTINY REDUCE DIFFICULTY FREQUENCY


While The Harder They Fall is To activate The Harder They The difficulty of the skill The Harder They Fall can be
active, combat checks that Fall, the character needs to check to activate The Harder used one additional time per
the character makes ignore spend only one Destiny Point They Fall is Average ( ) game session.
one point of defense rating instead of the normal two instead of Hard ( ).
per Ignore Defenses. Destiny Points. COST 15
COST 15
COST 15 COST 15
ENGINEER UNMATCHED INGENUITY
ATTACHED TO

UNMATCHED INGENUITY BASE ABILITY


Once per game session as an action, the character may spend 2 Destiny Points and make a Hard ( ) Mechanics check. If successful, he can add one
item quality (except Breach or Concussive) to a weapon or item he is holding or operating. If applicable, the item quality has a rating of 1. The character
may spend to add one additional quality to the same item, and to increase an item qualities rating by 1. This alteration lasts for 2 rounds or ten
minutes of narrative time.

COST 30

ADD BOOST DURATION ADD BOOST DURATION


When making the skill check The alteration from using When making the skill check The alteration from using
to activate Unmatched Unmatched Ingenuity lasts to activate Unmatched Unmatched Ingenuity lasts
Ingenuity, the character adds for 1 additional round per Ingenuity, the character adds for 1 additional round per
per Add Boost upgrade. Duration upgrade. per Add Boost upgrade. Duration upgrade.

COST 10 COST 10 COST 10 COST 10

QUALITY DESTINY REDUCE DIFFICULTY QUALITY


The character may also apply To activate Unmatched The difficulty of the skill The character may also apply
the Breach item quality to Ingenuity, the character check to activate Unmatched the Concussive item quality
the weapon or item. needs to spend only 1 Ingenuity is Average ( ) to the weapon or item.
Destiny Point instead of the instead of Hard ( ).
COST 15 normal 2 Destiny Points. COST 15
COST 15
COST 15

PASSIVE

● EXPLORER ARCHAEOLOGIST ACTIVE

RANKED

Archaeologist Bonus Career Skills: Athletics, Discipline, Knowledge (Education), Knowledge (Lore)

WELL ROUNDED ◆ HARD HEADED ◆ RESEARCHER ◆ GRIT


Choose any 2 skills. They When staggered or Removes per rank of Gain +1 strain threshold.
permanently become career disoriented, perform the Researcher from all COST 5
skills. Hard Headed action; make a Knowledge checks.
Daunting ( ) Researching a subject takes
COST 5 Discipline check to remove half the time.
status. Difficulty reduced per
COST 5
rank of Hard Headed.
COST 5

DURABLE TOUGHENED RESOLVE KNOWLEDGE SPECIALIZATION

May reduce any Critical Gain +2 wound threshold. When a character When acquired, choose 1
Injury suffered by 10 per rank involuntarily suffers strain, Knowledge skill. When
COST 10
of Durable to a minimum of he suffers 1 less strain per making that skill check, may
1. rank of Resolve to a spend result to gain
minimum of 1. additional successes equal to
COST 10 ranks in Knowledge
COST 10
Specialization.
COST 10

STUNNING BLOW KNOCKDOWN RESPECTED SCHOLAR RESEARCHER


When making Melee checks, After hitting with a melee May downgrade difficulty of Removes per rank of
may inflict damage as strain attack, may spend to checks to interact with Researcher from all
instead of wounds. This does knock the target prone. institutes of learning by one Knowledge checks.
not ignore soak level per rank of Respected Researching a subject takes
COST 15 Scholar. half the time.
COST 15
COST 15 COST 15

HARD HEADED ENDURING GRIT KNOWLEDGE SPECIALIZATION

When staggered or Gain +1 soak value. Gain +1 strain threshold. When acquired, choose 1
disoriented, perform the COST 20 Knowledge skill. When
Hard Headed action; make a
COST 20 making that skill check, may
Daunting ( ) spend result to gain
Discipline check to remove additional successes equal to
status. Difficulty reduced per ranks in Knowledge
rank of Hard Headed. Specialization.
COST 20 COST 20

PIN DEDICATION RESPECTED SCHOLAR MUSEUM WORTHY


Take Pin action; make an Gain +1 to a single May downgrade difficulty of Once per session, take
Opposed Athletics check to characteristic. This cannot checks to interact with Museum Worthy action;
immobilize an engaged bring a characteristic above institutes of learning by one make a Hard ( )
opponent until the end of 6. level per rank of Respected Knowledge (Education) check
the character’s next turn. Scholar. to ascertain information
COST 25
Spend to extend duration regarding a relic, ruin, or
COST 25
one round. piece of history.
COST 25 COST 25
PASSIVE

● EXPLORER BIG-GAME HUNTER ACTIVE

RANKED

Big-Game Hunter Bonus Career Skills: Knowledge (Xenology), Ranged (Heavy), Stealth, Survival

FORAGER GRIT STALKER OUTDOORSMAN


Remove up to from skill Gain +1 strain threshold. Add per rank of Stalker to Remove per rank of
checks to find food, water, or COST 5 all Stealth and Coordination Outdoorsman from checks to
shelter. Survival checks to checks. move through terrain or
forage take half the time. manage environmental
COST 5
effects. Decrease overland
COST 5 travel time by half.
COST 5

TOUGHENED OUTDOORSMAN CONFIDENCE SWIFT


Gain +2 wound threshold. Remove per rank of May decrease difficulty of Do not suffer the usual
Outdoorsman from checks to Discipline checks to avoid penalties for moving through
COST 10
move through terrain or fear by 1 per rank of difficult terrain.
manage environmental Confidence.
COST 10
effects. Decrease overland
travel time by half.
COST 10

COST 10

STALKER NATURAL HUNTER EXPERT TRACKER HEIGHTENED AWARENESS

Add per rank of Stalker to Once per session, may re-roll Remove per rank of Allies within close range add
all Stealth and Coordination any 1 Perception or Vigilance Expert Tracker to find tracks to Perception or Vigilance
checks. check. or track targets. Decrease checks. Engaged allies add
time to track a target by half. .
COST 15 COST 15
COST 15 COST 15

GRIT HUNTER’S QUARRY QUICK STRIKE EXPERT TRACKER


Gain +1 strain threshold. Take Hunter’s Quarry action; Add per rank of Quick Remove per rank of
COST 20 make a Hard ( ) Strike to combat checks Expert Tracker to find tracks
Survival check to upgrade the against targets that have not or track targets. Decrease
ability of all attacks made acted yet this encounter. time to track a target by half.
against a target at long range
until the end of the COST 20 COST 20
character’s next turn.
COST 20

BRING IT DOWN IMPROVED HUNTER’S QUARRY


DEDICATION SUPERIOR REFLEXES

Once per attack, spend 1 Suffer 2 strain to perform Gain +1 to a single Gain +1 melee defense.
Destiny Point to add damage Hunter’s Quarry action as a characteristic. This cannot
to a single hit equal to maneuver. bring a characteristic above
COST 25
target’s Brawn value. 6.
COST 25
COST 25 COST 25
PASSIVE

● EXPLORER DRIVER ACTIVE

RANKED

Driver Bonus Career Skills: Cool, Gunnery, Mechanics, Piloting (Planetary)

FULL THROTTLE ALL-TERRAIN DRIVER FINE TUNING GEARHEAD


Take a Full Throttle action; Do not suffer usual penalties When reducing the amount Remove per rank of
make a Hard ( ) for driving through difficult of system strain a starship or Gearhead from Mechanics
Piloting check to increase a terrain when using Piloting vehicle suffers, reduce 1 checks. Halve the credit cost
vehicle’s top speed by 1 for a (Planetary). additional strain per rank of to add mods to attachments.
number of rounds equal to Fine Tuning.
COST 5 COST 5
Cunning.
COST 5
COST 5

GRIT SKILLED JOCKEY RAPID REACTION GRIT


Gain +1 strain threshold. Remove per rank of Suffer a number of strain to Gain +1 strain threshold.
COST 10 Skilled Jockey from all add an equal number of COST 10
Piloting (Planetary) and to initiative checks. Strain
Piloting (Space) checks the suffered cannot exceed ranks
character attempts. in Rapid Reaction.
COST 10 COST 10

IMPROVED FULL THROTTLE TRICKY TARGET FINE TUNING TOUGHENED


Suffer 1 strain to attempt Full Count vehicle or starship When reducing the amount Gain +2 wound threshold.
throttle as a maneuver and piloted as having a silhouette of system strain a starship or
COST 15
decrease its difficulty to 1 lower when being attacked. vehicle suffers, reduce 1
Average ( ). additional strain per rank of
COST 15 Fine Tuning.
COST 15
COST 15

DEFENSIVE DRIVING SKILLED JOCKEY NATURAL DRIVER GEARHEAD


Increase defense of vehicle Remove per rank of Once per session, may re-roll Remove per rank of
or starship being piloted by 1 Skilled Jockey from all any 1 Piloting (Planetary) or Gearhead from Mechanics
per rank of Defensive Driving. Piloting (Planetary) and Gunnery check. checks. Halve the credit cost
Piloting (Space) checks the to add mods to attachments.
COST 20 COST 20
character attempts.
COST 20
COST 20

SUPREME FULL THROTTLE FULL STOP MASTER DRIVER DEDICATION


When performing Full When piloting a ship or Once per round when driving Gain +1 to a single
Throttle, top speed increases vehicle, take a full-stop a vehicle, may suffer 2 strain characteristic. This cannot
by 2 instead of 1. maneuver to reduce speed to to perform any action as a bring a characteristic above
zero and suffer system strain maneuver. 6.
COST 25 equal to the speed reduced.
COST 25 COST 25
COST 25
PASSIVE

● EXPLORER FRINGER ACTIVE

RANKED

Fringer Bonus Career Skills: Astrogation, Coordination, Negotiation, Streetwise

GALAXY MAPPER STREET SMARTS RAPID RECOVERY STREET SMARTS


Remove per rank of Remove per rank of Street When healing strain after an Remove per rank of Street
Galaxy Mapper from Smarts from Streetwise or encounter, heal 1 additional Smarts from Streetwise or
Astrogation checks. Knowledge (Underworld) strain per rank of Rapid Knowledge (Underworld)
Astrogation checks take half checks. Recovery. checks.
normal time.
COST 5 COST 5 COST 5
COST 5

SKILLED JOCKEY GALAXY MAPPER GRIT TOUGHENED


Remove per rank of Remove per rank of Gain +1 strain threshold. Gain +2 wound threshold.
Skilled Jockey from all Galaxy Mapper from COST 10 COST 10
Piloting (Planetary) and Astrogation checks.
Piloting (Space) checks the Astrogation checks take half
character attempts. normal time.
COST 10 COST 10

MASTER STARHOPPER DEFENSIVE DRIVING RAPID RECOVERY DURABLE


Once per round, suffer 2 Increase defense of vehicle When healing strain after an May reduce any Critical
strain to decrease the or starship being piloted by 1 encounter, heal 1 additional Injury suffered by 10 per rank
difficulty of next Astrogation per rank of Defensive Driving. strain per rank of Rapid of Durable to a minimum of
check by 1 to a minimum of Recovery. 1.
Easy ( ).
COST 15
COST 15 COST 15
COST 15

RAPID RECOVERY JUMP UP GRIT KNOCKDOWN


When healing strain after an Once per round, may stand Gain +1 strain threshold. After hitting with a melee
encounter, heal 1 additional from seated or prone as an COST 20 attack, may spend to
strain per rank of Rapid incidental. knock the target prone.
Recovery. COST 20 COST 20
COST 20

DEDICATION TOUGHENED DODGE DODGE


Gain +1 to a single Gain +2 wound threshold. When targeted by combat When targeted by combat
characteristic. This cannot check, may perform a Dodge check, may perform a Dodge
COST 25
bring a characteristic above incidental to suffer a number incidental to suffer a number
6. of strain no greater than of strain no greater than
ranks of Dodge, then ranks of Dodge, then
COST 25
upgrade the difficulty of the upgrade the difficulty of the
check by that number. check by that number.
COST 25 COST 25
PASSIVE

● EXPLORER SCOUT ACTIVE

RANKED

Scout Bonus Career Skills: Athletics, Medicine, Piloting (Planetary), Survival

RAPID RECOVERY STALKER GRIT SHORTCUT


When healing strain after an Add per rank of Stalker to Gain +1 strain threshold. During a chase, add per
encounter, heal 1 additional all Stealth and Coordination COST 5 rank in Shortcut to any
strain per rank of Rapid checks. checks made to catch or
Recovery. escape an opponent.
COST 5
COST 5 COST 5

FORAGER QUICK STRIKE LET’S RIDE DISORIENT


Remove up to from skill Add per rank of Quick Once per round, may mount After hitting with a combat
checks to find food, water, or Strike to combat checks or dismount a vehicle or check, may spend to
shelter. Survival checks to against targets that have not beast, or enter a cockpit or disorient target for a number
forage take half the time. acted yet this encounter. weapon station on a vehicle, of rounds equal to ranks in
as an incidental. Disorient.
COST 10 COST 10
COST 10 COST 10

RAPID RECOVERY NATURAL HUNTER FAMILIAR SUNS SHORTCUT


When healing strain after an Once per session, may re-roll Once per session, may During a chase, add per
encounter, heal 1 additional any 1 Perception or Vigilance perform a Familiar Suns rank in Shortcut to any
strain per rank of Rapid check. maneuver; make a Hard checks made to catch or
Recovery. ( ) Knowledge (Outer escape an opponent.
COST 15 Rim) or (Core Worlds) check
COST 15 COST 15
to reveal the current type of
planetary environment and
other useful information.
COST 15

GRIT HEIGHTENED AWARENESS TOUGHENED QUICK STRIKE


Gain +1 strain threshold. Allies within close range add Gain +2 wound threshold. Add per rank of Quick
COST 20 to Perception or Vigilance COST 20 Strike to combat checks
checks. Engaged allies add against targets that have not
. acted yet this encounter.

COST 20 COST 20

UTILITY BELT DEDICATION STALKER DISORIENT


Spend 1 Destiny Point to Gain +1 to a single Add per rank of Stalker to After hitting with a combat
perform a Utility Belt characteristic. This cannot all Stealth and Coordination check, may spend to
incidental; produce a bring a characteristic above checks. disorient target for a number
previously undocumented 6. of rounds equal to ranks in
COST 25
item or weapon (with Disorient.
COST 25
restrictions) from a tool belt
or satchel.
COST 25

COST 25
PASSIVE

● EXPLORER TRADER ACTIVE

RANKED

Trader Bonus Career Skills: Deception, Knowledge (Core Worlds), Knowledge (Underworld), Negotiation

KNOW SOMEBODY CONVINCING DEMEANOR WHEEL AND DEAL SMOOTH TALKER


Once per session, when Remove per rank of When selling goods legally, When first acquired, choose
attempting to purchase a Convincing Demeanor from gain 10% more credits per 1 skill; Charm, Coercion,
legally available item, reduce Deception or Skulduggery rank of Wheel and Deal. Deception, or Negotiation.
its rarity by 1 per rank of checks. When making checks with
Know Somebody. COST 5 that skill, spend to gain
COST 5 additional equal to ranks
COST 5 in Smooth Talker.
COST 5

WHEEL AND DEAL GRIT SPARE CLIP TOUGHENED


When selling goods legally, Gain +1 strain threshold. Cannot run out of ammo due Gain +2 wound threshold.
gain 10% more credits per COST 10 to result. Items with COST 10
rank of Wheel and Deal. limited ammo quality run out
of ammo as normal.
COST 10
COST 10

KNOW SOMEBODY NOBODY’S FOOL SMOOTH TALKER NOBODY’S FOOL


Once per session, when May upgrade difficulty of When first acquired, choose May upgrade difficulty of
attempting to purchase a incoming Charm, Coercion, 1 skill; Charm, Coercion, incoming Charm, Coercion,
legally available item, reduce or Deception checks once per Deception, or Negotiation. or Deception checks once per
its rarity by 1 per rank of rank of Nobody’s Fool. When making checks with rank of Nobody’s Fool.
Know Somebody. that skill, spend to gain
COST 15 additional equal to ranks COST 15
COST 15 in Smooth Talker.
COST 15

WHEEL AND DEAL STEELY NERVES BLACK MARKET CONTACTS BLACK MARKET CONTACTS

When selling goods legally, Spend 1 Destiny Point to When purchasing illegal When purchasing illegal
gain 10% more credits per ignore effects of Critical goods, may reduce rarity by 1 goods, may reduce rarity by 1
rank of Wheel and Deal. Injuries on Willpower or per rank of Black Market per rank of Black Market
Presence checks until the Contacts, increasing cost by Contacts, increasing cost by
COST 20 end of the encounter. 50 percent of base cost per 50 percent of base cost per
reduction. reduction.
COST 20
COST 20 COST 20

KNOW SOMEBODY NATURAL NEGOTIATOR DEDICATION MASTER MERCHANT

Once per session, when Once per session, may re-roll Gain +1 to a single When buying or selling
attempting to purchase a any 1 Cool or Negotiation characteristic. This cannot goods, or paying off or taking
legally available item, reduce check. bring a characteristic above Obligation, may suffer 2
its rarity by 1 per rank of 6. strain to sell for 25% more,
Know Somebody. COST 25 buy for 25% less, pay off 1
COST 25
more Obligation, or take on 1
COST 25 less.
COST 25
● EXPLORER SUDDEN DISCOVERY
ATTACHED TO

SUDDEN DISCOVERY BASE ABILITY


Once per game session, the character may spend 2 Destiny Points to make a Hard ( ) Knowledge (Outer Rim) or Knowledge (Core Worlds) check. If
he succeeds, the character can pinpoint his exact location without a map or other guide, discover a lost or hidden item or location, or identify a safe and
fast path through any terrain. The exact nature of what the character is trying to accomplish, as well as the end results, must be approved by the GM.

COST 30

ADD BOOST REDUCE SETBACK REDUCE SETBACK CHANGE SKILL


Add to skill check to Remove from skill check Remove from skill check Sudden Discovery Can be
activate Sudden Discovery. to activate Sudden Discovery. to activate Sudden Discovery. activated with the
Astrogation or Survival skills.
COST 10 COST 10 COST 10
COST 10

ADD BOOST REDUCE DIFFICULTY FREQUENCY DESTINY


Add to skill check to Reduce the difficulty of the Sudden Discovery may be Sudden Discovery costs 1
activate Sudden Discovery. skill check to activate Sudden used twice per game session. Destiny Point instead of 2.
Discovery to Average ( ).
COST 15 COST 15 COST 15
COST 15
● EXPLORER UNMATCHED MOBILITY ★
ATTACHED TO

UNMATCHED MOBILITY BASE ABILITY


Once per game session as an incidental, the character may spend 2 Destiny Points to increase the number of maneuvers he is allowed to perform in a
turn to three for the next two rounds. This third maneuver may be gained through any of the means a second maneuver is normally gained.

COST 30

DURATION FREE MANEUVER FREE MANEUVER MELEE DEFENSE


Unmatched Mobility lasts for Gain one additional free Gain one additional free Gain +1 melee defense while
one additional round. maneuver while base ability maneuver while base ability Unmatched Mobility is
is active. This does not is active. This does not active.
COST 10 increase per-turn maneuvers. increase per-turn maneuvers.
COST 10
COST 10 COST 10

DURATION DURATION DESTINY RANGED DEFENSE


Unmatched Mobility lasts for Unmatched Mobility lasts for Unmatched Mobility costs 1 Gain +1 ranged defense
one additional round. one additional round. Destiny Point instead of 2. while Unmatched Mobility is
active.
COST 15 COST 15 COST 15
COST 15
PASSIVE

GUARDIAN ARMORER ACTIVE

RANKED

Bonus Career Skills: Knowledge (Outer Rim), Lightsaber, Mechanics, Resilience Force Sensitive only

GRIT TOUGHENED GEARHEAD INVENTOR


Gain +1 strain threshold. Gain +2 wound threshold. Remove per rank of When constructing new
COST 5 Gearhead from Mechanics items or modifying
COST 5
checks. Halve the credit cost attachments, add or
to add mods to attachments. remove per rank of
Inventor.
COST 5
COST 5

SABER THROW ARMOR MASTER GRIT GEARHEAD


Perform Saber Throw action; When wearing armor, Gain +1 strain threshold. Remove per rank of
make Lightsaber combat increase total soak value by COST 10 Gearhead from Mechanics
check as ranged attack at 1. checks. Halve the credit cost
target within medium range, to add mods to attachments.
COST 10
adding no greater than
COST 10
Force rating. Must spend
and succeed to hit target;
spend to have weapon
return to hand.
COST 10

TOUGHENED IMPROVED ARMOR MASTER INVENTOR MENTAL TOOLS


Gain +2 wound threshold. When wearing armor with When constructing new Always count as having the
soak of 2 or higher, increase items or modifying right tools for the job when
COST 15
defense by 1. attachments, add or performing Mechanics
remove per rank of checks.
COST 15
Inventor.
COST 15
COST 15

COMPREHEND
TINKERER FALLING AVALANCHE SUPREME ARMOR MASTER
TECHNOLOGY
Take Comprehend May add 1 additional hard Suffer 2 strain to add damage Once per round, may suffer 3
Technology action; make an point to a number of items equal to Brawn to next strain to take the Armor
Average ( ) Knowledge equal to ranks in Tinkerer. Lightsaber combat check Master incidental; reduce the
(Education) check to use Each item may only be made that turn. next Critical Injury suffered
Force rating as ranks in skills modified once. by 10 per point of soak, to a
COST 20 minimum of 1.
to use a single item. COST 20
COST 20 COST 20

FORCE RATING IMBUE ITEM REINFORCE ITEM DEDICATION


Gain +1 Force Rating. Take the Imbue Item Take the Reinforce Item Gain +1 to a single
maneuver; suffer 1 strain and maneuver; commit to characteristic. This cannot
COST 25 commit to grant one grant one weapon or piece of bring a characteristic above
weapon, piece of armor, or armor the Cortosis quality 6.
item an improvement while while remains COST 25
remains committed. committed. Suffer 3 strain
Suffer 1 strain every round every round remains
remains committed. committed.

COST 25 COST 25
PASSIVE

GUARDIAN PEACEKEEPER ACTIVE

RANKED

Peacekeeper Bonus Career Skills: Discipline, Leadership, Perception, Piloting (Planetary) Force Sensitive only

COMMAND CONFIDENCE SECOND WIND COMMANDING PRESENCE

Add per rank of Command May decrease difficulty of Once per encounter, may use Remove per rank of
when making Leadership Discipline checks to avoid Second Wind incidental to Commanding Presence from
checks. Affected targets add fear by 1 per rank of heal strain equal to ranks in Leadership and Cool checks.
to Discipline checks for Confidence. Second Wind.
next 24 hours. COST 5
COST 5 COST 5
COST 5

COMMANDING PRESENCE TOUGHENED SECOND WIND CONFIDENCE


Remove per rank of Gain +2 wound threshold. Once per encounter, may use May decrease difficulty of
Commanding Presence from Second Wind incidental to Discipline checks to avoid
COST 10
Leadership and Cool checks. heal strain equal to ranks in fear by 1 per rank of
Second Wind. Confidence.
COST 10
COST 10 COST 10

TOUGHENED ENHANCED LEADER COMMAND FIELD COMMANDER


Gain +2 wound threshold. When making a Leadership Add per rank of Command Take the Field Commander
check, add no greater when making Leadership action; make an Average
COST 15
than Force rating, spend checks. Affected targets add ( ) Leadership check. A
to add or to the result. to Discipline checks for number of allies equal to
next 24 hours. Presence may immediately
COST 15 suffer 1 stain to perform 1
COST 15
free maneuver.
COST 15

STEELY NERVES SECOND WIND TOUGHENED IMPROVED FIELD COMMANDER

Spend 1 Destiny Point to Once per encounter, may use Gain +2 wound threshold. Field Commander action
ignore effects of Critical Second Wind incidental to affects allies equal to double
COST 20
Injuries on Willpower or heal strain equal to ranks in Presence, and may spend
Presence checks until the Second Wind. to allow allies to suffer 1
end of the encounter. strain and perform 1 free
COST 20
action instead.
COST 20
COST 20

UNITY ASSAULT DEDICATION FORCE RATING NATURAL LEADER


If a missed combat check Gain +1 to a single Gain +1 Force Rating. Once per session, may re-roll
generates or , characteristic. This cannot any 1 Cool or Leadership
may spend to perform Force bring a characteristic above COST 25 check.
power targeting allies as a 6.
maneuver. COST 25
COST 25
COST 25
PASSIVE

GUARDIAN PROTECTOR ACTIVE

RANKED

Protector Bonus Career Skills: Athletics, Medicine, Ranged (Light), Resilience Force Sensitive only

TOUGHENED BODY GUARD GRIT TOUGHENED


Gain +2 wound threshold. Once per round, perform the Gain +1 strain threshold. Gain +2 wound threshold.
Body Guard maneuver to COST 5
COST 5 COST 5
guard an engaged character.
Suffer a number of strain no
greater than ranks of Body
Guard, then until the
beginning of the next turn
upgrade the difficulty of
combat checks targeting the
character by that number.
COST 5

PARRY PHYSICIAN STIMPACK SPECIALIZATION FORCE PROTECTION


When hit by a melee attack, When making a Medicine Stimpacks heal 1 additional Perform the Force Protection
suffer 3 strain to reduce check to help a character wound per rank of Stimpack maneuver; suffer 1 strain and
damage by 2 plus ranks in heal wounds, the target heals Specialization. commit up to ranks of
Parry. 1 additional strain per rank of Force Protection. Increase
Physician. COST 10 soak by number of
COST 10 committed until beginning of
COST 10
next turn. Suffer 1 strain for
every committed.
COST 10

REFLECT STIMPACK SPECIALIZATION HEIGHTENED AWARENESS CENTER OF BEING


When hit by a ranged attack, Stimpacks heal 1 additional Allies within close range add Take a Center of Being
suffer 3 strain to reduce wound per rank of Stimpack to Perception or Vigilance maneuver. Until the
damage by 2 plus ranks in Specialization. checks. Engaged allies add beginning of next turn,
Reflect. . attacks against the character
COST 15 increase their critical rating
COST 15 COST 15 by 1 per rank of Center of
Being.

COST 15

CIRCLE OF SHELTER FORCE PROTECTION GRIT BODY GUARD


When an engaged ally suffers Perform the Force Protection Gain +1 strain threshold. Once per round, perform the
a hit, may use Parry or maneuver; suffer 1 strain and COST 20 Body Guard maneuver to
Reflect incidental against the commit up to ranks of guard an engaged character.
hit. Force Protection. Increase Suffer a number of strain no
soak by number of greater than ranks of Body
COST 20
committed until beginning of Guard, then until the
next turn. Suffer 1 strain for beginning of the next turn
every committed. upgrade the difficulty of
combat checks targeting the
COST 20 character by that number.
COST 20

CENTER OF BEING FORCE RATING DEDICATION IMPROVED BODYGUARD

Take a Center of Being Gain +1 Force Rating. Gain +1 to a single Once per session, when an
maneuver. Until the characteristic. This cannot ally protected by the Body
beginning of next turn, COST 25 bring a characteristic above Guard maneuver suffers a
attacks against the character 6. hit, suffer the hit instead.
increase their critical rating
COST 25 COST 25
by 1 per rank of Center of
Being.

COST 25
PASSIVE

GUARDIAN SORESU DEFENDER ACTIVE

RANKED

Soresu Defender Bonus Career Skills: Discipline, Knowledge (Lore), Lightsaber, Vigilance Force Sensitive only

PARRY PARRY TOUGHENED DEFENSIVE STANCE


When hit by a melee attack, When hit by a melee attack, Gain +2 wound threshold. Once per round, may
suffer 3 strain to reduce suffer 3 strain to reduce perform Defensive Stance
COST 5
damage by 2 plus ranks in damage by 2 plus ranks in maneuver and suffer a
Parry. Parry. number of strain to upgrade
difficulty of all incoming
COST 5 COST 5 melee attacks by an equal
number. Strain suffered this
way cannot exceed ranks in
Defensive Stance.
COST 5

SORESU TECHNIQUE REFLECT GRIT GRIT


When making a check using When hit by a ranged attack, Gain +1 strain threshold. Gain +1 strain threshold.
the Lightsaber skill, the suffer 3 strain to reduce COST 10 COST 10
character may use Intellect damage by 2 plus ranks in
instead of Brawn. Reflect.
COST 10 COST 10

CONFIDENCE IMPROVED PARRY DEFENSIVE CIRCLE PARRY


May decrease difficulty of When parrying a hit that May take the Defensive When hit by a melee attack,
Discipline checks to avoid generated or , Circle action; make a Hard suffer 3 strain to reduce
fear by 1 per rank of may hit attacker once with ( ) Lightsaber damage by 2 plus ranks in
Confidence. Lightsaber, Brawl, or Melee (Intellect) check. The Parry.
weapon (dealing base character, plus one ally
COST 15 damage) after original attack COST 15
within short range per ,
resolves. gains 1 defense plus 1
defense per .
COST 15
COST 15

PARRY REFLECT REFLECT DEFENSIVE STANCE


When hit by a melee attack, When hit by a ranged attack, When hit by a ranged attack, Once per round, may
suffer 3 strain to reduce suffer 3 strain to reduce suffer 3 strain to reduce perform Defensive Stance
damage by 2 plus ranks in damage by 2 plus ranks in damage by 2 plus ranks in maneuver and suffer a
Parry. Reflect. Reflect. number of strain to upgrade
difficulty of all incoming
COST 20 COST 20 COST 20 melee attacks by an equal
number. Strain suffered this
way cannot exceed ranks in
Defensive Stance.
COST 20

SUPREME PARRY DEDICATION IMPROVED REFLECT STRATEGIC FORM


If the user did not make a Gain +1 to a single When reflecting a hit that May take the Strategic Form
combat check during his characteristic. This cannot generated or , action; make a Hard ( )
previous turn, may suffer 1 bring a characteristic above may hit one target in Lightsaber (Intellect) check,
strain to use Parry. 6. medium range with the same rolling no greater than
damage as the initial hit, Force rating, if successful, 1
COST 25 COST 25
after original attack resolves. target within short range
may only attack character for
COST 25 1 round. Spend to extend
effects for 1 target for 1
round.
COST 25
PASSIVE ACTIVE

GUARDIAN WARDEN RANKED

Force Conflict
Bonus Career Skills: Brawl, Coercion, Discipline, Knowledge (Underworld) Sensitive Cost
only

GRIT TOUGHENED INTIMIDATING GRIT


Gain +1 strain threshold. Gain +2 wound threshold. May suffer a number of Gain +1 strain threshold.
COST 5 strain to downgrade difficulty COST 5
COST 5
of Coercion checks, or
upgrade difficulty when
targeted by Coercion checks,
by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 5

PRECISION STRIKE CONFIDENCE SCATHING TIRADE BAD COP


When this character inflicts a May decrease difficulty of Take a Scathing Tirade May spend from a
Critical Injury with a Brawl, Discipline checks to avoid action: make an Average Deception or Coercion check
Melee or Lightsaber weapon, fear by 1 per rank of ( ) Coercion check. Each to upgrade ability of a single
may suffer 1 strain to change Confidence. causes one enemy in close ally’s subsequent Social
the result to any Easy ( ) range to suffer 1 strain. Interaction check against the
Critical Injury Result.
COST 10 target a number of times
Spend to cause 1 affected
enemy to suffer 1 additional equal to ranks in Bad Cop.
COST 10 strain.
COST 10
COST 10

SENSE ADVANTAGE CONFIDENCE FEARSOME NO ESCAPE


Once per session, may add May decrease difficulty of When an adversary becomes May spend from
to 1 NPC’s skill check. Discipline checks to avoid engaged with the character, Coercion check or from
fear by 1 per rank of the character may force the a foe’s Discipline check; that
COST 15 Confidence. adversary to make a fear target cannot perform a free
check, with the difficulty maneuver during his next
COST 15 equal to the character’s turn.
ranks in Fearsome.
COST 15
COST 15

TOUGHENED OVERBALANCE BALEFUL GAZE BAD COP


Gain +2 wound threshold. When a combat check made When targeted by combat May spend from a
by an engaged foe generates check from within medium Deception or Coercion check
COST 20
or , may stagger range, may spend Destiny to upgrade ability of a single
attacker until the end of his Point to upgrade the ally’s subsequent Social
next turn. difficulty of the check a Interaction check against the
number of times equal to target a number of times
COST 20 ranks in Coercion. equal to ranks in Bad Cop.

COST 20 COST 20

GRAPPLE DEDICATION FORCE RATING FEARSOME


Once per round, may Gain +1 to a single Gain +1 Force Rating. When an adversary becomes
perform the Grapple characteristic. This cannot engaged with the character,
maneuver. Until the bring a characteristic above COST 25 the character may force the
beginning of character’s next 6. adversary to make a fear
turn, foes must spend 2 check, with the difficulty
COST 25
maneuvers instead of 1 to equal to the character’s
move from engaged to short ranks in Fearsome.
range.
COST 25
COST 25
PASSIVE

GUARDIAN WARLEADER ACTIVE

RANKED

Bonus Career Skills: Leadership, Perception, Ranged (Light), Survival Force Sensitive only

PRIME POSITIONS SUPPRESSING FIRE GRIT UNCANNY SENSES


When this character or an Character and allies in short Gain +1 strain threshold. Add per rank of Uncanny
ally in short range takes range may spend on COST 5 Senses to all Perception
cover, he increases soak failed combat checks once checks.
against ranged attacks by 1 per round to inflict 1 strain
per rank of Prime Positions
COST 5
per rank of Suppressing Fire
until he leaves that cover. on the target.

COST 5 COST 5

GRIT CAREFUL PLANNING SENSE DANGER SWIFT


Gain +1 strain threshold. Once per session, may Once per session, remove Do not suffer the usual
COST 10 introduce a “fact” into the from any 1 check. penalties for moving through
narrative as if a Destiny Point difficult terrain.
had been spent. COST 10
COST 10
COST 10

SUPPRESSING FIRE GRIT UNCANNY SENSES PRESCIENT SHOT


Character and allies in short Gain +1 strain threshold. Add per rank of Uncanny Add to all Ranged (Light)
range may spend on COST 15 Senses to all Perception checks unless the target is
failed combat checks once checks. immune to Force powers.
per round to inflict 1 strain
COST 15 COST 15
per rank of Suppressing Fire
on the target.

COST 15

COORDINATED ASSAULT PRIME POSITIONS BLIND SPOT FOREWARNING


Take the Coordinated Assault When this character or an This character and allies Perform the Forewarning
maneuver; a number of ally in short range takes within short range add to action. All allies within
engaged allies equal to cover, he increases soak combat checks while medium range increase
Leadership ranks add to against ranged attacks by 1 benefiting from cover. defense by character’s Force
combat checks until per rank of Prime Positions rating until they act in the
beginning of next turn. Range until he leaves that cover. COST 20 encounter.
increases per rank of
COST 20 COST 20
Coordinated Assault.
COST 20

CLEVER SOLUTION DEDICATION FORCE RATING PROPHETIC AIM


Once per session, make one Gain +1 to a single Gain +1 Force Rating. While benefiting from Aim
skill check using Cunning characteristic. This cannot maneuver, from this
rather than the characteristic bring a characteristic above COST 25 character’s Ranged (Heavy)
linked to that skill. 6. and Ranged (Light) checks
cannot cause attacks to hit
COST 25 COST 25
allies engaged with the
target.

COST 25
GUARDIAN FATED DUEL
ATTACHED TO

FATED DUEL BASE ABILITY


Once per game session, during a combat encounter, the character may spend 2 Destiny Points and make a Hard ( ) Discipline check to challenge
another character. If he succeeds, the two characters are locked in a duel for 3 rounds. For the duration of the duel, the two dueling characters can only
make attacks targeting each other and no other characters can target the dueling characters with attacks (or otherwise intervene).

COST 30

REDUCE DIFFICULTY INSPIRATION DURATION STAND FIRM


Reduce the difficulty of the Add to checks made by Fated Duel lasts for 1 Increase wound threshold by
skill check to activate Fated allies while Fated Duel is additional round. +4 while Fated Duel is active.
Duel to Average ( ). active.
COST 10 COST 10
COST 10 COST 10

STAND FIRM DURATION INSPIRATION COSMIC BALANCE


Increase wound threshold by Fated Duel lasts for 1 Add to checks made by Whenever the character
+4 while Fated Duel is active. additional round. allies while Fated Duel is suffers a Critical Injury while
active. Fated Duel is active, flip one
COST 15 COST 15 Dark Side Destiny Point to a
COST 15 Light Side Destiny Point.

COST 15
GUARDIAN UNMATCHED HEROISM
ATTACHED TO

UNMATCHED HEROISM BASE ABILITY


Once per game session, as an out of turn incidental, the character may spend 2 Destiny Points. For the next 2 rounds, whenever an ally within short
range is targeted by a successful combat check, the character may suffer 2 strain to move to engaged range of that ally and become the target of the
combat check instead.

COST 30

DURATION ENDURANCE DESTINY DURATION


Unmatched Heroism lasts for Reduce the strain cost to Unmatched Heroism costs 1 Unmatched Heroism lasts for
1 additional round. become the target of an Destiny Point instead of 2. 1 additional round.
attack with Unmatched
COST 10 Heroism by 1. COST 10 COST 10

COST 10

FREQUENCY INCREASE RANGE DURATION ENDURANCE


Unmatched Heroism may be Increase the range at which Unmatched Heroism lasts for Reduce the strain cost to
used twice per game session. Unmatched Heroism can 1 additional round. become the target of an
affect allies to medium attack with Unmatched
COST 15 range. COST 15 Heroism by 1.

COST 15 COST 15
PASSIVE

HIRED GUN BODY GUARD ACTIVE

RANKED

Body Guard Bonus Career Skills: Gunnery, Perception, Piloting (Planetary), Ranged (Heavy)

TOUGHENED BARRAGE DURABLE GRIT


Gain +2 wound threshold. Add 1 damage per rank of May reduce any Critical Gain +1 strain threshold.
Barrage to 1 hit of successful Injury suffered by 10 per rank COST 5
COST 5
attack while using Ranged of Durable to a minimum of
(Heavy) or Gunnery skills at 1.
long or extreme range.
COST 5
COST 5

BODY GUARD HARD HEADED BARRAGE BRACE


Once per round, perform the When staggered or Add 1 damage per rank of Perform a Brace maneuver to
Body Guard maneuver to disoriented, perform the Barrage to 1 hit of successful remove per rank of Brace
guard an engaged character. Hard Headed action; make a attack while using Ranged from next Action. This may
Suffer a number of strain no Daunting ( ) (Heavy) or Gunnery skills at only remove added by
greater than ranks of Body Discipline check to remove long or extreme range. environmental
Guard, then until the status. Difficulty reduced per circumstances.
beginning of the next turn rank of Hard Headed.
COST 10
upgrade the difficulty of COST 10
combat checks targeting the
COST 10
character by that number.
COST 10

BODY GUARD SIDE STEP DEFENSIVE STANCE BRACE


Once per round, perform the Once per round, may Once per round, may Perform a Brace maneuver to
Body Guard maneuver to perform Side Step maneuver perform Defensive Stance remove per rank of Brace
guard an engaged character. and suffer a number of strain maneuver and suffer a from next Action. This may
Suffer a number of strain no to upgrade difficulty of all number of strain to upgrade only remove added by
greater than ranks of Body incoming ranged attacks by difficulty of all incoming environmental
Guard, then until the an equal number for the next melee attacks by an equal circumstances.
beginning of the next turn round. Strain suffered this number. Strain suffered this
upgrade the difficulty of way cannot exceed ranks in way cannot exceed ranks in COST 15
combat checks targeting the Side Step. Defensive Stance.
character by that number.
COST 15 COST 15
COST 15

ENDURING SIDE STEP DEFENSIVE STANCE HARD HEADED


Gain +1 soak value. Once per round, may Once per round, may When staggered or
perform Side Step maneuver perform Defensive Stance disoriented, perform the
COST 20 and suffer a number of strain maneuver and suffer a Hard Headed action; make a
to upgrade difficulty of all number of strain to upgrade Daunting ( )
incoming ranged attacks by difficulty of all incoming Discipline check to remove
an equal number for the next melee attacks by an equal status. Difficulty reduced per
round. Strain suffered this number. Strain suffered this rank of Hard Headed.
way cannot exceed ranks in way cannot exceed ranks in
Side Step. Defensive Stance.
COST 20

COST 20 COST 20

DEDICATION BARRAGE TOUGHENED IMPROVED HARD HEADED

Gain +1 to a single Add 1 damage per rank of Gain +2 wound threshold. When incapacitated due to
characteristic. This cannot Barrage to 1 hit of successful strain exceeding threshold,
COST 25
bring a characteristic above attack while using Ranged may take a more difficult
6. (Heavy) or Gunnery skills at Hard Headed action to
long or extreme range. reduce strain to 1 below
COST 25
threshold.
COST 25
COST 25
PASSIVE

HIRED GUN DEMOLITIONIST ACTIVE

RANKED

Demolitionist Bonus Career Skills: Computers, Cool, Mechanics, Skulduggery

POWERFUL BLAST GRIT SELECTIVE DETONATION STEADY NERVES


Increase Blast damage dealt Gain +1 strain threshold. When using a weapon with Remove per rank of
by explosives, explosive COST 5 the Blast quality, spend to Steady Nerves from Cool or
weapons, and grenades by exclude 1 target that would Skulduggery checks.
+1 per rank of Powerful Blast. be affected by the explosion,
up to ranks in Selective COST 5
COST 5 Detonation.
COST 5

TOUGHENED TIME TO GO POWERFUL BLAST GRIT


Gain +2 wound threshold. The character may spend 1 Increase Blast damage dealt Gain +1 strain threshold.
Destiny Point to perform a by explosives, explosive COST 10
COST 10
Move maneuver as an weapons, and grenades by
incidental to attempt to +1 per rank of Powerful Blast.
move into cover or out of the
blast range of a weapon or COST 10
explosion.

COST 10

ENDURING IMPROVED TIME TO GO STEADY NERVES RAPID REACTION


Gain +1 soak value. When activating Time to Go, Remove per rank of Suffer a number of strain to
allow 1 engaged ally to also Steady Nerves from Cool or add an equal number of
COST 15 perform an out of turn Move Skulduggery checks. to initiative checks. Strain
maneuver as an incidental to suffered cannot exceed ranks
attempt to move into cover COST 15 in Rapid Reaction.
or out of the blast range of a
weapon or explosion. COST 15

COST 15

IMPROVISED DETONATION POWERFUL BLAST GRIT SELECTIVE DETONATION

Once per session, make a Increase Blast damage dealt Gain +1 strain threshold. When using a weapon with
Hard ( ) Mechanics by explosives, explosive COST 20 the Blast quality, spend to
check to perform the weapons, and grenades by exclude 1 target that would
Improvised Detonation +1 per rank of Powerful Blast. be affected by the explosion,
action and build an explosive up to ranks in Selective
device, dealing damage equal COST 20 Detonation.
to ranks in Intellect + ranks in
Mechanics + .
COST 20

COST 20

IMPROVED IMPROVISED
DETONATION DEDICATION MASTER GRENADIER SELECTIVE DETONATION

Reduce the difficulty of Gain +1 to a single Decrease the cost to When using a weapon with
Improvised Detonation’s characteristic. This cannot activate the Blast quality on the Blast quality, spend to
check to Average ( ) and bring a characteristic above any weapon used by 1 to a exclude 1 target that would
increase damage to twice 6. minimum of 1. be affected by the explosion,
ranks in Mechanics. up to ranks in Selective
COST 25 COST 25
Detonation.
COST 25
COST 25
PASSIVE

HIRED GUN ENFORCER ACTIVE

RANKED

Enforcer Bonus Career Skills: Brawl, Coercion, Knowledge (Underworld), Streetwise

TOUGHENED INTIMIDATING FEARSOME STREET SMARTS


Gain +2 wound threshold. May suffer a number of When an adversary becomes Remove per rank of Street
strain to downgrade difficulty engaged with the character, Smarts from Streetwise or
COST 5
of Coercion checks, or the character may force the Knowledge (Underworld)
upgrade difficulty when adversary to make a fear checks.
targeted by Coercion checks, check, with the difficulty
COST 5
by an equal number. Strain equal to the character’s
suffered this way cannot ranks in Fearsome.
exceed ranks in Intimidating.
COST 5
COST 5

DURABLE STUNNING BLOW NATURAL ENFORCER TALK THE TALK


May reduce any Critical When making Melee checks, Once per session, may re-roll When making a Knowledge
Injury suffered by 10 per rank may inflict damage as strain any 1 Coercion or Streetwise skill check, the character may
of Durable to a minimum of instead of wounds. This does check. spend 1 Destiny Point to
1. not ignore soak COST 10 substitute Knowledge
(Underworld) or Streetwise
COST 10 COST 10
for the required skill.

COST 10

INTIMIDATING DEFENSIVE STANCE TOUGHENED LOOM


May suffer a number of Once per round, may Gain +2 wound threshold. When an ally engaged with
strain to downgrade difficulty perform Defensive Stance the character makes a
COST 15
of Coercion checks, or maneuver and suffer a successful Charm, Deception,
upgrade difficulty when number of strain to upgrade or Negotiation check, the
targeted by Coercion checks, difficulty of all incoming character adds per rank in
by an equal number. Strain melee attacks by an equal Coercion to the ally’s check.
suffered this way cannot number. Strain suffered this
exceed ranks in Intimidating. way cannot exceed ranks in COST 15
Defensive Stance.
COST 15
COST 15

SECOND WIND STREET SMARTS WALK THE WALK INTIMIDATING


Once per encounter, may use Remove per rank of Street The character may spend 1 May suffer a number of
Second Wind incidental to Smarts from Streetwise or Destiny Point to add damage strain to downgrade difficulty
heal strain equal to ranks in Knowledge (Underworld) equal to his ranks in of Coercion checks, or
Second Wind. checks. Streetwise to one hit of a upgrade difficulty when
successful Brawl check. targeted by Coercion checks,
COST 20 COST 20
by an equal number. Strain
COST 20 suffered this way cannot
exceed ranks in Intimidating.
COST 20

FEARSOME DEDICATION BLACK MARKET CONTACTS FEARSOME


When an adversary becomes Gain +1 to a single When purchasing illegal When an adversary becomes
engaged with the character, characteristic. This cannot goods, may reduce rarity by 1 engaged with the character,
the character may force the bring a characteristic above per rank of Black Market the character may force the
adversary to make a fear 6. Contacts, increasing cost by adversary to make a fear
check, with the difficulty 50 percent of base cost per check, with the difficulty
COST 25
equal to the character’s reduction. equal to the character’s
ranks in Fearsome. ranks in Fearsome.
COST 25
COST 25 COST 25
PASSIVE

HIRED GUN HEAVY ACTIVE

RANKED

Heavy Bonus Career Skills: Gunnery, Perception, Ranged (Heavy), Resilience

BURLY BARRAGE GRIT TOUGHENED


Reduce any wielded Add 1 damage per rank of Gain +1 strain threshold. Gain +2 wound threshold.
weapon’s Cumbersome Barrage to 1 hit of successful COST 5 COST 5
quality and Encumbrance attack while using Ranged
rating by a number equal to (Heavy) or Gunnery skills at
ranks in Burly to a minimum long or extreme range.
of 1.
COST 5
COST 5

BARRAGE BRACE SPARE CLIP DURABLE


Add 1 damage per rank of Perform a Brace maneuver to Cannot run out of ammo due May reduce any Critical
Barrage to 1 hit of successful remove per rank of Brace to result. Items with Injury suffered by 10 per rank
attack while using Ranged from next Action. This may limited ammo quality run out of Durable to a minimum of
(Heavy) or Gunnery skills at only remove added by of ammo as normal. 1.
long or extreme range. environmental circumstances.
COST 10 COST 10
COST 10 COST 10

SIDE STEP BURLY HEROIC FORTITUDE TOUGHENED


Once per round, may Reduce any wielded May spend 1 Destiny Point to Gain +2 wound threshold.
perform Side Step maneuver weapon’s Cumbersome ignore effects of Critical
COST 15
and suffer a number of strain quality and Encumbrance Injuries on Brawn or Agility
to upgrade difficulty of all rating by a number equal to checks until the end of the
incoming ranged attacks by ranks in Burly to a minimum encounter.
an equal number for the next of 1.
COST 15
round. Strain suffered this
way cannot exceed ranks in COST 15
Side Step.
COST 15

BRACE BARRAGE RAIN OF DEATH HEROIC RESILIENCE


Perform a Brace maneuver to Add 1 damage per rank of Perform the Rain of Death Immediately after being hit
remove per rank of Brace Barrage to 1 hit of successful maneuver to ignore the by an attack but before
from next Action. This may attack while using Ranged increased difficulty due to suffering damage, spend 1
only remove added by (Heavy) or Gunnery skills at the Auto-fire quality of Destiny Point to increase
environmental circumstances. long or extreme range. attacks made this turn. soak by ranks in Resilience.

COST 20 COST 20 COST 20 COST 20

BURLY DEDICATION ARMOR MASTER HEAVY HITTER


Reduce any wielded Gain +1 to a single When wearing armor, Once per session, spend
weapon’s Cumbersome characteristic. This cannot increase total soak value by on a successful Ranged
quality and Encumbrance bring a characteristic above 1. (Heavy) or Gunnery check to
rating by a number equal to 6. COST 25 add the Breach 1 quality to
ranks in Burly to a minimum the attack, or increase an
COST 25
of 1. existing Breach rating by 1.
COST 25 COST 25
PASSIVE

HIRED GUN MARAUDER ACTIVE

RANKED

Marauder Bonus Career Skills: Coercion, Melee, Resilience, Survival

TOUGHENED FRENZIED ATTACK FERAL STRENGTH LETHAL BLOWS


Gain +2 wound threshold. When making a Melee or Add 1 damage per rank of Add +10 per rank of Lethal
Brawl check, suffer a number Feral Strength to one hit of Blows to any Critical Injury
COST 5
of strain to upgrade the successful attacks made result inflicted on opponents.
attack an equal number of using Brawl or Melee skills.
times. The strain suffered COST 5
may not exceed ranks in COST 5
Frenzied Attack.
COST 5

FERAL STRENGTH TOUGHENED HEROIC FORTITUDE KNOCKDOWN


Add 1 damage per rank of Gain +2 wound threshold. May spend 1 Destiny Point to After hitting with a melee
Feral Strength to one hit of ignore effects of Critical attack, may spend to
COST 10
successful attacks made Injuries on Brawn or Agility knock the target prone.
using Brawl or Melee skills. checks until the end of the
encounter.
COST 10
COST 10
COST 10

ENDURING LETHAL BLOWS TOUGHENED FRENZIED ATTACK


Gain +1 soak value. Add +10 per rank of Lethal Gain +2 wound threshold. When making a Melee or
Blows to any Critical Injury Brawl check, suffer a number
COST 15 COST 15
result inflicted on opponents. of strain to upgrade the
attack an equal number of
COST 15 times. The strain suffered
may not exceed ranks in
Frenzied Attack.
COST 15

TOUGHENED FERAL STRENGTH NATURAL BRAWLER LETHAL BLOWS


Gain +2 wound threshold. Add 1 damage per rank of Once per session, may re-roll Add +10 per rank of Lethal
Feral Strength to one hit of any 1 Brawl or Melee check. Blows to any Critical Injury
COST 20
successful attacks made result inflicted on opponents.
COST 20
using Brawl or Melee skills.
COST 20
COST 20

FRENZIED ATTACK ENDURING DEFENSIVE STANCE DEDICATION


When making a Melee or Gain +1 soak value. Once per round, may Gain +1 to a single
Brawl check, suffer a number perform Defensive Stance characteristic. This cannot
of strain to upgrade the
COST 25 maneuver and suffer a bring a characteristic above
attack an equal number of number of strain to upgrade 6.
times. The strain suffered difficulty of all incoming
COST 25
may not exceed ranks in melee attacks by an equal
Frenzied Attack. number. Strain suffered this
way cannot exceed ranks in
COST 25
Defensive Stance.
COST 25
PASSIVE

HIRED GUN MERCENARY ACTIVE

RANKED

Mercenary Bonus Career Skills: Discipline, Gunnery, Leadership, Ranged (Heavy)

COMMAND SECOND WIND POINT BLANK SIDE STEP


Add per rank of Command Once per encounter, may use Add 1 damage per rank of Once per round, may
when making Leadership Second Wind incidental to Point Blank to damage of one perform Side Step maneuver
checks. Affected targets add heal strain equal to ranks in hit of successful attack while and suffer a number of strain
to Discipline checks for Second Wind. using Ranged (Heavy) or to upgrade difficulty of all
next 24 hours. Ranged (Light) skills at close incoming ranged attacks by
COST 5
range or engaged. an equal number for the next
COST 5 round. Strain suffered this
COST 5 way cannot exceed ranks in
Side Step.
COST 5

SECOND WIND CONFIDENCE STRONG ARM POINT BLANK


Once per encounter, may use May decrease difficulty of Treat thrown weapons as if Add 1 damage per rank of
Second Wind incidental to Discipline checks to avoid they had 1 greater range. Point Blank to damage of one
heal strain equal to ranks in fear by 1 per rank of hit of successful attack while
Second Wind. Confidence. COST 10 using Ranged (Heavy) or
Ranged (Light) skills at close
COST 10 COST 10 range or engaged.
COST 10

FIELD COMMANDER COMMAND NATURAL MARKSMAN SNIPER SHOT


Take the Field Commander Add per rank of Command Once per session, may re-roll Before making a non-thrown
action; make an Average when making Leadership any 1 Ranged (Light) or ranged attack, may perform
( ) Leadership check. A checks. Affected targets add Ranged (Heavy) check. a Sniper Shot maneuver to
number of allies equal to to Discipline checks for increase the weapon’s range
Presence may immediately next 24 hours. COST 15 by 1 range band per rank in
suffer 1 stain to perform 1 Sniper Shot. Upgrade the
free maneuver.
COST 15 difficulty of the attack by 1
per range band increase.
COST 15
COST 15

IMPROVED FIELD COMMANDER


GRIT TOUGHENED LETHAL BLOWS
Field Commander action Gain +1 strain threshold. Gain +2 wound threshold. Add +10 per rank of Lethal
affects allies equal to double COST 20 Blows to any Critical Injury
COST 20
Presence, and may spend result inflicted on opponents.
to allow allies to suffer 1
strain and perform 1 free
COST 20
action instead.
COST 20

DEADLY ACCURACY TRUE AIM DEDICATION TRUE AIM


When acquired, choose 1 Once per round, may Gain +1 to a single Once per round, may
combat skill. Add damage perform a True Aim characteristic. This cannot perform a True Aim
equal to ranks in that skill to maneuver to gain benefits of bring a characteristic above maneuver to gain benefits of
one hit of successful attack aiming and upgrade combat 6. aiming and upgrade combat
made using that skill. check once per rank of True check once per rank of True
COST 25
Aim. Aim.
COST 25
COST 25 COST 25
HIRED GUN LAST ONE STANDING
ATTACHED TO

LAST ONE STANDING BASE ABILITY


Once per game session during a combat encounter, the character may spend 2 Destiny Points to make a Hard ( ) Resilience check. If he succeeds,
he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so will not get to participate
further in the combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which
he accomplishes this is up to the player character, but should be suitably exciting, and must also be approved by the GM.

COST 30

REDUCED SETBACK ADD BOOST REDUCED SETBACK ADD BOOST


Remove from skill check Add To skill check to Remove from skill check Add To skill check to
to activate Last One activate Last One Standing. to activate Last One activate Last One Standing.
Standing. Standing.
COST 10 COST 10 COST 10 COST 10

REDUCE DIFFICULTY INCREASE EFFECT INCREASE EFFECT DESTINY


Reduce the difficulty of the When triggering Last One When triggering Last One Last One Standing costs 1
skill check to activate Last Standing, eliminate one rival Standing, eliminate one rival Destiny Point instead of 2.
One Standing to Average per increase effect upgrade per increase effect upgrade
( ). in addition to the minions. in addition to the minions. COST 15

COST 15 COST 15 COST 15


HIRED GUN UNMATCHED PROTECTION
ATTACHED TO

UNMATCHED PROTECTION BASE ABILITY


Once per game session as an incidental, the character may spend 2 Destiny Points to gain the following ability: once per round, after suffering a hit and
determining damage, the character may halve the damage (rounded up) dealt before it is applied to his soak. This ability is active for the remainder of
the current round and two additional rounds.

COST 30

DURATION DURATION SOAK PROTECT ALLY


Unmatched Protection lasts Unmatched Protection lasts Gain +1 soak while Once per session while
for one additional round. for one additional round. Unmatched Protection is Unmatched Protection is
active. active, when an engaged ally
COST 10 COST 10 is hit by an attack, may
COST 10 choose to be hit by that
attack instead.

COST 10

DURATION DESTINY ADDITIONAL REDUCTION ADDITIONAL REDUCTION

Unmatched Protection lasts Unmatched Protection costs May reduce the damage of 1 May reduce the damage of 1
for one additional round. 1 Destiny Point instead of 2. additional hit suffered each additional hit suffered each
round. round.
COST 15 COST 15
COST 15 COST 15
PASSIVE ACTIVE

JEDI GENERAL RANKED

Force Conflict
Bonus Career Skills: Knowledge (Warfare), Leadership, Piloting (Planetary), Vigilance. Prerequisite: Force Rating 2 Sensitive Cost
only

GRIT COMMANDING PRESENCE COMMAND TOUGHENED


Gain +1 strain threshold. Remove per rank of Add per rank of Command Gain +2 wound threshold.
COST 5 Commanding Presence from when making Leadership
COST 5
Leadership and Cool checks. checks. Affected targets add
to Discipline checks for
COST 5 next 24 hours.
COST 5

PARRY FALL BACK! STAND FIRM! REFLECT


When hit by a melee attack, While engaged with an As an action, make a Hard When hit by a ranged attack,
suffer 3 strain to reduce opponent, the character may ( ) Leadership check. suffer 3 strain to reduce
damage by 2 plus ranks in suffer a number of strain up Choose one ally per , who damage by 2 plus ranks in
Parry. to their Leadership to allow increase their would Reflect.
an equal number of allies threshold by the character’s
COST 10 engaged with that opponent
COST 10
Presence until the end of the
to immediately disengage as encounter.
an out-of-turn incidental. COST 10
COST 10

PREEMPTIVE COMMANDING PRESENCE ENHANCED LEADER GRIT


INTERVENTION
Remove per rank of When making a Leadership Gain +1 strain threshold.
Immediately after an Commanding Presence from check, add no greater COST 15
opponent moves to engage Leadership and Cool checks. than Force rating. Spend
an ally within short range, to add or to the result.
the character may spend on COST 15
Destiny Point to engage that COST 15
opponent as an out-of-turn
incidental.
COST 15

TOUGHENED INSPIRING KILL NATURAL CHAMPION IMPROVED


STAND FIRM!
Gain +2 wound threshold. The character may spend 1 Once per session, may reroll
Destiny Point to take the any 1 Leadership or Stand Firm also increases
COST 20 affected allies’ strain
Inspiring Kill maneuver after Lightsaber check.
threshold by an amount
incapacitating or inflicting a COST 20
Critical Injury. Roll no equal to the character’s
greater than Force rating, Presence rating.
and spend to heal 2 strain COST 20
from each ally within
medium range.
COST 20

DEDICATION KNOWLEDGE IS FORCE RATING EXEMPLAR OF


STRENGTH THE REPUBLIC
Gain +1 to a single Gain +1 Force Rating.
characteristic. This cannot Once per session when Add to mass combat
bring a characteristic above making a check, the COST 25 check up to Force rating and
6. character may increase their spend to add or to
Force rating by their ranks in the result.
COST 25 Knowledge (Warfare). COST 25
COST 25
PASSIVE ACTIVE

JEDI KNIGHT RANKED

Force
Bonus Career Skills: Cool, Leadership, Lightsaber, Negotiation / Prerequisite: Force Rating 2+ Sensitive
only

GRIT JUMP UP RESEARCHER GRIT


Gain +1 strain threshold. Once per round, may stand Removes per rank of Gain +1 strain threshold.
COST 5 from seated or prone as an Researcher from all COST 5
incidental. Knowledge checks.
COST 5 Researching a subject takes
half the time.
COST 5

PARRY PARRY SENSE EMOTIONS RESEARCHER


When hit by a melee attack, When hit by a melee attack, Add to all Charm, Removes per rank of
suffer 3 strain to reduce suffer 3 strain to reduce Coercion, and Deception Researcher from all
damage by 2 plus ranks in damage by 2 plus ranks in checks unless the target is Knowledge checks.
Parry. Parry. immune to Force powers. Researching a subject takes
half the time.
COST 10 COST 10 COST 10
COST 10

IMPROVED REFLECT REFLECT IMPROVED PARRY BALANCE


When reflecting a hit that When hit by a ranged attack, When parrying a hit that When the character heals
generated or , suffer 3 strain to reduce generated or , strain at the end of the
may hit one target in damage by 2 plus ranks in may hit attacker once with encounter, he may add
medium range with the same Reflect. Lightsaber, Brawl, or Melee Force Rating. He regains
damage as the initial hit, weapon (dealing base additional strain equal to
COST 15
after original attack resolves. damage) after original attack generated.
resolves.
COST 15 COST 15
COST 15

CIRCLE OF SHELTER SIDE BY SIDE REFLECT WILL OF THE FORCE


When an engaged ally suffers While the character and one When hit by a ranged attack, Once per round after failing a
a hit, may use Parry or or more engaged allies are suffer 3 strain to reduce skill check, the character may
Reflect incidental against the wielding lightsabers, add damage by 2 plus ranks in convert one dark side
hit. to all combat checks that Reflect. Destiny Point to a light side
target the character or those Destiny Point.
COST 20 COST 20
allies. COST 20
COST 20

GAURDIAN OF SABER THROW DEDICATION FORCE RATING


THE REPUBLIC
Perform Saber Throw action; Gain +1 to a single Gain +1 Force Rating.
After the character uses make Lightsaber combat characteristic. This cannot
Parry or Reflect to reduce check as ranged attack at bring a characteristic above COST 25
damage from a hit against an target within medium range, 6.
ally, that ally cannot be adding no greater than
targeted by combat checks COST 25
Force rating. Must spend
for the rest of the round. and succeed to hit target;
COST 25 spend to have weapon
return to hand.
COST 25
PASSIVE ACTIVE

JEDI MASTER RANKED

Force
Bonus Career Skills: Charm, Knowledge (Core Worlds), Knowledge (Education), Perception. Prerequisite: Force Rating 3 Sensitive
only

CONFIDENCE NOBODY’S FOOL RESEARCHER CENTER OF BEING


May decrease difficulty of Upgrade difficulty of Removes per rank of Take a Center of Being
Discipline checks to avoid incoming Charm, Coercion, Researcher from all maneuver. Until the
fear by 1 per rank of or Deception checks once per Knowledge checks. beginning of next turn,
Confidence. rank of Nobody’s Fool. Researching a subject takes attacks against the character
half the time. increase their critical rating
COST 5 COST 5 by 1 per rank of Center of
COST 5 Being.

COST 5

IMPROVED CONFIDENCE IMPROVED IMPROVED RESEARCHER CENTER OF BEING


NOBODY’S FOOL
May spend on fear checks On a successful Knowledge Take a Center of Being
to give allies in short range May spend or from check, character and allies maneuver. Until the
additional on the same an incoming Charm, gain automatic per rank beginning of next turn,
fear check. Coercion, or Deception check of Researcher on checks to attacks against the character
to inflict strain on the act on those facts until the increase their critical rating
COST 10 opponent equal to the end of his next turn. by 1 per rank of Center of
character’s ranks in Nobody’s Being.
Fool. COST 10
COST 10 COST 10

FLOWS THROUGH THE FORCE IS MY ALLY SUM DJEM IMPROVED CENTER OF


BEING
ALL THINGS
Once per session, may suffer May spend or with
The character may perform a Suffer 1 strain to perform
2 strain to perform Force successful Lightsaber check
maneuver to recover strain Center of Being maneuver as
power action as maneuver. to disarm opponent.
equal to their Force rating. an incidental.
COST 15 COST 15 COST 15
COST 15

BOUND TOGETHER POWERFUL ALLY DEDICATION FOREWARNING


Perform the Bound Together The character may spend a Gain +1 to a single Perform the Forewarning
maneuver. Until the Destiny Point to use the basic characteristic. This cannot action. All allies within
character’s next turn, when version of a Force power bring a characteristic above medium range increase
the character or an ally they have not purchased or 6. defense by character’s Force
within short range suffers apply the effects of a control rating until they act in the
COST 20
strain, they reduce the upgrade to a power they encounter.
amount by the current have purchased.
COST 20
number of light side Destiny COST 20
Points.
COST 20

MASTER OF THE ORDER THERE IS NO TRY FORCE RATING SUPREME


CENTER OF BEING
The character can spend 2 Once per session before an Gain +1 Force Rating.
Destiny Points during a single ally rolls the dice for a check, When the character
action. the character may spend 1 COST 25 performs the Center of Being
COST 25 Destiny Point to allow the maneuver, the effects apply
ally to automatically succeed to ranged attacks as well.
at the check with one and COST 25
no other result.
COST 25
PASSIVE ACTIVE

JEDI PADAWAN RANKED

Force
Bonus Career Skills: Coordination, Knowledge (Education), Mechanics, Vigilance Sensitive
only

PARRY TOUGHENED QUICK DRAW GRIT


When hit by a melee attack, Gain +2 wound threshold. Once per round, draw or Gain +1 strain threshold.
suffer 3 strain to reduce holster a weapon or COST 5
COST 5
damage by 2 plus ranks in accessible item as an
Parry. incidental.

COST 5 COST 5

TOUGHENED REFLECT WELL ROUNDED SENSE DANGER


Gain +2 wound threshold. When hit by a ranged attack, Choose any 2 skills. They Once per session, remove
suffer 3 strain to reduce permanently become career from any 1 check.
COST 10
damage by 2 plus ranks in skills.
Reflect. COST 10
COST 10
COST 10

PARRY LEARNING VALUABLE FACTS FORCE RATING


OPPORTUNITY
When hit by a melee attack, Once per encounter perform Gain +1 Force Rating.
suffer 3 strain to reduce Once per round, the a Valuable Facts action: make
damage by 2 plus ranks in character may spend an Average ( ) COST 15
Parry. from a check they Knowledge check. if
fail to upgrade the ability of successful, add to one
COST 15 their next check once. ally’s skill check during the
COST 15 encounter.
COST 15

REFLECT GRIT SOMETHING TO PROVE ADAPTABLE


When hit by a ranged attack, Gain +1 strain threshold. Once per session, suffer 4 When resolving a check that
suffer 3 strain to reduce COST 20 strain to reroll a failed check. uses a skill in which they
damage by 2 plus ranks in If the check succeeds, the have no ranks, the character
Reflect. character heals 4 strain. may spend on Destiny Point
COST 20 to remove or to remove
COST 20
equal to their rank s in
Cool.
COST 20

BEGINNER’S LUCK TEMPLE TRAINING SINCEREST FLATTERY DEDICATION


Once per session when the Before making a Lightsaber Once per encounter when Gain +1 to a single
character makes a check, skill check, the character may the character makes a check characteristic. This cannot
may add equal to the spend one Destiny Point to using a skill that another bring a characteristic above
number of light side Destiny add damage to the attack character has previously 6.
Points in the Destiny pool to equal to his ranks in used during the encounter,
COST 25
the result. Knowledge (Lore). they add .
COST 25 COST 25 COST 25
JEDI PEERLESS INTERCEPTION
ATTACHED TO

PEERLESS INTERCEPTION BASE ABILITY


Once per session as an out-of-turn incidental, the character may spend 2 Destiny Points to activate Peerless Interception. For the next two rounds, when
the character uses Parry or Reflect to reduce the damage of a hit, they reduce the damage by an additional amount equal to their Force Rating.

COST 30

DESTINY INCREASE DURATION INCREASE DURATION CRITICAL COUNTER


Peerless Interception costs 1 Peerless Interception lasts Peerless Interception lasts When the character spends
fewer Destiny Point to for one additional round. for one additional round. to inflict a hit on their
activate. attacker using Improved
COST 10 COST 10 Parry or Improved Reflect,
COST 10 they also inflict a Critical
injury.

COST 10

REDUCE STRAIN ACTIVATE QUALITY EFFORTLESS COUNTER INCREASE FREQUENCY


The character only suffers When the character uses Once per round, character The character may activate
strain the first time they use Improved Parry or Improved may use Improved Parry or Peerless Interception one
Parry or Reflect each round. Reflect to inflict a hit on an Improved Reflect to inflict a additional time per session.
attacker, they may activate hit on their attacker without
COST 15 COST 15
one item quality. spending or .
COST 15 COST 15
PASSIVE

MYSTIC ADVISOR ACTIVE

RANKED

Advisor Bonus Career Skills: Charm, Deception, Negotiation, Streetwise Force Sensitive only

PLAUSIBLE DENIABILITY KNOW SOMEBODY GRIT KILL WITH KINDNESS

Remove per rank of Once per session, when Gain +1 strain threshold. Remove per rank of Kill
Plausible Deniability from all attempting to purchase a COST 5 with Kindness from all Charm
Coercion and Deception legally available item, reduce and Leadership checks.
checks. its rarity by 1 per rank of
Know Somebody. COST 5
COST 5
COST 5

TOUGHENED KNOW SOMEBODY KNOWLEDGE IS POWER NOBODY’S FOOL


Gain +2 wound threshold. Once per session, when Once per session, when May upgrade difficulty of
attempting to purchase a making a check, count Force incoming Charm, Coercion,
COST 10
legally available item, reduce rating as being equal to ranks or Deception checks once per
its rarity by 1 per rank of in Knowledge (Lore). rank of Nobody’s Fool.
Know Somebody.
COST 10 COST 10
COST 10

GRIT SMOOTH TALKER SMOOTH TALKER PLAUSIBLE DENIABILITY

Gain +1 strain threshold. When first acquired, choose When first acquired, choose Remove per rank of
COST 15 1 skill; Charm, Coercion, 1 skill; Charm, Coercion, Plausible Deniability from all
Deception, or Negotiation. Deception, or Negotiation. Coercion and Deception
When making checks with When making checks with checks.
that skill, spend to gain that skill, spend to gain
additional equal to ranks additional equal to ranks
COST 15
in Smooth Talker. in Smooth Talker.
COST 15 COST 15

NOBODY’S FOOL NATURAL CHARMER CONTINGENCY PLAN SENSE EMOTIONS


May upgrade difficulty of Once per session, may re-roll Spend 1 Destiny Point to Add to all Charm,
incoming Charm, Coercion, any 1 Charm or Deception recover strain equal to Coercion, and Deception
or Deception checks once per check. Cunning rating. checks unless the target is
rank of Nobody’s Fool. immune to Force powers.
COST 20 COST 20
COST 20 COST 20

DEDICATION STEELY NERVES FORCE RATING SENSE ADVANTAGE


Gain +1 to a single Spend 1 Destiny Point to Gain +1 Force Rating. Once per session, may add
characteristic. This cannot ignore effects of Critical to 1 NPC’s skill check.
bring a characteristic above Injuries on Willpower or COST 25
6. Presence checks until the
COST 25
end of the encounter.
COST 25
COST 25
PASSIVE ACTIVE

MYSTIC ALCHEMIST RANKED

Force
Bonus Career Skills: Knowledge (Education), Knowledge (Xenology), Medicine, Resilience Sensitive
only

GRIT STIMPACK RESEARCHER BLOODED


SPECIALIZATION
Gain +1 strain threshold. Removes per rank of Add per rank of Blooded
Stimpacks heal 1 additional
COST 5 Researcher from all to all checks to resist or
wound per rank of Stimpack Knowledge checks. recover from poisons,
Specialization. Researching a subject takes venoms, or toxins. Reduce
half the time. duration of ongoing poisons
COST 5 by 1 round per rank of
COST 5
Blooded to a minimum of 1.
COST 5

RESEARCHER STIM APPLICATION ALCHEMICAL ARTS GRIT


Removes per rank of Take the Stim Application After making a check to craft Gain +1 strain threshold.
Researcher from all Action: make an average ( a potion or talisman, may COST 10
Knowledge checks. ) Medicine check. If suffer strain up to twice
Researching a subject takes successful, 1 engaged ally ranks in Alchemical Arts. For
half the time. increases 1 characteristic by every two strain, add or
1 for the encounter and to results.
COST 10
suffers 4 strain.
COST 10
COST 10

STIMPACK BLOODED IMPROVED BLOODED TRANSMOGRIFY


SPECIALIZATION
Add per rank of Blooded As an action, make a Hard When making a Crafting
Stimpacks heal 1 additional to all checks to resist or ( ) Resilience check to check, may add no
wound per rank of Stimpack recover from poisons, immediately recover from all greater than Force rating.
Specialization. venoms, or toxins. Reduce poisons an side effects of Spend to add and
duration of ongoing poisons drugs. Reduce difficulty once spend to add to
COST 15 by 1 round per rank of per rank of Blooded. check.
Blooded to a minimum of 1.
COST 15 COST 15
COST 15

IMPROVED STIM KNOWLEDGEABLE GRIT ALCHEMICAL ARTS


APPLICATION HEALING
When healing an ally, spend Gain +1 strain threshold. After making a check to craft
When performing Stim
1 Destiny Point to heal COST 20 a potion or talisman, may
Application Action, may
additional wounds equal to suffer strain up to twice
increase difficulty of check to
ranks in Knowledge ranks in Alchemical Arts. For
Hard ( ), and target
(Xenology). every two strain, add or
only suffers 1 strain.
to results.
COST 20 COST 20
COST 20

FORCE RATING IDENTIFY INGREDIENTS DEDICATION IMPROVISED


CONCOCTION
Gain +1 Force Rating. After being exposed to a Gain +1 to a single
substance, as an out of turn characteristic. This cannot Once per session, as an
COST 25 incidental, may roll no bring a characteristic above action, make a Hard ( )
greater than Force rating. 6. Knowledge (Xenology) check,
Spend to immediately adding no greater than
COST 25
identify its composition and Force rating to create 1 dose
effects. of a poison or drug with
rarity of Intellect + +
COST 25 spent or lower.
COST 25
PASSIVE ACTIVE

MYSTIC MAGUS RANKED

Force Conflict
Bonus Career Skills: Coercion, Discipline, Knowledge (Lore), Medicine Sensitive Cost
only

HEALING TRANCE TOUGHENED CONFIDENCE RESOLVE


Commit For every full Gain +2 wound threshold. May decrease difficulty of When a character
encounter (or 12 hours) Discipline checks to avoid involuntarily suffers strain,
COST 5
remains committed, heal 1 fear by 1 per rank of he suffers 1 less strain per
wound per rank of Healing Confidence. rank of Resolve to a
Trance. minimum of 1.
COST 5
COST 5 COST 5

CONFIDENCE HEALING TRANCE CHANNEL AGONY SECRET LORE


May decrease difficulty of Commit For every full After rolling , may suffer Remove b per rank of Secret
Discipline checks to avoid encounter (or 12 hours) wounds up to twice ranks in Lore from all Knowledge
fear by 1 per rank of remains committed, heal 1 Channel Agony to add (Lore) checks. Reduce the
Confidence. wound per rank of Healing automatic for every two difficulty of all Knowledge
Trance. wounds suffered to the (Lore) checks by 1.
COST 10
results.
COST 10 COST 10
COST 10

IMPROVED HEALING SECRET LORE RESOLVE KNOWLEDGE IS


TRANCE
POWER
When healing wounds due to Remove b per rank of Secret When a character
Healing Trance, make a Lore from all Knowledge involuntarily suffers strain, Once per session, when
Resilience check to heal a (Lore) checks. Reduce the he suffers 1 less strain per making a check, count Force
Critical Injury. Difficulty of difficulty of all Knowledge rank of Resolve to a rating as being equal to ranks
the check equals severity of (Lore) checks by 1. minimum of 1. in Knowledge (Lore).
the Critical Injury.
COST 15 COST 15 COST 15
COST 15

CHANNEL AGONY MIND OVER MATTER TOUGHENED CHANNEL AGONY


After rolling , may suffer The character may spend one Gain +2 wound threshold. After rolling , may suffer
wounds up to twice ranks in Destiny Point to recover wounds up to twice ranks in
COST 20
Channel Agony to add strain equal to his Willpower Channel Agony to add
automatic for every two rating. automatic for every two
wounds suffered to the wounds suffered to the
results. COST 20 results.

COST 20 COST 20

POWER OF DEDICATION TRANSMOGRIFY FORCE RATING


DARKNESS
Gain +1 to a single When making a Crafting Gain +1 Force Rating.
Once per session, may characteristic. This cannot check, may add no
perform the Power of bring a characteristic above greater than Force rating. COST 25
Darkness maneuver. Increase 6. Spend to add and
wound threshold and strain spend to add to
threshold by 1 per Dark Side COST 25
check.
destiny point currently in the
Destiny pool until the end of COST 25
the encounter.

COST 25
PASSIVE

MYSTIC MAKASHI DUELIST ACTIVE

RANKED

Makashi Duelist Bonus Career Skills: Charm, Cool, Coordination, Lightsaber Force Sensitive only

GRIT RESIST DISARM GRIT PARRY


Gain +1 strain threshold. Suffer 2 strain to avoid being Gain +1 strain threshold. When hit by a melee attack,
COST 5 disarmed or having weapon COST 5 suffer 3 strain to reduce
damaged or destroyed. damage by 2 plus ranks in
Parry.
COST 5
COST 5

PARRY MAKASHI TECHNIQUE DUELIST’S TRAINING FEINT


When hit by a melee attack, When making a check using Add to Melee and Spend or
suffer 3 strain to reduce the Lightsaber skill, the Lightsaber checks when generated on a missed melee
damage by 2 plus ranks in character may use Presence engaged with only one attack to upgrade difficulty of
Parry. instead of Brawn. opponent. opponent’s next attack
targeting character by ranks
COST 10 COST 10 COST 10 in Feint.
COST 10

PARRY FEINT PARRY PARRY


When hit by a melee attack, Spend or When hit by a melee attack, When hit by a melee attack,
suffer 3 strain to reduce generated on a missed melee suffer 3 strain to reduce suffer 3 strain to reduce
damage by 2 plus ranks in attack to upgrade difficulty of damage by 2 plus ranks in damage by 2 plus ranks in
Parry. opponent’s next attack Parry. Parry.
targeting character by ranks
COST 15 in Feint. COST 15 COST 15

COST 15

INTENSE PRESENCE IMPROVED PARRY GRIT DEFENSIVE TRAINING

Spend 1 Destiny Point to When parrying a hit that Gain +1 strain threshold. When wielding a Lightsaber,
recover strain equal to generated or , COST 20 Melee, or Brawl weapon, the
Presence rating. may hit attacker once with weapon gains the Defensive
Lightsaber, Brawl, or Melee quality with a rating equal to
COST 20 weapon (dealing base ranks in Defensive Training.
damage) after original attack
resolves. COST 20
COST 20

DEDICATION SUM DJEM MAKASHI FINISH MAKASHI FLOURISH

Gain +1 to a single May spend or with Take the Makashi Finish Once per encounter, perform
characteristic. This cannot successful Lightsaber check action. Perform a Lightsaber Makashi Flourish action.
bring a characteristic above to disarm opponent. (Presence) combat check Make an Average ( )
6. against engaged target, Lightsaber (Presence) check.
COST 25 adding no greater than 1 engaged opponent suffers
COST 25
Force rating. Spend to add strain equal to , and heal
+10 to any resulting Critical an equal amount.
Injury rolls.
COST 25
COST 25
PASSIVE ACTIVE

MYSTIC PROPHET RANKED

Force Conflict
Bonus Career Skills: Charm, Coercion, Deception, Leadership Sensitive Cost
only

GRIT OVERWHELMING RAPID RECOVERY CONGENIAL


AURA
Gain +1 strain threshold. When healing strain after an May suffer a number of
Commit . Add to social encounter, heal 1 additional strain to downgrade difficulty
COST 5
checks equal to strain per rank of Rapid of Charm or Negotiation
committed. Add equal to Recovery. checks or upgrade difficulty
committed to enemy when targeted by Charm or
social checks in short range.
COST 5 Negotiation checks, by an
equal number. Strain
COST 5 suffered this way cannot
exceed ranks in Congenial.
COST 5

SCATHING TIRADE PLAUSIBLE INSPIRING RHETORIC RAPID RECOVERY


DENIABILITY
Take a Scathing Tirade Take the Inspiring Rhetoric When healing strain after an
action: make an Average Remove per rank of action: make an Average encounter, heal 1 additional
( ) Coercion check. Each Plausible Deniability from all ( ) Leadership check. strain per rank of Rapid
causes one enemy in short Coercion and Deception Each causes 1 ally in Short Recovery.
range to suffer 1 strain. checks. range to recover 1 strain.
COST 10
Spend to cause 1 affected Spend to cause 1 affected
COST 10
enemy to suffer 1 additional ally to recover 1 additional
strain. strain.
COST 10 COST 10

RAPID RECOVERY OVERWHELMING GRIT TWISTED WORDS


AURA
When healing strain after an Gain +1 strain threshold. When an incoming social
encounter, heal 1 additional Commit . Add to social
COST 15 check generates or
strain per rank of Rapid checks equal to , may suffer 1 strain as an
Recovery. committed. Add equal to incidental to inflict strain
committed to enemy equal to ranks in Coercion on
COST 15 social checks in short range. speaker.

COST 15 COST 15

FEARSOME GRIT IMPROVED INSPIRING CONGENIAL


RHETORIC
When an adversary becomes Gain +1 strain threshold. May suffer a number of
engaged with the character, Each ally affected by strain to downgrade difficulty
COST 20
the character may force the Inspiring Rhetoric gains on of Charm or Negotiation
adversary to make a fear all skill checks for a number checks or upgrade difficulty
check, with the difficulty of rounds equal to ranks in when targeted by Charm or
equal to the character’s Leadership. Negotiation checks, by an
ranks in Fearsome. equal number. Strain
COST 20 suffered this way cannot
COST 20 exceed ranks in Congenial.
COST 20

IMPROVED FORCE RATING FONT OF POWER DEDICATION


OVERWHELMING
Gain +1 Force Rating. Once per session, may take Gain +1 to a single
AURA the Font of Power action. characteristic. This cannot
Characters affected by COST 25 Until the end of the bring a characteristic above
Overwhelming Aura add encounter, characters within 6.
automatic to fear checks medium range add automatic
COST 25
the character cases and or to checks based on
automatic to fear check alignment.
not caused by the character
COST 25
COST 25
PASSIVE

MYSTIC SEER ACTIVE

RANKED

Seer Bonus Career Skills: Discipline, Knowledge (Lore), Survival, Vigilance Force Sensitive only

FORAGER UNCANNY REACTIONS GRIT EXPERT TRACKER


Remove up to from skill Add per rank of Uncanny Gain +1 strain threshold. Remove per rank of
checks to find food, water, or Reactions to all Vigilance COST 5 Expert Tracker to find tracks
shelter. Survival checks to checks. or track targets. Decrease
forage take half the time. time to track a target by half.
COST 5
COST 5 COST 5

RAPID REACTION KEEN EYED UNCANNY REACTIONS TOUGHENED


Suffer a number of strain to Remove per rank of Keen Add per rank of Uncanny Gain +2 wound threshold.
add an equal number of Eyed from Perception and Reactions to all Vigilance COST 10
to initiative checks. Strain Vigilance checks. Decrease checks.
suffered cannot exceed ranks time to search a specific area
COST 10
in Rapid Reaction. by half.
COST 10 COST 10

SENSE DANGER GRIT FOREWARNING PREEMPTIVE AVOIDANCE

Once per session, remove Gain +1 strain threshold. Perform the Forewarning May spend 1 Destiny Point to
from any 1 check. COST 15 action. All allies within disengage from engaged
medium range increase enemy as an out-of-turn
COST 15 defense by character’s Force incidental.
rating until they act in the
encounter. COST 15

COST 15

FORCE RATING SENSE ADVANTAGE THE FORCE IS MY ALLIY DODGE


Gain +1 Force Rating. Once per session, may add Once per session, may suffer When targeted by combat
to 1 NPC’s skill check. 2 strain to perform Force check, may perform a Dodge
COST 20 power action as maneuver. incidental to suffer a number
COST 20 of strain no greater than
COST 20 ranks of Dodge, then
upgrade the difficulty of the
check by that number.
COST 20

RAPID REACTION TOUGHENED NATURAL MYSTIC FORCE RATING


Suffer a number of strain to Gain +2 wound threshold. Once per session, may reroll Gain +1 Force Rating.
add an equal number of any 1 Force power check.
COST 25 COST 25
to initiative checks. Strain
suffered cannot exceed ranks COST 25
in Rapid Reaction.
COST 25
MYSTIC PROPHECY
ATTACHED TO

PROPHECY BASE ABILITY


Once per game session, the character may spend 1 Destiny Point and make a Hard ( ) Vigilance check to utter a prophecy. If they succeed , they
foretell a single event, the focus of which is centered around themselves. At any time before the end of the game session, they may spend 1 Destiny
Point, at which point the foretold event transpires. The GM should interpret the prophecy to fit the scene, possibly revealing truths the character did not
foresee in the process.

COST 30

REDUCE SETBACK FLOW OF THE SHARED REVELATION REDUCE SETBACK


UNIVERSE
Remove from the check to The prophecy may pertain to Remove from the check to
activate Prophecy Add to the character’s any one other character who activate Prophecy
checks to bring the foretold hears it.
COST 10 event to fruition. COST 10
COST 10
COST 10

RECURRENCE REDUCE DIFFICULTY DOOM DESTINY


One additional time before Reduce the difficulty of the Add to any character’s Prophecy costs 1 fewer
the end of the game session, skill check to activate checks to prevent the Destiny Points to activate. It
the character may spend 1 Prophecy to Average ( ). foretold event from still requires a Destiny Point
Destiny Point to have the occurring. to trigger the occurrence of
prophecy’s foretold event COST 15 the prophesied event.
recur, likely in a different COST 15
form. COST 15
COST 15
MYSTIC UNMATCHED DESTINY
ATTACHED TO

UNMATCHED DESTINY BASE ABILITY


Once per game session, after making a Force power check, the character may spend 2 Destiny Points to reroll up to 2 Force dice. Conflict generated as
part of this Force power check is doubled.

COST 30

INCREASE NUMBER DESTINY INCREASE NUMBER SHARED DESTINY


Reroll up to 1 additional Unmatched Destiny costs 1 Reroll up to 1 additional Unmatched Destiny can be
Force die per Increase fewer Destiny Point to Force die per Increase used after another character
Number upgrade. activate. Number upgrade. at short range makes a Force
power check.
COST 10 COST 10 COST 10
COST 10

FREQUENCY INCREASE NUMBER UNLEASED POWER FREQUENCY


Unmatched Destiny can be Reroll up to 1 additional For each result, add Unmatched Destiny can be
used 1 additional time per Force die per Increase automatic to the check. used 1 additional time per
session. Number upgrade. For each result, add session.
automatic to the check.
COST 15 COST 15 COST 15
COST 15
PASSIVE

SEEKER ATARU STRIKER ACTIVE

RANKED

Ataru Striker Bonus Career Skills: Athletics, Coordination, Lightsaber, Perception Force Sensitive only

CONDITIONED PARRY JUMP UP QUICK DRAW


Remove per rank of When hit by a melee attack, Once per round, may stand Once per round, draw or
Conditioned from Athletics suffer 3 strain to reduce from seated or prone as an holster a weapon or
and Coordination checks. damage by 2 plus ranks in incidental. accessible item as an
Reduce the damage and Parry. COST 5 incidental.
strain suffered from falling by
COST 5 COST 5
1 per rank of Conditioned.

COST 5

DODGE REFLECT ATARU TECHNIQUE QUICK STRIKE


When targeted by combat When hit by a ranged attack, When making a check using Add per rank of Quick
check, may perform a Dodge suffer 3 strain to reduce the Lightsaber skill, the Strike to combat checks
incidental to suffer a number damage by 2 plus ranks in character may use Agility against targets that have not
of strain no greater than Reflect. instead of Brawn. acted yet this encounter.
ranks of Dodge, then
upgrade the difficulty of the
COST 10 COST 10 COST 10
check by that number.
COST 10

QUICK STRIKE REFLECT PARRY IMPROVED PARRY


Add per rank of Quick When hit by a ranged attack, When hit by a melee attack, When parrying a hit that
Strike to combat checks suffer 3 strain to reduce suffer 3 strain to reduce generated or ,
against targets that have not damage by 2 plus ranks in damage by 2 plus ranks in may hit attacker once with
acted yet this encounter. Reflect. Parry. Lightsaber, Brawl, or Melee
weapon (dealing base
COST 15 COST 15 COST 15 damage) after original attack
resolves.
COST 15

DODGE HAWK BAT SWOOP SABER SWARM CONDITIONED


When targeted by combat Take the Hawk Bat Swoop Perform the Saber Swarm Remove per rank of
check, may perform a Dodge action. Perform a Lightsaber maneuver, suffer 1 strain to Conditioned from Athletics
incidental to suffer a number (Agility) combat check make next Lightsaber and Coordination checks.
of strain no greater than against the target within (Agility) combat check this Reduce the damage and
ranks of Dodge, then short range, adding no turn gain the Linked item strain suffered from falling by
upgrade the difficulty of the greater than Force rating. quality equal to Force rating 1 per rank of Conditioned.
check by that number. Spend to engage target during turn.
and spend to add to
COST 20
COST 20 COST 20
check.
COST 20

PARRY DEDICATION SABER THROW BALANCE


When hit by a melee attack, Gain +1 to a single Perform Saber Throw action; When the character heals
suffer 3 strain to reduce characteristic. This cannot make Lightsaber combat strain at the end of the
damage by 2 plus ranks in bring a characteristic above check as ranged attack at encounter, he may add
Parry. 6. target within medium range, Force Rating. He regains
adding no greater than additional strain equal to
COST 25 COST 25
Force rating. Must spend generated.
and succeed to hit target;
COST 25
spend to have weapon
return to hand.
COST 25
PASSIVE ACTIVE

SEEKER EXECUTIONER RANKED

Force Conflict
Bonus Career Skills: Discipline, Melee, Perception, Ranged (Heavy) Sensitive Cost
only

GRIT QUICK STRIKE TOUGHENED QUICK DRAW


Gain +1 strain threshold. Add per rank of Quick Gain +2 wound threshold. Once per round, draw or
COST 5 Strike to combat checks holster a weapon or
COST 5
against targets that have not accessible item as an
acted yet this encounter. incidental.

COST 5 COST 5

MIND OVER MATTER HUNTER’S QUARRY GRIT LETHAL BLOWS


The character may spend one Take Hunter’s Quarry action; Gain +1 strain threshold. Add +10 per rank of Lethal
Destiny Point to recover make a Hard ( ) COST 10 Blows to any Critical Injury
strain equal to his Willpower Survival check to upgrade the result inflicted on opponents.
rating. ability of all attacks made
against a target at long range
COST 10
COST 10 until the end of the
character’s next turn.
COST 10

LETHAL BLOWS IMPROVED HUNTER’S QUARRY


QUICK STRIKE PRECISE AIM
Add +10 per rank of Lethal Suffer 2 strain to perform Add per rank of Quick Once per round, may
Blows to any Critical Injury Hunter’s Quarry action as a Strike to combat checks perform a Precise Aim
result inflicted on opponents. maneuver. against targets that have not maneuver. Suffer a number
acted yet this encounter. of strain no greater than
COST 15 COST 15 ranks in Precise Aim, then
COST 15 reduce target’s melee and
ranged defense by that
number.
COST 15

TERRIFYING KILL PRECISE AIM MARKED FOR DEATH DEATHBLOW


The character may spend 1 Once per round, may take the Marked for Death After making a successful
Destiny Point to take the perform a Precise Aim maneuver, committing . attack with a non-
Terrifying Kill maneuver after maneuver. Suffer a number Add to combat checks starship/vehicle weapon, the
incapacitating or inflicting a of strain no greater than against target while character may spend one
Critical Injury. Roll no ranks in Precise Aim, then remains committed, but Destiny Point to add damage
greater than Force rating and reduce target’s melee and cannot use this talent again equal to his Willpower to one
spend to inflict 1 strain ranged defense by that until the original target is hit of the successful attack.
on each character within number. incapacitated or the session
COST 20
short range of target. ends.
COST 20
COST 20 COST 20

LETHAL BLOWS ESSENTIAL KILL FORCE RATING DEDICATION


Add +10 per rank of Lethal when making a non-Gunnery Gain +1 Force Rating. Gain +1 to a single
Blows to any Critical Injury combat check, the character characteristic. This cannot
result inflicted on opponents. may add no greater than COST 25 bring a characteristic above
Force rating to the check. the 6.
COST 25 character may spend to COST 25
add , or to add
(character’s choice) to the
result.
COST 25
PASSIVE ACTIVE

SEEKER HERMIT RANKED

Force
Bonus Career Skills: Discipline, Knowledge (Xenology), Stealth, Survival Sensitive
only

FORAGER SOOTHING TONE GRIT ONE WITH NATURE


Remove up to from skill Once per encounter, when Gain +1 strain threshold. When in the wilderness, the
checks to find food, water, or riding a beast, take a COST 5 character may make a Simple
shelter. Survival checks to Soothing Tone action; make (-) Survival check (instead of
forage take half the time. an Average ( ) Discipline or Cool) to recover
Knowledge (Xenology) check strain at the end of an
COST 5 to allow a beast to recover encounter.
strain (or wounds if it has no
COST 5
strain threshold) equal to .
COST 5

CONDITIONED GRIT MENACE ANIMAL BOND


Remove per rank of Gain +1 strain threshold. Character guides bonded Develop long-term bond with
Conditioned from Athletics COST 10 animal to perform Menace single animal of silhouette no
and Coordination checks. Maneuver: Enemy within greater than half Force rating
Reduce the damage and short range of the bonded rounded down.
strain suffered from falling by animal adds to next
1 per rank of Conditioned. Combat checks made against
COST 10
the character.
COST 10
COST 10

ENDURING CONDITIONED SURVIVAL OF THE GRIT


FITTEST
Gain +1 soak value. Remove per rank of Gain +1 strain threshold.
Conditioned from Athletics Once per session, when COST 15
COST 15 making a single check, the
and Coordination checks.
Reduce the damage and character may treat his Force
strain suffered from falling by rating as being equal to ranks
1 per rank of Conditioned. in Survival.

COST 15 COST 15

FORCE RATING IMPROVED ANIMAL HARASS FORCE CONNECTION


BOND
Gain +1 Force Rating. Whenever the character’s When the character
When spending a maneuver bonded animal makes a performs a Survival or
COST 20 to direct a bonded animal, successful combat check Knowledge (Xenology) skill
the character may suffer 1 against a target, it may forgo check, he may roll no
strain to add to the inflicting damage to upgrade greater than his Force rating.
animal’s next check. the difficulty of the target’s The character may spend
next check once instead. to add or (character’s
COST 20
choice) to the result.
COST 20
COST 20

GRIT NATURAL OUTDOORSMAN FORCE RATING SHROUD


Gain +1 strain threshold. Once per session, reroll any 1 Gain +1 Force Rating. The character may spend 1
COST 25 Resilience or Survival check. Destiny Point to make
COST 25 himself undetectable via
COST 25 Force powers and make his
own powers go unnoticed for
the remainder of the
encounter.
COST 25
PASSIVE

SEEKER HUNTER ACTIVE

RANKED

Hunter Bonus Career Skills: Coordination, Ranged (Heavy), Stealth, Vigilance Force Sensitive only

RAPID RECOVERY HUNTER EXPERT TRACKER TOUGHENED


When healing strain after an Add per rank of Hunter to Remove per rank of Gain +2 wound threshold.
encounter, heal 1 additional all checks when interacting Expert Tracker to find tracks COST 5
strain per rank of Rapid with beast or animals or track targets. Decrease
Recovery. (including combat checks). time to track a target by half.
Add +10 to Critical Injury
COST 5 COST 5
results against beasts or
animals per rank of Hunter.
COST 5

TOUGHENED EXPERT TRACKER HUNTER UNCANNY SENSES


Gain +2 wound threshold. Remove per rank of Add per rank of Hunter to Add per rank of Uncanny
COST 10 Expert Tracker to find tracks all checks when interacting Senses to all Perception
or track targets. Decrease with beast or animals checks.
time to track a target by half. (including combat checks).
COST 10
Add +10 to Critical Injury
COST 10 results against beasts or
animals per rank of Hunter.
COST 10

SIDE STEP KEEN EYED NATURAL HUNTER UNCANNY REACTIONS

Once per round, may Remove per rank of Keen Once per session, may re-roll Add per rank of Uncanny
perform Side Step maneuver Eyed from Perception and any 1 Perception or Vigilance Reactions to all Vigilance
and suffer a number of strain Vigilance checks. Decrease check. checks.
to upgrade difficulty of all time to search a specific area
incoming ranged attacks by COST 15 COST 15
by half.
an equal number for the next
round. Strain suffered this COST 15
way cannot exceed ranks in
Side Step.
COST 15

RAPID RECOVERY SOFT SPOT SIXTH SENSE RAPID RECOVERY


When healing strain after an After making a successful Gain +1 ranged defense. When healing strain after an
encounter, heal 1 additional attack, spend 1 Destiny Point encounter, heal 1 additional
strain per rank of Rapid to add damage equal to COST 20 strain per rank of Rapid
Recovery. Cunning to one hit. Recovery.
COST 20 COST 20 COST 20

SIDE STEP DEDICATION INTUITIVE SHOT FORCE RATING


Once per round, may Gain +1 to a single When making a Ranged Gain +1 Force Rating.
perform Side Step maneuver characteristic. This cannot (Heavy) or Ranged (Light)
and suffer a number of strain bring a characteristic above combat check, add no COST 25
to upgrade difficulty of all 6. greater than Force rating to
incoming ranged attacks by check. May spend to add
COST 25
an equal number for the next or .
round. Strain suffered this
way cannot exceed ranks in COST 25
Side Step.
COST 25
PASSIVE ACTIVE

SEEKER NAVIGATOR RANKED

Force
Bonus Career Skills: Astrogation, Knowledge (Outer Rim), Perception, Survival Sensitive
only

STUDIOUS PLOTTING EXPERT TRACKER SHORTCUT GRIT


When making a Streetwise or Remove per rank of During a chase, add per Gain +1 strain threshold.
Survival skill check to Expert Tracker to find tracks rank in Shortcut to any COST 5
navigate on a world, the or track targets. Decrease checks made to catch or
character may use Intellect time to track a target by half. escape an opponent.
instead of Cunning.
COST 5 COST 5
COST 5

GALAXY MAPPER IMPROVED SHORTCUT PLANET MAPPER PREEMPTIVE AVOIDANCE

Remove per rank of When engaging in a chase or Remove per rank of Planet May spend 1 Destiny Point to
Galaxy Mapper from race, may suffer 2 strain to Mapper from Streetwise or disengage from engaged
Astrogation checks. add equal to ranks in Survival checks used for enemy as an out-of-turn
Astrogation checks take half Shortcut to the check. navigation on a world. Such incidental.
normal time. checks also take half normal
COST 10 time.
COST 10
COST 10
COST 10

SHORTCUT SWIFT UNCANNY SENSES TOUGHENED


During a chase, add per Do not suffer the usual Add per rank of Uncanny Gain +2 wound threshold.
rank in Shortcut to any penalties for moving through Senses to all Perception COST 15
checks made to catch or difficult terrain. checks.
escape an opponent.
COST 15 COST 15
COST 15

GALAXY MAPPER HOLISTIC NAVIGATION FORCE RATING PLANET MAPPER


Remove per rank of When making an Astrogation Gain +1 Force Rating. Remove per rank of Planet
Galaxy Mapper from skill check, the character may Mapper from Streetwise or
Astrogation checks. spend one Destiny Point to COST 20 Survival checks used for
Astrogation checks take half remove , or to remove navigation on a world. Such
normal time. equal to his ranks in checks also take half normal
Perception. time.
COST 20
COST 20 COST 20

ONE WITH THE UNIVERSE INTUITIVE NAVIGATION MASTER STARHOPPER DEDICATION


Once per session, meditate, When performing an Once per round, suffer 2 Gain +1 to a single
then perform One with the Astrogation or Knowledge strain to decrease the characteristic. This cannot
Universe action: make (Outer Rim) Skill check, the difficulty of next Astrogation bring a characteristic above
Average ( ) Astrogation character may roll no check by 1 to a minimum of 6.
check. If successful, add to greater than his Force rating. Easy ( ). COST 25
all Force power checks in The character may spend
next encounter. If successful to add or (character’s COST 25
with , add instead. choice) to the result.

COST 25 COST 25
PASSIVE

SEEKER PATHFINDER ACTIVE

RANKED

Pathfinder Bonus Career Skills: Medicine, Ranged (Light), Resilience, Survival Force Sensitive only

GRIT KEEN EYED FORAGER SWIFT


Gain +1 strain threshold. Remove per rank of Keen Remove up to from skill Do not suffer the usual
COST 5 Eyed from Perception and checks to find food, water, or penalties for moving through
Vigilance checks. Decrease shelter. Survival checks to difficult terrain.
time to search a specific area forage take half the time.
COST 5
by half.
COST 5
COST 5

KEEN EYED OUTDOORSMAN TOUGHENED OUTDOORSMAN


Remove per rank of Keen Remove per rank of Gain +2 wound threshold. Remove per rank of
Eyed from Perception and Outdoorsman from checks to COST 10 Outdoorsman from checks to
Vigilance checks. Decrease move through terrain or move through terrain or
time to search a specific area manage environmental manage environmental
by half. effects. Decrease overland effects. Decrease overland
travel time by half. travel time by half.
COST 10
COST 10 COST 10

ANIMAL EMPATHY ANIMAL BOND GRIT SLEIGHT OF MIND


When making checks to Develop long-term bond with Gain +1 strain threshold. Add to all Stealth checks
handle or tame animals, add single animal of silhouette no COST 15 unless the opposition is
no greater than Force greater than half Force rating immune to Force powers.
rating to the check. Spend rounded down.
to add or to the COST 15
COST 15
check.
COST 15

MENTAL BOND FORCE RATING QUICK MOVEMENT TOUGHENED


May perform the Mental Gain +1 Force Rating. Suffer 2 strain to perform the Gain +2 wound threshold.
Bond action. Commit . Quick Movement incidental;
COST 20 COST 20
While committed, may add no greater than Force
communicate with bonded rating to next check. May
animal at long range and see spend to perform one
and hear through its senses. additional Move maneuver
after action.
COST 20
COST 20

SHARE PAIN ENDURING NATURAL OUTDOORSMAN DEDICATION


May perform the Share Pain Gain +1 soak value. Once per session, reroll any 1 Gain +1 to a single
incidental when bonded Resilience or Survival check. characteristic. This cannot
animal suffers wounds.
COST 25 bring a characteristic above
Reduce wounds suffered to COST 25 6.
half, then character suffers
COST 25
wounds equal to number
reduced.
COST 25
SEEKER UNEXPECTED DEMISE
ATTACHED TO

UNEXPECTED DEMISE BASE ABILITY


Once per session as an action, the character may spend 2 Destiny Points and make a Hard ( ) Perception check. If successful, for the next 2 rounds
the character may spend 1 maneuver to add 1 automatic to his next combat check made in that turn. In addition, for the next 2 rounds when the
character inflicts a Critical Injury on a rival NPC, the target is immediately incapacitated in the same way as a minion NPC (see page 400 of the Force and
Destiny Core Rulebook).

COST 30

REDUCE SETBACK DURATION REDUCE SETBACK REDUCE DIFFICULTY


When making a combat Unexpected Demise lasts for When making a combat The skill check difficulty to
check while Unexpected 1 additional round per check while Unexpected activate Unexpected Demise
Demise is active, the Duration Upgrade. Demise is active, the is Average ( ) instead of
character removes . character removes . Hard ( ).
COST 10
COST 10 COST 10 COST 10

DURATION DESTINY DURATION CHANGE SKILL


Unexpected Demise lasts for To activate Unexpected Unexpected Demise lasts for To activate Unexpected
1 additional round per Demise, the character only 1 additional round per Demise, the character can
Duration Upgrade. needs to spend 1 Destiny Duration Upgrade. use Discipline.
Point instead of the normal 2
COST 15 Destiny Points. COST 15 COST 15

COST 15
SEEKER UNMATCHED PURSUIT
ATTACHED TO

UNMATCHED PURSUIT BASE ABILITY


Once per game session, as an out of turn incidental, the character may spend 2 Destiny Points and designate one enemy character or vehicle within
medium range (either personal or planetary scale) as the quarry. For the next 3 rounds, if the designated target would successfully elude pursuit, the
character may voluntarily suffer 2 strain to keep pace, preventing the target from escaping.

COST 30

DURATION INCREASE RANGE ENDURANCE DESTINY


Unmatched Pursuit lasts for 1 Increase the maximum range Reduce the strain cost to To activate Unmatched
additional round per at which a target can be keep pace with the target by Pursuit, the character only
Duration Upgrade purchased. selected to long range. 1 (to a minimum of 0) per needs to spend 1 Destiny
Endurance Upgrade. Point instead of the normal 2
COST 10 COST 10 Destiny Points.
COST 10
COST 10

MANEUVER ENDURANCE FREQUENCY DURATION


Should the target of Reduce the strain cost to Unmatched Pursuit can be Unmatched Pursuit lasts for 1
Unmatched Pursuit spend a keep pace with the target by used twice per game session additional round per
maneuver to increase the 1 (to a minimum of 0) per instead of once. Duration Upgrade purchased.
distance from the character, Endurance Upgrade.
the character may COST 15 COST 15
immediately perform a Move COST 15
maneuver as an out of turn
incidental to close the
distance between them.

COST 15
PASSIVE

SENTINEL ARTISAN ACTIVE

RANKED

Artisan Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Mechanics Force Sensitive only

SOLID REPAIRS FINE TUNING MENTAL TOOLS TECHNICAL APTITUDE

The character repairs +1 hull When reducing the amount Always count as having the Reduce time needed to
trauma per rank of Solid of system strain a starship or right tools for the job when complete Computer-related
Repairs whenever he repairs vehicle suffers, reduce 1 performing Mechanics tasks by 25% per rank.
a starship or vehicle. additional strain per rank of checks.
Fine Tuning. COST 5
COST 5 COST 5
COST 5

GRIT SOLID REPAIRS FINE TUNING GRIT


Gain +1 strain threshold. The character repairs +1 hull When reducing the amount Gain +1 strain threshold.
COST 10 trauma per rank of Solid of system strain a starship or COST 10
Repairs whenever he repairs vehicle suffers, reduce 1
a starship or vehicle. additional strain per rank of
Fine Tuning.
COST 10
COST 10

INVENTOR IMBUE ITEM NATURAL TINKERER DEFENSIVE SLICING


When constructing new Take the Imbue Item Once per session, may re-roll When defending computer
items or modifying maneuver; suffer 1 strain and any 1 Mechanics check. systems, add per rank of
attachments, add or commit to grant one Defensive Slicing to
COST 15
remove per rank of weapon, piece of armor, or opponent’s checks.
Inventor. item an improvement while
COST 15
remains committed.
COST 15 Suffer 1 strain every round
remains committed.

COST 15

SOLID REPAIRS FORCE RATING DEFENSIVE SLICING MENTAL FORTRESS


The character repairs +1 hull Gain +1 Force Rating. When defending computer Spend 1 Destiny Point to
trauma per rank of Solid systems, add per rank of ignore effects of Critical
Repairs whenever he repairs COST 20 Defensive Slicing to Injuries on Intellect or
a starship or vehicle. opponent’s checks. Cunning checks until end of
encounter.
COST 20 COST 20
COST 20

COMPREHEND
MASTER ARTISAN INTUITIVE IMPROVEMENTS DEDICATION
TECHNOLOGY
Once per round, may take When making check to craft Gain +1 to a single Take Comprehend
the Master Artisan or repair item, may add characteristic. This cannot Technology action; make an
incidental; suffer 2 strain to no greater than Force rating bring a characteristic above Average ( ) Knowledge
decrease the difficulty of to check. Spend to 6. (Education) check to use
next Mechanics check by 1, increase hard points by 1, to COST 25 Force rating as ranks in skills
to a minimum of Easy ( ). max of +2. to use a single item.
COST 25 COST 25 COST 25
PASSIVE ACTIVE

SENTINEL INVESTIGATOR RANKED

Force
Bonus Career Skills: Knowledge (Education), Knowledge (Underworld), Perception, Streetwise Sensitive
only

STREET SMARTS KEEN EYED UNCANNY SENSES GRIT


Remove per rank of Street Remove per rank of Keen Add per rank of Uncanny Gain +1 strain threshold.
Smarts from Streetwise or Eyed from Perception and Senses to all Perception COST 5
Knowledge (Underworld) Vigilance checks. Decrease checks.
checks. time to search a specific area
COST 5
by half.
COST 5
COST 5

TALK THE TALK GRIT STREET SMARTS TOUGHENED


When making a Knowledge Gain +1 strain threshold. Remove per rank of Street Gain +2 wound threshold.
skill check, the character may COST 10 Smarts from Streetwise or COST 10
spend 1 Destiny Point to Knowledge (Underworld)
substitute Knowledge checks.
(Underworld) or Streetwise
COST 10
for the required skill.

COST 10

TOUGHENED KEEN EYED STREET SMARTS RECONSTRUCT THE


SCENE
Gain +2 wound threshold. Remove per rank of Keen Remove per rank of Street Perform the Reconstruct the
COST 15 Eyed from Perception and Smarts from Streetwise or Scene action; make a Hard
Vigilance checks. Decrease Knowledge (Underworld)
( ) Perception check to
time to search a specific area checks.
identify the physical
by half.
COST 15 characteristics of a person
COST 15 present at the scene within
24 hours.
COST 15

SENSE ADVANTAGE UNRELENTING SKEPTIC CLEVER SOLUTION SENSE THE SCENE


Once per session, may add When targeted by a Once per session, make one Perform the Sense The Scene
to 1 NPC’s skill check. Deception check, the skill check using Cunning action; Make a Hard ( )
character automatically adds rather than the characteristic Perception check and add
COST 20 linked to that skill.
to the check equal to no greater than Force rating,
ranks in Vigilance. if successful, spend to
COST 20 identify the emotional
COST 20 characteristics of one person
involved in the crime.

COST 20

VALUABLE FACTS DEDICATION IMPROVED STREET SMARTS FORCE RATING


Once per session, may take
Once per encounter perform Gain +1 to a single Gain +1 Force Rating.
an Improved Street Smarts
a Valuable Facts action: make characteristic. This cannot
an Average ( ) bring a characteristic above
action; make a Formidable COST 25
Knowledge check. if 6. ( ) Streetwise or
Knowledge (Underworld)
successful, add to one COST 25 check to learn one vital clue
ally’s skill check during the
from the GM. Reduce the
encounter.
difficulty once per rank of
COST 25 street smarts.
COST 25
PASSIVE ACTIVE

SENTINEL RACER RANKED

Force
Bonus Career Skills: Cool, Coordination, Piloting (Planetary), Piloting (Space) Sensitive
only

GRIT SKILLED JOCKEY CONDITIONED SHORTCUT


Gain +1 strain threshold. Remove per rank of Remove per rank of During a chase, add per
COST 5 Skilled Jockey from all Conditioned from Athletics rank in Shortcut to any
Piloting (Planetary) and and Coordination checks. checks made to catch or
Piloting (Space) checks the Reduce the damage and escape an opponent.
character attempts. strain suffered from falling by
1 per rank of Conditioned. COST 5
COST 5
COST 5

SHORTCUT FULL THROTTLE SHORTCUT CONDITIONED


During a chase, add per Take a Full Throttle action; During a chase, add per Remove per rank of
rank in Shortcut to any make a Hard ( ) rank in Shortcut to any Conditioned from Athletics
checks made to catch or Piloting check to increase a checks made to catch or and Coordination checks.
escape an opponent. vehicle’s top speed by 1 for a escape an opponent. Reduce the damage and
number of rounds equal to strain suffered from falling by
COST 10 Cunning. COST 10 1 per rank of Conditioned.
COST 10 COST 10

SKILLED JOCKEY IMPROVED FULL THROTTLE FREERUNNING IMPROVED FREERUNNING

Remove per rank of Suffer 1 strain to attempt Full Suffer 1 strain when making Suffer 4 strain when making
Skilled Jockey from all throttle as a maneuver and a Move maneuver to move a move maneuver to move to
Piloting (Planetary) and decrease its difficulty to to any location within short any location within medium
Piloting (Space) checks the Average ( ). range. range.
character attempts.
COST 15 COST 15 COST 15
COST 15

GRIT SUPREME FULL THROTTLE FORCE RATING BETTER LUCK NEXT TIME

Gain +1 strain threshold. When performing Full Gain +1 Force Rating. Take a Better Luck Next Time
COST 20 Throttle, top speed increases action; make a Hard ( )
by 2 instead of 1. COST 20 Cool check to force a
competitor to suffer a major
COST 20 misfortune.

COST 20

SUPERHUMAN REFLEXES DEDICATION IMPROVED SHORTCUT INTUITIVE EVASION


Once per Session, after Gain +1 to a single When engaging in a chase or Perform the Intuitive Evasion
generating on a Piloting characteristic. This cannot race, may suffer 2 strain to maneuver; suffer 1 strain and
check, cancel the and add bring a characteristic above add equal to ranks in commit up to ranks of
equal to ranks in Cool. 6. Shortcut to the check. Intuitive Evasion. Upgrade
difficulty of combat checks
COST 25 COST 25 COST 25 targeting starship or vehicle
by equal amount. Suffer 1
strain every round
remains committed.
COST 25
PASSIVE ACTIVE

SENTINEL SENTRY RANKED

Force Conflict
Bonus Career Skills: Coordination, Lightsaber, Stealth, Vigilance Sensitive Cost
only

TOUGHENED REFLECT GRIT CONDITIONED


Gain +2 wound threshold. When hit by a ranged attack, Gain +1 strain threshold. Remove per rank of
suffer 3 strain to reduce COST 5 Conditioned from Athletics
COST 5
damage by 2 plus ranks in and Coordination checks.
Reflect. Reduce the damage and
strain suffered from falling by
COST 5 1 per rank of Conditioned.

COST 5

UNCANNY REACTIONS GRIT REFLECT UNCANNY REACTIONS

Add per rank of Uncanny Gain +1 strain threshold. When hit by a ranged attack, Add per rank of Uncanny
Reactions to all Vigilance COST 10 suffer 3 strain to reduce Reactions to all Vigilance
checks. damage by 2 plus ranks in checks.
Reflect.
COST 10 COST 10
COST 10

SLEIGHT OF MIND IMPROVED SABER SABER THROW IMPOSSIBLE FALL


THROW
Add to all Stealth checks Perform Saber Throw action; Once per session, perform
unless the opposition is When performing the Saber make Lightsaber combat Impossible Fall incidental
immune to Force powers. Throw action, may increase check as ranged attack at when falling, make Force
the range to long range. target within medium range, power check and spend
COST 15 When attacking a target at adding no greater than to decrease fall by one
long range, spend to Force rating. Must spend range band and land
have weapon return to hand. and succeed to hit target; somewhere safe, Spend to
COST 15 spend to have weapon decrease distance by one
return to hand. additional range band.
COST 15 COST 15

DODGE FEAR THE SHADOWS CONSTANT VIGILANCE SLEIGHT OF MIND


When targeted by combat Perform the Fear the May always use Vigilance Add to all Stealth checks
check, may perform a Dodge Shadows action; make a Hard when making checks to unless the opposition is
incidental to suffer a number ( ) Deception check to determine initiative. immune to Force powers.
of strain no greater than force a single minion group
ranks of Dodge, then or rival to flee the encounter. COST 20 COST 20
upgrade the difficulty of the
check by that number. COST 20
COST 20

FORCE RATING IMPROVED REFLECT DODGE DEDICATION


Gain +1 Force Rating. When reflecting a hit that When targeted by combat Gain +1 to a single
generated or , check, may perform a Dodge characteristic. This cannot
25 may hit one target in incidental to suffer a number bring a characteristic above
medium range with the same of strain no greater than 6.
damage as the initial hit, ranks of Dodge, then
COST 25
after original attack resolves. upgrade the difficulty of the
check by that number.
COST 25
COST 25
PASSIVE

SENTINEL SHADOW ACTIVE

RANKED

Shadow Bonus Career Skills: Knowledge (Underworld), Skulduggery, Stealth, Streetwise Force Sensitive only

SLEIGHT OF MIND STREET SMARTS CODEBREAKER INDISTINGUISHABLE

Add to all Stealth checks Remove per rank of Street Remove per rank in Upgrade difficulty of checks
unless the opposition is Smarts from Streetwise or Codebreaker from checks to to identify character once
immune to Force powers. Knowledge (Underworld) break codes or decrypt per rank of Indistinguishable.
checks. communications. Decrease
COST 5 difficulty of checks to break
COST 5
COST 5
codes or decrypt
communications by 1.

COST 5

WELL ROUNDED MENTAL FORTRESS GRIT INDISTINGUISHABLE

Choose any 2 skills. They Spend 1 Destiny Point to Gain +1 strain threshold. Upgrade difficulty of checks
permanently become career ignore effects of Critical COST 10 to identify character once
skills. Injuries on Intellect or per rank of Indistinguishable.
Cunning checks until end of
COST 10 encounter. COST 10

COST 10

SHROUD DODGE SLEIGHT OF MIND GRIT


The character may spend 1 When targeted by combat Add to all Stealth checks Gain +1 strain threshold.
Destiny Point to make check, may perform a Dodge unless the opposition is COST 15
himself undetectable via incidental to suffer a number immune to Force powers.
Force powers and make his of strain no greater than
own powers go unnoticed for ranks of Dodge, then COST 15
the remainder of the upgrade the difficulty of the
encounter. check by that number.
COST 15 COST 15

SLIPPERY MINDED CODEBREAKER NOW YOU SEE ME DODGE


If under the effects of a Force Remove per rank in Once per session, take Now When targeted by combat
power, perform the Slippery Codebreaker from checks to You See Me action. Make a check, may perform a Dodge
Minded action; make a Hard break codes or decrypt Hard ( ) Deception incidental to suffer a number
( ) Deception check to communications. Decrease check to make a number of of strain no greater than
immediately end effects of difficulty of checks to break NPCs equal to Cunning within ranks of Dodge, then
power. codes or decrypt medium range forget about upgrade the difficulty of the
communications by 1. character. check by that number.
COST 20
COST 20 COST 20 COST 20

FORCE RATING ANATOMY LESSONS MASTER OF SHADOWS DEDICATION


Gain +1 Force Rating. After making a successful Once per round, suffer 2 Gain +1 to a single
attack, may spend 1 Destiny strain to decrease difficulty characteristic. This cannot
COST 25 Point to add damage equal to of next Stealth or bring a characteristic above
Intellect to one hit. Skulduggery check by 1. 6.
COST 25 COST 25 COST 25
PASSIVE

SENTINEL SHIEN EXPERT ACTIVE

RANKED

Shien Expert Bonus Career Skills: Athletics, Lightsaber, Resilience, Skulduggery Force Sensitive only

SIDE STEP CONDITIONED STREET SMARTS REFLECT


Once per round, may Remove per rank of Remove per rank of Street When hit by a ranged attack,
perform Side Step maneuver Conditioned from Athletics Smarts from Streetwise or suffer 3 strain to reduce
and suffer a number of strain and Coordination checks. Knowledge (Underworld) damage by 2 plus ranks in
to upgrade difficulty of all Reduce the damage and checks. Reflect.
incoming ranged attacks by strain suffered from falling by
COST 5 COST 5
an equal number for the next 1 per rank of Conditioned.
round. Strain suffered this
way cannot exceed ranks in COST 5
Side Step.
COST 5

TOUGHENED PARRY SHIEN TECHNIQUE REFLECT


Gain +2 wound threshold. When hit by a melee attack, When making a check using When hit by a ranged attack,
suffer 3 strain to reduce the Lightsaber skill, the suffer 3 strain to reduce
COST 10
damage by 2 plus ranks in character may use Cunning damage by 2 plus ranks in
Parry. instead of Brawn. Reflect.

COST 10 COST 10 COST 10

PARRY COUNTERSTRIKE GRIT IMPROVED REFLECT


When hit by a melee attack, When an attack misses the Gain +1 strain threshold. When reflecting a hit that
suffer 3 strain to reduce character and generates COST 15 generated or ,
damage by 2 plus ranks in or , may upgrade next may hit one target in
Parry. Lightsaber (Cunning) check medium range with the same
against attacker during damage as the initial hit,
COST 15 encounter once. after original attack resolves.
COST 15 COST 15

DJEM SO DEFLECTION DEFENSIVE STANCE SABER THROW REFLECT


After using Reflect, may Once per round, may Perform Saber Throw action; When hit by a ranged attack,
spend 1 Destiny Point to perform Defensive Stance make Lightsaber combat suffer 3 strain to reduce
perform Move maneuver as maneuver and suffer a check as ranged attack at damage by 2 plus ranks in
out-of-turn incidental to number of strain to upgrade target within medium range, Reflect.
close distance with or engage difficulty of all incoming adding no greater than
opponent. melee attacks by an equal
COST 20
Force rating. Must spend
number. Strain suffered this and succeed to hit target;
COST 20 way cannot exceed ranks in spend to have weapon
Defensive Stance. return to hand.
COST 20 COST 20

FALLING AVALANCHE DEDICATION DISRUPTIVE STRIKE SUPREME REFLECT


Suffer 2 strain to add damage Gain +1 to a single Perform Disruptive Strike If the user did not make a
equal to Brawn to next characteristic. This cannot action; make a Lightsaber combat check during
Lightsaber combat check bring a characteristic above (Cunning) combat check, previous turn, may suffer 1
made that turn. 6. adding no greater than strain to use Reflect.
COST 25 Force rating. Spend to add
COST 25 COST 25
to the next combat check
the target makes.

COST 25
SENTINEL MY CITY
ATTACHED TO

MY CITY BASE ABILITY


Once per game session when in an urban setting, the character may spend 2 Destiny points and make a Hard ( ) Knowledge (Core Worlds) or
Knowledge (Outer Rim) check. If successful, for the remainder of the game session, the character may suffer 2 strain to recall or learn the location of any
individual, group, or establishment within that city, and any relevant information.

COST 30

BOOST SKILL REDUCE DIFFICULTY COVER UPGRADE BOOST SKILL


When making a skill check The Skill check difficulty to While My City is active and When making a skill check
while My City is active, the activate My City is Average the character is in the chosen while My City is active, the
character adds to ( ) instead of Hard city, whenever the character character adds to
Streetwise and Survival ( ). is in cover, he increases his Skullduggery and Stealth
checks. ranged defense by 1. checks.
COST 10
COST 10 COST 10 COST 10

CHANGE SKILL DESTINY DOWNGRADE CHANGE SKILL


When activating My City, the To activate My City, the While My City is active and When activating My City, the
character may make a character only needs to the character is in the chosen character may make a
Streetwise check instead of a spend 1 Destiny Point instead city, he may suffer 2 strain to Knowledge (Underworld)
Knowledge (Core of the normal 2. downgrade the difficulty of check instead of a Knowledge
Worlds/Outer Rim) check. any Stealth check once. (Core Worlds/Outer Rim)
COST 15 check.
COST 15 COST 15 COST 15
SENTINEL UNMATCHED VIGILANCE
ATTACHED TO

UNMATCHED VIGILANCE BASE ABILITY


Once per game session at the beginning of a structured encounter, the character may spend 2 Destiny Points. If he does so, he determines the Initiative
order of the first round of the encounter. Characters still make checks to determine Initiative, but these results will only apply after Unmatched
Vigilance’s effects end.

COST 30

ALWAYS ALERT GROUP VIGILANCE GROUP PREPARATION DURATION


After activating Unmatched All PCs add to their All NPCs add to their The Initiative order the base
Vigilance, the character may combat checks targeting any combat checks targeting any ability establishes lasts 1
choose to use either Cool or NPC who has already taken a PC who has not yet taken a additional round per
Vigilance for his initiative turn during the current turn in the current round. Duration upgrade purchased.
check. round.
COST 10 COST 10 COST 10
COST 10

DURATION COMBAT PREPARATION COMBAT READINESS DESTINY


The Initiative order the base When the character activates After activating Unmatched To activate the Unmatched
ability establishes lasts 1 Unmatched Vigilance, he Vigilance, the character may Vigilance base ability, the
additional round per may choose to introduce a immediately perform 1 free character only needs to
Duration upgrade purchased. “fact” or additional context maneuver. spend 1 Destiny Point instead
directly into the narrative as of the normal 2.
COST 15 if he had spent a Destiny COST 15
Point. COST 15

COST 15
PASSIVE

SMUGGLER CHARMER ACTIVE

RANKED

Bonus Career Skills: Charm, Cool, Leadership, Negotiation

SMOOTH TALKER INSPIRING RHETORIC KILL WITH KINDNESS GRIT


When first acquired, choose Take the Inspiring Rhetoric Remove per rank of Kill Gain +1 strain threshold.
1 skill; Charm, Coercion, action: make an Average with Kindness from all Charm COST 5
Deception, or Negotiation. ( ) Leadership check. and Leadership checks.
When making checks with Each causes 1 ally in close
that skill, spend to gain range to recover 1 strain. COST 5
additional equal to ranks Spend to cause 1 affected
in Smooth Talker. ally to recover 1 additional
strain.
COST 5
COST 5

KILL WITH KINDNESS IMPROVED INSPIRING RHETORIC


CONGENIAL PLAUSIBLE DENIABILITY

Remove per rank of Kill Each ally affected by May suffer a number of Remove per rank of
with Kindness from all Charm Inspiring Rhetoric gains on strain to downgrade difficulty Plausible Deniability from all
and Leadership checks. all skill checks for a number of Charm or Negotiation Coercion and Deception
of rounds equal to ranks in checks or upgrade difficulty checks.
COST 10 Leadership. when targeted by Charm or
Negotiation checks, by an COST 10
COST 10 equal number. Strain
suffered this way cannot
exceed ranks in Congenial.
COST 10

DISARMING SMILE WORKS LIKE A CHARM DISARMING SMILE GRIT


Take the Disarming Smile Once per session, make one Take the Disarming Smile Gain +1 strain threshold.
action; succeed at an skill check using Presence action; succeed at an COST 15
opposed Charm check to rather than the characteristic opposed Charm check to
lower all defenses of a target linked to that skill. lower all defenses of a target
by ranks in Disarming Smile by ranks in Disarming Smile
until the end of encounter. COST 15 until the end of encounter.
COST 15 COST 15

SMOOTH TALKER CONGENIAL JUST KIDDING INTENSE PRESENCE


When first acquired, choose May suffer a number of Once per round as an Spend 1 Destiny Point to
1 skill; Charm, Coercion, strain to downgrade difficulty incidental, spend 1 Destiny recover strain equal to
Deception, or Negotiation. of Charm or Negotiation Point to ignore generated Presence rating.
When making checks with checks or upgrade difficulty on a social check by the
that skill, spend to gain when targeted by Charm or character or any ally in short COST 20
additional equal to ranks Negotiation checks, by an range.
in Smooth Talker. equal number. Strain
suffered this way cannot COST 20
COST 20 exceed ranks in Congenial.
COST 20

NATURAL CHARMER DEDICATION DON’T SHOOT! RESOLVE


Once per session, may re-roll Gain +1 to a single Once per session as an When a character
any 1 Charm or Deception characteristic. This cannot action, make a Hard ( ) involuntarily suffers strain,
check. bring a characteristic above charm check. On success, he suffers 1 less strain per
6. cannot be the target of rank of Resolve to a
COST 25
combat checks until the end minimum of 1.
COST 25
of the encounter or until COST 25
making a combat check.

COST 25
PASSIVE

SMUGGLER GAMBLER ACTIVE

RANKED

Bonus Career Skills: Computers, Cool, Deception, Skullduggery

CONVINCING DEMEANOR GRIT TOUGHENED UP THE ANTE


Remove per rank of Gain +1 strain threshold. Gain +2 wound threshold. When gambling, win 10%
Convincing Demeanor from COST 5 more credits per rank of Up
COST 5
Deception or Skulduggery the Ante.
checks.
COST 5
COST 5

GRIT SECOND CHANCES DEDICATION SUPREME DOUBLE OR


NOTHING
Gain +1 strain threshold. Once per encounter, choose Gain +1 to a single
COST 10 a number of positive dice characteristic. This cannot When performing the Double
equal to ranks in Second bring a characteristic above or Nothing incidental also
Chances and reroll them. 6. double the number of and
COST 10 COST 10 .

COST 10

SECOND CHANCES CONVINCING DEMEANOR FORTUNE FAVORS THE NATURAL ROGUE


BOLD
Once per encounter, choose Remove per rank of Once per session, may re-roll
a number of positive dice Convincing Demeanor from Once per session as an any 1 Skulduggery or Stealth
equal to ranks in Second Deception or Skulduggery incidental, suffer 2 strain to check.
Chances and reroll them. checks. flip one dark side Destiny COST 15
COST 15 COST 15 Point to light side.

COST 15

UP THE ANTE UP THE ANTE CLEVER SOLUTION SECOND CHANCES


When gambling, win 10% When gambling, win 10% Once per session, make one Once per encounter, choose
more credits per rank of Up more credits per rank of Up skill check using Cunning a number of positive dice
the Ante. the Ante. rather than the characteristic equal to ranks in Second
linked to that skill. Chances and reroll them.
COST 20 COST 20
COST 20 COST 20

DOUBLE OR NOTHING SMOOTH TALKER NATURAL NEGOTIATOR IMPROVED DOUBLE OR


NOTHING
Suffer 2 strain to perform the When first acquired, choose Once per session, may re-roll
Double or Nothing incidental 1 skill; Charm, Coercion, any 1 Cool or Negotiation When performing the Double
to increase the difficulty of Deception, or Negotiation. check. or Nothing incidental, after
the next check by one. Then, When making checks with canceling opposing symbols,
after canceling opposing that skill, spend to gain
COST 25 also double the amount of
symbols, double the amount additional equal to ranks remaining .
of remaining . in Smooth Talker.
COST 25
COST 25 COST 25
PASSIVE

SMUGGLER GUNSLINGER ACTIVE

RANKED

Bonus Career Skills: Coercion, Cool, Knowledge (Outer Rim), Ranged (Light)

GRIT QUICK STRIKE RAPID REACTION QUICK DRAW


Gain +1 strain threshold. Add per rank of Quick Suffer a number of strain to Once per round, draw or
COST 5 Strike to combat checks add an equal number of holster a weapon or
against targets that have not to initiative checks. Strain accessible item as an
acted yet this encounter. suffered cannot exceed ranks incidental.
in Rapid Reaction.
COST 5 COST 5
COST 5

LETHAL BLOWS GRIT QUICK STRIKE IMPROVED QUICK DRAW

Add +10 per rank of Lethal Gain +1 strain threshold. Add per rank of Quick May use Quick Draw twice
Blows to any Critical Injury COST 10 Strike to combat checks per round.
result inflicted on opponents. against targets that have not
COST 10
acted yet this encounter.
COST 10
COST 10

TOUGHENED CALL ‘EM DODGE SORRY ABOUT THE


MESS
Gain +2 wound threshold. Do not add to combat When targeted by combat
checks due to the use of the check, may perform a Dodge Decrease the Critical Rating
COST 15 of a weapon by 1 (to a
Aim maneuver. incidental to suffer a number
of strain no greater than minimum of 1) against
COST 15 ranks of Dodge, then targets that have not yet
upgrade the difficulty of the acted this encounter.
check by that number.
COST 15
COST 15

CONFIDENCE LETHAL BLOWS GUNS BLAZING RAPID REACTION


May decrease difficulty of Add +10 per rank of Lethal As an incidental, suffer 2 Suffer a number of strain to
Discipline checks to avoid Blows to any Critical Injury Strain to avoid increasing the add an equal number of
fear by 1 per rank of result inflicted on opponents. difficulty of a Ranged (Light) to initiative checks. Strain
Confidence. check to attack with two suffered cannot exceed ranks
COST 20 weapons. in Rapid Reaction.
COST 20
COST 20 COST 20

DEDICATION SPITFIRE NATURAL MARKSMAN DEADLY ACCURACY


Gain +1 to a single After a successful combined Once per session, may re-roll When acquired, choose 1
characteristic. This cannot check with two Ranged any 1 Ranged (Light) or combat skill. Add damage
bring a characteristic above (Light) weapons, additional Ranged (Heavy) check. equal to ranks in that skill to
6. hits can be allocated to other one hit of successful attack
targets within range of the COST 25 made using that skill.
COST 25
weapon.
COST 25
COST 25
PASSIVE

SMUGGLER PILOT ACTIVE

RANKED

Pilot Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)

FULL THROTTLE SKILLED JOCKEY GALAXY MAPPER LET’S RIDE


Take a Full Throttle action; Remove per rank of Remove per rank of Once per round, may mount
make a Hard ( ) Skilled Jockey from all Galaxy Mapper from or dismount a vehicle or
Piloting check to increase a Piloting (Planetary) and Astrogation checks. beast, or enter a cockpit or
vehicle’s top speed by 1 for a Piloting (Space) checks the Astrogation checks take half weapon station on a vehicle,
number of rounds equal to character attempts. normal time. as an incidental.
Cunning.
COST 5 COST 5 COST 5
COST 5

SKILLED JOCKEY DEAD TO RIGHTS GALAXY MAPPER RAPID RECOVERY


Remove per rank of Spend 1 Destiny Point to add Remove per rank of When healing strain after an
Skilled Jockey from all additional damage equal to Galaxy Mapper from encounter, heal 1 additional
Piloting (Planetary) and half Agility (rounded up) to Astrogation checks. strain per rank of Rapid
Piloting (Space) checks the one hit of successful attack Astrogation checks take half Recovery.
character attempts. made with ship or vehicle- normal time.
mounted weaponry.
COST 10
COST 10 COST 10
COST 10

IMPROVED FULL THROTTLE IMPROVED DEAD TO RIGHTS GRIT NATURAL PILOT


Suffer 1 strain to attempt Full Spend 1 Destiny Point to add Gain +1 strain threshold. Once per session, may re-roll
throttle as a maneuver and additional damage equal to COST 15 any 1 Piloting (Space) or
decrease its difficulty to Agility (rounded up) to one Gunnery check.
Average ( ). hit of successful attack made
with ship or vehicle-mounted COST 15
COST 15 weaponry.

COST 15

GRIT SUPREME FULL THROTTLE TRICKY TARGET DEFENSIVE DRIVING


Gain +1 strain threshold. When performing Full Count vehicle or starship Increase defense of vehicle
COST 20 Throttle, top speed increases piloted as having a silhouette or starship being piloted by 1
by 2 instead of 1. 1 lower when being attacked. per rank of Defensive Driving.
COST 20 COST 20 COST 20

MASTER PILOT DEDICATION TOUGHENED BRILLIANT EVASION


Once per round when Gain +1 to a single Gain +2 wound threshold. Once per encounter may
piloting a starship, may suffer characteristic. This cannot take Brilliant Evasion action;
COST 25
2 strain to perform any bring a characteristic above select 1 opponent and make
action as a maneuver. 6. Opposed Piloting (Planetary
or Space) check to stop
COST 25 COST 25
opponent from attacking
character for rounds equal to
Agility.
COST 25
PASSIVE

SMUGGLER SCOUNDREL ACTIVE

RANKED

Scoundrel Bonus Career Skills: Charm, Cool Deception, Ranged (Light)

BLACK MARKET CONTACTS CONVINCING DEMEANOR QUICK DRAW RAPID REACTION


When purchasing illegal Remove per rank of Once per round, draw or Suffer a number of strain to
goods, may reduce rarity by 1 Convincing Demeanor from holster a weapon or add an equal number of
per rank of Black Market Deception or Skulduggery accessible item as an to initiative checks. Strain
Contacts, increasing cost by checks. incidental. suffered cannot exceed ranks
50 percent of base cost per in Rapid Reaction.
COST 5 COST 5
reduction.
COST 5
COST 5

CONVINCING DEMEANOR BLACK MARKET CONTACTS CONVINCING DEMEANOR QUICK STRIKE


Remove per rank of When purchasing illegal Remove per rank of Add per rank of Quick
Convincing Demeanor from goods, may reduce rarity by 1 Convincing Demeanor from Strike to combat checks
Deception or Skulduggery per rank of Black Market Deception or Skulduggery against targets that have not
checks. Contacts, increasing cost by checks. acted yet this encounter.
50 percent of base cost per
COST 10 reduction. COST 10 COST 10

COST 10

HIDDEN STORAGE TOUGHENED BLACK MARKET CONTACTS SIDE STEP


Gain hidden storage in Gain +2 wound threshold. When purchasing illegal Once per round, may
vehicles or equipment that goods, may reduce rarity by 1 perform Side Step maneuver
COST 15
holds items with total per rank of Black Market and suffer a number of strain
encumbrance equal to ranks Contacts, increasing cost by to upgrade difficulty of all
in Hidden Storage. 50 percent of base cost per incoming ranged attacks by
reduction. an equal number for the next
COST 15 round. Strain suffered this
COST 15
way cannot exceed ranks in
Side Step.
COST 15

TOUGHENED RAPID REACTION HIDDEN STORAGE SIDE STEP


Gain +2 wound threshold. Suffer a number of strain to Gain hidden storage in Once per round, may
add an equal number of vehicles or equipment that perform Side Step maneuver
COST 20
to initiative checks. Strain holds items with total and suffer a number of strain
suffered cannot exceed ranks encumbrance equal to ranks to upgrade difficulty of all
in Rapid Reaction. in Hidden Storage. incoming ranged attacks by
an equal number for the next
COST 20 COST 20 round. Strain suffered this
way cannot exceed ranks in
Side Step.
COST 20

DEDICATION NATURAL CHARMER SOFT SPOT QUICK STRIKE


Gain +1 to a single Once per session, may re-roll After making a successful Add per rank of Quick
characteristic. This cannot any 1 Charm or Deception attack, spend 1 Destiny Point Strike to combat checks
bring a characteristic above check. to add damage equal to against targets that have not
6. Cunning to one hit. acted yet this encounter.
COST 25
COST 25 COST 25 COST 25
PASSIVE

SMUGGLER THIEF ACTIVE

RANKED

Thief Bonus Career Skills: Computers, Skulduggery, Stealth, Vigilance

STREET SMARTS BLACK MARKET CONTACTS INDISTINGUISHABLE BYPASS SECURITY


Remove per rank of Street When purchasing illegal Upgrade difficulty of checks Remove per rank of
Smarts from Streetwise or goods, may reduce rarity by 1 to identify character once Bypass Security from checks
Knowledge (Underworld) per rank of Black Market per rank of Indistinguishable. made to disable a security
checks. Contacts, increasing cost by device or open a locked door.
50 percent of base cost per COST 5
COST 5 COST 5
reduction.
COST 5

BLACK MARKET CONTACTS DODGE GRIT HIDDEN STORAGE


When purchasing illegal When targeted by combat Gain +1 strain threshold. Gain hidden storage in
goods, may reduce rarity by 1 check, may perform a Dodge COST 10 vehicles or equipment that
per rank of Black Market incidental to suffer a number holds items with total
Contacts, increasing cost by of strain no greater than encumbrance equal to ranks
50 percent of base cost per ranks of Dodge, then in Hidden Storage.
reduction. upgrade the difficulty of the
check by that number. COST 10
COST 10
COST 10

STALKER GRIT RAPID REACTION SHORTCUT


Add per rank of Stalker to Gain +1 strain threshold. Suffer a number of strain to During a chase, add per
all Stealth and Coordination COST 15 add an equal number of rank in Shortcut to any
checks. to initiative checks. Strain checks made to catch or
suffered cannot exceed ranks escape an opponent.
COST 15
in Rapid Reaction.
COST 15
COST 15

BYPASS SECURITY NATURAL ROGUE STREET SMARTS JUMP UP


Remove per rank of Once per session, may re-roll Remove per rank of Street Once per round, may stand
Bypass Security from checks any 1 Skulduggery or Stealth Smarts from Streetwise or from seated or prone as an
made to disable a security check. Knowledge (Underworld) incidental.
device or open a locked door.
COST 20
checks. COST 20
COST 20 COST 20

MASTER OF SHADOWS DODGE INDISTINGUISHABLE DEDICATION


Once Per round, suffer 2 When targeted by combat Upgrade difficulty of checks Gain +1 to a single
strain to decrease difficulty check, may perform a Dodge to identify character once characteristic. This cannot
of next Stealth or Subterfuge incidental to suffer a number per rank of Indistinguishable. bring a characteristic above
check by one. of strain no greater than 6.
ranks of Dodge, then COST 25
COST 25 COST 25
upgrade the difficulty of the
check by that number.
COST 25
SMUGGLER NARROW ESCAPE
ATTACHED TO

NARROW ESCAPE BASE ABILITY


Once per game session, the character may spend two Destiny Points to make a Hard ( ) Streetwise check. If successful, the character is
immediately able to flee from the current personal scale combat encounter unscathed. The challenge is not overcome or defeated, but the character is
able to evade the hazard or threat for the time being. The exact nature of what the character is trying to accomplish, as well as the end results, must be
approved by the GM (see Narrative abilities on page 38), but should be suitably creative or daring.

COST 30

REDUCE SETBACK INCREASE EFFECT ADD BOOST CHANGE SCALE


Remove from the skill Affect an additional number Add to the skill check to Narrow Escape can be
check to activate Narrow of allied characters equal to activate Narrow Escape. activated in a vehicle with
Escape. Cunning per Increase Effect the Piloting (Planetary) or
upgrade purchased. COST 10 Piloting (Space) skill.
COST 10
COST 10 COST 10

REDUCE DIFFICULTY INCREASE EFFECT CHANGE SKILL DESTINY


Reduce the difficulty of the Affect an additional number Narrow Escape can be Narrow Escape costs 1
skill check to activate Narrow of allied characters equal to activated during social Destiny Point instead of 2.
Escape to Average ( ). Cunning per Increase Effect encounters with the
upgrade purchased. Deception skill. COST 15
COST 15
COST 15 COST 15
SMUGGLER UNMATCHED FORTUNE
ATTACHED TO

UNMATCHED FORTUNE BASE ABILITY


Once per game session as an incidental, the character may spend 2 Destiny Points to change the face of one positive die in the character’s dice pool to
another face adjacent to it. An “adjacent” face is any die face sharing an edge – not a point – with the rolled face. Unmatched Fortune cannot be used on
a .
COST 30

FREQUENCY INCREASE NUMBER SHARED LUCK INCREASE NUMBER


Unmatched Fortune can be Unmatched Fortune affects Unmatched Fortune can also Unmatched Fortune affects
used one additional time one additional die per be used on the dice pool of a one additional die per
each game session per Increase Number upgrade willing ally within short Increase Number upgrade
Frequency upgrade purchased. range. purchased.
purchased.
COST 10 COST 10 COST 10
COST 10

DESTINY INCREASE EFFECT INCREASE RANGE FREQUENCY


Unmatched Fortune costs 1 Unmatched Fortune can also Increases the maximum Unmatched Fortune can be
Destiny Point instead of 2. be used on negative dice. range at which Unmatched used one additional time
Fortune can affect willing each game session per
COST 15 COST 15 allies by 1 per Increase Range Frequency upgrade
upgrade purchased. purchased.

COST 15 COST 15
PASSIVE

SOLDIER COMMANDO ACTIVE

RANKED

Commando Bonus Career Skills: Brawl, Melee, Resilience, Survival

PHYSICAL TRAINING GRIT TOUGHENED POINT BLANK


Add per rank of Physical Gain +1 strain threshold. Gain +2 wound threshold. Add 1 damage per rank of
Training to Athletics and COST 5 Point Blank to damage of one
COST 5
Resilience checks. hit of successful attack while
using Ranged (Heavy) or
COST 5 Ranged (Light) skills at close
range or engaged.
COST 5

TOUGHENED DURABLE PHYSICAL TRAINING STRONG ARM


Gain +2 wound threshold. May reduce any Critical Add per rank of Physical Treat thrown weapons as if
Injury suffered by 10 per rank Training to Athletics and they had 1 greater range.
COST 10
of Durable to a minimum of Resilience checks.
1. COST 10
COST 10
COST 10

BLOODED ARMOR MASTER NATURAL OUTDOORSMAN FERAL STRENGTH


Add per rank of Blooded When wearing armor, Once per session, reroll any 1 Add 1 damage per rank of
to all checks to resist or increase total soak value by Resilience or Survival check. Feral Strength to one hit of
recover from poisons, 1. successful attacks made
venoms, or toxins. Reduce COST 15 using Brawl or Melee skills.
COST 15
duration of ongoing poisons
by 1 round per rank of COST 15
Blooded to a minimum of 1.
COST 15

TOUGHENED HEROIC FORTITUDE DURABLE KNOCKDOWN


Gain +2 wound threshold. May spend 1 Destiny Point to May reduce any Critical After hitting with a melee
ignore effects of Critical Injury suffered by 10 per rank attack, may spend to
COST 20
Injuries on Brawn or Agility of Durable to a minimum of knock the target prone.
checks until the end of the 1.
encounter.
COST 20
COST 20
COST 20

IMPROVED ARMOR MASTER DEDICATION UNSTOPPABLE FERAL STRENGTH


When wearing armor with Gain +1 to a single If a Critical Injury roll is 1 or Add 1 damage per rank of
soak of 2 or higher, increase characteristic. This cannot reduced to 1, do not receive Feral Strength to one hit of
defense by 1. bring a characteristic above the critical injury. successful attacks made
6. using Brawl or Melee skills.
COST 25 COST 25
COST 25 COST 25
PASSIVE

SOLDIER HEAVY ACTIVE

RANKED

Heavy Bonus Career Skills: Gunnery, Perception, Ranged (Heavy), Resilience

BURLY BARRAGE GRIT TOUGHENED


Reduce any wielded Add 1 damage per rank of Gain +1 strain threshold. Gain +2 wound threshold.
weapon’s Cumbersome Barrage to 1 hit of successful COST 5 COST 5
quality and Encumbrance attack while using Ranged
rating by a number equal to (Heavy) or Gunnery skills at
ranks in Burly to a minimum long or extreme range.
of 1.
COST 5
COST 5

BARRAGE BRACE SPARE CLIP DURABLE


Add 1 damage per rank of Perform a Brace maneuver to Cannot run out of ammo due May reduce any Critical
Barrage to 1 hit of successful remove per rank of Brace to result. Items with Injury suffered by 10 per rank
attack while using Ranged from next Action. This may limited ammo quality run out of Durable to a minimum of
(Heavy) or Gunnery skills at only remove added by of ammo as normal. 1.
long or extreme range. environmental circumstances.
COST 10 COST 10
COST 10 COST 10

SIDE STEP BURLY HEROIC FORTITUDE TOUGHENED


Once per round, may Reduce any wielded May spend 1 Destiny Point to Gain +2 wound threshold.
perform Side Step maneuver weapon’s Cumbersome ignore effects of Critical
COST 15
and suffer a number of strain quality and Encumbrance Injuries on Brawn or Agility
to upgrade difficulty of all rating by a number equal to checks until the end of the
incoming ranged attacks by ranks in Burly to a minimum encounter.
an equal number for the next of 1.
COST 15
round. Strain suffered this
way cannot exceed ranks in COST 15
Side Step.
COST 15

BRACE BARRAGE RAIN OF DEATH HEROIC RESILIENCE


Perform a Brace maneuver to Add 1 damage per rank of Perform the Rain of Death Immediately after being hit
remove per rank of Brace Barrage to 1 hit of successful maneuver to ignore the by an attack but before
from next Action. This may attack while using Ranged increased difficulty due to suffering damage, spend 1
only remove added by (Heavy) or Gunnery skills at the Auto-fire quality of Destiny Point to increase
environmental circumstances. long or extreme range. attacks made this turn. soak by ranks in Resilience.

COST 20 COST 20 COST 20 COST 20

BURLY DEDICATION ARMOR MASTER HEAVY HITTER


Reduce any wielded Gain +1 to a single When wearing armor, Once per session, spend
weapon’s Cumbersome characteristic. This cannot increase total soak value by on a successful Ranged
quality and Encumbrance bring a characteristic above 1. (Heavy) or Gunnery check to
rating by a number equal to 6. COST 25 add the Breach 1 quality to
ranks in Burly to a minimum the attack, or increase an
COST 25
of 1. existing Breach rating by 1.
COST 25 COST 25
PASSIVE

SOLDIER MEDIC ACTIVE

RANKED

Medic Bonus Career Skills: Knowledge (Xenology), Medicine, Resilience, Vigilance

FORAGER STIMPACK SPECIALIZATION GRIT SURGEON


Remove up to from skill Stimpacks heal 1 additional Gain +1 strain threshold. When making a Medicine
checks to find food, water, or wound per rank of Stimpack COST 5 check to help a character
shelter. Survival checks to Specialization. heal wounds, the target heals
forage take half the time. 1 additional would per rank
COST 5 of Surgeon.
COST 5
COST 5

TOUGHENED SURGEON STIMPACK SPECIALIZATION BACTA SPECIALIST


Gain +2 wound threshold. When making a Medicine Stimpacks heal 1 additional Patients regain 1 additional
check to help a character wound per rank of Stimpack wound per rank of Bacta
COST 10
heal wounds, the target heals Specialization. Specialist when they recover
1 additional would per rank wounds from bacta tanks or
of Surgeon. COST 10 long term care.
COST 10 COST 10

WELL ROUNDED GRIT STIM APPLICATION MASTER DOCTOR


Choose any 2 skills. They Gain +1 strain threshold. Take the Stim Application Once per round, suffer 2
permanently become career COST 15 Action: make an average strain to decrease the
skills. ( ) Medicine check. If difficulty of a Medicine check
successful, 1 engaged ally by 1.
COST 15 increases 1 characteristic by
1 for the encounter and COST 15
suffers 4 strain.
COST 15

DODGE NATURAL DOCTOR IMPROVED STIM APPLICATION STIMPACK SPECIALIZATION

When targeted by combat Once per session, may re-roll When performing Stim Stimpacks heal 1 additional
check, may perform a Dodge any 1 Medicine check. Application Action, may wound per rank of Stimpack
incidental to suffer a number increase difficulty of check to Specialization.
of strain no greater than COST 20 Hard ( ), and target
ranks of Dodge, then only suffers 1 strain.
COST 20
upgrade the difficulty of the
check by that number. COST 20
COST 20

ANATOMY LESSONS DEDICATION IT’S NOT THAT BAD SUPREME STIM APPLICATION

After making a successful Gain +1 to a single Once per session when an When performing the Stim
attack, may spend 1 Destiny characteristic. This cannot ally would suffer a Critical Application Action, spend
Point to add damage equal to bring a characteristic above Injury, may take an It’s Not to increase an additional
Intellect to one hit. 6. That Bad action; make a Hard Characteristic by 1.
( ) Medicine check to
COST 25 COST 25 COST 25
stop the ally from gaining the
Critical Injury.
COST 25
PASSIVE

SOLDIER SHARPSHOOTER ACTIVE

RANKED

Sharpshooter Bonus Career Skills: Cool, Perception, Ranged (Light), Ranged (Heavy)

EXPERT TRACKER SNIPER SHOT BRACE GRIT


Remove per rank of Before making a non-thrown Perform a Brace maneuver to Gain +1 strain threshold.
Expert Tracker to find tracks ranged attack, may perform remove per rank of Brace COST 5
or track targets. Decrease a Sniper Shot maneuver to from next Action. This may
time to track a target by half. increase the weapon’s range only remove added by
by 1 range band per rank in environmental circumstances.
COST 5 Sniper Shot. Upgrade the
difficulty of the attack by 1 COST 5
per range band increase.
COST 5

GRIT TRUE AIM DEADLY ACCURACY LETHAL BLOWS


Gain +1 strain threshold. Once per round, may When acquired, choose 1 Add +10 per rank of Lethal
COST 10 perform a True Aim combat skill. Add damage Blows to any Critical Injury
maneuver to gain benefits of equal to ranks in that skill to result inflicted on opponents.
aiming and upgrade combat one hit of successful attack
check once per rank of True made using that skill. COST 10
Aim.
COST 10
COST 10

BRACE LETHAL BLOWS SNIPER SHOT TRUE AIM


Perform a Brace maneuver to Add +10 per rank of Lethal Before making a non-thrown Once per round, may
remove per rank of Brace Blows to any Critical Injury ranged attack, may perform perform a True Aim
from next Action. This may result inflicted on opponents. a Sniper Shot maneuver to maneuver to gain benefits of
only remove added by increase the weapon’s range aiming and upgrade combat
environmental circumstances.
COST 15 by 1 range band per rank in check once per rank of True
Sniper Shot. Upgrade the Aim.
COST 15 difficulty of the attack by 1
COST 15
per range band increase.
COST 15

EXPERT TRACKER DEADLY ACCURACY TOUGHENED CRIPPLING BLOW


Remove per rank of When acquired, choose 1 Gain +2 wound threshold. Increase the difficulty of next
Expert Tracker to find tracks combat skill. Add damage combat check by 1. If check
COST 20
or track targets. Decrease equal to ranks in that skill to deals damage, target suffers
time to track a target by half. one hit of successful attack 1 strain whenever they move
made using that skill. for the rest of the encounter.
COST 20
COST 20 COST 20

QUICK FIX NATURAL MARKSMAN DEDICATION TARGETED BLOW


Once per session, make one Once per session, may re-roll Gain +1 to a single After making a successful
skill check using Agility rather any 1 Ranged (Light) or characteristic. This cannot attack, may spend 1 Destiny
than the Characteristic linked Ranged (Heavy) check. bring a characteristic above Point to add damage equal to
to that skill. 6. Agility to one hit.
COST 25
COST 25 COST 25 COST 25
PASSIVE ACTIVE

SOLDIER TRAILBLAZER RANKED

Bonus Career Skills: Knowledge (Outer Rim), Perception, Stealth, Survival

STALKER TOUGHENED OUTDOORSMAN EXPERT TRACKER


Add per rank of Stalker to Gain +2 wound threshold. Remove per rank of Remove per rank of
all Stealth and Coordination COST 5 Outdoorsman from checks to Expert Tracker to find tracks
checks. move through terrain or or track targets. Decrease
manage environmental time to track a target by half.
COST 5
effects. Decrease overland
travel time by half.
COST 5

COST 5

DISORIENT PRIME POSITIONS CUNNING SNARE OUTDOORSMAN


After hitting with a combat When this character or an Once per encounter as an Remove per rank of
check, may spend to ally in short range takes action, may create a trap. Outdoorsman from checks to
disorient target for a number cover, he increases soak Any other character who move through terrain or
of rounds equal to ranks in against ranged attacks by 1 moves to engaged range of manage environmental
Disorient. per rank of Prime Positions the trap must make an effects. Decrease overland
until he leaves that cover. Opposed Vigilance vs. travel time by half.
COST 10
Survival check to avoid harm
COST 10 and ill effects. COST 10

COST 10

GRIT DODGE BLIND SPOT TOUGHENED


Gain +1 strain threshold. When targeted by combat This character and allies Gain +2 wound threshold.
COST 15 check, may perform a Dodge within short range add to COST 15
incidental to suffer a number combat checks while
of strain no greater than benefiting from cover.
ranks of Dodge, then
upgrade the difficulty of the COST 15
check by that number.
COST 15

DODGE PREY ON THE WEAK EXPERT TRACKER ONE WITH NATURE


When targeted by combat Add +1 damage to one hit of Remove per rank of When in the wilderness, the
check, may perform a Dodge successful combat checks Expert Tracker to find tracks character may make a Simple
incidental to suffer a number against disoriented targets or track targets. Decrease (-) Survival check (instead of
of strain no greater than per rank of Prey on the time to track a target by half. Discipline or Cool) to recover
ranks of Dodge, then Weak. strain at the end of an
upgrade the difficulty of the
COST 20 encounter.
COST 20
check by that number.
COST 20
COST 20

DEDICATION AMBUSH DISORIENT PREY ON THE WEAK


Gain +1 to a single Once per round while After hitting with a combat Add +1 damage to one hit of
characteristic. This cannot benefiting from cover, may check, may spend to successful combat checks
bring a characteristic above make the Ambush maneuver. disorient target for a number against disoriented targets
6. Add damage equal to Stealth of rounds equal to ranks in per rank of Prey on the
skill to one hit of next Disorient. Weak.
COST 25
successful combat check
COST 25 COST 25
against a target within Short
range before the end of the
turn.
COST 25
PASSIVE ACTIVE

SOLDIER VANGUARD RANKED

Bonus Career Skills: Athletics, Cool, Vigilance, Resilience

BODYGUARD CONDITIONED TOUGHENED RAPID REACTION


Once per round, perform the Remove per rank of Gain +2 wound threshold. Suffer a number of strain to
Body Guard maneuver to Conditioned from Athletics add an equal number of
COST 5
guard an engaged character. and Coordination checks. to initiative checks. Strain
Suffer a number of strain no Reduce the damage and suffered cannot exceed ranks
greater than ranks of Body strain suffered from falling by in Rapid Reaction.
Guard, then until the 1 per rank of Conditioned.
beginning of the next turn COST 5
upgrade the difficulty of COST 5
combat checks targeting the
character by that number.
COST 5

TOUGHENED MOVING TARGET POINT BLANK SUPPRESSING FIRE


Gain +2 wound threshold. If the character has already Add 1 damage per rank of Character and allies in short
acted this round, increase Point Blank to damage of one range may spend on
COST 10
ranged defense by 1 per rank hit of successful attack while failed combat checks once
of Moving Target. using Ranged (Heavy) or per round to inflict 1 strain
Ranged (Light) skills at short per rank of Suppressing Fire
COST 10 range or engaged. on the target.
COST 10 COST 10

CONDITIONED BODYGUARD TOUGHENED RAPID REACTION


Remove per rank of Once per round, perform the Gain +2 wound threshold. Suffer a number of strain to
Conditioned from Athletics Body Guard maneuver to add an equal number of
COST 15
and Coordination checks. guard an engaged character. to initiative checks. Strain
Reduce the damage and Suffer a number of strain no suffered cannot exceed ranks
strain suffered from falling by greater than ranks of Body in Rapid Reaction.
1 per rank of Conditioned. Guard, then until the
beginning of the next turn COST 15
COST 15 upgrade the difficulty of
combat checks targeting the
character by that number.
COST 15

IMPROVED BODYGUARD TOUGHENED SUPPRESSING FIRE MOVING TARGET


Once per session, when an Gain +2 wound threshold. Character and allies in short If the character has already
ally protected by the Body range may spend on acted this round, increase
COST 20
Guard maneuver suffers a failed combat checks once ranged defense by 1 per rank
hit, suffer the hit instead. per round to inflict 1 strain of Moving Target.
COST 20 per rank of Suppressing Fire
on the target. COST 20

COST 20

DEDICATION SUPREME DYNAMIC FIRE SEIZE THE INITIATIVE


BODYGUARD
Gain +1 to a single When making a ranged Once per session as a
characteristic. This cannot Body Guard maneuver may attack while engaged with an maneuver, may make a Hard
bring a characteristic above protect a number of engaged opponent, may suffer 2 ( ) Athletics check. On
6. characters up to ranks in strain to reduce the ranged success, other PCs may take
modifier by 1. their turns immediately.
COST 25 Resilience.

COST 25 COST 25 COST 25


SOLDIER THE BIGGER THEY ARE…
ATTACHED TO

THE BIGGER THEY ARE… BASE ABILITY


Once per game session as an action, the character may spend 2 Destiny Points, nominate one vehicle, starship, or living creature of silhouette 2 or
smaller that he can see and make a Hard ( ) Knowledge (Warfare) check. If he succeeds, for the next 3 rounds, he and each other friendly character
within medium range of him ignore the target’s armor (or soak) when inflicting damage on the target with non-vehicle/starship weapons.

COST 30

INCREASE SILHOUETTE CHANGE SKILL DURATION CHANGE SKILL


Increase the silhouette of May use Survival instead of The Bigger They Are… lasts May use Athletics instead of
targets that can be affected Knowledge (Warfare) to for 2 additional rounds. Knowledge (Warfare) to
by The Bigger They Are… by activate The Bigger They activate The Bigger They
1. Are…. COST 10 Are….
COST 10 COST 10 COST 10

ONGOING SALVO DESTINY REDUCE DIFFICULTY INCREASE SILHOUETTE

If the target is destroyed (or The Bigger They Are… costs 1 Reduce the difficulty of the Increase the silhouette of
dies) while The Bigger They Destiny Point instead of 2 skill check to activate The targets that can be affected
Are… is active, the character Bigger They Are… to Average by The Bigger They Are… by
may spend 1 Destiny Point to COST 15 ( ). 1.
select a new target for The
COST 15 COST 15
Bigger They Are….

COST 15
SOLDIER UNMATCHED COURAGE
ATTACHED TO

UNMATCHED COURAGE BASE ABILITY


Once per game session, as an out of turn incidental, the character may spend 2 destiny Points to ignore the effects of all Critical Injuries for 2 rounds.
When this effect ends, he suffers the effects of these Critical Injuries as normal.

COST 30

INCREASE EFFECT DURATION SURVIVOR DURATION


While Unmatched Courage is Unmatched Courage lasts for While Unmatched Courage is Unmatched Courage lasts for
active, whenever the 2 additional rounds. active, add to checks to 2 additional rounds.
character would suffer strain, remove Critical Injuries.
he may suffer that many COST 10 COST 10
wounds instead. COST 10

COST 10

SEE IT THROUGH FINISH THE JOB SURVIVOR TOO TOUGH TO DIE


While Unmatched Courage is While Unmatched Courage is While Unmatched Courage is When Unmatched Courage
active, the character does active, the character adds +2 active, add to checks to ends, make a Hard ( )
not become incapacitated damage for each Critical remove Critical Injuries. Resilience check to remove
when his wounds exceed his Injury he is suffering to the one Critical Injury.
wound threshold. first hit of each successful COST 15
combat check he makes. COST 15
COST 15
COST 15
PASSIVE ACTIVE

SPY COURIER RANKED

Bonus Career Skills: Athletics, Deception, Streetwise, Vigilance

INDISTINGUISHABLE SHORTCUT WELL-TRAVELED PILOT TRAINING


Upgrade difficulty of checks During a chase, add per Knowledge (Core Worlds) Piloting (Planetary) and
to identify character once rank in Shortcut to any and Knowledge (Outer Rim) Piloting (Space) become
per rank of Indistinguishable. checks made to catch or become career skills. career skills.
escape an opponent.
COST 5 COST 5 COST 5
COST 5

HIDDEN STORAGE SWIFT SECOND WIND GRIT


Gain hidden storage in Do not suffer the usual Once per encounter, may use Gain +1 strain threshold.
vehicles or equipment that penalties for moving through Second Wind incidental to COST 10
holds items with total difficult terrain. heal strain equal to ranks in
encumbrance equal to ranks Second Wind.
in Hidden Storage.
COST 10
COST 10
COST 10

GRIT INDISTINGUISHABLE FREERUNNING SHORTCUT


Gain +1 strain threshold. Upgrade difficulty of checks Suffer 1 strain when making During a chase, add per
COST 15 to identify character once a Move maneuver to move rank in Shortcut to any
per rank of Indistinguishable. to any location within short checks made to catch or
range. escape an opponent.
COST 15
COST 15 COST 15

IMPROVED HIDDEN HIDDEN STORAGE IMPROVED SECOND WIND


STORAGE INDISTINGUISHABLE
Gain hidden storage in Once per encounter, may use
The character may use vehicles or equipment that The character may extend Second Wind incidental to
Hidden Storage to store an holds items with total the effects of heal strain equal to ranks in
item within his own suitably encumbrance equal to ranks Indistinguishable to a Second Wind.
modified body. in Hidden Storage. number of allies within short
range equal to ranks in COST 20
COST 20 COST 20 Deception.
COST 20

INCITE DISTRACTION DEDICATION LOSE THEM NATURAL ATHLETE


While in a crowd, may perform Gain +1 to a single When being followed or chased, Once per session, may reroll
the Incite Distraction action to characteristic. This cannot the character may perform the any 1 Athletics or
bring a characteristic above Lose Them action and make a Coordination check.
make an Average ( )
Hard ( ) Stealth check. If
Deception check. If successful, 6.
enemies treat the area as
successful, add bb to checks to COST 25
COST 25 follow him for the remainder of
difficult terrain. May spend the encounter and may spend
to make the location to indicate his pursuers have lost
impassable terrain to them him completely.
instead. COST 25
COST 25
PASSIVE

SPY INFILTRATOR ACTIVE

RANKED

Infiltrator Bonus Career Skills: Deception, Melee, Skulduggery, Streetwise

GRIT DODGE FRENZIED ATTACK DEFENSIVE STANCE


Gain +1 strain threshold. When targeted by combat When making a Melee or Once per round, may
COST 5 check, may perform a Dodge Brawl check, suffer a number perform Defensive Stance
incidental to suffer a number of strain to upgrade the maneuver and suffer a
of strain no greater than attack an equal number of number of strain to upgrade
ranks of Dodge, then times. The strain suffered difficulty of all incoming
upgrade the difficulty of the may not exceed ranks in melee attacks by an equal
check by that number. Frenzied Attack. number. Strain suffered this
way cannot exceed ranks in
COST 5 COST 5
Defensive Stance.
COST 5

STUNNING BLOW GRIT SOFT SPOT JUMP UP


When making Melee checks, Gain +1 strain threshold. After making a successful Once per round, may stand
may inflict damage as strain COST 10 attack, spend 1 Destiny Point from seated or prone as an
instead of wounds. This does to add damage equal to incidental.
not ignore soak Cunning to one hit. COST 10
COST 10 COST 10

KNOCKDOWN FRENZIED ATTACK GRIT DODGE


After hitting with a melee When making a Melee or Gain +1 strain threshold. When targeted by combat
attack, may spend to Brawl check, suffer a number COST 15 check, may perform a Dodge
knock the target prone. of strain to upgrade the incidental to suffer a number
attack an equal number of of strain no greater than
COST 15 times. The strain suffered ranks of Dodge, then
may not exceed ranks in upgrade the difficulty of the
Frenzied Attack. check by that number.
COST 15 COST 15

NATURAL BRAWLER TOUGHENED IMPROVED STUNNING BLOW DEFENSIVE STANCE


Once per session, may re-roll Gain +2 wound threshold. When dealing strain damage Once per round, may
any 1 Brawl or Melee check. with Melee or Brawl, spend perform Defensive Stance
COST 20
to stagger target for 1 maneuver and suffer a
COST 20
round per spent. number of strain to upgrade
difficulty of all incoming
COST 20 melee attacks by an equal
number. Strain suffered this
way cannot exceed ranks in
Defensive Stance.
COST 20

DEDICATION CLEVER SOLUTION MASTER OF SHADOWS NATURAL ROGUE


Gain +1 to a single Once per session, make one Once per round, suffer 2 Once per session, may re-roll
characteristic. This cannot skill check using Cunning strain to decrease difficulty any 1 Skulduggery or Stealth
bring a characteristic above rather than the characteristic of next Stealth or check.
6. linked to that skill. Skulduggery check by 1.
COST 25
COST 25 COST 25 COST 25
PASSIVE ACTIVE

SPY INTERROGATOR RANKED

Bonus Career Skills: Charm, Coercion, Medicine, Perception

INTIMIDATING GRIT SURGEON NOBODY’S FOOL


May suffer a number of Gain +1 strain threshold. When making a Medicine Upgrade difficulty of
strain to downgrade difficulty COST 5 check to help a character incoming Charm, Coercion,
of Coercion checks, or heal wounds, the target heals or Deception checks once per
upgrade difficulty when 1 additional would per rank rank of Nobody’s Fool.
targeted by Coercion checks, of Surgeon.
by an equal number. Strain COST 5
suffered this way cannot
COST 5
exceed ranks in Intimidating.
COST 5

BAD COP GRIT SURGEON GOOD COP


May spend from a Gain +1 strain threshold. When making a Medicine May spend from
Deception or Coercion check COST 10 check to help a character Charm or Negotiation check
to upgrade ability of a single heal wounds, the target heals to upgrade ability of a single
ally’s subsequent Social 1 additional would per rank ally’s subsequent Social
Interaction check against the of Surgeon. Interaction check against the
target a number of times target a number of times
COST 10
equal to ranks in Bad Cop. equal to ranks in Good Cop.
COST 10 COST 10

RESIST QUESTIONING BAD COP NOBODY’S FOOL KNOW THEIR


WEAKNESS
When targeted by an opposed May spend from a Upgrade difficulty of
social skill check, the character Deception or Coercion check incoming Charm, Coercion, Once per session, may perform
may suffer 2 strain to perform the Know Their Weakness action
to upgrade ability of a single or Deception checks once per
the Resist Questioning (out of and choose one target within
turn) incidental, adding b to the
ally’s subsequent Social rank of Nobody’s Fool. short range; make a Hard
check. If the check fails, may Interaction check against the ( ) Perception check to
spend to indicate he has target a number of times COST 15 downgrade the difficulty of social
provided false information to foe. equal to ranks in Bad Cop. skill checks against target once
per rank of Know Their Weakness
COST 15 COST 15 until end of the session.

COST 15

IMPROVED RESIST INTIMIDATING KNOW THEIR IMPROVED KNOW


QUESTIONING WEAKNESS THEIR WEAKNESS
May suffer a number of
When one ally within short range strain to downgrade difficulty Once per session, may perform The character may extend
is targeted by an opposed social the Know Their Weakness action
of Coercion checks, or the effects of Know Their
skill check, the character may and choose one target within
upgrade difficulty when short range; make a Hard
Weakness to a number of
perform Resist Questioning to
affect this check instead. If the
targeted by Coercion checks, ( ) Perception check to enemies within short range
check fails, may spend to by an equal number. Strain downgrade the difficulty of social equal to his Presence.
suffered this way cannot skill checks against target once
indicate the ally provided false
per rank of Know Their Weakness
COST 20
information to foe. exceed ranks in Intimidating.
until end of the session.
COST 20 COST 20
COST 20

PRESSURE POINT EXHAUSTIVE MADE YOU TALK DEDICATION


QUESTIONING
When making a Brawl check Once per session, may make an Gain +1 to a single
against an opponent, instead Whenever the character makes a opposed social skill check against characteristic. This cannot
of dealing damage, may deal successful social skill check a captured enemy character bring a characteristic above
against a captured enemy within within short range and add for
equivalent strain plus short range, may reduce that
6.
every 2 strain inflicted on the
additional strain equal to enemy’s strain threshold by 2 for target that encounter. If COST 25
ranks of Medicine (this the remainder of the session and successful, the PCs gain a bonus
ignores soak). can spend to inflict 1 strain. based on the enemy NPC type.

COST 25 COST 25 COST 25


PASSIVE

SPY SCOUT ACTIVE

RANKED

Scout Bonus Career Skills: Athletics, Medicine, Piloting (Planetary), Survival

RAPID RECOVERY STALKER GRIT SHORTCUT


When healing strain after an Add per rank of Stalker to Gain +1 strain threshold. During a chase, add per
encounter, heal 1 additional all Stealth and Coordination COST 5 rank in Shortcut to any
strain per rank of Rapid checks. checks made to catch or
Recovery. escape an opponent.
COST 5
COST 5 COST 5

FORAGER QUICK STRIKE LET’S RIDE DISORIENT


Remove up to from skill Add per rank of Quick Once per round, may mount After hitting with a combat
checks to find food, water, or Strike to combat checks or dismount a vehicle or check, may spend to
shelter. Survival checks to against targets that have not beast, or enter a cockpit or disorient target for a number
forage take half the time. acted yet this encounter. weapon station on a vehicle, of rounds equal to ranks in
as an incidental. Disorient.
COST 10 COST 10
COST 10 COST 10

RAPID RECOVERY NATURAL HUNTER FAMILIAR SUNS SHORTCUT


When healing strain after an Once per session, may re-roll Once per session, may During a chase, add per
encounter, heal 1 additional any 1 Perception or Vigilance perform a Familiar Suns rank in Shortcut to any
strain per rank of Rapid check. maneuver; make a Hard checks made to catch or
Recovery. ( ) Knowledge (Outer escape an opponent.
COST 15 Rim) or (Core Worlds) check
COST 15 COST 15
to reveal the current type of
planetary environment and
other useful information.
COST 15

GRIT HEIGHTENED AWARENESS TOUGHENED QUICK STRIKE


Gain +1 strain threshold. Allies within close range add Gain +2 wound threshold. Add per rank of Quick
COST 20 to Perception or Vigilance COST 20 Strike to combat checks
checks. Engaged allies add against targets that have not
. acted yet this encounter.

COST 20 COST 20

UTILITY BELT DEDICATION STALKER DISORIENT


Spend 1 Destiny Point to Gain +1 to a single Add per rank of Stalker to After hitting with a combat
perform a Utility Belt characteristic. This cannot all Stealth and Coordination check, may spend to
incidental; produce a bring a characteristic above checks. disorient target for a number
previously undocumented 6. of rounds equal to ranks in
COST 25
item or weapon (with Disorient.
COST 25
restrictions) from a tool belt
or satchel.
COST 25

COST 25
PASSIVE ACTIVE

SPY SLEEPER AGENT RANKED

Bonus Career Skills: Charm, Cool, Discipline, Knowledge (Education)

CODEBREAKER GRIT CUNNING PERSONA WELL ROUNDED


Remove per rank in Gain +1 strain threshold. The character may suffer 2 Choose any 2 skills. They
Codebreaker from checks to COST 5 strain to make a Charm check permanently become career
break codes or decrypt with Cunning instead of skills.
communications. Decrease Presence.
difficulty of checks to break COST 5
codes or decrypt COST 5
communications by 1.

COST 5

TOUGHENED BYPASS SECURITY CONVINCING DEMEANOR CREATIVE KILLER


Gain +2 wound threshold. Remove per rank of Remove per rank of Reduce the crit rating of
Bypass Security from checks Convincing Demeanor from improvised weapons by 2 (to
COST 10
made to disable a security Deception or Skulduggery a minimum of 1).
device or open a locked door. checks.
COST 10
COST 10 COST 10

ANALYZE DATA CODEBREAKER GRIT CONVINCING DEMEANOR

Once per session, after capturing Remove per rank in Gain +1 strain threshold. Remove per rank of
enemy data, may perform the
Analyze Data action to make an
Codebreaker from checks to COST 15 Convincing Demeanor from
break codes or decrypt Deception or Skulduggery
Average ( ) Knowledge
(Warfare) check. Once during the
communications. Decrease checks.
difficulty of checks to break
remainder of the session he may
codes or decrypt
COST 15
then add equal to ranks in
Knowledge (Warfare) to one communications by 1.
check related to that data.
COST 15
COST 15

GRIT BYPASS SECURITY DURABLE A STEP AHEAD


Gain +1 strain threshold. Remove per rank of May reduce any Critical Once per session, the
COST 20 Bypass Security from checks Injury suffered by 10 per rank character may suffer 2 strain
made to disable a security of Durable to a minimum of in order to count his Cunning
device or open a locked door. 1. as one higher than normal
for the remainder of the
COST 20 COST 20 encounter.
COST 20

DEDICATION INSIDE PERSON NATURAL CHARMER INSIDE KNOWLEDGE


Gain +1 to a single Once per session the character Once per session, may re-roll Once per session while in an
characteristic. This cannot may spend a Destiny Point to any 1 Charm or Deception enemy facility or vessel, may
bring a characteristic above establish he has been undercover check. perform the Inside Knowledge
in an identified enemy base or action; make a Hard ( )
6. large vehicle. For the remainder COST 25 Skulduggery check. Character
COST 25 of the session, add automatic may then find a single personal
to checks he or his allies scale item with a rarity no greater
make that are associated with than Cunning plus 2, previously
that location. stashed here, or gain a narrative
benefit.
COST 25
COST 25
PASSIVE

SPY SLICER ACTIVE

RANKED

Slicer Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth

CODEBREAKER GRIT TECHNICAL APTITUDE BYPASS SECURITY


Remove per rank in Gain +1 strain threshold. Reduce time needed to Remove per rank of
Codebreaker from checks to COST 5 complete Computer-related Bypass Security from checks
break codes or decrypt tasks by 25% per rank. made to disable a security
communications. Decrease device or open a locked door.
difficulty of checks to break COST 5
codes or decrypt
COST 5
communications by 1.

COST 5

DEFENSIVE SLICING TECHNICAL APTITUDE GRIT BYPASS SECURITY


When defending computer Reduce time needed to Gain +1 strain threshold. Remove per rank of
systems, add per rank of complete Computer-related COST 10 Bypass Security from checks
Defensive Slicing to tasks by 25% per rank. made to disable a security
opponent’s checks. device or open a locked door.
COST 10
COST 10 COST 10

NATURAL PROGRAMMER BYPASS SECURITY DEFENSIVE SLICING GRIT


Once per session, may re-roll Remove per rank of When defending computer Gain +1 strain threshold.
any 1 Computers or Bypass Security from checks systems, add per rank of COST 15
Astrogation check. made to disable a security Defensive Slicing to
device or open a locked door. opponent’s checks.
COST 15
COST 15 COST 15

DEFENSIVE SLICING IMPROVED DEFENSIVE SLICING


CODEBREAKER RESOLVE
When defending computer Defensive Slicing now Remove per rank in When a character
systems, add per rank of upgrades opponent’s Codebreaker from checks to involuntarily suffers strain,
Defensive Slicing to difficulty once per rank of break codes or decrypt he suffers 1 less strain per
opponent’s checks. Defensive Slicing; this communications. Decrease rank of Resolve to a
replaces the usual benefits. difficulty of checks to break minimum of 1.
COST 20
codes or decrypt COST 20
COST 20 communications by 1.
COST 20

SKILLED SLICER MASTER SLICER MENTAL FORTRESS DEDICATION


When making a Computers Once per round, may take a Spend 1 Destiny Point to Gain +1 to a single
check may spend to make Master Slicer incidental to ignore effects of Critical characteristic. This cannot
further Computers checks suffer 2 strain and decrease Injuries on Intellect or bring a characteristic above
within this system as difficulty of Computers or Cunning checks until end of 6.
maneuvers. other slicing checks by 1, to a encounter.
COST 25
minimum of Easy ( ).
COST 25 COST 25
COST 25
SPY COUNTERESPIONAGE
ATTACHED TO

COUNTERESPIONAGE BASE ABILITY


Once per game session, the character may spend 2 Destiny Points to make an opposed Knowledge (Warfare) vs. Deception check against an identified
enemy agent or espionage leader. If successful, the character utterly foils one previously identified ploy or tactic associated with that enemy’s act of
espionage. The exact nature of how the character accomplishes this must be approved by the GM, but should be suitably cunning and clever. Note that
the enemy character does not need to be physically present or near the character for this ability to be used, and that the GM has final say on which NPCs
are valid targets.

COST 30

ADD BOOST CHANGE SKILL REDUCE SETBACK CHANGE SKILL


When making the skill check The skill check the character Remove from the The skill check the character
to activate makes as part of using character’s skill check as part makes as part of using
Counterespionage, the Counterespionage can be of using Counterespionage. Counterespionage can be
character adds per Add made using Charm instead of made using Negotiation
Boost upgrade. Knowledge (Warfare). COST 10 instead of Knowledge
(Warfare).
COST 10 COST 10
COST 10

DESTINY REDUCE SETBACK ADD BOOST TURN AGENT


To activate Remove from the When making the skill check Spend on a successful
Counterespionage, the character’s skill check as part to activate check to activate
character needs to spend of using Counterespionage. Counterespionage, the Counterespionage to turn
only one Destiny Point character adds per Add one identified enemy agent
instead of the normal two COST 15 Boost upgrade. into a double agent secretly
Destiny Points. working for the character.
COST 15
COST 15 COST 15
SPY UNMATCHED TRADECRAFT
ATTACHED TO

UNMATCHED TRADECRAFT BASE ABILITY


Once per session as an incidental, after the player rolls the dice for a Deception check but before resolving the results, he may spend 2 Destiny Points to
remove one of the rolled from the pool. The results from that are ignored, and the check is then resolved as normal.

COST 30

INCREASE EFFECT INCREASE NUMBER CHANGE SKILL CHANGE SKILL


Unmatched Tradecraft may The number of dice removed Unmatched Tradecraft may Unmatched Tradecraft may
also be used on . through Unmatched be used with the Stealth skill be used with the Skulduggery
Tradecraft increases by one instead of Deception. skill instead of Deception.
COST 10 per Increase Number
upgrade. COST 10 COST 10

COST 10

INCREASE EFFECT DESTINY FREQUENCY INCREASE NUMBER


Unmatched Tradecraft may To activate Unmatched Unmatched Tradecraft can The number of dice removed
also be used on . Tradecraft, the character be used an additional time through Unmatched
needs to spend only one per game session. Tradecraft increases by one
COST 15 Destiny Point instead of the per Increase Number
normal two Destiny Points. COST 15 upgrade.

COST 15 COST 15
PASSIVE ACTIVE

TECHNICIAN CYBER TECH RANKED

Bonus Career Skills: Athletics, Mechanics, Medicine, Vigilance

CYBERNETICIST MORE MACHINE ENGINEERED TOUGHENED


THAN MAN REDUNDANCIES
Remove per rank of Gain +2 wound threshold.
Gain the ability to use
Cyberneticist from checks to Increase cybernetic implant
emergency repair patches to COST 5
build, repair, and install cap by 1 per rank of More
heal. Additionally, can be
Cybernetic implants. Machine than Man.
healed with Mechanics
Cybernetics cost 50% less.
COST 5 check.
COST 5 COST 5

EYE FOR DETAIL TOUGHENED ENERGY TRANSFER CYBERNETICIST


After making a Mechanics or Gain +2 wound threshold. May suffer 1 strain to use Remove per rank of
Computers check, may suffer Energy Transfer maneuver to Cyberneticist from checks to
COST 10
strain up to ranks in Eye for power up an unpowered build, repair, and install
Detail to convert that many device or replenish Cybernetic implants.
to . exhausted ammunition for an Cybernetics cost 50% less.
energy weapon.
COST 10 COST 10
COST 10

OVERCHARGE MORE MACHINE DURABLE SURGEON


THAN MAN
Once per encounter, may use May reduce any Critical When making a Medicine
the Overcharge action. Make Increase cybernetic implant Injury suffered by 10 per rank check to help a character
a Hard ( ) Mechanics cap by 1 per rank of More of Durable to a minimum of heal wounds, the target heals
check. On success, one Machine than Man. 1. 1 additional would per rank
installed cybernetic provides of Surgeon.
COST 15 COST 15
additional benefits. on ,
COST 15
overcharged cybernetic
shorts out.
COST 15

IMPROVED OVERCHARGE UTILITY BELT MORE MACHINE SURGEON


THAN MAN
May spend or from Spend 1 Destiny Point to When making a Medicine
Overcharge action to perform a Utility Belt Increase cybernetic implant check to help a character
immediately take another incidental; produce a cap by 1 per rank of More heal wounds, the target heals
action. previously undocumented Machine than Man. 1 additional would per rank
item or weapon (with of Surgeon.
COST 20 restrictions) from a tool belt
COST 20
COST 20
or satchel.
COST 20

MORE MACHINE DURABLE SUPREME OVERCHARGE DEDICATION


THAN MAN
May reduce any Critical May perform the Overcharge Gain +1 to a single
Increase cybernetic implant Injury suffered by 10 per rank action on any number of characteristic. This cannot
cap by 1 per rank of More of Durable to a minimum of installed cybernetics. on , bring a characteristic above
Machine than Man. 1. one overcharged cybernetic 6.
shorts out. COST 25
COST 25 COST 25
COST 25
PASSIVE ACTIVE

TECHNICIAN DROID TECH RANKED

Bonus Career Skills: Computers, Cool, Mechanics, Leadership

MACHINE MENDER HIDDEN STORAGE SPEAKS BINARY GRIT


When making Mechanics Gain hidden storage in When directing NPC droids, Gain +1 strain threshold.
check to help a character vehicles or equipment that may grant them per rank COST 5
heal wounds, the target heals holds items with total of Speaks Binary on checks.
1 additional wound per rank encumbrance equal to ranks
of Machine Mender. in Hidden Storage. COST 5

COST 5 COST 5

DEFT MAKER EYE FOR DETAIL GRIT SPEAKS BINARY


Remove per rank of Deft After making a Mechanics or Gain +1 strain threshold. When directing NPC droids,
Maker from checks to repair, Computers check, may suffer COST 10 may grant them per rank
modify, construct, or strain up to ranks in Eye for of Speaks Binary on checks.
program droids. Reduce the Detail to convert that many
material cost to craft droids to . COST 10
by 50%.
COST 10
COST 10

GRIT SUPREME IMPROVED SPEAKS HIDDEN STORAGE


SPEAKS BINARY BINARY
Gain +1 strain threshold. Gain hidden storage in
Once per encounter, may When directing NPC droids, vehicles or equipment that
COST 15
perform the Speaks Binary those droids grant additional holds items with total
maneuver. A number of NPC in addition to other encumbrance equal to ranks
droids up to ranks in Speaks benefits. in Hidden Storage.
Binary may use the
character’s ranks for 1 skill of COST 15 COST 15
character’s choice.
COST 15

REDUNDANT SYSTEMS MACHINE MENDER SPEAKS BINARY DEFT MAKER


Once per session, may take a When making Mechanics When directing NPC droids, Remove per rank of Deft
Redundant Systems action; check to help a character may grant them per rank Maker from checks to repair,
make an Easy ( ) Mechanics heal wounds, the target heals of Speaks Binary on checks. modify, construct, or
check to harvest components 1 additional wound per rank program droids. Reduce the
from a functioning device to of Machine Mender. COST 20 material cost to craft droids
repair a broken one without by 50%.
breaking the first device. COST 20
COST 20
COST 20

EYE FOR DETAIL REROUTE PROCESSORS DEDICATION MACHINE MENDER


After making a Mechanics or Once per encounter, may Gain +1 to a single When making Mechanics
Computers check, may suffer take a Reroute Processors characteristic. This cannot check to help a character
strain up to ranks in Eye for action; make an Average bring a characteristic above heal wounds, the target heals
Detail to convert that many ( ) Computers check to 6. 1 additional wound per rank
to . reduce one of a droid’s of Machine Mender.
COST 25
characteristics by 1 and
COST 25 increase another of its COST 25
characteristics by 1.
COST 25
PASSIVE

TECHNICIAN MECHANIC ACTIVE

RANKED

Mechanic Bonus Career Skills: Brawl, Mechanics, Piloting (Space), Skulduggery

GEARHEAD TOUGHENED FINE TUNING SOLID REPAIRS


Remove per rank of Gain +2 wound threshold. When reducing the amount The character repairs +1 hull
Gearhead from Mechanics of system strain a starship or trauma per rank of Solid
COST 5
checks. Halve the credit cost vehicle suffers, reduce 1 Repairs whenever he repairs
to add mods to attachments. additional strain per rank of a starship or vehicle.
Fine Tuning.
COST 5 COST 5
COST 5

REDUNDANT SYSTEMS SOLID REPAIRS GEARHEAD GRIT


Once per session, may take a The character repairs +1 hull Remove per rank of Gain +1 strain threshold.
Redundant Systems action; trauma per rank of Solid Gearhead from Mechanics COST 10
make an Easy ( ) Mechanics Repairs whenever he repairs checks. Halve the credit cost
check to harvest components a starship or vehicle. to add mods to attachments.
from a functioning device to
COST 10 COST 10
repair a broken one without
breaking the first device.
COST 10

SOLID REPAIRS ENDURING BAD MOTIVATOR TOUGHENED


The character repairs +1 hull Gain +1 soak value. Once per session, may take a Gain +2 wound threshold.
trauma per rank of Solid Bad Motivator action; make a
COST 15 COST 15
Repairs whenever he repairs Hard ( ) Mechanics
a starship or vehicle. check to cause on targeted
device to spontaneously fail.
COST 15
COST 15

CONTRAPTION SOLID REPAIRS FINE TUNING HARD HEADED


Once per session, take The character repairs +1 hull When reducing the amount When staggered or
Contraption action; make a trauma per rank of Solid of system strain a starship or disoriented, perform the
Hard ( ) Mechanics Repairs whenever he repairs vehicle suffers, reduce 1 Hard Headed action; make a
check to fashion a device to a starship or vehicle. additional strain per rank of Daunting ( )
solve a current problem Fine Tuning. Discipline check to remove
COST 20
using just the tools and parts status. Difficulty reduced per
COST 20
on hand. rank of Hard Headed.
COST 20 COST 20

NATURAL TINKERER HOLD TOGETHER DEDICATION IMPROVED HARD HEADED

Once per session, may re-roll Spend 1 Destiny Point to Gain +1 to a single When incapacitated due to
any 1 Mechanics check. perform a Hold Together characteristic. This cannot strain exceeding threshold,
incidental immediately after bring a characteristic above may take a more difficult
COST 25 vehicle or starship takes 6. Hard Headed action to
damage to turn it into system reduce strain to 1 below
COST 25
strain. threshold.
COST 25 COST 25
PASSIVE ACTIVE

TECHNICIAN MODDER RANKED

Bonus Career Skills: Gunnery, Mechanics, Piloting (Space), Streetwise

TINKERER RESOLVE KNOW SOMEBODY SIGNATURE VEHICLE

May add 1 additional hard When a character Once per session, when Choose one starship or
point to a number of items involuntarily suffers strain, attempting to purchase a vehicle as Signature Vehicle.
equal to ranks in Tinkerer. he suffers 1 less strain per legally available item, reduce Upgrade all Mechanics
Each item may only be rank of Resolve to a its rarity by 1 per rank of checks made on that vehicle
modified once. minimum of 1. Know Somebody. once.
COST 5 COST 5 COST 5 COST 5

GEARHEAD TINKERER FANCY PAINT JOB LARGER PROJECT


Remove per rank of May add 1 additional hard Upgrade all Charm, Signature Vehicle can have a
Gearhead from Mechanics point to a number of items Deception, and Negotiation silhouette 1 larger per rank
checks. Halve the credit cost equal to ranks in Tinkerer. checks made in the presence of Larger Project.
to add mods to attachments. Each item may only be of Signature Vehicle once.
modified once. COST 10
COST 10 COST 10
COST 10

RESOURCEFUL REFIT RESOLVE LARGER PROJECT TOUGHENED


May perform the Resourceful When a character Signature Vehicle can have a Gain +2 wound threshold.
Refit action; make an involuntarily suffers strain, silhouette 1 larger per rank
COST 15
Average ( ) Mechanics he suffers 1 less strain per of Larger Project.
check to scavenge an old rank of Resolve to a
attachment to construct a minimum of 1. COST 15
new one, reducing its price COST 15
by that of the dismantled
attachment.
COST 15

JURRY RIGGED HIDDEN STORAGE TINKERER GEARHEAD


Choose 1 weapon, armor or Gain hidden storage in May add 1 additional hard Remove per rank of
other item and give it a vehicles or equipment that point to a number of items Gearhead from Mechanics
permanent improvement holds items with total equal to ranks in Tinkerer. checks. Halve the credit cost
while it remains in use. encumbrance equal to ranks Each item may only be to add mods to attachments.
in Hidden Storage. modified once.
COST 20 COST 20
COST 20 COST 20

JURRY RIGGED DEDICATION NATURAL TINKERER CUSTOM LOADOUT


Choose 1 weapon, armor or Gain +1 to a single Once per session, may re-roll May add 2 additional hard
other item and give it a characteristic. This cannot any 1 Mechanics check. points to Signature Vehicle
permanent improvement bring a characteristic above
while it remains in use. 6.
COST 25 COST 25
COST 25 COST 25
PASSIVE

TECHNICIAN  OUTLAW TECH ACTIVE

RANKED

Outlaw Tech Bonus Career Skills: Knowledge (Education), Knowledge (Underworld), Mechanics, Streetwise 

TINKERER UTINNI! SPEAKS BINARY TINKERER


May add 1 additional hard  Remove b per rank of  When directing NPC droids,  May add 1 additional hard 
point to a number of items  Utinni! From checks to find  may grant them b per rank  point to a number of items 
equal to ranks in Tinkerer.  or scavenge items or gear.  of Speaks Binary on checks.  equal to ranks in Tinkerer. 
Each item may only be  Such checks take half the  Each item may only be 
modified once.  time.  COST 5 modified once.
COST 5 COST 5 COST 5

SOLID REPAIRS GRIT UTINNI! TOUGHENED


The character repairs +1 hull  Gain +1 strain threshold.  Remove b per rank of  Gain +2 wound threshold. 
trauma per rank of Solid  COST 10 Utinni! From checks to find 
COST 10
Repairs whenever he repairs  or scavenge items or gear. 
a starship or vehicle.  Such checks take half the 
time.
COST 10
COST 10

UTILITY BELT SIDE STEP BRACE DEFENSIVE STANCE


Spend 1 Destiny Point to  Once per round, may  Perform a Brace maneuver to  Once per round, may 
perform a Utility Belt  perform Side Step maneuver  remove b per rank of Brace  perform Defensive Stance 
incidental; produce a  and suffer a number of strain  from next Action. This may  maneuver and suffer a 
previously undocumented  to upgrade difficulty of all  only remove b  added by  number of strain to upgrade 
item or weapon (with  incoming ranged attacks by  environmental  difficulty of all incoming 
restrictions) from a tool belt  an equal number for the next  circumstances.  melee attacks by an equal 
or satchel.  round. Strain suffered this  number. Strain suffered this 
way cannot exceed ranks in  COST 15 way cannot exceed ranks in 
COST 15 Side Step.  Defensive Stance.
COST 15 COST 15

JURRY RIGGED SPEAKS BINARY INVENTOR JURRY RIGGED


Choose 1 weapon, armor or  When directing NPC droids,  When constructing new  Choose 1 weapon, armor or 
other item and give it a  may grant them b per rank  items or modifying  other item and give it a 
permanent improvement  of Speaks Binary on checks.  attachments, add b or  permanent improvement 
while it remains in use.  remove b per rank of  while it remains in use.
COST 20 Inventor.
COST 20 COST 20
COST 20

INVENTOR DEDICATION KNOW SCHEMATIC BRACE


When constructing new  Gain +1 to a single  Once per session, may  Perform a Brace maneuver to 
items or modifying  characteristic. This cannot  perform the Know Schematic  remove b per rank of Brace 
attachments, add b or  bring a characteristic above  maneuver; make a Hard  from next Action. This may 
remove b per rank of  6.  (ddd) Knowledge  only remove b  added by 
Inventor.  (Education) check. Success  environmental 
COST 25
grants familiarity with a  circumstances. 
COST 25 building or ship’s design. 
COST 25
COST 25
PASSIVE

TECHNICIAN SLICER ACTIVE

RANKED

Slicer Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth

CODEBREAKER GRIT TECHNICAL APTITUDE BYPASS SECURITY


Remove per rank in Gain +1 strain threshold. Reduce time needed to Remove per rank of
Codebreaker from checks to COST 5 complete Computer-related Bypass Security from checks
break codes or decrypt tasks by 25% per rank. made to disable a security
communications. Decrease device or open a locked door.
difficulty of checks to break COST 5
codes or decrypt
COST 5
communications by 1.

COST 5

DEFENSIVE SLICING TECHNICAL APTITUDE GRIT BYPASS SECURITY


When defending computer Reduce time needed to Gain +1 strain threshold. Remove per rank of
systems, add per rank of complete Computer-related COST 10 Bypass Security from checks
Defensive Slicing to tasks by 25% per rank. made to disable a security
opponent’s checks. device or open a locked door.
COST 10
COST 10 COST 10

NATURAL PROGRAMMER BYPASS SECURITY DEFENSIVE SLICING GRIT


Once per session, may re-roll Remove per rank of When defending computer Gain +1 strain threshold.
any 1 Computers or Bypass Security from checks systems, add per rank of COST 15
Astrogation check. made to disable a security Defensive Slicing to
device or open a locked door. opponent’s checks.
COST 15
COST 15 COST 15

DEFENSIVE SLICING IMPROVED DEFENSIVE SLICING


CODEBREAKER RESOLVE
When defending computer Defensive Slicing now Remove per rank in When a character
systems, add per rank of upgrades opponent’s Codebreaker from checks to involuntarily suffers strain,
Defensive Slicing to difficulty once per rank of break codes or decrypt he suffers 1 less strain per
opponent’s checks. Defensive Slicing; this communications. Decrease rank of Resolve to a
replaces the usual benefits. difficulty of checks to break minimum of 1.
COST 20
codes or decrypt COST 20
COST 20 communications by 1.
COST 20

SKILLED SLICER MASTER SLICER MENTAL FORTRESS DEDICATION


When making a Computers Once per round, may take a Spend 1 Destiny Point to Gain +1 to a single
check may spend to make Master Slicer incidental to ignore effects of Critical characteristic. This cannot
further Computers checks suffer 2 strain and decrease Injuries on Intellect or bring a characteristic above
within this system as difficulty of Computers or Cunning checks until end of 6.
maneuvers. other slicing checks by 1, to a encounter.
COST 25
minimum of Easy ( ).
COST 25 COST 25
COST 25
TECHNICIAN INVENTIVE CREATION
ATTACHED TO

INVENTIVE CREATION BASE ABILITY


Once per game session, as an action, the character may spend 2 Destiny Points and make a Daunting ( ) Mechanics check. If he succeeds, the
character immediately uses available parts to build a device that functions as an item of his choice with a rarity of 5 or lower. The item functions until the
end of the encounter, at which point it falls apart, shorts out, or otherwise ceases to function permanently. The exact nature of the device the character
is trying to construct, as well as the end results, must be approved by the GM.

COST 30

REDUCE SETBACK INCREASE RARITY REDUCE SETBACK INCREASE RARITY


Remove from skill check Increase the rarity of the Remove from skill check Increase the rarity of the
to activate Inventive device the character can to activate Inventive device the character can
Creation. build by 1. Creation. build by 1.

COST 10 COST 10 COST 10 COST 10

REDUCE DIFFICULTY INCREASE RARITY DESTINY CHANGE SCALE


Reduce the difficulty of the Increase the rarity of the Inventive Creation costs 1 May create a vehicle of
skill check to activate device the character can Destiny Point instead of 2. Silhouette 2 or smaller using
Inventive Creation to Hard build by 1. Inventive Creation.
( ). COST 15
COST 15 COST 15
COST 15
TECHNICIAN UNMATCHED CALIBRATION
ATTACHED TO

UNMATCHED CALIBRATION BASE ABILITY


Once per game session as an incidental, the character may spend 2 Destiny Points to reroll up to two dice in the character’s dice pool. Unmatched
Calibration cannot be used on .

COST 30

REMOVE SETBACK INCREASE NUMBER FREQUENCY INCREASE NUMBER


May remove instead of Unmatched Calibration Unmatched Calibration can Unmatched Calibration
rerolling it. affects one additional die per be used one additional time affects one additional die per
Increase Number upgrade each game session per Increase Number upgrade
COST 10 purchased. Frequency upgrade purchased.
purchased.
COST 10 COST 10
COST 10

DESTINY MINIMIZE RISK OPTIMIZATION SHARED ACUMEN


Unmatched Calibration costs Downgrade one to be Upgrade one to be Unmatched Calibration can
1 Destiny Point instead of 2. rerolled with Unmatched rerolled with Unmatched also be used on the dice pool
Calibration to . Calibration to . of a willing ally within short
COST 15 range.
COST 15 COST 15
COST 15
PASSIVE

WARRIOR AGGRESSOR ACTIVE

RANKED

Aggressor Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Streetwise Force Sensitive only

INTIMIDATING PLAUSIBLE DENIABILITY GRIT TOUGHENED


May suffer a number of Remove per rank of Gain +1 strain threshold. Gain +2 wound threshold.
strain to downgrade difficulty Plausible Deniability from all COST 5 COST 5
of Coercion checks, or Coercion and Deception
upgrade difficulty when checks.
targeted by Coercion checks,
by an equal number. Strain COST 5
suffered this way cannot
exceed ranks in Intimidating.
COST 5

FEARSOME INTIMIDATING PREY ON THE WEAK SENSE ADVANTAGE


When an adversary becomes May suffer a number of Add +1 damage to one hit of Once per session, may add
engaged with the character, strain to downgrade difficulty successful combat checks to 1 NPC’s skill check.
the character may force the of Coercion checks, or against disoriented targets
adversary to make a fear upgrade difficulty when per rank of Prey on the
COST 10
check, with the difficulty targeted by Coercion checks, Weak.
equal to the character’s by an equal number. Strain
COST 10
ranks in Fearsome. suffered this way cannot
exceed ranks in Intimidating.
COST 10
COST 10

FEARSOME TERRIFY CRIPPLING BLOW TOUGHENED


When an adversary becomes Take the Terrify action; make Increase the difficulty of next Gain +2 wound threshold.
engaged with the character, a Hard ( ) Coercion combat check by 1. If check
COST 15
the character may force the check adding no greater deals damage, target suffers
adversary to make a fear than Force rating. Disorient 1 strain whenever they move
check, with the difficulty one target within medium for the rest of the encounter.
equal to the character’s range per . Spend to
ranks in Fearsome. COST 15
extend duration and spend
to immobilize affected
COST 15
target.

COST 15

GRIT IMPROVED TERRIFY PREY ON THE WEAK HEROIC FORTITUDE


Gain +1 strain threshold. Reduce the difficulty of Add +1 damage to one hit of May spend 1 Destiny Point to
COST 20 Terrify’s check to Average successful combat checks ignore effects of Critical
( ) and may spend to against disoriented targets Injuries on Brawn or Agility
stagger an affected target. per rank of Prey on the checks until the end of the
Weak. encounter.
COST 20
COST 20 COST 20

FORCE RATING FEARSOME DEDICATION AGAINST ALL ODDS


Gain +1 Force Rating. When an adversary becomes Gain +1 to a single When incapacitated, perform
engaged with the character, characteristic. This cannot Against All Odds action;
COST 25 the character may force the bring a characteristic above making Hard ( )
adversary to make a fear 6. Resilience check with
check, with the difficulty equal to Force rating. Heal
COST 25
equal to the character’s wounds equal to , spend
ranks in Fearsome. to add .
COST 25 COST 25
PASSIVE ACTIVE

WARRIOR COLOSSUS RANKED

Force Conflict
Bonus Career Skills: Brawl, Discipline, Melee, Resilience Sensitive Cost
only

TOUGHENED DURABLE HARD HEADED GRIT


Gain +2 wound threshold. May reduce any Critical When staggered or Gain +1 strain threshold.
Injury suffered by 10 per rank disoriented, perform the COST 5
COST 5
of Durable to a minimum of Hard Headed action; make a
1. Daunting ( )
Discipline check to remove
COST 5 status. Difficulty reduced per
rank of Hard Headed.
COST 5

TOUGHENED DURABLE HARD HEADED GRIT


Gain +2 wound threshold. May reduce any Critical When staggered or Gain +1 strain threshold.
Injury suffered by 10 per rank disoriented, perform the COST 10
COST 10
of Durable to a minimum of Hard Headed action; make a
1. Daunting ( )
Discipline check to remove
COST 10 status. Difficulty reduced per
rank of Hard Headed.
COST 10

TOUGHENED DURABLE HEADBUTT ENDURING


Gain +2 wound threshold. May reduce any Critical Perform Headbutt incidental, Gain +1 soak value.
Injury suffered by 10 per rank suffering 2 wounds to knock
COST 15 COST 15
of Durable to a minimum of down an disorient enemy
1.
COST 15
COST 15

TOUGHENED UNSTOPPABLE IMPROVED HARD HEADED INDOMITABLE WILL


Gain +2 wound threshold. If a Critical Injury roll is 1 or When incapacitated due to Once per encounter as a
reduced to 1, do not receive strain exceeding threshold, maneuver, suffer 3 strain to
COST 20
the critical injury. may take a more difficult commit up to Force rating
Hard Headed action to and reduce all damage
COST 20 reduce strain to 1 below suffered by an equal amount,
threshold. but suffer 1 strain each turn.
COST 20 COST 20

IMPROVED TOUGHENED HEROIC FORTITUDE DEDICATION POWER FROM PAIN


Once per session, may heal May spend 1 Destiny Point to Gain +1 to a single Once per session as an
wounds equal to ranks in ignore effects of Critical characteristic. This cannot incidental, may spend 1
Toughened. Injuries on Brawn or Agility bring a characteristic above Destiny Point to gain +1
checks until the end of the 6. Force Rating for reach Critical
COST 25 encounter. Injury character is suffering
COST 25
until the end of the
COST 25
encounter.

COST 25
PASSIVE ACTIVE

WARRIOR JUYO BERSERKER RANKED

Force Conflict
Bonus Career Skills: Coercion, Discipline, Lightsaber, Melee Sensitive Cost
only

TOUGHENED PARRY GRIT INTIMIDATING


Gain +2 wound threshold. When hit by a melee attack, Gain +1 strain threshold. May suffer a number of
suffer 3 strain to reduce COST 5 strain to downgrade difficulty
COST 5
damage by 2 plus ranks in of Coercion checks, or
Parry. upgrade difficulty when
targeted by Coercion checks,
COST 5 by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 5

INNER PEACE PARRY VAAPAD CONTROL LETHAL BLOWS


Once per encounter, convert When hit by a melee attack, When making a Lightsaber Add +10 per rank of Lethal
a number of dark side suffer 3 strain to reduce combat check, the character Blows to any Critical Injury
Destiny Points equal to ranks damage by 2 plus ranks in may suffer 1 strain to result inflicted on opponents.
in Inner Peace to light side Parry. downgrade the difficulty of
Destiny Points and reduce the check a number of times COST 10
Conflict gained this session. COST 10 equal to the number of light
side Destiny Points in the
COST 10 Destiny Pool.
COST 10

BALANCE LETHAL BLOWS QUICK STRIKE EMBRACE YOUR


HATE
When the character heals Add +10 per rank of Lethal Add per rank of Quick
strain at the end of the Blows to any Critical Injury Strike to combat checks May spend 1 Destiny Point
encounter, he may add result inflicted on opponents. against targets that have not and then suffer Conflict
Force Rating. He regains acted yet this encounter. equal to dark side Destiny
additional strain equal to
COST 15 Points in pool to add equal
generated. COST 15 damage to melee attack.
May use this ability once per
COST 15 encounter per rank.
COST 15

INNER PEACE INTIMIDATING JUYO SAVAGERY QUICK STRIKE


Once per encounter, convert May suffer a number of The character adds +5 to Add per rank of Quick
a number of dark side strain to downgrade difficulty Critical Injury rolls from Strike to combat checks
Destiny Points equal to ranks of Coercion checks, or Lightsaber attacks for each against targets that have not
in Inner Peace to light side upgrade difficulty when dark side Destiny Point in the acted yet this encounter.
Destiny Points and reduce targeted by Coercion checks, Destiny pool.
Conflict gained this session. by an equal number. Strain COST 20
suffered this way cannot COST 20
COST 20 exceed ranks in Intimidating.
COST 20

PARRY EMBRACE YOUR DEDICATION MULTIPLE OPPONENTS


HATE
When hit by a melee attack, Gain +1 to a single Add to Lightsaber, Brawl
suffer 3 strain to reduce May spend 1 Destiny Point characteristic. This cannot and Melee checks when
damage by 2 plus ranks in and then suffer Conflict bring a characteristic above engaged with multiple
Parry. equal to dark side Destiny 6. opponents.
Points in pool to add equal
COST 25 damage to melee attack. COST 25 COST 25
May use this ability once per
encounter per rank.
COST 25
PASSIVE

WARRIOR SHII-CHO KNIGHT ACTIVE

RANKED

Shii-Cho Knight Bonus Career Skills: Athletics, Coordination, Lightsaber, Melee Force Sensitive only

PARRY SECOND WIND TOUGHENED PARRY


When hit by a melee attack, Once per encounter, may use Gain +2 wound threshold. When hit by a melee attack,
suffer 3 strain to reduce Second Wind incidental to suffer 3 strain to reduce
COST 5
damage by 2 plus ranks in heal strain equal to ranks in damage by 2 plus ranks in
Parry. Second Wind. Parry.

COST 5 COST 5 COST 5

SECOND WIND CONDITIONED MULTIPLE OPPONENTS DURABLE


Once per encounter, may use Remove per rank of Add to Lightsaber, Brawl May reduce any Critical
Second Wind incidental to Conditioned from Athletics and Melee checks when Injury suffered by 10 per rank
heal strain equal to ranks in and Coordination checks. engaged with multiple of Durable to a minimum of
Second Wind. Reduce the damage and opponents. 1.
strain suffered from falling by
COST 10 COST 10 COST 10
1 per rank of Conditioned.

COST 10

QUICK DRAW GRIT PARRY DEFENSIVE TRAINING

Once per round, draw or Gain +1 strain threshold. When hit by a melee attack, When wielding a Lightsaber,
holster a weapon or COST 15 suffer 3 strain to reduce Melee, or Brawl weapon, the
accessible item as an damage by 2 plus ranks in weapon gains the Defensive
incidental. Parry. quality with a rating equal to
ranks in Defensive Training.
COST 15 COST 15
COST 15

NATURAL BLADESMAN SARLACC SWEEP IMPROVED PARRY SUM DJEM


Once per session, may reroll Increase difficulty of When parrying a hit that May spend or with
any 1 Lightsaber or Melee Lightsaber check by 1 to generated or , successful Lightsaber check
check. perform Sarlacc Sweep may hit attacker once with to disarm opponent.
action. May spend to Lightsaber, Brawl, or Melee
COST 20 COST 20
hit additional engaged weapon (dealing base
targets. damage) after original attack
resolves.
COST 20
COST 20

CENTER OF BEING DURABLE DEDICATION PARRY


Take a Center of Being May reduce any Critical Gain +1 to a single When hit by a melee attack,
maneuver. Until the Injury suffered by 10 per rank characteristic. This cannot suffer 3 strain to reduce
beginning of next turn, of Durable to a minimum of bring a characteristic above damage by 2 plus ranks in
attacks against the character 1. 6. Parry.
increase their critical rating
COST 25 COST 25 COST 25
by 1 per rank of Center of
Being.

COST 25
PASSIVE

WARRIOR STARFIGHTER ACE ACTIVE

RANKED

Starfighter Ace Bonus Career Skills: Astrogation, Gunner, Mechanics, Piloting (Space) Force Sensitive only

GRIT SKILLED JOCKEY RAPID REACTION SOLID REPAIRS


Gain +1 strain threshold. Remove per rank of Suffer a number of strain to The character repairs +1 hull
COST 5 Skilled Jockey from all add an equal number of trauma per rank of Solid
Piloting (Planetary) and to initiative checks. Strain Repairs whenever he repairs
Piloting (Space) checks the suffered cannot exceed ranks a starship or vehicle.
character attempts. in Rapid Reaction.
COST 5
COST 5 COST 5

INTUITIVE EVASION CONFIDENCE SOLID REPAIRS GALAXY MAPPER


Perform the Intuitive Evasion May decrease difficulty of The character repairs +1 hull Remove per rank of
maneuver; suffer 1 strain and Discipline checks to avoid trauma per rank of Solid Galaxy Mapper from
commit up to rank sof fear by 1 per rank of Repairs whenever he repairs Astrogation checks.
Intuitive Evasion. Upgrade Confidence. a starship or vehicle. Astrogation checks take half
difficulty of combat checks normal time.
COST 10 COST 10
targeting starship or vehicle
COST 10
by equal amount. Suffer 1
strain every round
remains committed.
COST 10

FULL THROTTLE RAPID REACTION EXHAUST PORT GRIT


Take a Full Throttle action; Suffer a number of strain to Before attacking a starship or Gain +1 strain threshold.
make a Hard ( ) add an equal number of vehicle, the character may COST 15
Piloting check to increase a to initiative checks. Strain spend 1 Destiny Point to
vehicle’s top speed by 1 for a suffered cannot exceed ranks ignore the effects of the
number of rounds equal to in Rapid Reaction. Massive rule for the attack.
Cunning.
COST 15 COST 15
COST 15

INTUITIVE STRIKE TOUCH OF FATE GRIT SKILLED JOCKEY


When making a combat Once per session, add Gain +1 strain threshold. Remove per rank of
check with a planetary scale to any 1 check. COST 20 Skilled Jockey from all
weapon, add no greater Piloting (Planetary) and
than Force rating to the COST 20 Piloting (Space) checks the
check. Spend to add character attempts.
or .
COST 20
COST 20

FORCE RATING TRICKY TARGET DEDICATION INTUITIVE EVASION


Gain +1 Force Rating. Count vehicle or starship Gain +1 to a single Perform the Intuitive Evasion
piloted as having a silhouette characteristic. This cannot maneuver; suffer 1 strain and
COST 25 1 lower when being attacked. bring a characteristic above commit up to rank sof
6. Intuitive Evasion. Upgrade
COST 25 difficulty of combat checks
COST 25
targeting starship or vehicle
by equal amount. Suffer 1
strain every round
remains committed.
COST 25
PASSIVE ACTIVE

WARRIOR STEEL HAND ADEPT RANKED

Force
Bonus Career Skills: Brawl, Coordination, Discipline, Vigilance Sensitive
only

GRIT IRON BODY IRON BODY TOUGHENED


Gain +1 strain threshold. Remove per rank of Iron Remove per rank of Iron Gain +2 wound threshold.
COST 5 body from Coordination and body from Coordination and COST 5
Resilience checks. Reduce Resilience checks. Reduce
the critical rating of unarmed the critical rating of unarmed
attacks by 1 per rank of Iron attacks by 1 per rank of Iron
Body (to a minimum of 1). Body (to a minimum of 1).

COST 5 COST 5

MARTIAL GRACE ACKLAY’S SCYTHING UNARMED PARRY PRECISION STRIKE


STRIKE
Once per round, suffer 2 Brawl attacks gain Pierce May Parry while unarmed. When this character inflicts a
strain to add damage equal rating equal to Force rating. Reduce strain cost to Parry Critical Injury with a Brawl,
to ranks in Coordination to while unarmed by 1 (to a Melee or Lightsaber weapon,
next Brawl check made this COST 10 minimum of 1). may suffer 1 strain to change
turn. the result to any Easy ( )
COST 10 Critical Injury Result.
COST 10
COST 10

DODGE SWIFT PARRY IMPROVED


PRECISION STRIKE
When targeted by combat Do not suffer the usual When hit by a melee attack,
Once per round, when
check, may perform a Dodge penalties for moving through suffer 3 strain to reduce
inflicting a Critical Injury with
incidental to suffer a number difficult terrain. damage by 2 plus ranks in
a Brawl or Melee weapon,
of strain no greater than Parry.
ranks of Dodge, then
COST 15 may suffer 2 strain to change
upgrade the difficulty of the COST 15 the result to any Average
check by that number. ( ) Critical Injury.

COST 15 COST 15

IMROVED DODGE TOUGHENED GRIT SAPITH SUNDERING


After using Dodge, can make Gain +2 wound threshold. Gain +1 strain threshold. May add up to Force
a Move maneuver as an out- COST 20 Rating to Brawl checks; the
COST 20
of-turn incidental. attack gains the Sunder
quality, and character may
COST 20
spend generated on the
check as to activate the
Sunder quality.
COST 20

FORCE RATING FAR STRIKE DEDICATION DODGE


Gain +1 Force Rating. As an action, make a Brawl Gain +1 to a single When targeted by combat
check as a ranged attack, characteristic. This cannot check, may perform a Dodge
COST 25 adding up to Force rating. bring a characteristic above incidental to suffer a number
Increase the range of the 6. of strain no greater than
attack by one band for each ranks of Dodge, then
COST 25
spent, to a maximum of upgrade the difficulty of the
long. check by that number.

COST 25 COST 25
WARRIOR DEADLY REPUTATION
ATTACHED TO

DEADLY REPUTATION BASE ABILITY


Once per session as an incidental, the character may spend 2 Destiny Points to activate Deadly Reputation. Until the end of the character’s next turn,
increase the difficulty of all skill checks targeting the character by one.

COST 30

DURATION DEADLY BY ADD SETBACK DURATION


ASSOCIATION
Deadly Reputation lasts for Add to checks affected by Deadly Reputation lasts for
one additional turn. Deadly Reputation also Deadly Reputation. one additional turn.
affects checks targeting the
COST 10 character’s allies. COST 10 COST 10

COST 10

INCREASE EFFECT ADD SETBACK DESTINY DURATION


Upgrade the difficulty of Add to checks affected by Deadly Reputation costs 1 Deadly Reputation lasts for
checks affected by Deadly Deadly Reputation. fewer Destiny Point to one additional turn.
Reputation once. activate.
COST 15 COST 15
COST 15 COST 15
WARRIOR UNMATCHED FEROCITY
ATTACHED TO

UNMATCHED FEROCITY BASE ABILITY


Once per session after resolving a successful Melee combat check against a target engaged with the character, the character may spend 2 Destiny Points.
The character then suffers 4 strain and 1 Conflict to immediately make a Melee attack as an incidental against the same target, increasing the difficulty of
the check by one, to a maximum difficulty of Formidable ( ). If successful, the character may repeat the process (suffering further strain and
conflict).

COST 30

REDUCE STRAIN CHANGE SKILL CHANGE SKILL REDUCE STRAIN


Reduce the strain suffered to The character may activate The character may activate Reduce the strain suffered to
make additional attacks by 1. Unmatched Ferocity after a Unmatched Ferocity after a make additional attacks by 1.
successful Brawl check. successful Lightsaber check.
COST 10 COST 10
COST 10 COST 10

DISTINY CHANGE TARGET REDUCE CONFLICT REDUCE STRAIN


Unmatched Ferocity costs 1 The character may choose a The character may choose to Reduce the strain suffered to
fewer Destiny Point to different target for each suffer an additional 2 strain make additional attacks by 1.
activate. attack made as a result of instead of 1 Conflict to
Unmatched Ferocity. activate Unmatched Ferocity. COST 15
COST 15
COST 15 COST 15
PASSIVE ACTIVE

UNIVERSAL DEATH WATCH WARRIOR RANKED

Bonus Career Skills: Coercion, Mechanics, Piloting (Planetary), Ranged (Light)

TOUGHENED INTIMIDATING CONDITIONED GRIT


Gain +2 wound threshold. May suffer a number of Remove per rank of Gain +1 strain threshold.
strain to downgrade difficulty Conditioned from Athletics COST 5
COST 5
of Coercion checks, or and Coordination checks.
upgrade difficulty when Reduce the damage and
targeted by Coercion checks, strain suffered from falling by
by an equal number. Strain 1 per rank of Conditioned.
suffered this way cannot
exceed ranks in Intimidating. COST 5
COST 5

ARMOR MASTER SIDE STEP JUMP UP JETPACK EXPERTISE


When wearing armor, Once per round, may Once per round, may stand The character may spend
increase total soak value by perform Side Step maneuver from seated or prone as an from their checks to remove
1. and suffer a number of strain incidental. 1 system strain from their
to upgrade difficulty of all COST 10 jetpack. (They may choose
COST 10
incoming ranged attacks by this effect multiple times
an equal number for the next when spending .)
round. Strain suffered this
COST 10
way cannot exceed ranks in
Side Step.
COST 10

INTIMIDATING POINT BLANK SIDE STEP POINT BLANK


May suffer a number of Add 1 damage per rank of Once per round, may Add 1 damage per rank of
strain to downgrade difficulty Point Blank to damage of one perform Side Step maneuver Point Blank to damage of one
of Coercion checks, or hit of successful attack while and suffer a number of strain hit of successful attack while
upgrade difficulty when using Ranged (Heavy) or to upgrade difficulty of all using Ranged (Heavy) or
targeted by Coercion checks, Ranged (Light) skills at short incoming ranged attacks by Ranged (Light) skills at short
by an equal number. Strain range or engaged. an equal number for the next range or engaged.
suffered this way cannot round. Strain suffered this
exceed ranks in Intimidating.
COST 15 way cannot exceed ranks in
COST 15
Side Step.
COST 15
COST 15

IMPROVED CONDITIONED HIT AND RUN DEATH FROM ABOVE


ARMOR MASTER
Remove per rank of After the character Once per encounter, inflict 1
When wearing armor with Conditioned from Athletics completes an attack system strain on jetpack and
soak of 2 or higher, increase and Coordination checks. targeting an opponent they make a Hard ( )
defense by 1. Reduce the damage and are engaged with, they may Piloting check. For each ,
COST 20 strain suffered from falling by immediately move to short one adversary in short range
1 per rank of Conditioned. range using a JETPACK. is knocked prone. May spend
COST 20 COST 20 to stagger one affected
target.
COST 20

DEDICATION TO THE DEATH IMPROVED SIDE STEP MOMENTUM


Gain +1 to a single Once per session as a When the character When making a Melee attack
characteristic. This cannot maneuver, suffer strain up to performs a Side Step the character deals
bring a characteristic above Willpower and add +10 per maneuver, until the start of additional damage with their
6. strain suffered to critical rolls their next turn they may first hit equal to the number
the character inflicts or spend or from an of range bands they moved
COST 25
suffers until the end of the attacker’s check to inflict one during the current round.
encounter. hit with a ranged weapon
COST 25
COST 25 they are wielding.
COST 25
PASSIVE ACTIVE

UNIVERSAL FORCE ADHERENT RANKED

Bonus Career Skills: Melee, Discipline, Knowledge (Lore), Vigilance

RESOLVE DISCIPLE OF LORE GRIT PUSH ASIDE


When a character Once per round, may suffer 1 Gain +1 strain threshold. After making a successful
involuntarily suffers strain, strain to decrease the COST 5 Melee, Brawl, or Lightsaber
he suffers 1 less strain per difficulty of next Knowledge combat check against an
rank of Resolve to a (Lore) check a number of engaged foe, may force the
minimum of 1. times equal to ranks in foe to move to short range in
COST 5 Disciple of Lore. a direction of the opponent’s
choosing. Spend to cause
COST 5
the opponent to fall prone
after moving.
COST 5

DISCIPLE OF LORE AS THE FORCE WILLS IT PRECISION STRIKE EXTENDED REACH


Once per round, may suffer 1 May make an Easy ( ) When this character inflicts a While armed with a two-
strain to decrease the Knowledge (Lore) check to Critical Injury with a Brawl, handed melee weapon, may
difficulty of next Knowledge heal strain at the end of an Melee or Lightsaber weapon, suffer one strain to make a
(Lore) check a number of encounter . can be spent may suffer 1 strain to change Melee combat check with
times equal to ranks in to heal all strain. the result to any Easy ( ) that weapon targeting an
Disciple of Lore. Critical Injury Result. enemy at up to short range
COST 10 (rather than engaged range).
COST 10 COST 10
COST 10

CONFIDENCE HARD HEADED CONFIDENCE DODGE


May decrease difficulty of When staggered or May decrease difficulty of When targeted by combat
Discipline checks to avoid disoriented, perform the Discipline checks to avoid check, may perform a Dodge
fear by 1 per rank of Hard Headed action; make a fear by 1 per rank of incidental to suffer a number
Confidence. Daunting ( ) Confidence. of strain no greater than
Discipline check to remove ranks of Dodge, then
COST 15 status. Difficulty reduced per
COST 15 upgrade the difficulty of the
rank of Hard Headed. check by that number.
COST 15 COST 15

DISCIPLINED SOUL GRIT DODGE RESOLVE


Spend one Destiny Point to Gain +1 strain threshold. When targeted by combat When a character
after making a Discipline COST 20 check, may perform a Dodge involuntarily suffers strain,
check to spend a number of incidental to suffer a number he suffers 1 less strain per
not exceeding ranks in of strain no greater than rank of Resolve to a
Knowledge (Lore) as . ranks of Dodge, then minimum of 1.
upgrade the difficulty of the COST 20
COST 20 check by that number.
COST 20

FORCE OF WILL SUPERIOR REFLEXES SIXTH SENSE DEDICATION


Once per session, make one Gain +1 melee defense. Gain +1 ranged defense. Gain +1 to a single
skill check using Willpower characteristic. This cannot
rather than the characteristic
COST 25 COST 25 bring a characteristic above
linked to that skill. 6.

COST 25 COST 25
PASSIVE

UNIVERSAL FORCE-SENSITIVE EMERGENT ACTIVE

RANKED

Gain Force Rating 1 Force Sensitive only

INSIGHT UNCANNY SENSES INDISTINGUISHABLE GRIT


Perception and Discipline Add per rank of Uncanny Upgrade difficulty of checks Gain +1 strain threshold.
become career skills. Senses to all Perception to identify character once COST 5
checks. per rank of Indistinguishable.
COST 5
COST 5 COST 5

UNCANNY REACTIONS TOUGHENED SLEIGHT OF MIND SLEIGHT OF MIND


Add per rank of Uncanny Gain +2 wound threshold. Add to all Stealth checks Add to all Stealth checks
Reactions to all Vigilance COST 10 unless the opposition is unless the opposition is
checks. immune to Force powers. immune to Force powers.
COST 10 COST 10 COST 10

UNCANNY SENSES UNCANNY REACTIONS GRIT INDISTINGUISHABLE

Add per rank of Uncanny Add per rank of Uncanny Gain +1 strain threshold. Upgrade difficulty of checks
Senses to all Perception Reactions to all Vigilance COST 15 to identify character once
checks. checks. per rank of Indistinguishable.
COST 15 COST 15 COST 15

TOUGHENED SENSE DANGER TOUCH OF FATE BALANCE


Gain +2 wound threshold. Once per session, remove Once per session, add When the character heals
from any 1 check. to any 1 check. strain at the end of the
COST 20
encounter, he may add
COST 20 COST 20 Force Rating. He regains
additional strain equal to
generated.
COST 20

INVIGORATE FORCE OF WILL FORCE RATING DEDICATION


Once per encounter, may Once per session, make one Gain +1 Force Rating. Gain +1 to a single
add to a check using skill check using Willpower characteristic. This cannot
Brawn or Agility made by an rather than the characteristic COST 25 bring a characteristic above
ally in short range. add linked to that skill. 6.
and add . COST 25
COST 25
COST 25
PASSIVE

UNIVERSAL FORCE SENSITIVE EXILE ACTIVE

RANKED

Gain Force Rating 1 Force Sensitive only

UNCANNY SENSES INSIGHT FORAGER UNCANNY REACTIONS

Add per rank of Uncanny Perception and Discipline Remove up to from skill Add per rank of Uncanny
Senses to all Perception become career skills. checks to find food, water, or Reactions to all Vigilance
checks. shelter. Survival checks to checks.
COST 5
forage take half the time.
COST 5 COST 5
COST 5

CONVINCING DEMEANOR OVERWHELM EMOTIONS INTENSE FOCUS QUICK DRAW


Remove per rank of May add per Force Rating Perform an Intense Focus Once per round, draw or
Convincing Demeanor from to Charm, Coercion, or Deceit maneuver; suffer 1 strain and holster a weapon or
Deception or Skulduggery checks and add to upgrade the ability of the accessible item as an
checks. some checks and to next skill check once. incidental.
others. COST 10 COST 10
COST 10
COST 10

SENSE DANGER SENSE EMOTIONS BALANCE TOUCH OF FATE


Once per session, remove Add to all Charm, When the character heals Once per session, add
from any 1 check. Coercion, and Deception strain at the end of the to any 1 check.
checks unless the target is encounter, he may add
COST 15 immune to Force powers. Force Rating. He regains COST 15
additional strain equal to
COST 15 generated.
COST 15

STREET SMARTS UNCANNY SENSES UNCANNY REACTIONS STREET SMARTS


Remove per rank of Street Add per rank of Uncanny Add per rank of Uncanny Remove per rank of Street
Smarts from Streetwise or Senses to all Perception Reactions to all Vigilance Smarts from Streetwise or
Knowledge (Underworld) checks. checks. Knowledge (Underworld)
checks. checks.
COST 20 COST 20
COST 20 COST 20

SIXTH SENSE FORCE RATING DEDICATION SUPERIOR REFLEXES

Gain +1 ranged defense. Gain +1 Force Rating. Gain +1 to a single Gain +1 melee defense.
characteristic. This cannot
COST 25 COST 25 bring a characteristic above
COST 25
6.
COST 25
PASSIVE ACTIVE

UNIVERSAL FORCE-SENSITIVE OUTCAST RANKED

Force Conflict
Bonus Career Skills: Gain Force Rating 1 Sensitive Cost
only

UNCANNY REACTIONS SENSE EMOTIONS GRIT UNCANNY SENSES


Add per rank of Uncanny Add to all Charm, Gain +1 strain threshold. Add per rank of Uncanny
Reactions to all Vigilance Coercion, and Deception COST 5 Senses to all Perception
checks. checks unless the target is checks.
immune to Force powers.
COST 5 COST 5
COST 5

QUICK DRAW QUICK STRIKE DISORIENT SECRETS OF THE FORCE


Once per round, draw or Add per rank of Quick After hitting with a combat Knowledge (Lore) and
holster a weapon or Strike to combat checks check, may spend to Lightsaber become career
accessible item as an against targets that have not disorient target for a number skills for the character.
incidental. acted yet this encounter. of rounds equal to ranks in
COST 10
Disorient.
COST 10 COST 10
COST 10

DISORIENT PREY ON THE WEAK RENEGADE FORM PARRY


After hitting with a combat Add +1 damage to one hit of When the character When hit by a melee attack,
check, may spend to successful combat checks purchases this talent, they suffer 3 strain to reduce
disorient target for a number against disoriented targets choose one characteristic. damage by 2 plus ranks in
of rounds equal to ranks in per rank of Prey on the They may use this Parry.
Disorient. Weak. characteristic in place of
Brawn when making COST 15
COST 15 COST 15
Lightsaber checks.
COST 15

PREY ON THE WEAK SORRY ABOUT THE PARRY REFLECT


MESS
Add +1 damage to one hit of When hit by a melee attack, When hit by a ranged attack,
successful combat checks Decrease the Critical Rating suffer 3 strain to reduce suffer 3 strain to reduce
against disoriented targets of a weapon by 1 (to a damage by 2 plus ranks in damage by 2 plus ranks in
per rank of Prey on the minimum of 1) against Parry. Reflect.
Weak. targets that have not yet
acted this encounter. COST 20 COST 20
COST 20
COST 20

DEDICATION RAVAGE GRIT FORCE RATING


Gain +1 to a single Once per encounter, the Gain +1 strain threshold. Gain +1 Force Rating.
characteristic. This cannot character may suffer 3 strain COST 25
bring a characteristic above to add up to their Force COST 25
6. rating to a combat check
targeting an engaged
COST 25
opponent. The character may
spend to add or to
the check results.
COST 25
PASSIVE ACTIVE

UNIVERSAL IMPERIAL ACADEMY CADET RANKED

Bonus Career Skills: Knowledge (Warfare), Leadership, Piloting (Space), Ranged (Light)

GRIT VEHICLE COMBAT TRAINING CONDITIONED KNOWLEDGE SPECIALIZATION

Gain +1 strain threshold. Gunnery and Piloting Remove per rank of When acquired, choose 1
COST 5 (Planetary) become career Conditioned from Athletics Knowledge skill. When
skills. and Coordination checks. making that skill check, may
Reduce the damage and spend result to gain
COST 5
strain suffered from falling by additional successes equal to
1 per rank of Conditioned. ranks in Knowledge
Specialization.
COST 5
COST 5

TACTICAL COMBAT
KNOW THE ENEMY BY THE BOOK DEFENSIVE DRIVING TRAINING

The character may use Once per encounter, before Increase defense of vehicle Melee and Ranged (Heavy)
Knowledge (Warfare) skill making a combat check, the or starship being piloted by 1 become career skills.
when making checks to character may suffer two per rank of Defensive Driving.
determine Initiative.
COST 10
strain to add to the
results equal to his ranks in
COST 10
COST 10 By the Book.

COST 10

FORMATION TACTICS COMMAND FULL THROTTLE KNOW SCHEMATIC


May take the Formation Tactics Add per rank of Command Take a Full Throttle action; Once per session, may
action by making a Hard ( ) when making Leadership make a Hard ( ) perform the Know Schematic
Leadership check. If successful, maneuver; make a Hard
checks. Affected targets add Piloting check to increase a
he may choose a number of allies
to Discipline checks for vehicle’s top speed by 1 for a ( ) Knowledge
within short range equal to
generated. Upgrade the difficulty next 24 hours. number of rounds equal to (Education) check. Success
Cunning. grants familiarity with a
of attacks against these allies
COST 15
once until the end of his next building or ship’s design.
turn. COST 15
COST 15
COST 15

IMPROVED BY THE BOOK CONDITIONED KNOWLEDGE SPECIALIZATION

FORMATION TACTICS
Once per encounter, before Remove per rank of When acquired, choose 1
The difficulty of Formation making a combat check, the Conditioned from Athletics Knowledge skill. When
Tactics is reduced to Average character may suffer two and Coordination checks. making that skill check, may
( ). May spend or strain to add to the Reduce the damage and spend result to gain
6x to have effect last until results equal to his ranks in strain suffered from falling by additional successes equal to
end of encounter By the Book. 1 per rank of Conditioned. ranks in Knowledge
Specialization.
COST 20 COST 20 COST 20
COST 20

NATURAL SCHOLAR TARGETED FIREPOWER BY THE BOOK DEDICATION


Once per session, may re-roll Once per session may take Once per encounter, before Gain +1 to a single
any 1 Knowledge skill check. Targeted Firepower action; making a combat check, the characteristic. This cannot
identify one enemy target and character may suffer two bring a characteristic above
COST 25 make a Hard ( ) Knowledge
strain to add to the 6.
(Warfare) check. If successful, for
results equal to his ranks in
the rest of encounter allies within COST 25
short range of character add By the Book.
to attacks against target equal to
gained in the check. COST 25
COST 25
PASSIVE ACTIVE

UNIVERSAL NIGHT SISTER RANKED

Force
Bonus Career Skills: Discipline, Knowledge (Lore), Stealth, Survival Sensitive
only

WITCHCRAFT SUMMON ITEM GRIT EXPERT TRACKER


The character gains Force As a maneuver, the character Gain +1 strain threshold. Remove per rank of
rating 1. If the character can summon or dismiss a COST 5 Expert Tracker to find tracks
already has a Force rating of ritually prepared item or track targets. Decrease
1 or higher this talent has not [encumbrance 4 or less]. time to track a target by half.
effect. COST 5 COST 5
COST 5

SENSE ADVANTAGE ICHOR BLADE INTIMIDATING TOUGHENED


Once per session, may add The character chooses one [non- May suffer a number of Gain +2 wound threshold.
to 1 NPC’s skill check. technological] Melee or Brawl strain to downgrade difficulty
weapon they possess, which COST 10
of Coercion checks, or
COST 10 gains the Cortosis, and Pierce 2
upgrade difficulty when
qualities and reduces its critical
rating by 1 to a minimum of 1. If targeted by Coercion checks,
the weapon is ever lost or by an equal number. Strain
destroyed, the character can suffered this way cannot
apply Ichor Blade to a new exceed ranks in Intimidating.
weapon.
COST 10
COST 10

BALANCE IMPROVED GRIT SIXTH SENSE


ICHOR BLADE
When the character heals Gain +1 strain threshold. Gain +1 ranged defense.
strain at the end of the The chosen weapon also COST 15
encounter, he may add gains the Sunder quality and COST 15
Force Rating. He regains Defensive 1 quality and
additional strain equal to increases its damage by 2.
generated. COST 15
COST 15

COVEN ICHOR TRANSFUSION SURVIVOR’S INTIMIDATING


INSTINCTS
May take the Coven Once per encounter, the May suffer a number of
maneuver. On the character may perform the Once per session when the strain to downgrade difficulty
character’s next Force power Ichor Transfusion maneuver character suffers a Critical of Coercion checks, or
check, they may reroll one to heal any number of strain Injury, spend 1 Destiny Point. upgrade difficulty when
for each ally with Coven by suffering that many Then, the attacker must roll targeted by Coercion checks,
within short range. wounds+1. The character two results for the Critical by an equal number. Strain
may instead heal any number Injury and the player chooses suffered this way cannot
COST 20 which will apply to their
of wounds by suffering that exceed ranks in Intimidating.
many strain +1. character.
COST 20
COST 20 COST 20

FORCE RATING ICHOR RESERVE FORCE OF WILL DEDICATION


Gain +1 Force Rating. Once per session as a Once per session, make one Gain +1 to a single
maneuver, the character may skill check using Willpower characteristic. This cannot
COST 25 suffer 2 strain to increase rather than the characteristic bring a characteristic above
Force rating by 1 until the linked to that skill. 6.
end of the encounter.
COST 25 COST 25
COST 25
PASSIVE ACTIVE

UNIVERSAL PADAWAN SURVIVOR RANKED

Force
Bonus Career Skills: Gain Force Rating 1 Sensitive
only

PARRY CONSTANT VIGILANCE STREET SMARTS NOBODY’S FOOL


When hit by a melee attack, May always use Vigilance Remove per rank of Street Upgrade difficulty of
suffer 3 strain to reduce when making checks to Smarts from Streetwise or incoming Charm, Coercion,
damage by 2 plus ranks in determine initiative. Knowledge (Underworld) or Deception checks once per
Parry. checks. rank of Nobody’s Fool.
COST 5
COST 5 COST 5 COST 5

TOUGHENED REFLECT SLEIGHT OF MIND SECRETS OF THE JEDI


Gain +2 wound threshold. When hit by a ranged attack, Add to all Stealth checks Lightsaber becomes a Career
suffer 3 strain to reduce unless the opposition is skill. He may also decrease
COST 10
damage by 2 plus ranks in immune to Force powers. the difficulty of checks made
Reflect. to construct or repair
COST 10 lightsaber hilts a number of
COST 10 times equal to half his ranks
in Knowledge (Lore)
(rounded up), to a minimum
of Easy ( ).

COST 10

PARRY BALANCE SMOOTH TALKER MASTER OF SHADOWS

When hit by a melee attack, When the character heals When first acquired, choose Once per round, suffer 2
suffer 3 strain to reduce strain at the end of the 1 skill; Charm, Coercion, strain to decrease difficulty
damage by 2 plus ranks in encounter, he may add Deception, or Negotiation. of next Stealth or
Parry. Force Rating. He regains When making checks with Skulduggery check by 1.
additional strain equal to that skill, spend to gain
COST 15 generated. additional equal to ranks COST 15
in Smooth Talker.
COST 15
COST 15

DISORIENTING STRIKE UNCANNY REACTIONS SMOOTH TALKER TRUST NO ONE


After failing a Lightsaber Add per rank of Uncanny When first acquired, choose When targeted by a social
combat check, may spend Reactions to all Vigilance 1 skill; Charm, Coercion, check, may choose to suffer
or to disorient checks. Deception, or Negotiation. one strain to add automatic
opponent for three rounds. When making checks with to the check. If the check
COST 20
that skill, spend to gain fails with , the character
COST 20 additional equal to ranks may immediately perform a
in Smooth Talker. maneuver as an out of turn
incidental.
COST 20
COST 20

IMPROVED SECRETS TEMPLE TRAINING FORCE RATING DEDICATION


OF THE JEDI
Before making a Lightsaber Gain +1 Force Rating. Gain +1 to a single
Discipline becomes a career skill check, the character may characteristic. This cannot
skill. Secrets of the Jedi may spend one Destiny Point to COST 25 bring a characteristic above
also be used when installing add damage to the attack 6.
mods on lightsabers. equal to his ranks in
COST 25
COST 25 Knowledge (Lore).
COST 25
PASSIVE ACTIVE

UNIVERSAL PIRATE RANKED

Bonus Career Skills: Coercion, Deception, Knowledge (Underworld), Skulduggery

BLACK MARKET CONTACTS TOUGHENED QUICK DRAW KNOW THE ROPES


When purchasing illegal Gain +2 wound threshold. Once per round, draw or Add to checks made to
goods, may reduce rarity by 1 holster a weapon or escape from restraints equal
COST 5
per rank of Black Market accessible item as an to ranks in Knowledge
Contacts, increasing cost by incidental. (Underworld). Spend to
50 percent of base cost per free all other allies within
COST 5
reduction. short range.
COST 5 COST 5

GREASED PALMS TOUGHENED FEARSOM REP COMMANDING PRESENCE

Before making a social check, Gain +2 wound threshold. Add automatic to the Remove per rank of
may spend up to 50 credits results of Coercion checks Commanding Presence from
COST 10
per rank of Greased Palms to equal to ranks in Fearsome Leadership and Cool checks.
upgrade the ability of the Rep.
check once for every 50 COST 10
spent. COST 10
COST 10

BLACK MARKET CONTACTS DOUBLE TALK STREET SMARTS INTIMIDATING


When purchasing illegal The character may spend Remove per rank of Street May suffer a number of
goods, may reduce rarity by 1 or from a Smarts from Streetwise or strain to downgrade difficulty
per rank of Black Market successful Charm or Knowledge (Underworld) of Coercion checks, or
Contacts, increasing cost by Deception check to disorient checks. upgrade difficulty when
50 percent of base cost per a number of opponents targeted by Coercion checks,
COST 15
reduction. within short range equal to by an equal number. Strain
his Presence for remainder of suffered this way cannot
COST 15
round and next two rounds. exceed ranks in Intimidating.
COST 15 COST 15

FEARSOM REP INTENSE PRESENCE COMMANDING PRESENCE STEELY NERVES


Add automatic to the Spend 1 Destiny Point to Remove per rank of Spend 1 Destiny Point to
results of Coercion checks recover strain equal to Commanding Presence from ignore effects of Critical
equal to ranks in Fearsome Presence rating. Leadership and Cool checks. Injuries on Willpower or
Rep. Presence checks until the
COST 20 COST 20 end of the encounter.
COST 20
COST 20

PREPARE TO BE BOARDED! ALTERED DEAL NATURAL ROGUE DEDICATION


Once / encounter may take
Prepare to be Boarded! action;
Once per session may take Once per session, may re-roll Gain +1 to a single
make opposed Coercion vs. the Altered Deal action and any 1 Skulduggery or Stealth characteristic. This cannot
Discipline check against enemy make Hard ( ) check. bring a characteristic above
ship captain. If successful, the Coercion check to radically 6.
enemy suffers 1 strain per COST 25
change a previously made
uncanceled and surrenders COST 25
deal or bargain to the
ship if he exceeds strain
character’s advantage.
threshold. may also spend or
to inflict strain equal COST 25
to ranks in Coercion.

COST 25
PASSIVE

UNIVERSAL RECRUIT ACTIVE

RANKED

Bonus Career Skills: Athletics, Discipline, Survival, Vigilance

TACTICAL COMBAT
BASIC COMBAT TRAINING SECOND WIND OUTDOORSMAN TRAINING

Brawl and Ranged (Light) Once per encounter, may use Remove per rank of Melee and Ranged (Heavy)
become career skills. Second Wind incidental to Outdoorsman from checks to become career skills.
heal strain equal to ranks in move through terrain or
COST 5 Second Wind.
COST 5
manage environmental
effects. Decrease overland
COST 5
travel time by half.
COST 5

SECOND WIND VEHICLE COMBAT TRAINING WELL-TRAVELED TOUGHENED


Once per encounter, may use Gunnery and Piloting Knowledge (Core Worlds) Gain +2 wound threshold.
Second Wind incidental to (Planetary) become career and Knowledge (Outer Rim)
COST 10
heal strain equal to ranks in skills. become career skills.
Second Wind.
COST 10 COST 10
COST 10

QUICK DRAW GRIT TOUGHENED SPARE CLIP


Once per round, draw or Gain +1 strain threshold. Gain +2 wound threshold. Cannot run out of ammo due
holster a weapon or COST 15 to result. Items with
COST 15
accessible item as an limited ammo quality run out
incidental. of ammo as normal.
COST 15 COST 15

SECOND WIND JUMP UP GRIT CREATIVE KILLER


Once per encounter, may use Once per round, may stand Gain +1 strain threshold. Reduce the crit rating of
Second Wind incidental to from seated or prone as an COST 20 improvised weapons by 2 (to
heal strain equal to ranks in incidental. a minimum of 1).
Second Wind. COST 20
COST 20
COST 20

DYNAMIC FIRE DEDICATION TOUGHENED ENDURING


When making a ranged Gain +1 to a single Gain +2 wound threshold. Gain +1 soak value.
attack while engaged with an characteristic. This cannot
COST 25 COST 25
opponent, may suffer 2 bring a characteristic above
strain to reduce the ranged 6.
modifier by 1.
COST 25
COST 25
PASSIVE ACTIVE

UNIVERSAL REPUBLIC NAVY OFFICER RANKED

Bonus Career Skills: Astrogation, Discipline, Knowledge (Warfare), Leadership

GRIT COMMAND COMMANDING PRESENCE GALAXY MAPPER


Gain +1 strain threshold. Add per rank of Command Remove per rank of Remove per rank of
COST 5 when making Leadership Commanding Presence from Galaxy Mapper from
checks. Affected targets add Leadership and Cool checks. Astrogation checks.
to Discipline checks for Astrogation checks take half
next 24 hours. COST 5 normal time.
COST 5 COST 5

COMMAND COMMANDING PRESENCE GRIT KNOW SCHEMATIC


Add per rank of Command Remove per rank of Gain +1 strain threshold. Once per session, may
when making Leadership Commanding Presence from COST 10 perform the Know Schematic
checks. Affected targets add Leadership and Cool checks. maneuver; make a Hard
to Discipline checks for ( ) Knowledge
next 24 hours. COST 10 (Education) check. Success
grants familiarity with a
COST 10 building or ship’s design.

COST 10

ORDNANCE STEELY NERVES CONFIDENCE TOUGHENED


SATURATION
Spend 1 Destiny Point to May decrease difficulty of Gain +2 wound threshold.
When the character or ignore effects of Critical Discipline checks to avoid
certain allies activate the COST 15
Injuries on Willpower or fear by 1 per rank of
Blast quality of a planetary Presence checks until the Confidence.
scale weapon, all ships or end of the encounter.
vehicles within close range of COST 15
the target suffer damage COST 15
equal to the weapon’s blast
quality.
COST 15

FIRE WHEN READY ON MY ORDER GALAXY MAPPER HYPERSPACE


ASSAULT
As an action, make a Hard As an action, make a Hard Remove per rank of
( ) Leadership check. ( ) Leadership check. Galaxy Mapper from The character may use
Astrogation or Knowledge
Choose a number of crew Choose a number of crew Astrogation checks.
(Warfare) to determine initiative
equal to Presence, who equal to Presence, who Astrogation checks take half during an encounter in which
downgrade the difficulty of upgrade the ability of their normal time. they are piloting or commanding
their next Gunnery check next Gunnery check once,
COST 20 a starship and may spend from
once, plus once per plus once per additional the check to choose the starting
additional . . location of allies.

COST 20 COST 20 COST 20

NATURAL LEADER DEDICATION CAREFUL PLANNING OUTMANEUVER


Once per session, may re-roll Gain +1 to a single Once per session, may As an action, make a Hard
any 1 Cool or Leadership characteristic. This cannot introduce a “fact” into the ( ) Knowledge
check. bring a characteristic above narrative as if a Destiny Point (Warfare) check. Choose one
6. had been spent. ship or vehicle per s. Until
COST 25 the end of the character’s
COST 25 COST 25 next turn, the chosen ships
must perform one extra
maneuver to move.
COST 25
PASSIVE ACTIVE

UNIVERSAL REPUBLIC REPRESENTATIVE RANKED

Bonus Career Skills: Charm, Cool, Knowledge (choose any one), Negotiation

GRIT LEVERAGE KILL WITH KINDNESS RESPECTED DELEGATE


Gain +1 strain threshold. The character removes Remove per rank of Kill Downgrade the difficulty of
COST 5 per rank of Leverage from with Kindness from all Charm social skill checks made to
their Cool and Negotiation and Leadership checks. interact with government
checks. institutions outside of
COST 5 homeworld a number of
COST 5
times equal to ranks in
Respected Delegate.
COST 5

NOBODY’S FOOL KILL WITH KINDNESS RESPECTED DELEGATE SMOOTH TALKER


Upgrade difficulty of Remove per rank of Kill Downgrade the difficulty of When first acquired, choose
incoming Charm, Coercion, with Kindness from all Charm social skill checks made to 1 skill; Charm, Coercion,
or Deception checks once per and Leadership checks. interact with government Deception, or Negotiation.
rank of Nobody’s Fool. institutions outside of When making checks with
COST 10 homeworld a number of that skill, spend to gain
COST 10 times equal to ranks in additional equal to ranks
Respected Delegate. in Smooth Talker.
COST 10 COST 10

TRANSLATION ERROR LEVERAGE SMOOTH TALKER NOBODY’S FOOL


Once per encounter, the The character removes When first acquired, choose Upgrade difficulty of
character may remove per rank of Leverage from 1 skill; Charm, Coercion, incoming Charm, Coercion,
from the results of a social their Cool and Negotiation Deception, or Negotiation. or Deception checks once per
skill check they make. checks. When making checks with rank of Nobody’s Fool.
COST 15 COST 15 that skill, spend to gain
additional equal to ranks COST 15
in Smooth Talker.
COST 15

CONSIDER OUR STEELY NERVES INTENSE PRESENCE LEVERAGE


OPTIONS
Spend 1 Destiny Point to Spend 1 Destiny Point to The character removes
Take the Consider Our ignore effects of Critical recover strain equal to per rank of Leverage from
Options action; make a Hard Injuries on Willpower or Presence rating. their Cool and Negotiation
( ) Negotiation check. Presence checks until the checks.
Until the character’s next end of the encounter. COST 20
turn, a character who attacks COST 20
them first suffers 2 strain, COST 20
plus 1 strain per on the
character’s check.
COST 20

IMPROVED CONSIDER NATURAL NEGOTIATOR DEDICATION BACKROOM DEAL


OUR OPTIONS
Once per session, may re-roll Gain +1 to a single Once per encounter, make a
Allies within short range may any 1 Cool or Negotiation characteristic. This cannot Hard ( ) Negotiation
also benefit from Consider check. bring a characteristic above check to reveal how
Our Options. 6. previously unknown dealings
COST 25
COST 25 COST 25 have a meaningful impact on
the current scene.
COST 25
PASSIVE ACTIVE

UNIVERSAL RETIRED CLONE TROOPER RANKED

Bonus Career Skills: Discipline, Knowledge (Warfare), Ranged (Heavy), Ranged (Light)

TOUGHENED STEADY AIM SPARE CLIP GRIT


Gain +2 wound threshold. The character does not lose Cannot run out of ammo due Gain +1 strain threshold.
the benefits of the Aim to result. Items with COST 5
COST 5
maneuver if he performs limited ammo quality run out
other maneuvers (including of ammo as normal.
moving) or actions. He does
lose the benefits of the Aim
COST 5
maneuver if the encounter
ends.
COST 5

COMBAT VETERAN DURABLE SWIFT FAMILIAR SUNS


The character adds to his May reduce any Critical Do not suffer the usual Once per session, may
Brawl and Discipline checks Injury suffered by 10 per rank penalties for moving through perform a Familiar Suns
equal to his ranks in Combat of Durable to a minimum of difficult terrain. maneuver; make a Hard
Veteran. 1. ( ) Knowledge (Outer
COST 10
Rim) or (Core Worlds) check
COST 10 COST 10 to reveal the current type of
planetary environment and
other useful information.
COST 10

GRIT STIMPACK SPECIALIZATION TOUGHENED DURABLE


Gain +1 strain threshold. Stimpacks heal 1 additional Gain +2 wound threshold. May reduce any Critical
COST 15 wound per rank of Stimpack Injury suffered by 10 per rank
COST 15
Specialization. of Durable to a minimum of
1.
COST 15
COST 15

PERSISTENT TARGETING POWERFUL BLAST COMBAT VETERAN POWERFUL BLAST


After making one or more Increase Blast damage dealt The character adds to his Increase Blast damage dealt
successful combat checks by explosives, explosive Brawl and Discipline checks by explosives, explosive
against a target, add to weapons, and grenades by equal to his ranks in Combat weapons, and grenades by
combat checks against that +1 per rank of Powerful Blast. Veteran. +1 per rank of Powerful Blast.
same target for the
remainder of the encounter. COST 20 COST 20 COST 20

COST 20

DEDICATION IMPROVED COMRADES COMRADES IN ARMS ENDURING


IN ARMS
Gain +1 to a single Once per encounter, take Gain +1 soak value.
characteristic. This cannot spend or from Comrades in Arms action and
bring a characteristic above Comrades in Arms check to
COST 25
make a Hard ( )
6. also gain +1 soak or give one Discipline check. If
affected ally +1 soak. successful, the character plus
COST 25
on ally per within medium
COST 25 range gains +1 defense for
the remainder of the
encounter.
COST 25
PASSIVE ACTIVE

UNIVERSAL SCAVENGER RANKED

Bonus Career Skills: Mechanics, Perception, Streetwise, Survival

GRIT FORAGER UTINNI! STREET SMARTS


Gain +1 strain threshold. Remove up to from skill Remove per rank of Remove per rank of Street
COST 5 checks to find food, water, or Utinni! From checks to find Smarts from Streetwise or
shelter. Survival checks to or scavenge items or gear. Knowledge (Underworld)
forage take half the time. Such checks take half the checks.
time.
COST 5 COST 5
COST 5

GRIT RAPID REACTION TINKERER UTINNI!


Gain +1 strain threshold. Suffer a number of strain to May add 1 additional hard Remove per rank of
COST 10 add an equal number of point to a number of items Utinni! From checks to find
to initiative checks. Strain equal to ranks in Tinkerer. or scavenge items or gear.
suffered cannot exceed ranks Each item may only be Such checks take half the
in Rapid Reaction. modified once. time.
COST 10 COST 10 COST 10

RAPID REACTION JURRY RIGGED EXCEED ONE PERSON’S TRASH


SPECIFICATIONS
Suffer a number of strain to Choose 1 weapon, armor or May make a Perception
add an equal number of other item and give it a When making a check using check in order to locate a
to initiative checks. Strain permanent improvement an item, may add . The GM particular item at no cost in a
suffered cannot exceed ranks while it remains in use. may spend on the location with potential
in Rapid Reaction. check to damage the item salvage. The difficulty of the
COST 15
one step, or to damage it check is determined by the
COST 15 item’s rarity.
beyond usability.
COST 15 COST 15

SIXTH SENSE SUPREME EXCEED IMPROVED EXCEED ANOTHER’S TREASURE


SPECIFICATIONS SPECIFICATIONS
Gain +1 ranged defense. The condition of an item
If a check benefitting from When the character takes does not affect its sale price.
COST 20 Exceed Specifications the Exceed Specifications In addition, the character can
generates , may damage incidental, upgrade the always find a buyer for an
the item to roll additional ability of the check once item, no matter its condition
and add it to the check instead of the standard or apparent value.
results. If the check effect.
COST 20
generates , add to the COST 20
check results.
COST 20

IMPROVED UTILITY BELT DEDICATION CONTRAPTION


UTILITY BELT
Spend 1 Destiny Point to Gain +1 to a single Once per session, take
Once per session when the perform a Utility Belt characteristic. This cannot Contraption action; make a
character performs a Utility incidental; produce a bring a characteristic above Hard ( ) Mechanics
Belt incidental, they may previously undocumented 6. check to fashion a device to
produce up to five item or weapon (with solve a current problem
functionally identical items. COST 25
restrictions) from a tool belt using just the tools and parts
COST 25 or satchel. on hand.
COST 25 COST 25
PASSIVE ACTIVE

UNIVERSAL SENATOR RANKED

Bonus Career Skills: Charm, Deception, Knowledge (Education), Negotiation

RESOLVE RESPECTED DELEGATE PLAUSIBLE GRIT


DENIABILITY
When a character Downgrade the difficulty of Gain +1 strain threshold.
involuntarily suffers strain, social skill checks made to Remove per rank of COST 5
he suffers 1 less strain per interact with government Plausible Deniability from all
rank of Resolve to a institutions outside of Coercion and Deception
minimum of 1. homeworld a number of checks.
COST 5 times equal to ranks in
Respected Delegate.
COST 5
COST 5

RESOLVE SAVVY CONGENIAL NOBODY’S FOOL


When a character The character adds to May suffer a number of Upgrade difficulty of
involuntarily suffers strain, Charm and Negotiation strain to downgrade difficulty incoming Charm, Coercion,
he suffers 1 less strain per checks per rank of Savvy. of Charm or Negotiation or Deception checks once per
rank of Resolve to a checks or upgrade difficulty rank of Nobody’s Fool.
COST 10
minimum of 1. when targeted by Charm or
Negotiation checks, by an COST 10
COST 10
equal number. Strain
suffered this way cannot
exceed ranks in Congenial.
COST 10

GRIT INSPIRING RHETORIC PLAUSIBLE SAVVY


DENIABILITY
Gain +1 strain threshold. Take the Inspiring Rhetoric The character adds to
COST 15 action: make an Average Remove per rank of Charm and Negotiation
( ) Leadership check. Plausible Deniability from all checks per rank of Savvy.
Each causes 1 ally in Short Coercion and Deception
COST 15
range to recover 1 strain. checks.
Spend to cause 1 affected
COST 15
ally to recover 1 additional
strain.
COST 15

RESIST QUESTIONING IMPROVED INSPIRING CONGENIAL IMPROVED


RHETORIC NOBODY’S FOOL
When targeted by an opposed May suffer a number of
social skill check, the character Each ally affected by strain to downgrade difficulty May spend or from
may suffer 2 strain to perform Inspiring Rhetoric gains on of Charm or Negotiation an incoming Charm,
the Resist Questioning (out of Coercion, or Deception check
all skill checks for a number checks or upgrade difficulty
turn) incidental, adding to the
of rounds equal to ranks in when targeted by Charm or to inflict strain on the
check. If the check fails, may
spend to indicate he has Leadership. Negotiation checks, by an opponent equal to the
provided false information to foe. equal number. Strain character’s ranks in Nobody’s
COST 20 suffered this way cannot Fool.
COST 20 exceed ranks in Congenial. COST 20
COST 20

DEDICATION BLATHER DIPLOMATIC IMMUNITY RESOURCE ALLOCATION


Gain +1 to a single Take the Blather action, making a As an out-of-turn incidental, At the beginning of a Mass
characteristic. This cannot Hard ( ) Charm or the character spends one Combat, make a Hard ( )
bring a characteristic above Deception check. If successful, Destiny Point and adversaries Charm or Negotiation check to
one adversary per s is Disoriented increase their force’s strength by
6. cannot choose them as the
for rounds equal to the one step for the duration of the
target of a combat check
COST 25 character’s Presence. The encounter. May spend from
character may spend from the until the end of their next the check to upgrade the ability
check to Stagger one affected turn. of their force’s first Mass Combat
target.
COST 25 check.
COST 25 COST 25
PASSIVE ACTIVE

UNIVERSAL SEPARATIST COMMANDER RANKED

Bonus Career Skills: Coercion, Knowledge (Warfare), Leadership, Vigilance

GRIT WELL TRAVELED COMMAND INTIMIDATING


Gain +1 strain threshold. Knowledge (Core Worlds) Add per rank of Command May suffer a number of
COST 5 and Knowledge (Outer Rim) when making Leadership strain to downgrade difficulty
` become career skills. checks. Affected targets add of Coercion checks, or
to Discipline checks for upgrade difficulty when
COST 5 targeted by Coercion checks,
next 24 hours.
by an equal number. Strain
COST 5 suffered this way cannot
exceed ranks in Intimidating.
COST 5

TOUGHENED SPEAKS BINARY CRUEL COMMANDER SCATHING TIRADE


Gain +2 wound threshold. When directing NPC droids, May use ranks in Coercion to Take a Scathing Tirade
may grant them per rank upgrade Mass Combat action: make an Average
COST 10
of Speaks Binary on checks. checks instead of ranks in ( ) Coercion check. Each
Leadership. causes one enemy in short
COST 10
COST 10 range to suffer 1 strain.
Spend to cause 1 affected
enemy to suffer 1 additional
strain.
COST 10

IMPROVED FIELD COMMANDER SPEAKS BINARY IMPROVED SCATHING TIRADE


FIELD COMMANDER
Take the Field Commander When directing NPC droids, Each enemy affected by
Field Commander action action; make an Average may grant them per rank Scathing Tirade suffers on
affects allies equal to double ( ) Leadership check. A of Speaks Binary on checks. all skill checks for a number
Presence, and may spend number of allies equal to of rounds equal to ranks in
to allow allies to suffer 1 Presence may immediately COST 15 Coercion.
strain and perform 1 free suffer 1 stain to perform 1
action instead. free maneuver.
COST 15
COST 15 COST 15

DROID COMMANDER SUPREME IMPROVED SPEAKS SUPREME SCATHING TIRADE


SPEAKS BINARY BINARY
Once per encounter, may Suffer 1 strain to perform
perform Field Commander as Once per encounter, may When directing NPC droids, Scathing Tirade as a
a maneuver instead of an perform the Speaks Binary those droids grant additional maneuver, not an action.
action. All affected allies maneuver. A number of NPC in addition to other
must be droids. droids up to ranks in Speaks benefits. COST 20
COST 20 Binary may use the
COST 20
character’s ranks for 1 skill of
character’s choice.
COST 20

LEAD FROM THE FRONT DEDICATION INTIMIDATING LEAD FROM THE BACK
After succeeding on a Gain +1 to a single May suffer a number of Once per round, may spend 1
Leadership check or other characteristic. This cannot strain to downgrade difficulty Destiny Point to redirect a
check to inspire, lead, or rally bring a characteristic above of Coercion checks, or successful attack against the
an audience, the character 6. upgrade difficulty when character to an allied NPC.
may spend 1 Destiny Point to
COST 25 targeted by Coercion checks, COST 25
upgrade the ability of the by an equal number. Strain
next combat check made by suffered this way cannot
all allies within short range. exceed ranks in Intimidating.
COST 25 COST 25
PASSIVE ACTIVE

UNIVERSAL SHIP CAPTAIN RANKED

Bonus Career Skills: Charm, Leadership, Negotiation, Piloting (Space)

WHEEL AND DEAL PRIDE AND JOY GRIT KILL WITH KINDNESS

When selling goods legally, Choose one starship or Gain +1 strain threshold. Remove per rank of Kill
gain 10% more credits per vehicle character owns with COST 5 with Kindness from all Charm
rank of Wheel and Deal. a silhouette of 4 or higher; it and Leadership checks.
becomes his “Pride and Joy”
COST 5 vessel. He upgrades the COST 5
ability of all social skill checks
he makes while within short
range of the vessel once.

COST 5

KILL WITH KINDNESS IMPROVED PRIDE FIELD COMMANDER SKILLED JOCKEY


AND JOY
Remove per rank of Kill Take the Field Commander Remove per rank of
with Kindness from all Charm While inside his Pride and Joy action; make an Average Skilled Jockey from all
and Leadership checks. vessel, recover 1 additional ( ) Leadership check. A Piloting (Planetary) and
strain whenever recovering number of allies equal to Piloting (Space) checks the
COST 10 strain and spend on Presence may immediately character attempts.
checks made to recover suffer 1 stain to perform 1
strain to allow an ally also free maneuver. COST 10
within the vessel to recover
one strain. COST 10
COST 10

WHEEL AND DEAL ENCOURAGING WORDS SEEN A LOT OF THINGS FULL THROTTLE
When selling goods legally, After an engaged ally fails a Whenever the character fails Take a Full Throttle action;
gain 10% more credits per check, may suffer 1 strain to a Knowledge check, he may make a Hard ( )
rank of Wheel and Deal. assist that ally’s next check spend to roll the Piloting check to increase a
this encounter as an out of check again during his next vehicle’s top speed by 1 for a
COST 15 turn Incidental. turn. number of rounds equal to
Cunning.
COST 15 COST 15
COST 15

TRUST THE CAPTAIN INSPIRING RHETORIC TRUST THE CAPTAIN SUPREME PRIDE AND JOY

May take the Trust the Take the Inspiring Rhetoric May take the Trust the While inside his Pride and Joy
Captain action by making a action: make an Average Captain action by making a vessel, once per session as an
Hard ( ) Leadership ( ) Leadership check. Hard ( ) Leadership incidental, the character may
check. If successful, for the Each causes 1 ally in Short check. If successful, for the reduce its silhouette by 2 (to
rest of the encounter allies range to recover 1 strain. rest of the encounter allies a minimum of 0) for the
within short range increase Spend to cause 1 affected within short range increase remainder of the round and
their ranks in Discipline by an ally to recover 1 additional their ranks in Discipline by an following round.
amount equal to ranks in strain. amount equal to ranks in
Trust the Captain. Trust the Captain. COST 20
COST 20
COST 20 COST 20

MOST IMPRESSIVE INSPIRING LEADERSHIP GRIT DEDICATION


Spend from any skill check Take the Inspiring Leadership Gain +1 strain threshold. Gain +1 to a single
to allow a number of allies action by making an Average COST 25 characteristic. This cannot
not exceeding the character’s ( ) Leadership check. If bring a characteristic above
rating in Presence within successful, a number of allies 6.
short range to add automatic not exceeding his rating in
COST 25
to their next check. Presence within short range
add automatic to their
COST 25 next skill check.

COST 25
FORCE POWER TREE ALTER FORCE ABILITY

Prerequisites: Force Rating 1 +

ALTER BASIC POWER


The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs.
The Force user may spend to make all terrain currently within short range difficult terrain until the end of their next turn.
The Force user may spend to make all terrain currently within short range normal terrain until the end of their next turn.

COST 15

CONTROL RANGE CONTROL


Spend and make an Spend to increase The Force user may spend to give all characters within short range
Average ( ) Survival power’s range by a number of the user concealment.
check to instantly discover of range bands equal to
food, water or other critical Range upgrades purchased.
supplies within extreme COST 10
range. COST 5

COST 5

CONTROL CONTROL DURATION STRENGTH


Spend to share the senses The power can affect firm Commit after successfully Spend to allow a number
of animals within range of terrain, such as packed earth, activating the power to of targets equal to the
their power, adding to stone, or ice. sustain its effects while the number of Strength upgrades
perception and Vigilance user remains within range of purchased to ignore this
checks, and gaining other COST 10 the affected area. power’s effects.
benefits.
COST 10 COST 5
COST 10

RANGE CONTROL STRENGTH CONTROL


Spend to increase Spend to make a small Spend to allow a number Spend to create
power’s range by a number patch of terrain within the of targets equal to the corrosive atmosphere in a
of range bands equal to affected area impassable. number of Strength upgrades small area within the
Range upgrades purchased. purchased to ignore this affected area.
COST 15 power’s effects.
COST 10 COST 15
COST 10

CONTROL MASTERY STRENGTH


Spend to upgrade the When the user activates this power without spending generated Spend to allow a number
difficulty of all checks made from results, add to all other Force power checks made within of targets equal to the
by opponents while in the this power’s area of effect. number of Strength upgrades
power’s area of effect once. When the user activates this power without spending generated purchased to ignore this
from results, add to all other Force power checks made within power’s effects.
COST 20 this power’s area of effect.
COST 15
COST 25
FORCE POWER TREE BATTLE MEDITATION FORCE ABILITY

Prerequisites: Force Rating 2 +

BATTLE MEDITATION BASIC POWER


The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend to add one automatic to all checks made by a number of engaged friendly targets up to his Presence before the end of his next
turn. If the user used an to generate , reduce each target’s Willpower by 1 (to a minimum of 1) until the end of the encounter.

COST 15

MAGNITUDE RANGE CONTROL


Spend to affect a number Spend to increase power’s When making a Battle Meditation power check, the user may
of additional targets equal to range by a number of range make an Easy ( ) Leadership check as part of the pool. If the user
Presence per rank of bands equal to Range is able to activate the power and succeeds on the check, he may
Magnitude purchased. upgrades purchased. send simple orders as part of the power.

COST 5 COST 5 COST 10

MAGNITUDE RANGE STRENGTH


Spend to affect a number Spend to increase power’s Spend to add one additional automatic to affected
of additional targets equal to range by a number of range characters checks.
Presence per rank of bands equal to Range
Magnitude purchased. upgrades purchased. COST 10

COST 10 COST 10

MAGNITUDE RANGE DURATION


Spend to affect a number Spend to increase power’s Commit to sustain the ongoing effects of the power on
of additional targets equal to range by a number of range each affected target while it remains in range.
Presence per rank of bands equal to Range
Magnitude purchased. upgrades purchased. COST 25

COST 15 COST 15

MAGNITUDE CONTROL MASTERY


Spend to affect a number May suffer 4 strain to change If no were used to generate , choose one skill. While
of additional targets equal to the range of power and affected by the power, each affected character counts as having
Presence per rank of range upgrades to planetary the same number of ranks in the chosen skill as the affected
Magnitude purchased. scale. character with the most ranks in the skill. If the user used any
to generate , each affected character must make an Easy ( )
COST 20 COST 20
Discipline check if he wishes to resist obeying orders.

COST 25
FORCE POWER TREE BIND FORCE ABILITY

Prerequisites: Force Rating 2 +

BIND BASIC POWER


The Force user restrains an enemy, preventing the target from acting.
The user may spend to immobilize a target within short range until the end of the user’s next turn. If the user used any to generate , the target
also suffers 1 wound per spent on the check (ignoring soak).

COST 15

RANGE MAGNITUDE STRENGTH CONTROL


Spend to increase power’s Spend to affect 1 Spend to disorient the Spend , whenever a target
range by a number of range additional target within target for a number of affected by Bind takes an
bands equal to Range range per rank of Magnitude rounds equal to Strength action, that target suffers
upgrades purchased. purchased. upgrades purchased. strain equal to Willpower.

COST 10 COST 15 COST 5 COST 10

RANGE MAGNITUDE STRENGTH DURATION


Spend to increase power’s Spend to affect 1 Spend to disorient the Commit to sustain
range by a number of range additional target within target for a number of the ongoing effects of the
bands equal to Range range per rank of Magnitude rounds equal to Strength power on each affected
upgrades purchased. purchased. upgrades purchased. target.

COST 15 COST 20 COST 10 COST 15

CONTROL MAGNITUDE STRENGTH


Spend to move the target Spend to affect 1 Spend to disorient the target for a number of rounds equal to
one range band closer or additional target within Strength upgrades purchased.
farther away. range per rank of Magnitude
purchased. COST 15
COST 10
COST 25

RANGE MASTERY
Spend to increase power’s When the user is making a Bind power check, if the check was not already opposed, the user may roll an
range by a number of range opposed Discipline vs. Discipline check against one target of the power. If no were used to generate and
bands equal to Range the user succeeds on the check, he may immediately stagger the target until the end of his next turn. If any
upgrades purchased. were used to generate and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per
spent on the check.
COST 20
COST 25
FORCE POWER TREE CONJURE FORCE ABILITY

Prerequisites: Force Rating 1 +

CONJURE BASIC POWER


The Force user calls forth a spectral object to their hand, which lasts for a short time.
The user may spend to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user’s next turn, this item
dissipates. At the GM’s discretion, the user can instead conjure a simple tool and other useful low-tech item with an encumbrance no greater than 1.

COST 20

DURATION NUMBER MAGNITUDE


Commit to sustain 1 Spend to create Spend to increase the maximum encumbrance of the item that can
conjuration per Duration additional, identical be conjured by 2 per Magnitude upgrade purchased.
upgrade purchased while it conjurations equal to ranks
remains at short range. in Number upgrade COST 10
purchased.
COST 15
COST 10

MAGNITUDE CONTROL DURATION


Spend to increase the maximum encumbrance of the item that can Spend to add 1 of the Commit to sustain 1
be conjured by 2 per Magnitude upgrade purchased. following weapon qualities to conjuration per Duration
the conjuration: Defensive 1, upgrade purchased while it
COST 20 Deflection 1, Stun 4. remains at short range.

COST 10 COST 15

NUMBER CONTROL RANGE DURATION


Spend to create Spend to add 1 of the Spend to increase the Commit to sustain 1
additional, identical following weapon qualities to range at which the facsimile conjuration per Duration
conjurations equal to ranks the conjuration: Burn 3, can be conjured and upgrade purchased while it
in Number upgrade Pierce 3, Vicious 3. sustained by 1 (to a remains at short range.
purchased. maximum of extreme).
COST 15 COST 15
COST 10 COST 20

MASTERY
Spend to summon the facsimile of a creature of silhouette 1
or smaller instead of an object. This creature is bound to the user’s will,
and mindlessly follows that character’s commands until the end of the
Force user’s next turn. If the user has the corpse of the creature being
conjured to imbue with false life, this facsimile lasts until the end of the
encounter instead but the user gains 7 conflict for doing so.

COST 20
FORCE POWER TREE EBB / FLOW FORCE ABILITY

Prerequisites: Force Rating 1 +

EBB / FLOW BASIC POWER


The Force user’s actions empower himself or sap strength from his foes.
Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend to suffer 1 strain, then inflict 1
strain on all other engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend to heal 1 strain. The Force user
may not activate this multiple times.

COST 10

MAGNITUDE RANGE STRENGTH


Spend to exclude number Spend to affect all other characters at short range. The Force user may spend
of targets equal to to increase the strain healed
Magnitude upgrades COST 10 or inflicted by 1.
purchase from being
affected. COST 10

COST 5

CONTROL CONTROL STRENGTH


Spend once per Ebb: When making a combined Ebb power check, may spend to add The Force user may spend
encounter to ask the GM a to any checks made by engaged opponents until the end of next to increase the or
single “yes or no” question. turn. added by 1.
Flow: When making a combined flow power check may spend to
COST 10 add to any checks using the same skill until the end of next turn. COST 10

COST 10

MAGNITUDE CONTROL STRENGTH


Spend to exclude number Ebb: When making a combined Ebb power check, may spend to add The Force user may spend
of targets equal to to any checks made by engaged opponents until the end of next to increase the or
Magnitude upgrades turn. added by 1.
purchase from being Flow: When making a combined flow power check may spend to
affected. add to any checks using the same skill until the end of next turn. COST 10
COST 5 COST 10

CONTROL CONTROL
Commit until the end of the current encounter. For the remainder Ebb: Once per session, If at target suffered at least 5 strain from this
of the current encounter, add to all skill checks. Each and power, add to the target’s next check.
adds either or to the check; each causes the user to suffer 1 Flow: Once per session, if the user healed at least 5 strain from this
strain and gain 1 Conflict. power, add to user’s next check.

COST 10 COST 20
FORCE POWER TREE ENDURE FORCE ABILITY

Prerequisites: Force Rating 1 +

ENDURE BASIC POWER


When the character suffers a Critical Injury with a severity no greater than Easy ( ), the character may activate Endure as an out of turn incidental and
commit to temporarily ignore the effects of that injury. The character does not apply any results from the Critical Injury or add +10 to further rolls on
the Critical Injury Result table while remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it
has been treated).

COST 10

STRENGTH CONTROL DURATION


Increase the severity of The character can commit As an incidental, the character can activate Endure to temporarily
Critical Injury that can be one additional to ignore a Critical Injury the character is already suffering, and which is of
affected by one per Strength temporarily ignore one a severity that Endure could affect normally.
upgrade purchased. additional Critical Injury per
Control upgrade purchased. COST 10
COST 5
COST 5

CONTROL STRENGTH MAGNITUDE


The character can commit Increase the severity of The character can use Endure to affect allies at short range. The
one additional to Critical Injury that can be ongoing effect ends if the distance between the characters increases
temporarily ignore one affected by one per Strength beyond short for any reason.
additional Critical Injury per upgrade purchased.
Control upgrade purchased. COST 10
COST 10
COST 10

STRENGTH CONTROL STRENGTH RANGE


Increase the severity of The character can commit The character can use Endure The character can use Endure
Critical Injury that can be one additional to to Temporarily ignore a to affect allies within
affected by one per Strength temporarily ignore one Critical Injury result of Dead. Medium range. The ongoing
upgrade purchased. additional Critical Injury per effect ends if the distance
Control upgrade purchased. COST 5 between the characters
COST 15 increases beyond medium
COST 15 for any reason.

COST 10

MASTERY
When activating Endure, the character may make an Endure power
check, making a Discipline check with a difficulty equal to the severity
of the Critical Injury and adding up to the character’s Force rating. If
the character succeeds on the check and generates equal to the
Severity of the Critical Injury, the Critical Injury is not suffered.

COST 20
FORCE POWER TREE ENHANCE FORCE ABILITY

Prerequisites: Force Rating 1 +

ENHANCE BASIC POWER


When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend to gain or (user’s choice) on the check.

COST 10

CONTROL CONTROL CONTROL


Enhance can be used with Enhance can be used with Take a Force Leap action: make a Enhance power check. The user
the Coordination skill. the Resilience skill. may spend to jump horizontally to any location in short range.
COST 5 COST 5 COST 10

CONTROL CONTROL CONTROL


Enhance can be used with Enhance can be used with When performing a Force Leap, the user can jump vertically in
the Piloting (Planetary) skill. the Brawl skill. addition to jumping horizontally.

COST 5 COST 5 COST 10

CONTROL CONTROL RANGE


Enhance can be used with Ongoing effect: Commit . The user increases his Brawn Spend to increase power’s
the Piloting (Space) skill. characteristic by 1 (to a maximum of 6). range by a number of range
bands equal to Range
COST 5 COST 10 upgrades purchased.

COST 10

CONTROL CONTROL
Ongoing effect: Commit . The user increases his Agility The user can perform a Force Leap as a maneuver instead of an
characteristic by 1 (to a maximum of 6). action.

COST 10 COST 10
FORCE POWER TREE FARSIGHT FORCE ABILITY

Prerequisites: Force Rating 1 +

FARSIGHT BASIC POWER


The Force user expands normal visual senses through a connection to the Force.
The user may spend to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one
minute).
This allows the user to view everything most sentients could normally be able to see on a well-lit day.

COST 5

CONTROL CONTROL CONTROL DURATION


Spend to see microscopic Spend to see through a Spend to make out fine Spend to increase
details of a single object single object at medium details on a single object duration by number of
within engaged range. range as though it were within medium range. rounds (or minutes) equal to
transparent. Duration upgrades
COST 5 COST 5 purchased.
COST 5
COST 5

RANGE DURATION CONTROL RANGE


Spend to increase Spend to increase When making a Vigilance or Spend to increase
power’s range by one duration by number of Perception check, make a power’s range by one
range band for each rounds (or minutes) equal to Farsight power check as part range band for each
Range upgrade Duration upgrades of the pool and spend to Range upgrade
purchased. gain or on the
purchased. purchased.
COST 5 check.
COST 10 COST 10
COST 10

CONTROL CONTROL MASTERY


This power gains the ongoing Spend to see in every Spend . The User now can see as though from a spot within close
effect: Commit after direction simultaneously, range (planetary scale) of the users’ body.
successfully activating the noticing and observing
Farsight power to increase COST 20
things in a full 360-degree
ranks in Perception by 1.
arc.
COST 15 COST 10
FORCE POWER TREE FORESEE FORCE ABILITY

Prerequisites: Force Rating 1 +

FORESEE BASIC POWER


The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend to gain vague hints of events to come, up to a day into his future.

COST 10

CONTROL STRENGTH
When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the Spend to pick out specific
pool. He may spend to gain per point on the check. details equal to Strength
upgrades purchased.
COST 10
COST 5

MAGNITUDE RANGE CONTROL DURATION


Spend to increase targets Spend to increase power’s Affected targets increase Spend to increase the
affected equal to Magnitude range by a number of range their ranged and melee days into the future the user
upgrades purchased. bands equal to Range defense by 2 for the first can see equal to Duration
upgrades purchased. round of combat. upgrades purchased.
COST 5
COST 5 COST 10 COST 5

MAGNITUDE RANGE RANGE STRENGTH


Spend to increase targets Spend to increase power’s Spend to increase power’s Spend to pick out specific
affected equal to Magnitude range by a number of range range by a number of range details equal to Strength
upgrades purchased. bands equal to Range bands equal to Range upgrades purchased.
upgrades purchased. upgrades purchased.
COST 5 COST 5
COST 5 COST 5

CONTROL DURATION
When performing a Foresee power check as part of an initiative check, the Force user may spend to allow all Spend to increase the
affected targets to take one free maneuver before the first round of combat begins. days into the future the user
can see equal to Duration
COST 15 upgrades purchased.

COST 5
FORCE POWER TREE HEAL / HARM FORCE ABILITY

Prerequisites: Force Rating 1 +

HEAL / HARM BASIC POWER


The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (Light side Force user only): Spend to heal a number of wound equal to Intellect from an engaged living creature (including user).
Harm: Spend to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.

COST 15

RANGE MAGNITUDE MAGNITUDE CONTROL


Spend to increase power’s Spend to affect 1 Spend to affect 1 Heal: if no generated ,
range by a number of range additional target within additional target within target heals strain equal to
bands equal to Range range per rank of Magnitude range per rank of Magnitude wounds healed.
upgrades purchased. purchased. purchased. Harm: if any were used to
generate , user heals strain
COST 15 COST 5 COST 5 equal to wounds inflicted.

COST 20

RANGE MAGNITUDE STRENGTH CONTROL


Spend to increase power’s Spend to affect 1 Heal: Spend to increase Heal: spend to remove
range by a number of range additional target within wounds healed by 1 per rank one status effect from target.
bands equal to Range range per rank of Magnitude of Strength upgrades Harm: The user may spend
upgrades purchased. purchased. purchased. to heal wounds equal to
Harm: Spend to increase wounds inflicted on target.
COST 20 COST 10 wounds inflicted by 1 per Healed character gains 1
rank of Strength upgrades Conflict.
purchased.
COST 20
COST 15

CONTROL CONTROL MASTERY STRENGTH


Heal: Heal additional wounds Heal: May make a Heal Heal: Once per session, Heal: Spend to increase
equal to ranks in Medicine. power check combined with spend to restore wounds healed by 1 per rank
Harm: Inflict additional a Hard ( ) Medicine 1 target, who died after end of Strength upgrades
wounds equal to ranks in check. If check succeeds, one of user’s last turn to life. purchased.
Medicine. target who heals wounds Harm: Once per session, Harm: Spend to increase
also heals one Critical Injury. when this power kills a wounds inflicted by 1 per
COST 20
Harm: May make a Harm target, may restore one rank of Strength upgrades
power check combined with engaged character who died purchased.
an opposed Medicine vs. this encounter to life. Each
Resilience check. If check character gains 7 Conflict. COST 15
succeeds, one target who
suffers wounds also suffers COST 20
one Critical Injury (adding
+10 to the roll per ).

COST 20
FORCE POWER TREE IMBUE FORCE ABILITY

Prerequisites: Force Rating 2 +

IMBUE BASIC POWER


The Force user lends strength to allies, making them more potent, resourceful, or resilient for a time.
The user may spend to increase one of another engaged character’s characteristics by 1 (to a maximum of 6) until the end of the Force user’s next
turn.
This can only be used once per character per encounter. If the user uses to generate , the target increases a second characteristic by 1 (to a
maximum of 6) until the end of the user’s next turn, but both the Force user and the target suffer 3 strain.

COST 15

STRENGTH CONTROL RANGE


if no pwer used to generate , decrease all Critical Injuries suffered Spend to allow the target Spend to increase
and inflicted by the target by 10 per Strength upgrade purchased. If no to count as having ranks in a power’s range by a number
were used to generate , increase all Critical Injuries suffered and skill equal to user’s ranks in of range bands equal to
inflicted by 10 per Strength upgrade purchased. the skill. Range upgrades purchased.

COST 5 COST 10 COST 5

RANGE RANGE
Spend to increase power’s range by a number of range bands Spend to increase power’s range by a number of range bands
equal to Range upgrades purchased. equal to Range upgrades purchased.

COST 10 COST 15

STRENGTH MASTERY DURATION


if no pwer used to generate , decrease all Critical Injuries suffered Increase characteristics Commit to sustain the
and inflicted by the target by 10 per Strength upgrade purchased. If no boosted by this power by 2 effects of this power as long
were used to generate , increase all Critical Injuries suffered and (to a maximum of 7) instead as the target remains in
inflicted by 10 per Strength upgrade purchased. of 1 (to a maximum of 6). range.

COST 10 COST 25 COST 10

RANGE STRENGTH DURATION


Spend to increase if no pwer used to generate , decrease all Critical Injuries suffered Commit to sustain the
power’s range by a number and inflicted by the target by 10 per Strength upgrade purchased. If no effects of this power as long
of range bands equal to were used to generate , increase all Critical Injuries suffered and as the target remains in
Range upgrades purchased. inflicted by 10 per Strength upgrade purchased. range.

COST 15 COST 20 COST 20


FORCE POWER TREE INFLUENCE FORCE ABILITY

Prerequisites: Force Rating 1 +

INFLUENCE BASIC POWER


The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule ( / use): When guiding and shaping thoughts, only may be used to generate negative emotions such as rage, fear, and hatred. Only
may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either
or .
The character may spend to stress the mind of one living target he is engaged with, inflicting 1 strain.

COST 10

RANGE MAGNITUDE CONTROL


Spend to increase power’s Spend to increase targets The Force user may make an opposed Discipline vs. Discipline
range by a number of range affected equal to magnitude check combined with an Influence Power check. If the user sends
bands equal to range upgrades purchased. and succeeds on the check, he can force the target to adopt an
upgrades purchased. emotional state or believe something untrue, lasting for 1 round
COST 5 or 5 minutes.
COST 5
COST 10

CONTROL STRENGTH
When making a Coercion, Charm, Deception, Leadership, or When stressing the mind of a
Negotiation check, the Force user may roll an Influence Power target, the character inflicts 2
check as part of his dice pool. He may spend to gain or strain.
(user’s choice) on the check.
COST 10
COST 15

RANGE MAGNITUDE DURATION DURATION


Spend to increase power’s Spend to increase targets Spend to increase Spend to increase
range by a number of range affected equal to magnitude duration by a number of duration by a number of
bands equal to range upgrades purchased. rounds (or minutes) equal to rounds (or minutes) equal to
upgrades purchased. duration upgrades duration upgrades
COST 5 purchased. purchased.
COST 10
COST 5 COST 5

RANGE MAGNITUDE DURATION DURATION


Spend to increase power’s Spend to increase targets Spend to increase Spend to increase
range by a number of range affected equal to magnitude duration by a number of duration by a number of
bands equal to range upgrades purchased. rounds (or minutes) equal to rounds (or minutes) equal to
upgrades purchased. duration upgrades duration upgrades
COST 10 purchased. purchased.
COST 10
COST 5 COST 5
FORCE POWER TREE JERSERRA’S INFLUENCE FORCE ABILITY

Prerequisites: Force Rating 2 +

When used in conjunction with


JERSERRA’S INFLUENCE BASIC POWER the campaign Ghosts of Dathomir.

The Force user can project terrifying visions onto foes, forcing them to face their greatest fears. FORCE ABILITY
The user may spend to target one character within short range. That character must immediately make an Available after encountering
Average ( ) fear check as an out of turn incidental. Jerserra in Episode 1
Unlocked after securing the
COST 10 1 Nardithi Cluster shard.
Unlocked after occurrence of
2 the first shard vision.

Unlocked after occurrence of


3 the first vision on Dathomir.

RANGE STRENGTH 1
Spend to increase the The Force user may spend to increase the difficulty of the fear c heck by a number of times equal to Strength
power’s range by a number upgrades purchased.
of range bands equal to
Range upgrades purchased. COST 10

COST 5

CONTROL 2 RANGE 2 CONTROL 1 MAGNITUDE 2


If target suffers strain as a Spend to increase the When making a fear check, Spend to increase the
result of Jerserra’s Influence, power’s range by a number the Force user can roll a number of targets affected
the Force user recovers an of range bands equal to Jerserra’s Influence power by a number equal to
equal amount of strain. Range upgrades purchased. check as part of the pool. Magnitude upgrades
The user may spend to purchased.
COST 10 COST 10 gain or (user’s choice)
on the check. COST 10

COST 10

MAGNITUDE 2 STRENGTH 2 CONTROL 3 RANGE 3


Spend to increase the Spend to increase the Ongoing effect: Commit . Spend to increase the
number of targets affected difficulty of the fear check by The user increases his power’s range by a number
by a number equal to an number of times equal to Willpower characteristic by 1 of range bands equal to
Magnitude upgrades Strength upgrades (to a maximum of 6). Range upgrades purchased.
purchased. purchased.
COST 15 COST 15
COST 10 COST 10

MASTERY 3 MASTERY 3
The Force user may target one character within short range and make an opposed Discipline vs. Discipline check Once per session, after a
combined with a Jerserra’s Influence power check. If the user spends and succeeds on the check, he may target fails a fear check
commit and force the target to also commit . Both dice remain committed until the Force user uncommits caused by this power, the
that or the encounter ends. Force user may have the
target perform one action as
COST 15 an out of turn incidental. The
Force user gains 3 Conflict.

COST 15
FORCE POWER TREE MANIPULATE FORCE ABILITY

Prerequisites: Force Rating 1 +

MANIPULATE BASIC POWER


The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems.
The Force user may spend to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate this multiple times.

COST 10

CONTROL STRENGTH CONTROL


Ongoing effect: Commit . When using this power, Ongoing effect: Commit . Increase the system strain threshold of
One damaged weapon or spend to cause targets to vehicle or starship at engaged range by 3 per committed.
item counts as being recover 1 additional strain or
undamaged. system strain, or heal 1 COST 10
additional wound for every
COST 5 Strength upgrade purchased.

COST 5

CONTROL RANGE CONTROL CONTROL


When making a Mechanics Spend to increase the The user may spend to When performing a combat
skill check, the user may roll power’s range by a number heal a number of wounds check against a droid, ship,
a Manipulate power check as of range bands equal to equal to his Intellect in an vehicle, or other mechanical
part of the pool and may Range upgrades purchased. engaged droid. construct within engaged
spend to gain or range, the user may spend
(user’s choice) on the check. COST 10 COST 10 to inflict 1 additional strain or
system strain on the target.
COST 10
COST 10

CONTROL RANGE STRENGTH


Ongoing effect: Commit . Increase the hull trauma threshold of 1 Spend to increase the When using this power,
vehicle or starship at engaged range by 3 per committed. power’s range by a number spend to cause targets to
of range bands equal to recover 1 additional strain or
COST 15 Range upgrades purchased. system strain, or heal 1
additional wound for every
COST 10 Strength upgrade purchased.

COST 10

CONTROL RANGE MASTERY


Ongoing effect: Commit . Spend to increase the When performing a Manipulate power check as part of a Mechanics
Upgrade the ability of power’s range by a number skill check, the user may spend to gain on the check.
Computers and Mechanics of range bands equal to
checks once. Range upgrades purchased. COST 20
COST 15 COST 15
FORCE POWER TREE MISDIRECT FORCE ABILITY

Prerequisites: Force Rating 1 +

MISDIRECT BASIC POWER


The Force user creates illusions to fool those around him.
The user may spend to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning
of the user’s next turn, the target cannot see or sense the hidden person or object.
COST 15

RANGE DURATION STRENGTH CONTROL


Spend to increase power’s Commit to sustain this Spend to increase the The user may alter the
range by a number of range power while the beguiled silhouette of the object perceived appearance of the
bands equal to Range target remains in range. obscured or illusion created chosen person or object
upgrades purchased. by 1 per Strength upgrade instead of hiding it.
COST 5 purchased.
COST 5 COST 10
COST 5

MAGNITUDE MAGNITUDE STRENGTH CONTROL


Spend to affect additional Spend to affect additional Spend to increase the May use this power to force
targets equal to Presence per targets equal to Presence per silhouette of the object the target to perceive a
rank of Magnitude rank of Magnitude obscured or illusion created single illusory person or
purchased. purchased. by 1 per Strength upgrade object.
purchased.
COST 10 COST 10 COST 15
COST 10

RANGE CONTROL STRENGTH MASTERY


Spend to increase power’s Commit one or more . Add Spend to increase the Spend to obscure
range by a number of range per to all combat silhouette of the object additional objects or create
bands equal to Range checks targeting Force user. obscured or illusion created illusions equal to Cunning
upgrades purchased. by 1 per Strength upgrade plus Deception
COST 15 purchased.
COST 10 COST 20
COST 15

RANGE STRENGTH
Spend to increase power’s range by a number of range bands Spend to increase the silhouette of the object obscured or
equal to Range upgrades purchased. illusion created by 1 per Strength upgrade purchased.

COST 15 COST 15
FORCE POWER TREE MOVE FORCE ABILITY

Prerequisites: Force Rating 1 +

MOVE BASIC POWER


The Force user can move small objects via the power of the Force.
The user may spend to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short
range.

COST 10

MAGNITUDE STRENGTH RANGE RANGE


Spend to increase targets Spend to increase Spend to increase power’s Spend to increase power’s
affected equal to magnitude silhouette able to be range by a number of range range by a number of range
upgrades purchased. targeted equal to strength bands equal to range bands equal to range
upgrades purchased. upgrades purchased. upgrades purchased.
COST 5
COST 10 COST 5 COST 5

MAGNITUDE STRENGTH CONTROL


Spend to increase targets Spend to increase The Force user can hurl objects to damage targets, by making a
affected equal to magnitude silhouette able to be Discipline check combined with a Move power check, dealing
upgrades purchased. targeted equal to strength damage equal to 10 times silhouette.
upgrades purchased.
COST 5 COST 10
COST 10

MAGNITUDE STRENGTH CONTROL RANGE


Spend to increase targets Spend to increase The Force user can pull Spend to increase power’s
affected equal to magnitude silhouette able to be objects out of secure range by a number of range
upgrades purchased. targeted equal to strength mountings, or out of an bands equal to range
upgrades purchased. opponent’s grasp. upgrades purchased.
COST 10
COST 15 COST 5 COST 15

MAGNITUDE STRENGTH CONTROL


Spend to increase targets Spend to increase The character can perform fine manipulation of items, allowing
affected equal to magnitude silhouette able to be him to do whatever he would normally with his hands via this
upgrades purchased. targeted equal to strength power at this power’s range.
upgrades purchased.
COST 10 COST 15
COST 20
FORCE POWER TREE PROTECT / UNLEASH FORCE ABILITY

Prerequisites: Force Rating 3 +

PROTECT / UNLEASH BASIC POWER


The Force user guides the flow of energy, protecting himself and others or unleashing blast of power upon his foes.
Protect: The user makes a Protect power check and rolls an Average ( ) Discipline check as part of the pool. Spend to reduce damage from an
energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per . Dark side Force users may only protect
themselves.
Unleash: The user makes an Unleash power check as ranged attack and rolls an Average ( ) Discipline check for difficulty. If check succeeds and
spends , the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
COST 20

RANGE STRENGTH STRENGTH CONTROL


Spend to increase Spend to decrease Spend to decrease Protect: Spend to gain
power’s range by a number damage or add damage damage or add damage defense equal to spent.
of range bands equal to equal to ranks of Strength equal to ranks of Strength Unleash: Spend to inflict
Range upgrades purchased. purchased. purchased. 1 strain on target.

COST 5 COST 5 COST 10 COST 10

RANGE MAGNITUDE RANGE CONTROL


Spend to increase Spend to affect 1 Spend to increase Protect: Spend to allow
power’s range by a number additional target within power’s range by a number power to protect against all
of range bands equal to range per rank of Magnitude of range bands equal to types of attack.
Range upgrades purchased. purchased. Range upgrades purchased. Unleash: Spend to give
the attack Ensnare 2.
COST 10 COST 10 COST 10
COST 15

MAGNITUDE STRENGTH STRENGTH DURATION


Spend to affect 1 Spend to decrease Spend to decrease Protect: If no generated
additional target within damage or add damage damage or add damage , the power reduces
range per rank of Magnitude equal to ranks of Strength equal to ranks of Strength damage of all attacks hitting
purchased. purchased. purchased. the target.
Unleash: Spend to give
COST 20 COST 15 COST 20 the attack Burn 2.
COST 15

CONTROL MASTERY
Protect: Light side Force users may spend 1 Destiny Point to use Protect: Light side Force users may spend to reflect all
Protect as an out-of-turn incidental once per session. attacks they reduce to 0 damage, dealing damage equal to initial
Unleash: Dark side Force users may spend 1 Destiny Point to use attack to attacker.
Unleash as a maneuver once per session. Unleash: Dark side Force users may spend to reduce critical
rating of attacks to 1.
COST 25
COST 25
FORCE POWER TREE SEEK FORCE ABILITY

Prerequisites: Force Rating 1 +

SEEK BASIC POWER


The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.
The user may spend and succeed at an Average ( ) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.

COST 10

MAGNITUDE CONTROL
Spend to gain one additional detail per Magnitude upgrade Ongoing effect: Commit . Upgrade the ability of Vigilance and
purchased. Perception checks once.

COST 5 COST 10

STRENGTH MAGNITUDE MAGNITUDE


Spend to eliminate 1 Spend to gain one additional detail per Magnitude upgrade Spend to gain one
Force-based illusion per purchased. additional detail per
Strength upgrade purchased. Magnitude upgrade
COST 5 purchased.
COST 10
COST 5

CONTROL STRENGTH MAGNITUDE


Spend to track one Spend to eliminate 1 Force-based illusion per Strength upgrade Spend to gain one
additional target. purchased. additional detail per
Magnitude upgrade
COST 15 purchased.
COST 15
COST 15

DURATION CONTROL MASTERY


Commit to continue Ongoing effect: Commit . The user’s attacks gain Pierce Make Seek power check and
tracking target even when it with rating equal to Cunning plus ranks in Perception. spend to add to
moves. combat checks against one
COST 15 target for remainder of
COST 20 encounter.
COST 20
FORCE POWER TREE SENSE FORCE ABILITY

Prerequisites: Force Rating 1 +

SENSE BASIC POWER


The Force user can sense the Force interacting with the world around him.
The user may spend to sense all living things within short range (including sentient and non-sentient beings).
The user may spend to sense the current emotional state of one living target with whom he is engaged.

COST 10

CONTROL CONTROL
Ongoing effect: Commit . Once per round, when an attack Effect: Spend . The Force user senses the current thoughts of
targets the Force user, he upgrades the difficulty of the pool one living target with whom he is engaged.
once.
COST 10
COST 10

CONTROL RANGE MAGNITUDE


Sense’s ongoing effects may be triggered one additional time per Spend to increase power’s Spend to increase targets
round. range by a number of range affected equal to magnitude
COST 10 bands equal to range upgrades purchased.
upgrades purchased.
COST 5
COST 5

CONTROL RANGE MAGNITUDE


When using Sense’s ongoing effects, upgrade the pool twice, Spend to increase power’s Spend to increase targets
instead of once. range by a number of range affected equal to magnitude
COST 10 bands equal to range upgrades purchased.
upgrades purchased.
COST 10
COST 10

CONTROL RANGE MAGNITUDE


Ongoing effect: Commit . Once per round, when the Force user Spend to increase power’s Spend to increase targets
makes a combat check, he upgrades the ability of that check range by a number of range affected equal to magnitude
once. bands equal to range upgrades purchased.
upgrades purchased.
COST 10 COST 10
COST 10
FORCE POWER TREE SUPPRESS FORCE ABILITY

Prerequisites: Force Rating 1 +

SUPPRESS BASIC POWER


The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
The user may spend to add automatic to Force power checks made against him or any ally within short range until the end of his next turn.

COST 10

STRENGTH DURATION RANGE


Spend to add additional automatic equal to Strength Ongoing effect: commit Spend to increase power’s
upgrades purchased to hostile Force power checks. to sustain ongoing effects of range by a number of range
the power on each affected bands equal to Range
COST 5 target while within range. upgrades purchased.

COST 5 COST 5

CONTROL RANGE
Commit one or more . When an opponent targets the user with a Force power, after the opponent generates Spend to increase power’s
, reduce the total generated by 1 per committed, to a minimum of 0. range by a number of range
bands equal to Range
COST 10 upgrades purchased.

COST 5

STRENGTH CONTROL RANGE


Spend to add additional automatic equal to Strength Spend 1 Destiny Point to use Spend to increase power’s
upgrades purchased to hostile Force power checks. Suppress as an out of turn range by a number of range
incidental once per session. bands equal to Range
COST 10 upgrades purchased.
COST 10
COST 5

MASTERY CONTROL
The user may make a Suppress power check along with an Whenever a Force user targets a character affected by Suppress
opposed Discipline vs. Discipline check targeting another Force with a hostile Force power, if that opponent used to generate
user within short range. If the user spends and succeeds on on the check, he suffers strain equal to the user’s ranks in
the check, the target Force user immediately uncommits all Discipline.
and ends all ongoing effects of Force powers and Force talents
that required committed .
COST 15

COST 20
FORCE POWER TREE WARDE’S FORESIGHT FORCE ABILITY

Prerequisites: Force Rating 1 +

When used in conjunction with


WARDE’S FORESIGHT BASIC POWER the campaign Chronicles of the
Gatekeeper.
The Force user can feel the Force flowing around another specific individual to gain insight into what that person
might do. FORCE ABILITY
The user may spend to gain hints about what another individual within short range is likely to do in the near Available with the holocron.
future. Unlocked upon acquiring the
1 kyber Crystal in Episode 1.
COST 10
Unlocked upon acquiring the
2 Kyber Crystial in Episode 2.

Unlocked upon acquiring the


3 Kyber Crystal in Episode 3.

RANGE CONTROL 1
Spend to increase power’s When making a skill check to determine Initiative, the Force user may roll a Warde’s Foresight power check as
range by a number of range part of the pool. He may spend to add automatic on his first check this encounter.
bands equal to Range
upgrades purchased. COST 10

COST 5

STRENGTH 1 CONTROL 2 DURATION 2 DURATION 1


Spend to add equal Once per encounter, use Spend to have the Spend to have the
to Strength upgrades basic power as a maneuver. bonuses the power grants bonuses the power grants
purchased to user’s next apply to all checks for rounds apply to all checks for rounds
check against the target. COST 10 equal to Duration upgrades equal to Duration upgrades
purchased. purchased.
COST 10
COST 10 COST 10

RANGE 2 DURATION 2 CONTROL 2 MAGNITUDE 3


Spend to increase power’s Spend to have the When performing Warde’s When performing a Warde’s
range by a number of range bonuses the power grants Foresight power check as Foresight power check as
bands equal to Range apply to all checks for rounds part of an Initiative check, part of an Initiative check,
upgrades purchased. equal to Duration upgrades spend to add on user’s spend to add or to
purchased. first check this encounter. ally’s first check this
COST 5 encounter.
COST 10 COST 15
COST 10

STRENGTH 3 CONTROL 3
Spend to add equal When performing a Warde’s Foresight power check as part of an Initiative check, if the user did not use to
to Strength upgrades generate , each ally adds automatic to the results of his Initiative check. If the user used to generate ,
purchased to user’s next the user may immediately perform an action before the encounter begins, but each enemy in the encounter adds
check against the target. automatic to the results of his Initiative check.

COST 10 COST 15

You might also like