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EotE Jedi Career v1.03

This document provides an overview of the Jedi career option for the Star Wars RPG system. It describes the Jedi as mystics who serve the light side of the Force and strive to maintain peace. It outlines their core skills and specializations including Guardian (fighters), Sentinel (investigators), and Consular (diplomats). The Guardian talent tree focuses on combat abilities like knocking enemies prone and defensive maneuvers.

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Max Klostermann
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0% found this document useful (0 votes)
217 views13 pages

EotE Jedi Career v1.03

This document provides an overview of the Jedi career option for the Star Wars RPG system. It describes the Jedi as mystics who serve the light side of the Force and strive to maintain peace. It outlines their core skills and specializations including Guardian (fighters), Sentinel (investigators), and Consular (diplomats). The Guardian talent tree focuses on combat abilities like knocking enemies prone and defensive maneuvers.

Uploaded by

Max Klostermann
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Jedi Character Option for Edge of the Empire

By Phil Maiewski

Version 1.03

For use with the Star Wars RPG by Fantasy Flight Games
THE JEDI
DEFENDERS OF THE REPUBLIC AND SERVANTS OF THE FORCE
The Jedi
JEDI IN EDGE OF THE EMPIRE
The Jedi’s eight career skills are Athletics, Cool, Coordination, Discipline, AND AGE OF REBELLION
Perception, Resilience, Vigilance, and Lightsaber. The player selects four of
The Jedi are an order of mystics who study, serve, and use the
these skills to gain a rank in for free. The other skills may be improved as
Career skills with experience (either during character creation or later on mystical energies of the Force; specifically the Light-side of the
between sessions). Force. The Jedi strive to maintain peace in the galaxy, frequently
battling against the Sith, the Dark-Side counterparts to the Jedi
THE ROLE OF THE JEDI Order, as well as fallen members of their own order.

All but wiped out in the Rebellion Era, the Jedi Career presented
Jedi serve the Force and work to unlock its mysteries and secrets for the
Light-side. All Jedi learn to use the Force to maintain peace in the galaxy and
here is best utilized for campaigns set in other eras of the Star
keep the peace. Some Jedi use combat or deterrents to accomplish this, Wars mythos.
while others are specialized in mediation and negotiation. In any case, they
are bound by the tenants and laws of their Order, and work to resist the SENTINEL – PROTECTORS IN THE SHADOWS
constant allure of the Dark-side of the Force.
Of all the branches within the Jedi Order, the Sentinels possess a more
worldly view of the galaxy. While adherents to the Force and it’s power,
Jedi have a wide variety of abilities open to them, but where they really shine
Sentinels have a more pragmatic approach to the Force, and recognize that
is in their manipulation of the Force. Most Jedi invest some of their time and
the source of the Jedi’s power does have its limitations.
training into expanding on the powers granted to them by the Force, and will
use those powers to accomplish great feats.
Sentinel training covers a variety of worldly skills: Computers, Skullduggery,
Stealth, Streetwise. Sentinels look for answers to problems that don’t always
JEDI SPECIALIZATIONS require using the Force to solve. They also interact with the fringes of
society, and have aptitude in the typical skills in such areas. Finally, the
The following specializations cover the most typical paths of the Jedi, and Sentinels are often also seekers and investigators whose tasks range from
give context to how a particular Jedi serves their order. finding lost relics, missing persons, and hunting objects and beings of the
Dark Side.
GUARDIAN –DEFENDERS OF THE ORDER
The Guardian is what typically comes to mind when the general public
envisions the Jedi Knight. A commanding, imposing figure skilled with the
lightsaber that is iconic of their status, the Guardian is the most skilled when
it comes to martial studies within the Jedi Order. Their Force training allows
them to be forewarned when it comes to danger, and to be always prepared
for combat.

Jedi Guardians gain additional skills that focus on their roles as protectors in
the galaxy: Brawl, Leadership, Pilot (Space), and Lightsaber. Guardians are
skilled with both armed and unarmed combat, and usually have more
extensive training with the lightsaber. In addition, the best Jedi pilots come
from the ranks of the Guardians, as many Guardians are able to use their
Force abilities to excel in starfighter combat.

CONSULAR – MEDIATION AND MEDITATION


Jedi Consulars are the diplomats of the Order, but they should not be
thought of as unskilled in the arena of combat. Consulars spend a great deal
of time studying the secrets of the Force, and how best to utilize their
powers to bring peace to the galaxy.

The focus on training that Consular experience allow access to the following
skills: Discipline, Medicine, Negotiate, Knowledge (Education). Many of the
Order’s greatest healers, negotiators, and instructors are Consulars. The
Consular’s skill with the Force makes them good at getting to the truth of the
matter during negotiations, detecting deceit and hidden agendas, and Art by Doug Alexander Gregory
protecting those around them with their signature weapon, the Lightsaber.
Passive Ability
JEDI: Guardian Talent Tree Activated Ability
Career Skills: Athletics, Cool, Coordination, Discipline, Perception, Resilience, Vigilance, Lightsaber Force Sensitives
Guardian Bonus Career Skills: Brawl, Leadership, Pilot (Space), Lightsaber Only
Feature: Character gains "Force Rating 1" when they take this Specialization

JUMP UP TOUGHENED COMMAND UNCANNY


REACTIONS
Once per round, may stand Gain +2 wound threshold Add per Rank when making
from seated or prone as an Leadership checks per Rank of Add per rank of Uncanny
incidental. Command. Affected targets Reactions to all Vigilance
Cost 5
add one to Discipline checks checks.
Cost 5 for next 24 hours.
Cost 5
Cost 5

KNOCKDOWN DEFENSIVE INSPIRING CONFIDENCE


After hitting with a melee
STANCE RHETORIC May decrease difficulty of
attack, the character may Once per round, may perform Take the Inspiring Rhetoric Discipline checks to avoid fear
knock the target prone by Defensive Stance maneuver by 1 per rank of Confidence.
action; make an Average ( )
spending . and suffer a number of strain Leadership check. Each
to upgrade the difficulty of all causes 1 ally in close range to
Cost 10 incoming melee attacks by an Cost 10
recover 1 strain. Spend to
equal number for the next
cause 1 affected ally to recover
round. Strain suffered this way 1 additional strain.
cannot exceed ranks in
Defensive Stance.
Cost 10

Cost 10

DURABLE TOUGHENED BALANCE PRECISE AIM


May reduce a Critical Injury Gain +2 wound threshold When you recover strain at the Once per round, perform a
suffered by 10 per rank of end of an encounter, roll your Precise Aim maneuver. Suffer
Durable to a minimum of 1. Force Rating. Regain additional a number of strain no greater
Cost 15
strain equal to rolled. than ranks in Precise Aim, then
Cost 15 reduce target’s melee and
Cost 15 ranged defense by that
number.
Cost 15

GRIT SUPERIOR SIXITH SENSE TOUCH OF FATE


REFLEXES
Gain +1 Strain Threshold Gain +1 ranged defense. Once per game, the character
Gain +1 melee defense. may add to any one skill
Cost 20 Cost 20 check.
Cost 20
Cost 20

DEDICATION FORCE RATING ENDURING DEFLECT


Increase one Characteristic by Gain +1 Force Rating Gain +1 Soak value.
BLASTERS
+1. Cannot raise a Charac- Once per round when targeted
teristic higher than 6. by a ranged attack, turn attack
Cost 25 Cost 25
check into competitive check
Cost 25 with Lightsaber skill. If
successful and attacked by a
blaster, select and damage a
target out to Medium range
using attacker’s base weapon
damage
Cost 25
JEDI: Consular Talent Tree Passive Ability
Career Skills: Athletics, Cool, Coordination, Discipline, Perception, Resilience, Vigilance, Lightsaber Activated Ability
Consular Bonus Career Skills: Discipline, Medicine, Negotiate, Knowledge (Education) Force Sensitives
Only
Feature: Character gains "Force Rating 1" when they take this Specialization

RESEARCHER SMOOTH TALKER UNCANNY GRIT


REACTIONS
Remove per rank of Re- When first acquired, choose 1 Gain +1 Strain Threshold
searcher from all Knowledge Skill; Charm, Coerce, Deception, Add per rank of Uncanny
checks. Researching a subject or Negotiate. When making Reactions to all Vigilance Cost 5
takes half the time. checks with that skill, may checks.
spend to gain additional
Cost 5 equal to ranks in Smooth Cost 5
Talker.

Cost 5

WELL ROUNDED GRIT BALANCE CONFIDENCE


Choose any 2 Skills. They Gain +1 Strain Threshold When you recover strain at the May decrease difficulty of
permanently become Career end of an encounter, roll your Discipline checks to avoid fear
Skills. Cost 10 Force Rating. Regain additional by 1 per rank of Confidence.
strain equal to rolled.
Cost 10
Cost 10 Cost 10

KNOWLEDGE NOBODY’S FOOL BODY GUARD SENSE EMOTIONS


SPECIALIZATION
May upgrade difficulty of Once per round, perform the Add to all Charm, Coerce,
When acquired, choose 1 incoming Charm, Coerce, or Body Guard maneuver to guard and Decit checks unless the
Knowledge skill. When making Deceit checks once per rank of an engaged character. Suffer a target is immune to Force
Nobody's Fool. number of strain no greater powers.
that skill check, may spend
than ranks of Body Guard, then
to gain additional successes Cost 15
equal to ranks in Knowledge Cost 15 until the beginning of the next
Specialization. turn upgrade the difficulty of
combat checks targeting the
character by that number.
Cost 15
Cost 15

UNCANNY FORCE OF WILL TOUCH OF FATE OVERWHELM


SENSES EMOTIONS
Once per session, make one Once per game, the character
Add per rank of Uncanny skill check using Willpower may add to any one skill May add per Force Rating
Senses to all Perception rather than the characteristic check. to Charm, Coerce, or Deceit
checks. linked to that skill. checks. and results add
Cost 20
Successes to some checks and
Cost 20 Cost 20
Failures to others.

Cost 20

INVIGORATE DEDICATION FORCE RATING DEFLECT


May add per Force Rating Increase one Characteristic by Gain +1 Force Rating BLASTERS
to ally’s Cool or Discipline +1. Cannot raise a Charac-
Once per round when targeted
check made to recover strain. teristic higher than 6.
Cost 25 by a ranged attack, turn attack
adds and add . check into competitive check
Cost 25
with Lightsaber skill. If
Cost 25 successful and attacked by a
blaster, select and damage a
target out to Medium range
using attacker’s base weapon
damage
Cost 25
JEDI: Sentinel Talent Tree Passive Ability
Career Skills: Athletics, Cool, Coordination, Discipline, Perception, Resilience, Vigilance, Lightsaber Activated Ability
Sentinel Bonus Career Skills: Computers, Skullduggery, Stealth, Streetwise Force Sensitives
Feature: Character gains "Force Rating 1" when they take this Specialization Only

LETHAL BLOWS TOUGHENED SLEIGHT OF MIND UNCANNY


SENSES
Add +10 per rank of Lethal Gain +2 wound threshold Add per rank of Sleight of
Blows to any Critical Injury Mind to all Stealth checks Add per rank of Uncanny
results inflicted on opponents. unless the opposition is Senses to all Perception
Cost 5
immune to Force powers. checks.
Cost 5
Cost 5 Cost 5

QUICK STRIKE CONFIDENCE STALKER BYPASS


SECURITY
Add per rank of Quick Strike May decrease difficulty of Add per rank of Stalker to
to combat checks against Discipline checks to avoid fear all Stealth and Coordination Remove per rank of Bypass
targets that have not acted yet by 1 per rank of Confidence. checks. Security from checks made to
this encounter. disable a security device or
Cost 10 open a locked door.
Cost 10 Cost 10
Cost 10

SENSE DANGER BALANCE DODGE GRIT


Once per session remove When you recover strain at the When targeted by combat Gain +1 Strain Threshold
dice from any one check. end of an encounter, roll your check, may perform a Dodge
Force Rating. Regain additional incidental to suffer a number of Cost 15
Cost 15 strain equal to rolled. strain no greater than ranks of
Dodge, then upgrade the
Cost 15 difficulty of the check by that
number.
Cost 15

HARD HEADED MASTER OF UNCANNY TOUCH OF FATE


SHADOWS SENSES
When staggered or dis- Once per game, the character
oriented, may take a Hard Once per round, suffer 2 strain Add per rank of Uncanny may add to any one skill
Headed action; make a to decrease difficulty of next Senses to all Perception check.
Daunting ( ) Discipline Stealth or Skulduggery check 1 checks.
check to remove status. level. Cost 20
Difficulty decreases by one per Cost 20 Cost 20
rank of Hard Headed.

Cost 20

DEADLY DEFLECT FORCE RATING DEDICATION


ACCURACY BLASTERS Gain +1 Force Rating Increase one Characteristic by
When acquired, choose 1 Once per round when targeted +1. Cannot raise a Charac-
combat skill. Add damage by a ranged attack, turn attack teristic higher than 6.
Cost 25
equal to ranks in that skill to check into competitive check
one hit of successful attack with Lightsaber skill. If suc- Cost 25
made using that skill. cessful and attacked by a
blaster, select and damage a
Cost 25 target out to Medium range
using attacker’s base weapon
damage
Cost 25
Force Talent Trees
LIGHTSABER FORMS considered to be Universal, all character treat them as if they were “Career
Specializations” and cost XP equal to 10 times the number of Specializations
Throughout the millennia since its creation, the art of dueling with lightsbers
the character would have after purchase.
has evolved from simple stances and cadences to complex sequences of
deadly strikes and impenetrable parries. The lightsaber has always been a
Unlike other specializations, these specialization trees have Pre-Requisites to
difficult weapon to master, but those who employ them in combat are some
purchase. All of them require a certain number of skill ranks in the
of the most lethal opponents in the galaxy.
Lightsaber combat skill as well as at least one other skill. Fast and Strong
Style specializations additionally require the character to have Agility or
Originally, lightsaber combat evolved through seven distinct “Forms”.
Brawn at 3 ranks.
Starting with the basics of Form I, each subsequent Form either improved on
the failings of the previous from, or focused on a different style. Some Forms
Force Rating is not a requirement to buy into these specializations. There
employ grace and finesse, others on brute strength and power. A couple rely
have been many beings in the galaxy throughout history that have learned
on a more blended mixture. One form even brings its practitioners to the
the basic moves and tricks of lightsaber combat without having Force
edge of the Dark Side to defeat their opponents, and allows them to fully
potential. General Grievous studied Shii-Cho, Makashi, and elements of
embrace the Dark Side’s seductive power if they wish.
other forms under Count Dooku, and the Lords of the Expanse from the
access to the Force, such a character can only progress so far in these
Every Jedi, and in fact every Lightsaber duelist no matter their allegiance,
specialization trees. Remember that you need to have a Force Rating of 1 to
learns the basics of Form I, Shii-Cho. Learning these stances, techniques, and
be able to purchase any Force Talent. This means that entire branches, as
maneuvers doesn’t make one a master of Shii-Cho, but it puts them on the
well as Form Mastery talents, are unavailable to those without the Force.
path to learning the higher Forms. Those who wish to delve deeper into
Form I, or any of the more advanced Forms of Lightsaber combat need to
prepare themselves physically and mentally for the rigorous practices of
lightsaber combat. Proper technique, as well as mastery of the Form’s
strengths and weaknesses will mean the difference between life and death
when immersed in combat.

While each has its own feel and technique, several Forms are related to each
other or have natural synergy with other Forms. There are several that fall
into a “Fast Style” category, Forms that rely on the agility and grace of the
duelist. From rigid yet flowing stances of Makashi to the acrobatics of Ataru,
and even the rapid parries and deflections of Soresu, these Fast Styles draw
on the physical reserves of the duelist, and can exhaust them if the duelist
does not take care. The two halves of Form V, Djem So and Shien, as well as
the aggressive Form VII, Juyo, rely more on the physical strength and
hardiness of the duelist. These forms draw on the stance, power, and
strength from the duelist’s core to master. Shii-Cho, as well as Form VI,
Niman, draw on the balance of forms. With Form I and Form VI, Niman, the
duelist utilizes the base foundations of lightsaber combat as well as the
blending of all Forms before it with Form VI (as well as incorporating the
Force with its moves). Even the deadly style of Jar’Kai, the art of wielding
two lightsabers and saberstaffs, relies on maintaining balance rather than
relying purely on speed or power.

While not pure Forms of their own, duelists have perfected additional
techniques that utilize the unique nature of lightsabers for dueling. Sokan
was a style developed for the duelist to enhance their body with the Force to
maneuver through terrain as well as resist the effects of the environment for
a brief moment. Trakata is a deceptive technique, one that employs the
unique ability of a lightsaber to turn off, bypassing parries and leaving their
foe unbalanced. Finally, some practitioners have even perfected techniques
and methods of using their lightsaber as a thrown weapon, turning their
lightsaber into a giant, lethal, scything projectile, then using the Force to call
it back to their hands.

LIGHTSABER STYLE SPECIALIZATIONS Art by Adam Hughes


Anyone with skill ranks in the Lightsaber combat skill can purchase access to
the following Lightsaber Style specializations. These specializations are
Passive Ability
Balanced Lightsaber Style Talent Tree Activated Ability
Force Sensitives
Pre-Requisites: Lightsaber 1, Discipline 2 Only

UNCANNY SIDE STEP TOUGHENED SECOND WIND


REACTIONS
Once per round, may perform Gain +2 wound threshold Once per encounter, may use
Add per rank of Uncanny Side Step maneuver and suffer Second Wind incidental to heal
Reactions to all Vigilance a number of strain to upgrade strain equal to ranks in Second
Cost 5
checks. the difficulty of all incoming Wind.
ranged attacks by an equal Cost 5
Cost 5 number for the next round.
Strain suffered this way cannot
exceed ranks in Side Step.

Cost 5

SHII-CHO SHII-CHO SUN DJEM SOKAN


When wielding a lit lightsaber, When wielding a lit lightsaber, Once per encounter when Spend 2 Strain to ignore
gain +1 melee defense per gain +1 melee defense per attacking with a lightsaber, penalties inflicted by
Rank of Shii-Cho when you are Rank of Shii-Cho when you are spend to activate the environmental effects until the
engaged with multiple foes, a engaged with multiple foes, a Sunder quality. Sunder may be end of your next turn.
minion group, or with one foe minion group, or with one foe used against lightsabers. No
wielding more than one melee wielding more than one melee damage is dealt with this Cost 10
weapon. weapon. successful lightsaber attack.
Cost 10 Cost 10
Cost 10

DISARMING NATURAL NIMAN JAR’KAI


SLASH DUELIST Spend a Destiny point to roll Increase Melee Defense by 1
May spend during a Once per game session, re-roll Force Rating as part of a when wielding two lightsabers.
lightsaber attack to disarm an one Lightsaber attack. Lightsaber attack action.
opponent. moves the target from Short to Cost 15
Engaged range, or from
Cost 15 Cost 15 Engaged to Short range during
the attack.

Cost 15

DEFLECTION STEELY NERVES TOUGHENED TWIN STRIKE


TRAINING Gain +2 wound threshold
Spend 1 Destiny Point to Add when making a Two
Wielded lightsabers gain the ignore the effects of Critical Weapon Attack action or using
Deflection 2 quality Injuries on Willpower or Cost 20 Autofire while wielding two
Presence checks until the endo lightsabers.
Cost 20 the the encounter.
Cost 20 Cost 20

SHII CHO MASTER FORCE RATING NIMAN MASTER JAR’KAI MASTER


When attacking a minion Gain +1 Force Rating When using the Niman Once per encounter, make a
group, can trigger a separate incidental action, the target single lightsaber attack with
critical hit multiple times, may be knocked prone if the Autofire quality.
Cost 25
defeating one additional minion or more is rolled on the
per activation. Force Rating roll. Cost 25
Cost 25

Cost 25
Passive Ability
Fast Lightsaber Style Talent Tree Activated Ability
Force Sensitives
Pre-Requisites: Agility 3, Coordination 1, Lightsaber 3 Only

DEFENSIVE DODGE ATARU TRAKATA


STANCE When targeted by combat +1 damage when making a Use Cunning instead of Agility
Once per round, may perform check, may perform a Dodge lightsaber attack with Agility. or Brawn for the next
Defensive Stance maneuver incidental to suffer a number of Lightsaber attack.
and suffer a number of strain strain no greater than ranks of Cost 5
to upgrade the difficulty of all Dodge, then upgrade the Cost 5
incoming melee attacks by an difficulty of the check by that
equal number for the next number.
round. Strain suffered this way Cost 5
cannot exceed ranks in
Defensive Stance.
Cost 5

MAKASHI SECOND WIND JUMP UP HEROIC


When engaged with only one Once per round, may stand
FORTITUDE
Once per encounter, may use
opponent, taking the Aim Second Wind incidental to heal from seated or prone as an Spend 1 Destiny Point to
maneuver adds an additional strain equal to ranks in Second incidental. ignore the effects of critical
. Wind. injuries on Brawn of Agility
Cost10 Cost 10 Cost 10 checks until the end of the
encounter.

Cost 10

GRIT SORESU ATARU NATURAL


Gain +1 Strain Threshold Take a Soresu maneuver to +1 damage when making a
DUELIST
gain +1 Defense and apply lightsaber attack with Agility.
Once per game session, re-roll
Cost 15 to any attacks made until the one Lightsaber attack.
next turn. Cost 15
Cost 15 Cost 15

PRECISE AIM DODGE PRECISE AIM GRIT


Once per round, perform a When targeted by combat Once per round, perform a Gain +1 Strain Threshold
Precise Aim maneuver. Suffer check, may perform a Dodge Precise Aim maneuver. Suffer
a number of strain no greater incidental to suffer a number of a number of strain no greater
Cost 20
than ranks in Precise Aim, then strain no greater than ranks of than ranks in Precise Aim, then
reduce target’s melee and Dodge, then upgrade the reduce target’s melee and
ranged defense by that difficulty of the check by that ranged defense by that
number. number. number.
Cost 20 Cost 20 Cost 20

MAKASHI SORESU MASTER ATARU MASTER FORCE RATING


MASTER
May take a Soresu Master Once per turn spend 2 strain Gain +1 Force Rating
Action; until next turn, oppose to move from Short to Engaged
Spend during a successful all combat checks with range, or from Engaged to
lightsaber attack to score a Cost 25
Lightsaber skill. Short range as an incidental
critical hit that automatically Cost 25 action.
scores a Crippled result.
Cost 25
Cost 25
Passive Ability
Activated Ability
Strong Lightsaber Style Talent Tree Force Sensitives
Pre-Requisites: Brawn 3, Resilience 1, Lightsaber 3 Only

SIDE STEP SECOND WIND LIGHTSABER LETHAL BLOWS


THROW Add +10 per rank of Lethal
Perform a Side Step maneuver Once per encounter, may use
and suffer a number of strain Second Wind incidental to heal Blows to any Critical Hit rolls
Treat a lightsaber as a Ranged
to upgrade the difficulty of all strain equal to ranks in Second inflicted on opponents.
(Light) weapon with Short
ranged combat checks against Wind. Range. Can sdd per Force
targeting you by an equal Cost 5 Rating die to the Ranged (light) Cost 5
amount until the start of your attack roll. If at least is
next turn. Strain suffered rolled, lightsaber returns to
cannot exceed ranks in Side hand after throw. Must have
Step. Move power for Force die roll.
Cost 5
Cost 5

HEROIC DJEM SO STRONG ARM PRECISE AIM


FORTITUDE +1 damage when making a Treat thrown weapons as if Once per round, perform a
May spend 1 Destiny Point to Lightsaber attack with Brawn. they had 1 greater range. Precise Aim maneuver. Suffer
ignore effects of Critical a number of strain no greater
Injuries on Brawn or Agility Cost 10 than ranks in Precise Aim, then
checks until the end of the Cost 10 reduce target’s melee and
encounter. ranged defense by that
number.
Cost 10
Cost 10

SHIEN DEFENSIVE NATURAL DISORIENT


When targeted by a ranged
STANCE DUELIST After hitting with combat
blaster attack, can spend Once per round, may perform Once per game session, re-roll check, may spend to
or to automatically Defensive Stance maneuver one Lightsaber attack. disorient the target for a
deal 10 damage to the and suffer a number of strain number of rounds equal to
attacker. to upgrade the difficulty of all ranks in Disorient.
Cost 15
Cost 15 incoming melee attacks by an
equal number for the next Cost 15
round. Strain suffered this way
cannot exceed ranks in
Defensive Stance.
Cost 15

ENDURING DJEM SO DURABLE JUYO


Gain +1 Soak value. +1 damage when making a May reduce a Critical Injury Suffer 1 strain to upgrade the
Lightsaber attack with Brawn. suffered by 10 per rank of next Lightsaber combat check
Durable to a minimum of 1. once.
Cost 20 Cost 20
Cost 20 Cost 20

SHIEN MASTER DJEM SO FORCE RATING JUYO MASTER


MASTER
When using Shien, the cost to Gain +1 Force Rating Ongoing Effect: Commit ,
deal damage back to the Once per round, increase the
When targeted by a melee
attacker is now .or . Vicious rating on a wielded
attack, spend or to Cost 25
lightsaber equal to Cunning.
deal Lightsaber damage to the
Cost 25 attacker. Cost 25
Cost 25
New Talents
JAR-KAI
ATARU Activation: Passive
Activation: Passive Ranked: No
Ranked: Yes Trees: Strong Lightsaber Style
Trees: Fast Lightsaber Style The character increases his Melee Defense by one when actively wielding
The character deals +1 damage on all successful Lightsaber checks made with two lightsabers or a saberstaff.
the Agility characteristic per rank of Ataru.
JAR-KAI MASTER
ATARU MASTER Activation: Active (Action)
Activation: Active (Incidental) Ranked: No
Ranked: No Trees: Balanced Lightsaber Style
Trees: Fast Lightsaber Style Once per encounter, the character can make a single Lightsaber combat
Once per turn, the character can suffer 2 strain to move from Short Range to check and apply the Autofire quality to their lightsaber. The character must
Engaged Range, or from Engaged Range to Short range as an incidental be actively wielding two lightsabers or a saberstaff to use this talent.
action.
JUYO
DEFLECT BLASTERS Activation: Active (Incidental)
Activation: Active (Incidental, Out of Turn) Ranked: No
Ranked: No Trees: Strong Lightsaber Style
Trees: Guardian, Consular, Sentinel When making a Lightsaber combat check, the character may suffer 2 strain,
Once per round, when the character is targeted by a ranged attack, the then upgrade the ability of his next combat check once.
character can activate this talent to turn the attack into a competitive check,
using their Lightsaber skill. A successful check results in the attack not JUYO MASTER
dealing any damage. If the attack was made using a blaster, then on a Activation: Active (Incidental)
successful check the character can choose to target a single target within Ranked: No
Medium range, dealing damage equal to the damage value of the original Trees: Strong Lightsaber Style
attacker’s weapon. Each remaining adds to the damage total. The Once per round, the character may choose to commit to increase the
character must be actively wielding a lightsaber and aware of the attack in Vicious rating of a wielded lightsaber equal to the character’s Cunning. This
order to activate this talent. This talent cannot be used against starship- is an ongoing effect.
mounted weapons
Design by Jonathan Stevens LIGHTSABER THROW
Activation: Active (Action)
DEFLECTION TRAINING Ranked: No
Activation: Passive Trees: Strong Lightsaber Style
Ranked: No Once during their turn, the character may treat their lightsaber as a Ranged
Trees: Balanced Lightsaber Style (Light) weapon with a range of Short. Standard rules for thrown weapons
When actively wielding a lightsaber, the lightsaber gains the Deflection 2 apply when using this talent. In addition, if the character has the Move Force
quality. This talent is applied only once, regardless of how many lightsabers Power she may roll their Force Rating dice with the Ranged (Light) combat
are being wielded. This talent is ignored whenever the character is check. If at least is rolled, lightsaber returns to the character’s hand after
staggered. the throw.

DISARMING SLASH MAKASHI


Activation: Passive Activation: Passive (Incidental)
Ranked: No Ranked: No
Trees: Balanced Lightsaber Style Trees: Fast Lightsaber Style
The character may spend during a Lightsaber combat check to disarm When the character uses the Aim maneuver, he adds an additional to the
an opponent of a wielded weapon or other held item. next Lightsaber combat check. The character must be Engaged with only one
Based on design by GM Jedi-Scoundrel opponent to use this talent.

DJEM SO NEW SKILL – LIGHTSABER


Activation: Passive
Ranked: Yes Whether a Jedi devoted to the Republic and the Light Side of the Force
Trees: Strong Lightsaber Style or a Sith intent on wiping out the Jedi Order, the Lightsaber is the
The character deals +1 damage on all successful Lightsaber checks made with weapon most commonly associated with either group. A tricky weapon
the Brawn characteristic per rank of Djem So. to master, and a dangerous weapon to make a mistake with, Lightsabers
are special melee weapons. This skill works like the Melee and Brawl
DJEM SO MASTER skills, with the following exceptions.
Activation: Activated (Incidental, Out of Turn)
Ranked: No When a character makes a Lightsaber combat check, the difficulty of the
Trees: Strong Lightsaber Style check is . If the difficulty of the check is increased by use of
When targeted by a melee combat check, the character may spend maneuvers or situational modifiers, add per increase. If the difficulty
or to deal the character’s Lightsaber damage back to the attacker. is upgraded, follow the rules for upgrading dice normally, adding to
Passive qualities of the lightsaber apply, but no active abilities or Critical Hits the roll for the first upgrade, for the second, and repeating as
can be triggered. necessary.

Finally, the character can choose to use either Brawn or Agility when
assembling their dice pool for Lightsaber combat and skill checks.
MAKASHI MASTER SHIEN
Activation: Passive (Incidental) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Trees: Fast Lightsaber Style Trees: Strong Lightsaber Style
The character may spend during a successful Lightsaber combat check When targeted by a ranged combat check with a blaster, the character can
that damages the target to score a critical hit that automatically results in a spend or to immediately deal damage to the attacker equal to
Crippled result. The normal roll on the Critical Hit chart is ignored for this the base damage of the weapon.
attack. Additional may not be spent to further trigger the Critical Rating Design by Jonathan Stevens
on the lightsaber for this attack.
SHIEN MASTER
Activation: Active (Incidental, Out of Turn)
Ranked: No
Trees: Strong Lightsaber Style
When using the Shien action, the cost to deal damage back to the attacker is
now or .

SOKAN
Activation: Active (Incidental)
Ranked: No
Trees: Balanced Lightsaber Style
The character can spend 2 Strain to ignore penalties inflicted by
environmental effects until the end of his next turn.

SORESU
Activation: Passive
Ranked: No
Trees: Fast Lightsaber Style
The character may perform a Soresu maneuver to gain a +1 bonus to Defense
until the end of the character’s next turn. The character also adds to any
attacks made until the end of their next turn.

Art by Derek Herring SORESU MASTER


NIMAN Activation: Active (Action)
Activation: Active (Incidental) Ranked: No
Ranked: No Trees: Fast Lightsaber Style
Trees: Balanced Lightsaber Style The character may perform the Soresu Master Action. Until the start of the
The character can spend a Destiny point to roll their Force Rating as part of a character’s next turn, all attack checks targeting the character are opposed
Lightsaber attack against a target at Engaged or Short range. If is rolled, by the character’s Lightsaber skill.
target is either moved from Short range to Engaged, or from Engaged to
Short range. This movement happens either before the lightsaber attack is SUN DJEM
resolved (allowing a target at Short range to be pulled to Engaged range) or Activation: Active (Incidental)
after the attack is resolved (moving the target from Engaged to Short range). Ranked: No
Trees: Balanced Lightsaber Style
NIMAN MASTER Once per encounter when making a successful Lightsaber combat check, the
Activation: Active (Incidental) character may choose deal no damage. Instead she may spend to activate
Ranked: No the Sunder quality on her lightsaber against an object or weapon held by the
Trees: Balanced Lightsaber Style target. may be spent as normal to further activate the Sunder quality.
When the character uses the Niman incidental action, the target can be This talent can be used against an opponent’s lightsaber, removing that
knocked prone if or more is rolled on the Force Rating roll. lightsaber’s Sunder immunity.
Based on design by GM Jedi-Scoundrel

SHII-CHO
Activation: Passive TRAKATA
Ranked: Yes Activation: Active (Incidental)
Trees: Balanced Lightsaber Style Ranked: No
When actively wielding a lightsaber, the character may gain a +1 melee Trees: Fast Lightsaber Style
defense bonus per rank of Shii-Cho. To receive this bonus, the character The character may choose to use Cunning instead of Agility or Brawn when
must be Engaged with multiple foes, or with one foe wielding more than one making a Lightsaber combat check.
melee weapon.
TWIN STRIKE
SHII-CHO MASTER Activation: Active (Incidental)
Activation: Active (Action) Ranked: No
Ranked: No Trees: Balanced Lightsaber Style
Trees: Balanced Lightsaber Style When making a Two Weapon Action with two lightsabers or a saberstaff, or
When making a successful lightsaber attack against a minion group, the using the Autofire quality on a lightsaber, the character adds to the skill
character may trigger a critical hit multiple times. For every critical hit check.
triggered, one minion from the group is defeated.
New Equipment
LIGHTFOIL SABERSTAFF
Used mainly by the “saber-rakes” from the Taipani Sector, Lightfoils are One of the most lethal, and the most dangerous evolutions of the lightsaber,
elegant, single-handed lightsabers. With thinner blades and artistically the saberstaff is effectively two lightsabers attached pommel-to-pommel.
balanced grips, these deadly weapons are often used in duels rather than as Ancient versions used the same central core, activating both blades upon
true battlefield weapons. The stats presented are for the rare, hard to find ignition. More recent versions allow for the wielder to activate each blade
lightfoils made by ancient Sith artisans from the Mecrosa Order. More individually. When both ends are lit, the character is considered to be
modern lightfoils use similar stats, but have the Inferior quality. These wielding two lightsabers and can make two weapon attacks. With one blade
modern versions cost one-fifth the price, and have a rarity of 7. ignited, the saber loses the Defense quality.

NAME SKILL DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL


Melee Weapons
Lightfoil Lightsaber 7 1 Engaged 1 0 70,000 10 Accurate 1, Breach 1, Sunder, Vicious 1
Saberstaff Lightsaber 10 1 Engaged 2 0 80,000 (R) 10 Breach 1, Sunder, Vicious 2, Defense 1* (see notes)

The Force
The following rules are used to supplement the existing rules for using the used on the attack check, and the character’s Brawn is still used to calculate
Force. All of these rules are considered optional and should be discussed the Base Damage for melee weapons. The Force user can call the weapons
with the Gamemaster before use in play. back to their hand as a Maneuver, ending the power and releasing the
committed . The power can also be cancelled as an incidental action,
releasing the committed and causing the weapons to drop to the ground
UNIVERSAL ABILITY - POWER OF THE FORCE where they are.
The Force is a phenomena of great power in the Star Wars galaxy. It is
tangible energy field that those sensitive to its ebbs and flows can use to
affect change in the world around them and within themselves. Many
cultures have a formalized curriculum for teaching Force Sensitives to use the
Force as part of their daily lives, to call on it at a moment’s notice, and wield
it safely. The Jedi are one such group. Any character from the Jedi Career (or
with any Force Specialization Tree, with Gamemaster permission) can spend
20 XP to gain the Ability “Power of the Force”. This may be purchased during
character creation, or between sessions

Power of the Force: Once per Force Die roll, may spend 1 strain to turn
one into one . Cost: 20xp

MOVE FORCE POWER – KINETIC COMBAT


A character with the third Control upgrade for Move (able to use Move to
manipulate objects as if he were using his hands) can use Move to wield a
weapon with the Force, engaging in “Kinetic Combat”.

To do this, the Force User must activate the Move power as an Action and
generate enough Force Points lift an object with a Silhouette equal to the
Artwork by Vinod Rams
weapon’s Encumbrance rating. Failure means he can’t manipulate the object
enough for skilled use, but could still use it as a normal projectile with Move
if he has enough Force Points. Force Points used to power Range Upgrades ADDITIONAL POWERS
will determine how far from the Force User the object can be manipulated. Freelance RPG writer Jonathan Stevens has drafted his own guide to Force
Force Points used on Magnitude Upgrades determine how many weapons Users and placed it on his blog for anyone to use. Within that document are
can be manipulated at once. The Force User must commit to maintain detailed entries for the Healing power, the Injure power, Minor Force
the power in subsequent rounds. Powers, and a selection of additional lightsabers and Force Tradition
weapons. The Healing Force power would be of exceptional use to any Jedi
A Maneuver can be used to move the Force-held weapon(s) one range band, from this document, and the Injure power provides the gamemaster with a
per normal character movement limits. Attacking with the weapon is an good map for making opponents with Force Choke and Force Lightning-style
Action, with a single increase in the difficulty of the usual combat check. of powers.
Melee weapons and Lightsabers must be Engaged with the target to be able
to be used against them. The standard Characteristics and Skill ranks are
Artwork by Adam Gillespie

Document By Phil Maiewski


Special thanks to Brett Bowen, Jonathan Stevens, GM Jedi-Scoundrel, Darth Pseudonym, Awaypturwpn,
The D20 Radio Network, Fantasy Flight Games, LucasFilm Ltd, Disney Corporation
and of course, George Lucas

Star Wars and all related terms are the registered trademarks of LucasFilm Limited, its associated bodies, and the Disney Corporation.
Edge of the Empire, the dice symbols, and associated rules terminology are the property of Fantasy Flight Games.
As such, the author of this document makes no claim of ownership to any of the afore-mentioned material.

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