EotE Jedi Career v1.03
EotE Jedi Career v1.03
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.
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
Cost 10
Cost 5
Cost 20
Cost 20
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.
Cost 5
Cost 15
Cost 25
Passive Ability
Fast Lightsaber Style Talent Tree Activated Ability
Force Sensitives
Pre-Requisites: Agility 3, Coordination 1, Lightsaber 3 Only
Cost 10
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.
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.
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
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
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.