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Complete Talent Trees and Force Powers

This document describes two starship combat abilities in the Star Wars roleplaying game: This One is Mine and Unmatched Survivability. This One is Mine allows a starship to challenge another equal starship to a 2-round duel. Unmatched Survivability allows a small starship that is crippled to ignore damage for 3 rounds by spending Destiny Points. Both abilities have upgrade options that modify their effects, such as increasing their duration or decreasing their cost.

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Guilherme Barras
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0% found this document useful (0 votes)
233 views176 pages

Complete Talent Trees and Force Powers

This document describes two starship combat abilities in the Star Wars roleplaying game: This One is Mine and Unmatched Survivability. This One is Mine allows a starship to challenge another equal starship to a 2-round duel. Unmatched Survivability allows a small starship that is crippled to ignore damage for 3 rounds by spending Destiny Points. Both abilities have upgrade options that modify their effects, such as increasing their duration or decreasing their cost.

Uploaded by

Guilherme Barras
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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CAREER BASE ABILITY

ACE
UPGRADE

RANKED

Career Skills: A
 strogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary),
Piloting (Space), Ranged (light) Find more handouts at BeggingForXP.com

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 duelling
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 This One is Mine lasts for Upgrade the difficulty of all
ships or vehicles with a sil- 1 additional round. 1 additional round. incoming attacks once while
houette 1 higher or lower. COST 10 COST 10
This One is Mine is active.
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 sil- used twice per game Destiny Point instead of 2. incoming attacks once while
houette 1 higher or lower. session. COST 15
This One is Mine is active.
COST 15 COST 15 COST 15

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

CHANGE SILHOUETTE DESTINY DURATION REINFORCEMENT


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

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

BEAST RIDER
PASSIVE

RANKED

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


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FORAGER TOUGHENED OUTDOORSMAN BEAST WRANGLER


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

OUTDOORSMAN EXPERT TRACKER TOUGHENED EXPERT HANDLER


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

COST 10

EXPERT TRACKER BEAST WRANGLER LET’S RIDE GRIT


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

IMPROVED SPUR SPUR NATURAL EXPERT HANDLER


OUTDOORSMAN
Suffer 1 strain to attempt Take a Spur action; make Remove b per rank of
Spur as a maneuver and de- a d d d Survival check Once per session, may Expert Handler from
crease its difficulty to dd. to increase a beast’s top re-roll any 1 Resilience or Survival checks made to
speed by 1. The beast Survival check. ride beasts.
COST 20
suffers 2 strain every COST 20 COST 20
round it stays spurred.
COST 20

SUPREME SPUR DEDICATION GRIT SOOTHING TONE


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

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

DRIVER
PASSIVE

RANKED

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


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FULL THROTTLE ALL-TERRAIN DRIVER FINE TUNING GEARHEAD


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

GRIT SKILLED JOCKEY RAPID REACTION GRIT


Gain +1 strain threshold. Remove b per rank of Suffer a number of strain up Gain +1 strain threshold.
COST 10
Skilled Jockey from all to ranks in Rapid Reaction COST 10
Piloting (Planetary) and to add an equal number of
Piloting (Space) checks. s to initiative checks.
COST 10 COST 10

IMPROVED TRICKY TARGET FINE TUNING TOUGHENED


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

COST 15 COST 15

DEFENSIVE DRIVING SKILLED JOCKEY NATURAL DRIVER GEARHEAD


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

SUPREME FULL STOP MASTER DRIVER DEDICATION


FULL THROTTLE
When piloting a ship or Once per round when Gain +1 to a single charac-
When performing Full vehicle, take a Full Stop driving a vehicle, may teristic. This cannot bring
Throttle, top speed maneuver to reduce speed suffer 2 strain to perform a characteristic above 6.
increases by 2 instead of 1. to zero. Suffer system any action as a maneuver. COST 25

COST 25 strain equal to the speed COST 25


reduced.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

GUNNER
PASSIVE

RANKED

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


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DURABLE GRIT OVERWHELM DEBILITATING SHOT


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

COST 5

TOUGHENED BRACE SPARE CLIP TRUE AIM


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

COST 10

DURABLE ENDURING JURY RIGGED OVERWHELM


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

TOUGHENED ENDURING BRACE EXHAUST PORT


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

HEROIC FORTITUDE JURY RIGGED DEDICATION TRUE AIM


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

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

HOTSHOT
PASSIVE

RANKED

Spec Bonus Career Skills: Cool, Coordination, Piloting (Planetary), Piloting (Space)
Find more handouts at BeggingForXP.com

SHORTCUT HIGH-G TRAINING SKILLED JOCKEY GRIT


During a chase, add b When a starship or vehicle Remove b per rank of Gain +1 strain threshold.
per 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.
COST 5
Training to prevent an equal COST 5
amount of system strain.
COST 5

SECOND CHANCES GRIT SHORTCUT HIGH-G TRAINING


Once per encounter, choose Gain +1 strain threshold. During a chase, add b When a starship or vehicle
a number of positive dice COST 10
per 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 re-roll them. escape an opponent. strain up to ranks in High-G
COST 10 COST 10
Training to prevent an equal
amount of system strain.
COST 10

DEAD TO RIGHTS HIGH-G TRAINING GRIT INTENSE PRESENCE


Spend 1 Destiny Point to When a starship or vehicle Gain +1 strain threshold. Spend 1 Destiny Point to
add additional damage equal being piloted would suffer COST 15
recover strain equal to
to half Agility (round up) system strain, may suffer Presence rating.
to one hit of a successful strain up to ranks in High-G COST 15
attack made with ship- or Training to prevent an equal
vehicle-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 gained the advantage on a COST 20
equal to ranks in Second or vehicles at Close range; starship or vehicle being
Chances and re-roll them. make a d d d Cool piloted, may perform a
COST 20
check to cause the targets Koiogran Turn maneuver to
to suffer a minor collision. remove the effects.
COST 20 COST 20

IMPROVED IMPROVED DEDICATION SHOWBOAT


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

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

PILOT
PASSIVE

RANKED

Spec Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
Find more handouts at BeggingForXP.com

FULL THROTTLE SKILLED JOCKEY GALAXY MAPPER LET’S RIDE


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

SKILLED JOCKEY DEAD TO RIGHTS GALAXY MAPPER RAPID RECOVERY


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

COST 10

IMPROVED IMPROVED GRIT NATURAL PILOT


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

GRIT SUPREME TRICKY TARGET DEFENSIVE DRIVING


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

MASTER PILOT DEDICATION TOUGHENED BRILLIANT EVASION


Once per round when Gain +1 to a single charac- Gain +2 wound threshold. Once per encounter may
driving a starship, may teristic. This cannot bring COST 25
take Brilliant Evasion action.
suffer 2 strain to perform a characteristic above 6. Select 1 opponent and
any action as a maneuver. COST 25
make an Opposed Piloting
COST 25
check to stop opponent
from attacking character
for rounds equal to Agility.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

RIGGER
PASSIVE

RANKED

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


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BLACK MARKET TOUGHENED GEARHEAD LARGER PROJECT


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

GRIT FANCY PAINT JOB SIGNATURE VEHICLE LARGER PROJECT


Gain +1 strain threshold. Upgrade all Charm, Choose one starship or Signature Vehicle can have
COST 10
Deception, and Negotiation vehicle with a silhouette of a silhouette 1 larger per
checks made in the 3 or lower as a Signature rank of Larger Project.
presence of the Signature Vehicle. Upgrade all COST 10
Vehicle once. Mechanics checks made
COST 10
on that vehicle.
COST 10

BLACK MARKET OVERSTOCKED TUNED BOLSTERED ARMOR


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

TOUGHENED CUSTOMIZED GEARHEAD FORTIFIED


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

DEDICATION TUNED NOT TODAY REINFORCED FRAME


MANEUVERING
Gain +1 to a single charac- THRUSTERS Once per session, spend a The Signature Vehicle
teristic. This cannot bring Destiny Point to save the gains Massive 1 (attacks
a characteristic above 6. Increase the handling of Signature Vehicle from targeting the Signature
the Signature Vehicle destruction. Vehicle count their Critical
COST 25
by 1 per rank of Tuned Rating of the weapon used
COST 25
Maneuvering Thrusters. as 1 higher).
COST 25
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


CAREER BASE ABILITY

BOUNTY HUNTER
UPGRADE

RANKED

Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space),


Ranged (Heavy), Streetwise, Vigilance Find more handouts at BeggingForXP.com

ALWAYS GET MY MARK BASE ABILITY


Once per game session, the character may choose a known minion NPC to be her mark, spend 2 Destiny Points, and make a ddd
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


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

COST 10 COST 10 COST 10

REDUCE DIFFICULTY TAKEDOWN INCREASE RANGE INCREASE EFFECT


Reduce the difficulty of the Upgrade the difficulty of If the character has access Upgrade the difficulty of
skill check to activate Always the check once to begin to space travel, she may the check twice to find a
Get My Mark to dd. with the mark in custody. choose a mark on a differ- PC or nemesis NPC instead
COST 15 COST 15
ent planet. of a minion.
COST 15 COST 15

UNMATCHED DEVASTATION BASE ABILITY


Once per game session as an incidental, after performing a combat check, the character may spend two Destiny Points to perform
an additional combat check against the same target with a difficulty increased by 1 for each successful combat check perfomed this
turn. This check must be made with a non-starship/vehicle weapon that the character has not already used this turn.
COST 30

INCREASE NUMBER DRAW AND FIRE TARGET PRIORITY REDUCE SETBACK


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

COST 10 COST 10

INCREASE NUMBER REDUCE SETBACK IMPROVE MOBILITY INCREASE NUMBER


Perform additional combat Remove b from combat Before performing each Perform additional combat
checks equal to ranks in checks made as part of combat check, the charac- checks equal to ranks in
Increase Number upgrade. Unmatched Devastation. er may suffer 2 strain to Increase Number upgrade.
COST 15 COST 15
perfom a Move maneuver. COST 15

COST 15

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


BOUNTY HUNTER ACTIVE

ASSASSIN
PASSIVE

RANKED

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


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GRIT LETHAL BLOWS STALKER DODGE


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

PRECISE AIM JUMP UP QUICK STRIKE QUICK DRAW


Once per round, may Once per round, may stand Add b per rank of Quick Once per round, draw or
perform a Precise Aim from seated or prone as Strike to combat checks holster a weapon or item
maneuver. Suffer strain an incidental. against targets that as an incidental.
up to ranks in Precise Aim COST 10
have not acted yet this COST 10
and reduce target’s Melee encounter.
and Ranged Defense by COST 10
that number.
COST 10

TARGETED BLOW STALKER LETHAL BLOWS ANATOMY LESSONS


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

STALKER SNIPER SHOT DODGE LETHAL BLOWS


Add b per rank of Before making a non- When targeted in combat, Add +10 per rank of
Stalker to all Stealth and thrown ranged attack, as may perform a Dodge Lethal Blows to any
Coordination checks. a maneuver increase the incidental. Suffer strain Critical Injury result
COST 20
weapon’s range by up to no greater than ranks inflicted on opponents.
1 band per rank. Upgrade in Dodge to upgrade the COST 20
the attack’s difficulty by 1 difficulty of the attack by
per range increase. that number.
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 charac-
perform a Precise Aim combat skill. Add damage teristic. This cannot bring Once per round, suffer
maneuver. Suffer strain equal to ranks in that skill a characteristic above 6. 2 strain to decrease
up to ranks in Precise Aim to one hit of a successful difficulty of next Stealth or
COST 25
and reduce target’s Melee attack with that skill. Skulduggery check by 1.
and Ranged Defense by COST 25 COST 25

that number.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


BOUNTY HUNTER ACTIVE

GADGETEER
PASSIVE

RANKED

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


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BRACE TOUGHENED INTIMIDATING DEFENSIVE STANCE


Perform the Brace man- Gain +2 wound threshold. May suffer a number Once per round, as a man-
euver to remove b COST 5
of strain up to ranks in euver suffer a number of
per rank of Brace from Intimidating to downgrade strain up to ranks in Defen-
your next Action. This difficulty of Coercion sive Stance to upgrade
may only remove b checks or upgrade difficulty difficulty of all incoming
added by environmental when targeted by Coercion melee attacks by an equal
circumstances. checks by an equal number. number for the next round.
COST 5 COST 5 COST 5

SPARE CLIP JURY RIGGED POINT BLANK DISORIENT


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

COST 10

TOUGHENED ARMOR MASTER NATURAL ENFORCER STUNNING BLOW


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

JURY RIGGED TINKERER DEADLY ACCURACY IMPROVED


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

COST 20

INTIMIDATING DEDICATION IMPROVED CRIPPLING BLOW


ARMOR MASTER
May suffer a number Gain +1 to a single charac- Increase the difficulty of
of strain up to ranks in teristic. This cannot bring When wearing armor with next combat check by 1. If
Intimidating to downgrade a characteristic above 6. a soak value of 2 or higher, check deals damage, target
difficulty of Coercion increase defense by 1. suffers 1 strain whenever
COST 25
checks or upgrade difficulty COST 25 he moves for the remainder
when targeted by Coercion of the encounter.
checks by an equal number. COST 25

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


BOUNTY HUNTER ACTIVE

MARTIAL ARTIST
PASSIVE

RANKED

Spec Bonus Career Skills: Athletics, Brawl, Coordination, Discipline


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IRON BODY PARRY GRIT PRECISION STRIKE


Remove b per rank of Iron When hit by a melee attack Gain +1 strain threshold. When this character
Body from Coordination while wielding a melee COST 5
inflicts a Critical Injury
and Resilinece checks. weapon or lightsaber, suffer with a Brawl, Melee, or
Reduce the critical rating 3 strain to reduce damage Lightsaber weapon, may
of unarmed attacks per by 2 plus ranks in Parry. suffer 1 strain to change
rank of Iron Body (min 1). COST 5
the result to any Easy (d )
COST 5
Critical Injury result.
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.
while wielding a melee COST 10
strain to add damage equal COST 10
weapon or lightsaber, suffer to ranks in Coordination to
3 strain to reduce damage the next Brawl check made
by 2 plus ranks in Parry. this turn.
COST 10 COST 10

UNARMED PARRY GRAPPLE IRON BODY IMPROVED


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

COST 15 COST 15

OVERBALANCE TOUGHENED MIND OVER MATTER GRIT


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

COORDINATION DODGE DEDICATION NATURAL BRAWLER SUPREME


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


BOUNTY HUNTER ACTIVE

OPERATOR
PASSIVE

RANKED

Spec Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
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GRIT GALAXY MAPPER SHORTCUT OVERWHELM


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

FULL THROTTLE PLANET MAPPER GRIT DEBILITATING SHOT


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

SKILLED JOCKEY ALL-TERRAIN DRIVER OFFENSIVE DRIVING GRIT


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

LET’S RIDE SHORTCUT GRIT OVERWHELM


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

DEDICATION IMPROVED SHORTCUT SKILLED JOCKEY HINDERING SHOT


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


BOUNTY HUNTER ACTIVE

SKIP TRACER
PASSIVE

RANKED

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


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BYPASS SECURITY HARD BOILED GOOD COP RAPID RECOVERY


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

COST 5

TOUGHENED EXPERT TRACKER STREET SMARTS BOUGHT INFO


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

HARD BOILED RAPID RECOVERY IMPROVED STREET SMARTS


STREET SMARTS
When recovering strain When healing strain after Remove b per rank
after an encounter, may an encounter, heal 1 Once per session, as an of Street Smarts from
spend a up to ranks in additional strain per rank action make a ddddd Streetwise or Knowledge
Hard Boiled to recover of Rapid Recovery. Streetwise or Knowledge (Underworld) checks.
1 wound per a spent. (Underworld) check to learn
one clue. Reduce the difficulty
COST 15 COST 15
by 1 per rank of Street Smarts. COST 15

COST 15

BYPASS SECURITY NOBODY’S FOOL GOOD COP INFORMANT


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

COST 20

RECONSTRUCT HARD BOILED DEDICATION SOFT SPOT


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

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


BOUNTY HUNTER ACTIVE

SURVIVALIST
PASSIVE

RANKED

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


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FORAGER STALKER OUTDOORSMAN EXPERT TRACKER


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

COST 5

OUTDOORSMAN SWIFT HUNTER SOFT SPOT


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

COST 10
animals per rank of Hunter.
COST 10

TOUGHENED EXPERT TRACKER STALKER NATURAL


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

COST 15

TOUGHENED HUNTER EXPERT TRACKER BLOODED


Gain +2 wound threshold. Add b per rank of Remove b per rank of Add b per rank of Blooded
COST 20
Hunter to all checks when Expert Tracker from checks to all checks to resist or
interacting with beasts or to find tracks or track recover from poisons,
animals (including combat). targets. Decrease time to venoms, or toxins. Reduce
Add +10 to Critical Injury track a target by half. duration of ongoing poisons
results against beasts or COST 20
by one 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 charac- Gain +1 strain threshold. May spend 1 Destiny Point
COST 25
teristic. This cannot bring COST 25
to ignore effects of Critical
a characteristic above 6. Injuries on Brawn or Agility
COST 25
checks until the end of the
encounter.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


CAREER BASE ABILITY

COLONIST
UPGRADE

RANKED

Career Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore),
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INSIGHTFUL REVELATION BASE ABILITY


Once per game session, the character may perform an Insightful Revelation action and spend 2 Destiny Points to make a ddd
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 b from skill Insightful Revelation costs Reduce the difficulty of the When making the Insight-
check to activate Insightful 1 Destiny Point instead skill check to activate In- ful Revelation action, the
Revelation. of 2. sightful Revelation to dd. character may use any
COST 10 COST 10 COST 10
Knowledge skill.
COST 10

ADD BOOST REDUCE SETBACK INCREASE EFFECT DURATION


Add b to skill check to ac- Remove b from skill If the check is successful, The character may per-
tivate Insightful Revelation. check to activate Insightful the character may spend form the Insightful Revela-
COST 15
Revelation. x to gain another piece of tion action one additional
COST 15
equally useful information. time per session.
COST 15 COST 15

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 d for the remainder of the encounter.
COST 30

REDUCE SETBACK ACTIVATION ACTIVATION REDUCE SETBACK


Remove b from career Activate Unmatched Exper- Activate Unmatched Exper- Remove b from career
skill checks made while tise as a maneuver instead tise as an incidental that skill checks made while
Unmatched Expertise is of an action. can be triggered out of Unmatched Expertise is
activated. COST 10
turn instead of a maneuver. activated.
COST 10 COST 10 COST 10

REDUCE DIFFICULTY SUPERIOR REDUCTION DESTINY REDUCE DIFFICULTY


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


COLONIST ACTIVE

ENTREPRENEUR
PASSIVE

RANKED

Spec Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Underworld), Negotiation
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SOUND PLAUSIBLE RAPID RECOVERY GRIT


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

COST 5 COST 5

RAPID RECOVERY WHEEL AND DEAL SOUND WHEEL AND DEAL


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

COST 10

GREASED PALMS THROWING CREDITS BOUGHT INFO SOUND


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

COST 15 COST 15

SOUND TOUGHENED MASTER MERCHANT KNOW SOMEBODY


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

COST 20

NATURAL MERCHANT INTENSE FOCUS DEDICATION SOUND


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

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


COLONIST ACTIVE

DOCTOR
PASSIVE

RANKED

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


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SURGEON BACTA SPECIALIST GRIT RESOLVE


When making a Medicine Patients recover 1 addi- Gain +1 strain threshold. When a character
check to help a character tional wound per rank of COST 5
involuntarily suffers strain,
heal wounds, the target Bacta Specialist when they he suffers 1 less strain per
heals 1 additional wound recover wounds from bacta rank of Resolve, minimum 1.
per rank of Surgeon. tanks or long term care. 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 a dd COST 10
check to help a character involuntarily suffers strain,
Medicine check. If success- heal wounds, the target he suffers 1 less strain per
ful, 1 engaged ally increa- heals 1 additional wound rank of Resolve, minimum 1.
ses 1 characteristic by per rank of Surgeon. COST 10
1 for the encounter and COST 10
suffers 4 strain.
COST 10

SURGEON GRIT BACTA SPECIALIST PRESSURE POINT


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

IMPROVED STIM NATURAL DOCTOR TOUGHENED ANATOMY LESSONS


APPLICATION
Once per session, may re- Gain +2 wound threshold. After making a successful
When performing a Stim roll any 1 Medicine check. attack, may spend 1
COST 20
Application action, may Destiny Point to add
COST 20
increase the difficulty to damage equal to Intellect
ddd, and target only to one hit.
suffers 1 strain.
COST 20

COST 20

SUPREME STIM MASTER DOCTOR DEDICATION DODGE


APPLICATION
Once per round, suffer Gain +1 to a single charac- When targeted in combat,
When performing the Stim 2 strain to decrease the teristic. This cannot bring may perform a Dodge
Application action, spend difficulty of a Medicine a characteristic above 6. incidental. Suffer strain
x to increase an additional check by 1. no greater than ranks
COST 25
Characteristic by 1. in Dodge to upgrade the
COST 25

COST 25 difficulty of the attack by


that number.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


COLONIST ACTIVE

MARSHAL
PASSIVE

RANKED

Spec Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Vigilance
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HARD HEADED GRIT STREET SMARTS TOUGHENED


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

DURABLE GOOD COP BAD COP QUICK DRAW


May reduce any Critical Spend aa from a Charm Spend aa from a Once per round, draw or
Injury suffered by 10 or Negotiation check to Deception or Coercion holster a weapon or item
per rank of Durable to a upgrade ability of an ally’s check to upgrade ability of as an incidental.
minimum of 1. subsequent social check an ally’s subsequent social COST 10

COST 10
against the same target a check against the same
number of times equal to target a number of times
ranks in Good Cop. equal to ranks in Bad Cop
COST 10 COST 10

HARD HEADED GRIT GOOD COP POINT BLANK


When staggered or disor- Gain +1 strain threshold. Spend aa from a Charm Add 1 damage per rank
iented, perform the Hard COST 15
or Negotiation check to of Point Blank to damage
Headed action to make a upgrade ability of an ally’s of one hit of successful
dddd Discipline check subsequent social check Ranged (Heavy) or (Light)
to remove the status. against the same target a attacks made while at
Difficulty reduced by 1 number of times equal to short range or engaged.
per rank. 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 Spend aa from a Add 1 damage per rank
Injury suffered by 10 Deception check, the Deception or Coercion of Point Blank to damage
per rank of Durable to a character automatically check to upgrade ability of of one hit of successful
minimum of 1. adds f to the check equal an ally’s subsequent social Ranged (Heavy) or (Light)
COST 20
to ranks in Vigilance. check against the same attacks made while at
COST 20
target a number of times short range or engaged.
equal to ranks in Bad Cop COST 20

COST 20

IMPROVED IMPROVED DEDICATION NATURAL MARKSMAN


HARD HEADED UNRELENTING SKEPTIC
Gain +1 to a single charac- Once per session, may re-
When incapacitated due to When targeted by a teristic. This cannot bring roll any 1 Ranged (Light) or
strain exceeding threshold, Deception check that fails, a characteristic above 6. Ranged (Heavy) check.
take a ddddd Disc- may spend 1 Destiny Point
COST 25 COST 25
ipline check (–d per rank to add y to results.
of Hard Headed) to reduce COST 25
strain to 1 below threshold.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


COLONIST ACTIVE

PERFORMER
PASSIVE

RANKED

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


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SMOOTH TALKER KILL WITH KINDNESS DISTRACTING CONVINCING


BEHAVIOR DEMEANOR
When first acquired, Remove b per rank of
choose Charm, Coercion, Kill with Kindness from As a maneuver, suffer strain Remove b per rank of
Deception, or Negotiation. all Charm and Leadership up to ranks in Cunning. Until Convincing Demeanor
When making checks with checks. start of next turn, equal from Deception or
that skill, spend x to number of engaged NPCs Skulduggery checks.
COST 5
gain additional s equal to suffer t on checks. Ranks COST 5

ranks in Smooth Talker. increase range.


COST 5 COST 5

DISTRACTING CONGENIAL DODGE JUMP UP


BEHAVIOR
As an incidental, suffer When targeted in combat, Once per round, may stand
As a maneuver, suffer strain strain up to ranks in may perform a Dodge from seated or prone as
up to ranks in Cunning. Until Congenial to downgrade incidental. Suffer strain an incidental.
start of next turn, equal difficulty when making or no greater than ranks COST 10
number of engaged NPCs upgrade difficulty when in Dodge to upgrade the
suffer t on checks. Ranks targeted by a Charm or difficulty of the attack by
increase range. Negotiation check. that number.
COST 10 COST 10 COST 10

DISTRACTING INTENSE PRESENCE NATURAL ATHLETE SECOND WIND


BEHAVIOR
Spend 1 Destiny Point to Once per session, may Once per encounter, may
As a maneuver, suffer strain recover strain equal to re-roll any 1 Athletics or use Second Wind incidental
up to ranks in Cunning. Until Presence rating. Coordination check. to heal strain equal to
start of next turn, equal ranks in Second Wind.
COST 15 COST 15
number of engaged NPCs
COST 15
suffer t on checks. Ranks
increase range.
COST 15

SMOOTH TALKER IMPROVED GRIT TOUGHENED


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

COST 20

BIGGEST FAN DECEPTIVE TAUNT COORDINATION DEDICATION


DODGE
Once per session, may take Once per session, may Gain +1 to a single charac-
a Biggest Fan action; make make Deceptive Taunt When targeted by a teristic. This cannot bring
a ddd Charm check action; make opposed combat check, may a characteristic above 6.
to turn one NPC into the Deception check to force spend 1 Destiny Point to
COST 25
character’s biggest fan. one adversary to attack add f equal to ranks in
the character on the Coordination to check.
COST 25
adversary’s next turn. COST 25

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


COLONIST ACTIVE

POLITICO
PASSIVE

RANKED

Spec Bonus Career Skills: Charm, Coercion, Deception, Knowledge (Core Worlds)
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KILL WITH KINDNESS GRIT PLAUSIBLE TOUGHENED


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

COST 5

INSPIRING RHETORIC KILL WITH KINDNESS SCATHING TIRADE PLAUSIBLE


DENIABILITY
Take an Inspiring Rhetoric Remove b per rank of Take a Scathing Tirade
action; make a dd Kill with Kindness from action; make a dd Remove b per rank of
Leadership check. One ally all Charm and Leadership Coercion check. One enemy Plausible Deniability from
for each s, in short range, checks. for each s, in short range, all Coercion and Deception
recovers 1 strain. Spend suffers 1 strain. Spend a checks.
COST 10
a for 1 affected ally to for 1 affected enemy to COST 10

recover 1 additional strain. suffer 1 additional strain.


COST 10 COST 10

DODGE IMPROVED IMPROVED WELL ROUNDED


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

COST 15

GRIT SUPREME SUPREME NOBODY’S FOOL


INSPIRING RHETORIC SCATHING TIRADE
Gain +1 strain threshold. May upgrade difficulty of
Suffer 1 strain to perform Suffer 1 strain to perform incoming Charm, Coercion,
COST 20
Inspiring Rhetoric as a Scathing Tirade as a or Deception checks once
maneuver, not an action. maneuver, not an action. 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 charac- Once per session, may Spend 1 Destiny Point to
ignore effects of Critical teristic. This cannot bring re-roll any 1 Charm or recover strain equal to
Injuries on Willpower or a characteristic above 6. Deception check. Presence rating.
Presence checks until the COST 25 COST 25 COST 25
end of the encounter.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


COLONIST ACTIVE

SCHOLAR
PASSIVE

RANKED

Spec Bonus Career Skills: Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology), Perception
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RESPECTED SCHOLAR SPEAKS BINARY GRIT BRACE


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

RESEARCHER RESPECTED SCHOLAR RESOLVE RESEARCHER


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

CODEBREAKER KNOWLEDGE NATURAL SCHOLAR WELL ROUNDED


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

KNOWLEDGE INTENSE FOCUS CONFIDENCE RESOLVE


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

STROKE OF GENIUS MENTAL FORTRESS DEDICATION TOUGHENED


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


CAREER BASE ABILITY

COMMANDER
UPGRADE

RANKED

Career Skills: Coercion, Cool, Discipline, Knowledge (Warfare), Leadership, Perception, Ranged (Light), Vigilance
Find more handouts at BeggingForXP.com

ROUSING ORATORY BASE ABILITY


Once per game session, the character may perform a Rousing Oratory action, spend 2 Destiny Points, and make a d d d Leader-
ship 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 Remove b from skill Friendly targets of Rousing May make a Cool check
check instead of a Leader- check to activate Rousing Oratory recover strain equal instead of a Leadership
ship check to activate. Oratory. to ranks in Leadership. check to activate.
COST 10 COST 10 COST 10 COST 10

BOOST ALLIES REDUCE DIFFICULTY TURNING POINT DESTINY


Add b per Boost Allies Reduce the difficulty of the During a mass combat, Rousing Oratory cost 1
upgrade to all Discipline activating skill check to may activate create a Destiny Point instead of 2.
and Cool checks that d d. turning point or boost allies COST 15
targets make until the end COST 15
already taking part in one.
of the encounter. COST 15

COST 15

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 character may suf-
fer 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 Unmatched Authority lasts The character can spend
one additional round. by 2 while Unmatched one additional round. strain to modify Mass
COST 10
Authority is active. COST 10
Combat checks with Un-
COST 10
matched Authority.
COST 10

DESTINY ENDURANCE INCREASE EFFECT INCREASE EFFECT


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

COST 15

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

COMMODORE
PASSIVE

RANKED

Spec Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Knowledge (Outer Rim)
Find more handouts at BeggingForXP.com

SOLID REPAIRS COMMAND RAPID REACTION GALAXY MAPPER


The character repairs Add b per rank of Suffer a number of strain up Remove b per rank
1 additional hull trauma Command to Leadership to ranks in Rapid Reaction of Galaxy Mapper from
per rank of Solid Repairs checks. Affected targets to add an equal number of Astrogation checks.
whenever he repairs a add b to Discipline checks s to initiative checks. Astrogation checks take
starship or vehicle. for the next 24 hours. COST 5
half normal time.
COST 5 COST 5 COST 5

KNOWN SCHEMATIC COMMANDING GRIT FAMILIAR SUNS


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

SOLID REPAIRS COMMAND RAPID REACTION GALAXY MAPPER


The character repairs Add b per rank of Suffer a number of strain up Remove b per rank
1 additional hull trauma Command to Leadership to ranks in Rapid Reaction of Galaxy Mapper from
per rank of Solid Repairs checks. Affected targets to add an equal number of Astrogation checks.
whenever he repairs a add b to Discipline checks s to initiative checks. Astrogation checks take
starship or vehicle. for the next 24 hours. COST 15
half normal time.
COST 15 COST 15 COST 15

HOLD TOGETHER COMMANDING GRIT MASTER STARHOPPER


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

COST 20

SOLID REPAIRS FIRE CONTROL DEDICATION GALAXY MAPPER


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

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

FIGUREHEAD
PASSIVE

RANKED

Spec Bonus Career Skills: Cool, Leadership, Negotiation, Knowledge (Core Worlds)
Find more handouts at BeggingForXP.com

GRIT RESOLVE CONFIDENCE COMMAND


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

COMMAND INSPIRING RHETORIC CALM COMMANDER GRIT


Add b per rank of Take an Inspiring Rhetoric May use ranks in Cool to Gain +1 strain threshold.
Command to Leadership action; make a d d upgrade Mass Combat COST 10
checks. Affected targets Leadership check. One ally checks instead of Leadership.
add b to Discipline checks for each s, in short range, COST 10
for the next 24 hours. recovers 1 strain. Spend
COST 10
a for 1 affected ally to
recover 1 additional strain.
COST 10

COMMANDING GRIT IMPROVED POSITIVE SPIN


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

COST 15
ranks in Leadership.
COST 15

RESOLVE CONFIDENCE IMPROVED COMMANDING


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

COST 20 COST 20

INTENSE PRESENCE NATURAL LEADER DEDICATION IMPROVED


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

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

INSTRUCTOR
PASSIVE

RANKED

Spec Bonus Career Skills: Discipline, Medicine, Ranged (Heavy), Knowledge (Education)
Find more handouts at BeggingForXP.com

CONDITIONED PHYSICAL TRAINING BODY GUARD GRIT


Remove b per rank of Add b per rank of Physical Once per round, perform Gain +1 strain threshold.
Conditioned from Athletics Training to Athletics and a maneuver to guard an COST 5
and Coordination checks. Resilience checks. engaged ally. Suffer strain
Reduce damage and strain COST 5
up to ranks to upgrade
suffered from falling by 1 difficulty of attacks against
per rank of Conditioned. them by that number until
COST 5
the start of next turn.
COST 5

TOUGHENED ENCOURAGING CONDITIONED STIMPACK


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

PHYSICAL TRAINING MASTER BODY GUARD IMPROVED


INSTRUCTOR BODY GUARD
Add b per rank of Physical Once per round, perform
Training to Athletics and Once per round, as an out a maneuver to guard an Once per session, when an
Resilience checks. of turn incidental, may engaged ally. Suffer strain ally protected by the Body
suffer 2 strain to allow ally up to ranks to upgrade Guard maneuver suffers
COST 15
to use character’s ranks difficulty of attacks against a hit, suffer the hit instead.
in Discipline for the next them by that number until COST 15
Discipline check they make. the start of next turn.
COST 15 COST 15

FIELD COMMANDER GRIT STIMPACK TOUGHENED


SPECIALIZATION
Take the Field Commander Gain +1 strain threshold. Gain +2 wound threshold.
action; make a d d Stimpacks heal 1 additional
COST 20 COST 20
Leadership check. A wound per rank of
number of allies equal to Stimpack Specialization.
Presence may immediately COST 20

suffer 1 strain to perform


1 free maneuver.
COST 20

IMPROVED NATURAL THAT’S HOW DEDICATION


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

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

SQUADRON LEADER
PASSIVE

RANKED

Spec Bonus Career Skills: Gunnery, Mechanics, Piloting (Planetary), Piloting (Space)
Find more handouts at BeggingForXP.com

GRIT QUICK STRIKE LET’S RIDE DEFENSIVE DRIVING


Gain +1 strain threshold. Add b 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
against targets that beast, or enter a cockpit by 1 per rank of Defensive
have not acted yet this or weapon station on a Driving.
encounter. vehicle, as an incidental. COST 5

COST 5 COST 5

FIELD COMMANDER CONFIDENCE QUICK STRIKE SITUATIONAL


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

COST 10

COMMAND GRIT FULL STOP DEFENSIVE DRIVING


Add b per rank of Gain +1 strain threshold. When piloting a ship or Increase defense of vehicle
Command to Leadership COST 15
vehicle, take a Full Stop or starship being piloted
checks. Affected targets maneuver to reduce speed by 1 per rank of Defensive
add b to Discipline checks to zero. Suffer system Driving.
for the next 24 hours. strain equal to the speed COST 15

COST 15
reduced.
COST 15

IMPROVED COMMAND FORM ON ME TRICKY TARGET


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

MASTER LEADER CONFIDENCE DEDICATION BRILLIANT EVASION


Once per round, suffer May decrease difficulty Gain +1 to a single charac- Once per encounter may
2 strain to decrease of Discipline checks to teristic. This cannot bring take Brilliant Evasion action.
difficulty of next avoid fear by 1 per rank of a characteristic above 6. Select 1 opponent and
Leadership check by one, Confidence. COST 25
make an Opposed Piloting
to a minimum of d . COST 25
check to stop opponent
COST 25 from attacking character
for rounds equal to Agility.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

STRATEGIST
PASSIVE

RANKED

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


Find more handouts at BeggingForXP.com

RESEARCHER GRIT READY FOR GRIT


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

GRIT CLEVER COMMANDER COMMAND WELL READ


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

COST 10
for the next 24 hours.
COST 10

KNOWLEDGE RESEARCHER READY FOR MASTER


SPECIALIZATION ANYTHING STRATEGIST
Remove b per rank in
When acquired, choose 1 Researcher from all Remove b per rank of Once per phase during
knowledge skill. May spend Knowledge checks. Ready for Anything on mass combat, may suffer
x when rolling that skill to Researching a subject Mass Combat checks and 2 strain to decrease the
gain s equal to ranks in takes half the time. Cool or Vigilance checks to difficulty of a Mass Combat
Knowledge Specialization. determine initiative order. check once.
COST 15

COST 15 COST 15 COST 15

IMPROVED KNOWLEDGE COORDINATED COMMAND


RESEARCHER SPECIALIZATION ASSAULT
Add b per rank of
On a successful Knowledge When acquired, choose 1 Take a maneuver to add Command to Leadership
check, character and allies knowledge skill. May spend a to combat checks for checks. Affected targets
gain automatic a per rank x when rolling that skill to a number of engaged allies add b to Discipline checks
of Researcher on checks to gain s equal to ranks in equal to Leadership until for the next 24 hours.
act on those facts until the Knowledge Specialization. beginning of next turn.
COST 20
end of the next turn. COST 20
Increase range per rank.
COST 20 COST 20

THOROUGH CAREFUL PLANNING IMPROVED READY DEDICATION


ASSESSMENT FOR ANYTHING
Once per session, may Gain +1 to a single charac-
Once per session, as an introduce a “fact” into the When making Cool or teristic. This cannot bring
action make a d d d narrative as if a Destiny Vigilance checks to deter- a characteristic above 6.
Knowledge check to gain Point had been spent. mine initiative order, may
COST 25
b equal to s that can spend x to add s equal to
COST 25
be distributed during the ranks in Ready for Anything.
encounter. COST 25

COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

TACTICIAN
PASSIVE

RANKED

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


Find more handouts at BeggingForXP.com

OUTDOORSMAN COMMANDING TOUGHENED SIDE STEP


PRESENCE
Remove b per rank of Gain +2 wound threshold. Once per round, as a man-
Outdoorsman from checks Remove b per rank of euver suffer a number of
COST 5
to move through terrain Commanding Presence strain up to ranks in Side
or manage environmental from Leadership and Cool Step to upgrade difficulty of
effects. Decrease overland checks. all incoming ranged attacks
travel times by half. COST 5 by an equal number for the
COST 5
next round.
COST 5

OUTDOORSMAN CONFIDENCE QUICK DRAW SWIFT


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

NATURAL TOUGHENED BODY GUARD BODY GUARD


OUTDOORSMAN
Gain +2 wound threshold. Once per round, perform Once per round, perform
Once per session, may a maneuver to guard an a maneuver to guard an
COST 15
re-roll any 1 Resilience or engaged ally. Suffer strain engaged ally. Suffer strain
Survival check. up to ranks to upgrade up to ranks to upgrade
COST 15 difficulty of attacks against difficulty of attacks against
them by that number until them by that number until
the start of next turn. the start of next turn.
COST 15 COST 15

CONFIDENCE COMMANDING FIELD COMMANDER SIDE STEP


PRESENCE
May decrease difficulty Take the Field Commander Once per round, as a man-
of Discipline checks to Remove b per rank of action; make a d d euver suffer a number of
avoid fear by 1 per rank of Commanding Presence Leadership check. A strain up to ranks in Side
Confidence. from Leadership and Cool number of allies equal to Step to upgrade difficulty of
checks. Presence may immediately all incoming ranged attacks
COST 20

COST 20 suffer 1 strain to perform by an equal number for the


1 free maneuver. next round.
COST 20 COST 20

COORDINATED NATURAL LEADER IMPROVED DEDICATION


ASSAULT FIELD COMMANDER
Once per session, may Gain +1 to a single charac-
Take a maneuver to add re-roll any 1 Cool or Field Commander action teristic. This cannot bring
a to combat checks for Leadership check. affects allies equal to a characteristic above 6.
a number of engaged allies double Presence, and may
COST 25 COST 25
equal to Leadership until spend x to allow allies to
beginning of next turn. suffer 1 strain to perform
Increase range per rank. 1 action instead.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


CAREER ACTIVE

CONSULAR
PASSIVE

RANKED

FORCE TALENT
Career Skills: Cool, Discipline, Knowledge (Education), Knowledge (Lore), Leadership, Negotiation.
Added by reddit U/natesroomrule
Original by BeggingforXP.com

MUCH TO LEARN BASE ABILITY


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

COST 30

INCREASE NUMBER REDUCE DIFFICULTY DESTINY INCREASE NUMBER


Increase the number of Reduce the difficulty of the Much to Learn costs 1 Increase the number of
allies affected by 2 per skill check to activate Much Destiny Point instead of 2. allies affected by 2 per
Increase Number upgrade. to learn to Average (dd). Increase 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 If the character possesses
check, instead of a Knowl- skill check instead of a the improved version of the the supreme version of the
edge (Education) check to Knowledge (Education) chosen talent, allies affect- chosen talent, allies affect-
activate Much to Learn. check to activate Much to ed count as possessing it ed count as possessing it
Learn. too for the duration of the too for the duration of the
encounter. encounter.
COST 15 COST 15 COST 15 COST 15

UNMATCHED NEGOTIATION BASE ABILITY


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

COST 30

DURATION INCREASE EFFECT DURATION DESTINY


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

difficulty once.
COST 10

REMOVE SETBACK DURATION INCREASE RANGE ADD TRIUMPH


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

VERSION 2 • 2016-01
CONSULAR ACTIVE

ARBITER
ARBITER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Xenology), Lightsaber, Negotiation, Perception
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

SENSE EMOTIONS SAVVY NEGOTIATOR GRIT NOBODY'S FOOL


The character repairs +1 Remove b per rank of Gain +1 strain threshold. Upgrade difficulty of incom-
hull trauma per rank of Savvy Negotiator from all ing Charm, Coercion, or
Solid Repairs whenever Negotiation and Streetwise Deception checks once per
they repair a starship or checks. rank of Nobody’s Fool.
COST 5
vehicle.
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
strain to downgrade difficul- attack, suffer 3 strain to
ty of Charm or Negotiation reduce damage by 2 plus
COST 10
checks or upgrade difficulty COST 10
ranks in Reflect.
when targeted by Charm
or Negotiation checks, by
COST 10
an equal number. Strain
suffered this way cannot
exceed ranks in Congenial.
COST 10

SAVVY NEGOTIATOR NOBODY'S FOOL PARRY IMPROVED SUNDER


Remove b per rank of Upgrade difficulty of incom- When hit by a melee attack Each a spent to activate
Savvy Negotiator from all ing Charm, Coercion, or while wielding a melee a weapon’s Sunder quality
Negotiation and Streetwise Deception checks once per weapon or lightsaber, suffer damages an item two
checks. rank of Nobody’s Fool. 3 strain to reduce damage steps, instead of one.
by 2 plus ranks in Parry.
COST 15 COST 15 COST 15 COST 15

CALMING AURA CRUCIAL POINT SAVVY NEGOTIATOR REFLECT


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

COST 20

FORCE RATING IMPROVED SAVVY DEDICATION AGGRESSIVE


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

COST 25 COST 25

DoH • VERSION N1 • 2022-03


CONSULAR ACTIVE

ASCETIC
ASCETIC
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Discipline, Resilience, Vigilance
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

PHYSICAL TRAINING CONFIDENCE GRIT GRIT


Add b per rank of Physical May decrease difficulty Gain +1 strain threshold. Gain +1 strain threshold.
Training to Athletics and of Discipline checks to
Resilience checks. avoid fear by 1 per rank of
Confidence.
COST 5 COST 5 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
maneuver; suffer 1 strain character counts as having
and commit C up to ranks the tools for the job when
of Force Protection. Increase making a skill check.
COST 10
soak by number of C com- COST 10

mitted until beginning of next


turn. Suffer 1 strain for every COST 10

C committed.

COST 10

MEDITATIVE TRANCE SLIPPERY MINDED INTENSE FOCUS PHYSICAL TRAINING


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

CONFIDENCE MIND BLEED FORCE PROTECTION IRON SOUL


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

equal to the strain suffered C committed.


COST 20
by the character.
COST 20

DEDICATION GRIT EMPTY SOUL FORCE RATING


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

COST 25

DoH • VERSION N1 • 2022-03


CONSULAR ACTIVE

HEALER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Xenology), Medicine
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SURGEON HEALING TRANCE RAPID RECOVERY PHYSICIAN


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

PHYSICIAN PHYSICIAN GRIT HEALING TRANCE


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

COST 10 COST 10

HEALING TRANCE GRIT KNOWLEDGEABLE RAPID RECOVERY


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

SURGEON IMPROVED CALMING AURA TOUGHENED


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

DEDICATION NATURAL DOCTOR FORCE RATING IMPROVED


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

FORCE AND DESTINY • VERSION 2 • 2016-01


CONSULAR ACTIVE

NIMAN DISCIPLE
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Leadership, Lightsaber, Negotiation
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PARRY NOBODY’S FOOL REFLECT GRIT


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

DEFENSIVE NIMAN TECHNIQUE TOUGHENED PARRY


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

PARRY SENSE EMOTIONS REFLECT DEFENSIVE


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

SUM DJEM REFLECT DRAW CLOSER CENTER OF BEING


May spend x or a a When hit by a ranged As an action, make a Light- Take a Center of Being
with a successful Lightsaber attack while wielding a saber (Willpower) attack maneuver. Until the start of
attack to disarm opponent. lightsaber, suffer 3 strain against a silhouette 1 target next turn, attacks against
COST 20
to reduce damage by 2 in medium range. Add C up the character increase
plus ranks in Reflect. to Force rating. Spend F to their crit rating by 1 per
COST 20
move target one range band rank of Center of Being.
closer or to add s to check. COST 20

COST 20

DEDICATION FORCE ASSAULT FORCE RATING IMPROVED


CENTER OF BEING
Gain +1 to a single charac- Spend x or a a a Gain +1 Force rating.
teristic. This cannot bring on a missed Lightsaber Suffer 1 strain to perform
COST 25
a characteristic above 6. (Willpower) attack to Center of Being as an
immediately perform a incidental.
COST 25
Move Force power action as COST 25

a maneuver.
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


CONSULAR ACTIVE

SAGE
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Astrogation, Charm, Cool, Knowledge (Lore)
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GRIT KILL WITH KINDNESS RESEARCHER GRIT


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

SMOOTH TALKER RESEARCHER CONFIDENCE KNOWLEDGE


SPECIALIZATION
When first acquired, Remove b per rank in May decrease difficulty
choose Charm, Coercion, Researcher from all of Discipline checks to When acquired, choose 1
Deception, or Negotiation. Knowledge checks. avoid fear by 1 per rank of knowledge skill. May spend
When making checks with Researching a subject Confidence. x when rolling that skill to
that skill, spend x to takes half the time. gain s equal to ranks in
COST 10
gain additional s equal to Knowledge Specialization.
COST 10
ranks in Smooth Talker. COST 10

COST 10

VALUABLE FACTS SMOOTH TALKER KNOWLEDGE ONE WITH


SPECIALIZATION THE UNIVERSE
Once per encounter, as When first acquired,
an action make a dd choose Charm, Coercion, When acquired, choose 1 Once per session, while medi-
Knowledge check. If Deception, or Negotiation. knowledge skill. May spend tating, make a dd Astro-
successful, add x to one When making checks with x when rolling that skill to gation check. Success adds
ally’s skill check during the that skill, spend x to gain s equal to ranks in Z to all Force power checks
encounter. gain additional s equal to Knowledge Specialization. in next encounter. Success
ranks in Smooth Talker. COST 15
with t adds z instead.
COST 15

COST 15 COST 15

FORCE RATING GRIT PREEMPTIVE KNOWLEDGE


AVOIDANCE SPECIALIZATION
Gain +1 Force rating. Gain +1 strain threshold.
May spend 1 Destiny Point When acquired, choose 1
COST 20 COST 20
to disengage from engaged knowledge skill. May spend
enemy as an out-of-turn x when rolling that skill to
incidental. gain s equal to ranks in
COST 20
Knowledge Specialization.
COST 20

BALANCE THE FORCE IS NATURAL NEGOTIATOR FORCE RATING


MY ALLY
When the character heals Once per session, may Gain +1 Force rating.
strain at the end of the Once per session, may re-roll any 1 Cool or COST 25
encounter, he may add suffer 2 strain to perform Negotiation check.
C per Force rating. He a Force power action as a
COST 25
recovers additional strain maneuver.
equal to F generated. COST 25

COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


CONSULAR ACTIVE

TEACHER
TEACHER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Education), Knowledge (Lore), Leadership, Perception
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

RESEARCHER RESPECTED SCHOLAR SENSE DANGER WELL ROUNDED


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

WELL-TRAVELED GRIT NOBODY'S FOOL ENCOURAGING WORDS


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

TOUGHENED SKILLED TEACHER MASTER INSTRUCTOR NOW THE MASTER


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

IMPROVED WISE WISE WARRIOR GRIT ONCE A LEARNER


WARRIOR
When making a combat Gain +1 strain threshold. As an action, suffer 4
When performing the Wise check, may perform the strain and let one ally within
Warrior incidental, one ally Wise Warrior incidental: short range increase the
at short range may use the
spend 1 Destiny Point and ally’s Force rating by an
same characteristic for the COST 20

next combat check the ally use any characteristic for amount equal to the char-
makes before the end of the the check. acter’s Force rating until
character’s next turn. the end of the round.
COST 20 COST 20 COST 20

DEDICATION GRIT SKILLED TEACHER FORCE RATING


Gain +1 to a single charac- Gain +1 strain threshold. If an ally at short range Gain +1 Force Rating.
teristic. This cannot bring a has lower ranks in a skill
characteristic above 6. than the character, the
character may perform a
COST 25 COST 25 Skilled Teacher incidental COST 25

to suffer a number of
strain no greater than
ranks of Skilled Teacher,
then add an equal number
of s to ally’s next check.
COST 25

DoH • VERSION N1 • 2022-03


CAREER BASE ABILITY

DIPLOMAT
UPGRADE

RANKED

Career Skills: C harm, Deception, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim),
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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 d d d d Charm check to turn the encounter to a social encounter instead.
COST 30

CHANGE SKILL REDUCE SETBACK BOOST ALLIES CHANGE SKILL


May make a Coercion check Remove b from the Other friendly characters May make a Leadership
instead of a Charm check to skill check to activate gain b on social checks un- check instead of a Charm
activate Diplomatic Solution. Diplomatic Solution. til the end of the encounter check to activate
COST 10 COST 10
per Boost Allies upgrade. Diplomatic Solution.
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 Diplo- Destiny Point instead of 2. gain b on social checks un-
combat turn instead of only matic Solution to d d d . COST 15
til the end of the encounter
at the start of combat. COST 15
per Boost Allies upgrade.
COST 15 COST 15

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 par- Increase the number of par- Unmatched Insight may
motivations of each affected ticipants affected by 2 per ticipants affected by 2 per be used twice per game
participant in the scene. Increase Number upgrade. Increase Number upgrade. session.
COST 10 COST 10 COST 10 COST 10

LEVERAGE DESTINY LEVERAGE SECRET


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

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

AMBASSADOR
PASSIVE

RANKED

Spec Bonus Career Skills: Charm, Discipline, Knowledge (Core Worlds), Negotiation
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INDISTINGUISHABLE KILL WITH KINDNESS NOBODY’S FOOL CONFIDENCE


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

INDISTINGUISHABLE GRIT GRIT DODGE


Upgrade difficulty of Gain +1 strain threshold. Gain +1 strain threshold. When targeted in combat,
checks to identify char- COST 10 COST 10
may perform a Dodge
acter once per rank of incidental. Suffer strain
Indistinguishable. no greater than ranks
COST 10
in Dodge to upgrade the
difficulty of the attack by
that number.
COST 10

KILL WITH KINDNESS INSPIRING RHETORIC STEELY NERVES CONFIDENCE


Remove b per rank of Take an Inspiring Rhetoric Spend 1 Destiny Point to May decrease difficulty
Kill with Kindness from action; make a d d ignore effects of Critical of Discipline checks to
all Charm and Leadership Leadership check. One ally Injuries on Willpower or avoid fear by 1 per rank of
checks. for each s, in short range, Presence checks until the Confidence.
COST 15
recovers 1 strain. Spend end of the encounter. COST 15
a for 1 affected ally to COST 15
recover 1 additional strain.
COST 15

IMPROVED INTENSE PRESENCE WORKS LIKE A CHARM DODGE


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

COST 20 that number.


COST 20

SUPREME NATURAL CHARMER DEDICATION SIXTH SENSE


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

COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

AGITATOR
PASSIVE

RANKED

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


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PLAUSIBLE NOBODY’S FOOL GRIT INTIMIDATING


DENIABILITY
May upgrade difficulty of Gain +1 strain threshold. May suffer a number
Remove b per rank of incoming Charm, Coercion, of strain up to ranks in
COST 5
Plausible Deniability from or Deception checks once Intimidating to downgrade
all Coercion and Deception per rank of Nobody’s Fool. difficulty of Coercion
checks. checks or upgrade difficulty
COST 5
COST 5 when targeted by Coercion
checks by an equal number.
COST 5

STREET SMARTS STREET SMARTS CONVINCING INTIMIDATING


DEMEANOR
Remove b per rank Remove b per rank May suffer a number
of Street Smarts from of Street Smarts from Remove b per rank of of strain up to ranks in
Streetwise or Knowledge Streetwise or Knowledge Convincing Demeanor Intimidating to downgrade
(Underworld) checks. (Underworld) checks. from Deception or difficulty of Coercion
Skulduggery checks. checks or upgrade difficulty
COST 10 COST 10

COST 10 when targeted by Coercion


checks by an equal number.
COST 10

CONVINCING PLAUSIBLE SCATHING TIRADE GRIT


DEMEANOR DENIABILITY
Take a Scathing Tirade Gain +1 strain threshold.
Remove b per rank of Remove b per rank of action; make a d d COST 15
Convincing Demeanor Plausible Deniability from Coercion check. One enemy
from Deception or all Coercion and Deception for each s, in short range,
Skulduggery checks. checks. suffers 1 strain. Spend a
COST 15 COST 15 for 1 affected enemy to
suffer 1 additional strain.
COST 15

NATURAL ENFORCER NOBODY’S FOOL IMPROVED INTIMIDATING


SCATHING TIRADE
Once per session, may May upgrade difficulty of May suffer a number
re-roll any 1 Coercion or incoming Charm, Coercion, Each enemy affected by of strain up to ranks in
Streetwise check. or Deception checks once Scathing Tirade suffers Intimidating to downgrade
per rank of Nobody’s Fool. b on all skill checks for a difficulty of Coercion
COST 20
number of rounds equal to checks or upgrade difficulty
COST 20
ranks in Coercion. when targeted by Coercion
COST 20 checks by an equal number.
COST 20

INTIMIDATING DEDICATION SUPREME INCITE REBELLION


SCATHING TIRADE
May suffer a number Gain +1 to a single charac- Once per session, may take
of strain up to ranks in teristic. This cannot bring Suffer 1 strain to perform an Incite Rebellion action;
Intimidating to downgrade a characteristic above 6. Scathing Tirade as a make a d d d Coercion
difficulty of Coercion maneuver, not an action. check to cause a number
COST 25
checks or upgrade difficulty COST 25 of beings up to ranks
when targeted by Coercion in Coercion to become
checks by an equal number. rebellious for the encounter.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

QUARTERMASTER
PASSIVE

RANKED

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


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KNOW SOMEBODY SMOOTH TALKER WHEEL AND DEAL GRIT


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

SMOOTH TALKER GREASED PALMS MASTER MERCHANT TOUGHNESS


When first acquired, Before making a social When buying/selling goods, Gain +2 wound threshold.
choose Charm, Coercion, check, may spend up to 50 or paying off/taking more COST 10
Deception, or Negotiation. credits per rank of Greased Obligation, suffer 2 strain
When making checks with Palms to upgrade the ability to buy for 25% less, sell for
that skill, spend x to of the check once for every 25% more, pay off 1 more
gain additional s equal to 50 credits spent. Obligation, or take 1 less.
ranks in Smooth Talker. 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 COST 15
rank of Wheel and Deal. a Bought Info action; spend
COST 15
credits equal to 50 times
the difficulty of the check
to pass with one s .
COST 15

KNOW SOMEBODY SOUND SOUND INTENSE FOCUS


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

COST 20 COST 20 COST 20

DEDICATION NATURAL NEGOTIATOR SUPERIOR REFLEXES TOUGHNESS


Gain +1 to a single charac- Once per session, may Gain +1 melee defence. Gain +2 wound threshold.
teristic. This cannot bring re-roll any 1 Cool or COST 25 COST 25
a characteristic above 6. Negotiation check.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

ADVOCATE
PASSIVE

RANKED

Spec Bonus Career Skills: Coercion, Deception, Negotiation, Vigilance


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PLAUSIBLE NOBODY’S FOOL GRIT CONFIDENCE


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

COST 5

DISCREDIT PLAUSIBLE SUPPORTING NOBODY’S FOOL


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

TWISTED WORDS IMPROVED GRIT ENCOURAGING


PLAUSIBLE WORDS
When an incoming social DENIABILITY Gain +1 strain threshold.
check generates t t or After an engaged ally fails
COST 15
y , may suffer 1 strain As an action, make a a check, may suffer 1
as an incidental to inflict d d d Coercion check to strain to assist that ally’s
strain equal to ranks in convince one bystander per next check this encounter
Coercion on speaker. rank of Plausible Deniability as an out of turn incidental.
to depart quietly.
COST 15 COST 15

COST 15

PLAUSIBLE GRIT SUPPORTING GRIT


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

BLACKMAIL DEDICATION INTERJECTION CONTINGENCY PLAN


When an NPC exceeds Gain +1 to a single charac- After another character Spend 1 Destiny Point to
his strain threshold, may teristic. This cannot bring makes a social check, suffer recover strain equal to
spend 1 Destiny Point a characteristic above 6. 3 strain to take an incidental; Cunning rating.
to convince that NPC to COST 25
make a d d Vigilance COST 25
perform a single task of check to add s or f equal
choice instead. to s , and a or t equal
COST 25
to a to the check.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

ANALYST
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Warfare), Perception
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RESEARCHER KNOWLEDGE CODEBREAKER TECHNICAL APTITUDE


SPECIALIZATION
Remove b per rank in Remove b per rank in Reduce time needed to
Researcher from all When acquired, choose 1 Codebreaker from checks complete Computer-
Knowledge checks. knowledge skill. May spend to break codes or decrypt related tasks by 25% per
Researching a subject x when rolling that skill to communications. Decrease rank in Technical Aptitude.
takes half the time. gain s equal to ranks in difficulty of checks to COST 5
Knowledge Specialization. break codes or decrypt
COST 5

COST 5 communications by 1.
COST 5

VALUABLE FACTS RESEARCHER SUPPORTING GRIT


EVIDENCE
Once per encounter, as Remove b per rank in Gain +1 strain threshold.
an action make a d d Researcher from all When assisting an ally
COST 10
Knowledge check. If Knowledge checks. with a Charm, Deception,
successful, add x to one Researching a subject Leadership, or Negotiation
ally’s skill check during the takes half the time. check, add automatic a
encounter. per rank of Supporting
COST 10
Evidence.
COST 10

COST 10

KNOWLEDGE IMPROVED CODEBREAKER ENCODED


SPECIALIZATION RESEARCHER COMMUNIQUÉ
Remove b per rank in
When acquired, choose 1 On a successful Knowledge Codebreaker from checks Upgrade the difficulty of
knowledge skill. May spend check, character and allies to break codes or decrypt checks to decrypt this
x when rolling that skill to gain automatic a per rank communications. Decrease character’s coded messages
gain s equal to ranks in of Researcher on checks to difficulty of checks to without the proper cipher
Knowledge Specialization. act on those facts until the break codes or decrypt a number of times equal to
COST 15
end of the next turn. communications by 1. Computers skill
COST 15 COST 15 COST 15

GRIT KNOW-IT-ALL KNOWLEDGE NATURAL


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

COST 20

DEDICATION KNOWLEDGE THOROUGH STROKE OF GENIUS


SPECIALIZATION ASSESSMENT
Gain +1 to a single charac- Once per session, make
teristic. This cannot bring When acquired, choose 1 Once per session, as an one skill check using
a characteristic above 6. knowledge skill. May spend action make a d d d Intellect rather than the
x when rolling that skill to Knowledge check to gain characteristic linked to
COST 25
gain s equal to ranks in b equal to s that can that skill.
Knowledge Specialization. be distributed during the
COST 25

COST 25
encounter.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

PROPAGANDIST
PASSIVE

RANKED

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


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GRIT POSITIVE SPIN IN THE KNOW CUTTING QUESTION


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

IN THE KNOW IMPROVED POSITIVE SPIN TOUGHENED


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

BAD PRESS WELL ROUNDED GRIT CONFIDENCE


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

TOUGHENED CONFIDENCE DODGE INFORMANT


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

POSITIVE SPIN DEDICATION IMPROVED IN THE KNOW


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

AGE OF REBELLION • VERSION 4 • 2016-02


CAREER ACTIVE

ENGINEER
PASSIVE

RANKED

FORCE TALENT
Career Skills: Athletics, Computers, Knowledge (Education), Mechanics, Perception,
Piloting (Space), Ranged (Light), Vigilance Added by reddit U/natesroomrule
Original by BeggingforXP.com

THE HARDER THEY FALL BASE ABILITY


Once per game session as an incidental, the character may spend 2 Destiny Points and make a Hard (ddd) 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 lnjury or Critical Hit (depending on the target). a or x 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
They Fall extend to a num- The Harder They Fall can They Fall extend to a num- is active, combat checks
ber of allies within medium be made using Knowledge ber of allies within medium that the character makes
range equal to ranks in (Education) or Knowledge range equal to ranks in ignore one point of defense
Increase Number. (Warfare) instead of the Increase Number. rating per Ignore Defenses.
Mechanics skill.
COST 10 COST 10 COST 10

COST 10

IGNORE DEFENSES DESTINY REDUCE DIFFICULTY FREQUENCY


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

UNMATCHED INGENUITY BASE ABILITY


Once per game session as an action, the character may spend 2 Destiny Points and make a Hard (ddd) 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 x to add one additional quality to the same item, and a to increase
an item quality’s 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 The alteration from using When making the skill The alteration from using
check to activate Un- Unmatched Ingenuity lasts check to activate Un- Unmatched Ingenuity lasts
matched Ingenuity, the for 1 additional round per matched Ingenuity, the for 1 additional round per
character adds b per Add Duration Upgrade. character adds b per Add Duration Upgrade.
Boost upgrade. Boost upgrade.
COST 10 COST 10 COST 10 COST 10

QUALITY: BREACH DESTINY REDUCED DIFFICULTY QUALITY: CONCUSSIVE


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

VERSION 2 • 2016-01
ENGINEER ACTIVE

DROID SPECIALIST
SPECIALIST
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Computers, Cool, Mechanics, Melee
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

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 b per rank
weapon against a droid, of Speaks Binary on checks.
may add equal to ranks in COST 5 COST 5 COST 5
Design Flaw.
COST 5

HIDDEN STORAGE COMBAT PROGRAMMING REPAIR PATCH GEARHEAD


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

GEARHEAD MACHINE MENDER HIDDEN STORAGE SPEAKS BINARY


Remove b 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 b per rank
checks. Halve the credit heal wounds, the target holds items with total en- of Speaks Binary on checks.
cost to add mods to attach- heals 1 additional wound cumbrance equal to ranks COST 15
ments. per rank of Machine in Hidden Storage.
Mender.
COST 15 COST 15

COST 15

DESIGN FLAW DESPERATE REPAIRS MACHINE MENDER GRIT


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

COST 20

REPAIR PATCH MASTER ARTISAN REROUTE PROCESSORS DEDICATION


SPECIALIZATION
Once per round, may Once per encounter, may Gain +1 to a single charac-
Whenever using an emer- take the Master Artisan take a Reroute Processors teristic. This cannot bring a
gency repair patch, the incidental; suffer 2 strain action; make an Average characteristic above 6.
target heals an additional to decrease the difficulty of (d) Computers check to
wound per rank of Repair next Mechanics check by 1, reduce one of a droid’s
COST 25

Patch Specialization. to a minimum of Easy (d). characteristics by 1 and


increase another of its
characteristics by 1.
COST 25 COST 25

COST 25

FO • VERSION N1 • 2022-03
ENGINEER ACTIVE

MECHANIC
PASSIVE

RANKED

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


Find more handouts at BeggingForXP.com

GEARHEAD TOUGHENED FINE TUNING SOLID REPAIRS


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

REDUNDANT SYSTEMS SOLID REPAIRS GEARHEAD GRIT


Once per session, as The character repairs Remove b per rank of Gain +1 strain threshold.
an action, make a d 1 additional hull trauma Gearhead from Mechanics COST 10
Mechanics check to per rank of Solid Repairs checks. Halve the credit
harvest components whenever he repairs a cost to add mods to
from a functioning device, starship or vehicle. attachments.
without breaking it, to COST 10 COST 10
repair a broken one.
COST 10

SOLID REPAIRS ENDURING BAD MOTIVATOR TOUGHENED


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

CONTRAPTION SOLID REPAIRS FINE TUNING HARD HEADED


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

NATURAL TINKERER HOLD TOGETHER DEDICATION IMPROVED


HARD HEADED
Once per session, re-roll Spend 1 Destiny Point to Gain +1 to a single charac-
any 1 Mechanics check. perform a Hold Together teristic. This cannot bring When incapacitated due to
incidental immediately a characteristic above 6. strain exceeding threshold,
COST 25
after vehicle or starship take a d d d d d Disc-
COST 25
takes damage to turn it to ipline check (–d per rank
system strain. of Hard Headed) to reduce
strain to 1 below threshold.
COST 25

COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ENGINEER ACTIVE

SABOTEUR
PASSIVE

RANKED

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


Find more handouts at BeggingForXP.com

RESOLVE SECOND WIND GRIT RAPID RECOVERY


When the character invol- Once per encounter, may Gain +1 strain threshold. When healing strain after
untarily suffers strain, he use Second Wind incidental COST 5
an encounter, heal 1
suffers 1 less strain per to heal strain equal to additional strain per rank
rank or Resolve (min 1). ranks in Second Wind. of Rapid Recovery.
COST 5 COST 5 COST 5

GRIT POWERFUL BLAST TOUGHENED SECOND WIND


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

COST 10

TIME TO GO RAPID RECOVERY RESOLVE HARD HEADED


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

IMPROVED POWERFUL BLAST SELECTIVE TOUGHENED


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

DEDICATION MASTER GRENADIER SELECTIVE IMPROVED


DETONATION HARD HEADED
Gain +1 to a single charac- Decrease the a cost to
teristic. This cannot bring activate the Blast quality When using a weapon with When incapacitated due to
a characteristic above 6. on any weapon used by 1 the Blast quality, spend a strain exceeding threshold,
to a minimum of 1. to exclude 1 target that take a d d d d d Disc-
COST 25
would be affected by the ipline check (–d per rank
COST 25
explosion, up to ranks in of Hard Headed) to reduce
Selective Detonation. strain to 1 below threshold.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ENGINEER ACTIVE

SAPPER
SAPPER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Knowledge (Warfare), Mechanics, Survival
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

CONSTRUCTION TOUGHENED DURABLE GRIT


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

fortifications, and similar


projects. COST 5

COST 5

KNOWN SCHEMATIC CONTRAPTION CONSTRUCTION POWERFUL BLAST


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

COST 10 COST 10 COST 10

GRIT DURABLE IMPROVED DEFENSES POWERFUL BLAST


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

UTILITY BELT STRONG ARM IMPROVED DETONATION MASTER GRENADIER


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

Mechanics + s.
COST 20 COST 20

WEAK FOUNDATION DEDICATION IMPROVISED POSITION MASTER DEMOLITIONIST


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

FO • VERSION N1 • 2022-03
ENGINEER ACTIVE

SCIENTIST
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Lore), Medicine
Find more handouts at BeggingForXP.com

KNOWLEDGE RESPECTED SCHOLAR RESEARCHER SPEAKS BINARY


SPECIALIZATION
May downgrade difficulty Remove b per rank in When directing NPC
When acquired, choose 1 of checks to interact with Researcher from all droids, may grant them b
knowledge skill. May spend institutes of learning Knowledge checks. per rank of Speaks Binary
x when rolling that skill to by one level per rank of Researching a subject on checks.
gain s equal to ranks in Respected Scholar. takes half the time. COST 5
Knowledge Specialization.
COST 5 COST 5

COST 5

RESEARCHER KNOWLEDGE HIDDEN STORAGE TINKERER


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

COST 10

RESPECTED SCHOLAR MENTAL FORTRESS SPEAKS BINARY INVENTOR


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

COST 15 COST 15

NATURAL SCHOLAR STROKE OF GENIUS INVENTOR TINKERER


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

INTENSE FOCUS CAREFUL PLANNING DEDICATION UTILITY BELT


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

AGE OF REBELLION • VERSION 4 • 2016-02


ENGINEER ACTIVE

SHIPWRIGHT
SHIPWRIGHT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Gunnery, Knowledge (Education), Mechanics, Piloting (Space)
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

DOCKYARD EXPERTISE EYE FOR DETAIL GRIT CREATIVE DESIGN


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

SOLID REPAIRS FINE TUNING EYE FOR DETAIL DEBILITATING SHOT


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

KNOWN SCHEMATIC DOCKYARD EXPERTISE SMART HANDLING CREATIVE DESIGN


Once per session, may per- May make an Average Once per session, take the As part of resolving a suc-
form the Know Schematic (ddd) Knowledge (Educa- Smart Handling action’ mak- cessful crafting check, the
maneuver; make a Hard tion) check when at a space ing a Hard (ddd) Knowl- character may also apply a
(ddd) Knowledge (Educa- dock. If successful, the edge (Education) check. result equivalent to spending
tion) check. Success grants cost and time for repairs is Until start of the next round a number of a equal to his
familiarity with a building or reduced by 25% per rank of the ships handling increase ranks in Creative Design.
ship’s design. Dockyard Expertise. by 2 plus an amount equal The GM may then apply a
to scored on the check to a result equivalent to spending
COST 15 COST 15
maximum of handling +4. that same number of t.
COST 15 COST 15

BOUGHT INFO PUSH THE SPECS SOLID REPAIRS CREATIVE DESIGN


Instead of making a Knowl- Perform the Push the Specs The character repairs +1 As part of resolving a suc-
edge check, may take a action when in a starship or hull trauma per rank of cessful crafting check, the
Bought Info action; spend vehicle, making an Average Solid Repairs whenever character may also apply a
credits equal to 50 times (dd) Knowledge (Education) he repairs a starship or result equivalent to spending
the difficulty of the check to check. With success, the vehicle. a number of a equal to his
pass with on s. ship’s top speed increases ranks in Creative Design.
COST 20
by 1 for a number of rounds The GM may then apply a
equal to the character’s result equivalent to spending
COST 20
Intellect. that same number of t
COST 20 COST 20

DEDICATION MASTER ARTISAN STROKE OF GENIUS EXHAUST PORT


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

COST 25

FO • VERSION N1 • 2022-03
CAREER BASE ABILITY

EXPLORER
UPGRADE

RANKED

Career Skills: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Xenology),
Perception, Piloting (Space), Survival Find more handouts at BeggingForXP.com

SUDDEN DISCOVERY BASE ABILITY


Once per game session, the character may spend 2 Destiny Points to make a ddd 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 b to skill check to Remove b from skill Remove b from skill Sudden Discovery can be
activate Sudden Discovery. check to activate Sudden check to activate Sudden activated with the Astroga-
COST 10
Discovery. Discovery. tion or Survival skills.
COST 10 COST 10 COST 10

ADD BOOST REDUCE DIFFICULTY FREQUENCY DESTINY


Add b to skill check to Reduce the difficulty of the Sudden Discovery may Sudden Discovery costs 1
activate Sudden Discovery. skill check to activate Sud- be used twice per game Destiny Point instead of 2.
COST 15
den Discovery to dd. session. COST 15

COST 15 COST 15

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

COST 10 COST 10

DURATION DURATION DESTINY RANGED DEFENSE


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


EXPLORER ACTIVE

ARCHAEOLOGIST
PASSIVE

RANKED

Spec Bonus Career Skills: Athletics, Discipline, Knowledge (Education), Knowledge (Lore)
Find more handouts at BeggingForXP.com

WELL ROUNDED HARD HEADED RESEARCHER GRIT


Choose any 2 skills. They When staggered or disor- Remove b per rank in Gain +1 strain threshold.
permanently become iented, perform the Hard Researcher from all COST 5
career skills Headed action to make a Knowledge checks.
COST 5
dddd Discipline check Researching a subject
to remove the status. takes half the time.
Difficulty reduced by 1 COST 5
per rank.
COST 5

DURABLE TOUGHENED RESOLVE KNOWLEDGE


SPECIALIZATION
May reduce any Critical Gain +2 wound threshold. When the character invol-
Injury suffered by 10 untarily suffers strain, he When acquired, choose 1
COST 10
per rank of Durable to a suffers 1 less strain per knowledge skill. May spend
minimum of 1. rank or Resolve (min 1). x when rolling that skill to
gain s equal to ranks in
COST 10 COST 10
Knowledge Specialization.
COST 10

STUNNING BLOW KNOCKDOWN RESPECTED SCHOLAR RESEARCHER


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

HARD HEADED ENDURING GRIT KNOWLEDGE


SPECIALIZATION
When staggered or disor- Gain +1 soak value. Gain +1 strain threshold.
iented, perform the Hard COST 20
When acquired, choose 1
COST 20
Headed action to make a knowledge skill. May spend
dddd Discipline check x when rolling that skill to
to remove the status. gain s equal to ranks in
Difficulty reduced by 1 Knowledge Specialization.
per rank. COST 20

COST 20

PIN DEDICATION RESPECTED SCHOLAR MUSEUM WORTHY


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

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


EXPLORER ACTIVE

BIG-GAME HUNTER
PASSIVE

RANKED

Spec Bonus Career Skills: Knowledge (Xenology), Ranged (Heavy), Stealth, Survival
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FORAGER GRIT STALKER OUTDOORSMAN


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

TOUGHENED OUTDOORSMAN CONFIDENCE SWIFT


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

STALKER NATURAL HUNTER EXPERT TRACKER HEIGHTENED


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

GRIT HUNTER’S QUARRY QUICK STRIKE EXPERT TRACKER


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

BRING IT DOWN IMPROVED DEDICATION SUPERIOR REFLEXES


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

COST 25 COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


EXPLORER ACTIVE

DRIVER
PASSIVE

RANKED

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


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FULL THROTTLE ALL-TERRAIN DRIVER FINE TUNING GEARHEAD


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

GRIT SKILLED JOCKEY RAPID REACTION GRIT


Gain +1 strain threshold. Remove b per rank of Suffer a number of strain up Gain +1 strain threshold.
COST 10
Skilled Jockey from all to ranks in Rapid Reaction COST 10
Piloting (Planetary) and to add an equal number of
Piloting (Space) checks. s to initiative checks.
COST 10 COST 10

IMPROVED TRICKY TARGET FINE TUNING TOUGHENED


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

COST 15 COST 15

DEFENSIVE DRIVING SKILLED JOCKEY NATURAL DRIVER GEARHEAD


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

SUPREME FULL STOP MASTER DRIVER DEDICATION


FULL THROTTLE
When piloting a ship or Once per round when Gain +1 to a single charac-
When performing Full vehicle, take a Full Stop driving a vehicle, may teristic. This cannot bring
Throttle, top speed maneuver to reduce speed suffer 2 strain to perform a characteristic above 6.
increases by 2 instead of 1. to zero. Suffer system any action as a maneuver. COST 25

COST 25 strain equal to the speed COST 25


reduced.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


EXPLORER ACTIVE

FRINGER
PASSIVE

RANKED

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


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GALAXY MAPPER STREET SMARTS RAPID RECOVERY STREET SMARTS


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

COST 5

SKILLED JOCKEY GALAXY MAPPER GRIT TOUGHENED


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

MASTER STARHOPPER DEFENSIVE DRIVING RAPID RECOVERY DURABLE


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

COST 15

RAPID RECOVERY JUMP UP GRIT KNOCKDOWN


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

COST 20

DEDICATION TOUGHENED DODGE DODGE


Gain +1 to a single charac- Gain +2 wound threshold. When targeted in combat, When targeted in combat,
teristic. This cannot bring COST 25
may perform a Dodge may perform a Dodge
a characteristic above 6. incidental. Suffer strain incidental. Suffer strain
COST 25
no greater than ranks no greater than ranks
in Dodge to upgrade the in Dodge to upgrade the
difficulty of the attack by difficulty of the attack by
that number. that number.
COST 25 COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


EXPLORER ACTIVE

SCOUT
PASSIVE

RANKED

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


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RAPID RECOVERY STALKER GRIT SHORTCUT


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

FORAGER QUICK STRIKE LET’S RIDE DISORIENT


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

RAPID RECOVERY NATURAL HUNTER FAMILIAR SUNS SHORTCUT


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

GRIT HEIGHTENED TOUGHENED QUICK STRIKE


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

COST 20

UTILITY BELT DEDICATION STALKER DISORIENT


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


EXPLORER ACTIVE

TRADER
PASSIVE

RANKED

Spec Bonus Career Skills: Deception, Knowledge (Core Worlds), Knowledge (Underworld), Negotiation
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KNOW SOMEBODY CONVINCING WHEEL AND DEAL SMOOTH TALKER


DEMEANOR
Once per session, when When selling goods legally, When first acquired,
attempting to purchase Remove b per rank of gain 10% more credits per choose Charm, Coercion,
a legally available item, Convincing Demeanor rank of Wheel and Deal. Deception, or Negotiation.
reduce its rarity by 1 per from Deception or When making checks with
COST 5
rank of Know Somebody. Skulduggery checks. that skill, spend x to
COST 5 COST 5 gain additional s equal to
ranks 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 Gain +2 wound threshold.
gain 10% more credits per COST 10
due to y. Item with COST 10
rank of Wheel and Deal. Limited Ammo quality run
COST 10
out of ammo as normal.
COST 10

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


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

COST 15
gain additional s equal to
ranks in Smooth Talker.
COST 15

WHEEL AND DEAL STEELY NERVES BLACK MARKET BLACK MARKET


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

COST 20 COST 20

KNOW SOMEBODY NATURAL NEGOTIATOR DEDICATION MASTER MERCHANT


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


CAREER BASE ABILITY

GUARDIAN
UPGRADE

RANKED

Career Skills: Brawl, Cool, Discipline, Melee, Resilience, Vigilance


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FATED DUEL BASE ABILITY


Once per game session, during a combat encounter, the character may spend 2 Destiny Points and make a ddd Discipline check
to challenge another character. If successful, 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 Add b to checks made by Fated Duel lasts for 1 addi- Increase wound threshold
the skill check to activate allies while Fated Duel is tional round. by 4 while Fated Duel is
Fated Duel to dd. active. COST 10
active.
COST 10 COST 10 COST 10

STAND FIRM DURATION INSPIRATION COSMIC BALANCE


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

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

COST 10
Heroism by 1. COST 10

COST 10

FREQUENCY INCREASE RANGE DURATION ENDURANCE


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

FORCE AND DESTINY • VERSION 2 • 2016-01


GUARDIAN ACTIVE

ARMORER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Outer Rim), Lightsaber, Mechanics, Resilience
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GRIT TOUGHENED GEARHEAD INVENTOR


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

COST 5

SABER THROW ARMOR MASTER GRIT GEARHEAD


As an action, make a Lightsaber When wearing armor, inc- Gain +1 strain threshold. Remove b per rank of
attack as a ranged attack at a rease total soak value by 1. COST 10
Gearhead from Mechanics
target within medium range. COST 10
checks. Halve the credit
Add C up to Force rating. cost to add mods to
Must spend F and succeed to attachments.
hit target. Spend F to return COST 10
weapon to hand.
COST 10

TOUGHENED IMPROVED INVENTOR MENTAL TOOLS


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

COMPREHEND TINKERER FALLING AVALANCE SUPREME


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

COST 20
soak, minimum 1.
COST 20

FORCE RATING IMBUE ITEM REINFORCE ITEM DEDICATION


Gain +1 Force rating. As a maneuver, suffer 1 As a maneuver, commit Gain +1 to a single charac-
COST 25
strain and commit C to C C to grant one teristic. This cannot bring
grant one weapon, piece of weapon or piece of armor a characteristic above 6.
armor, or item an improve- the Cortosis quality while COST 25
ment while committed. committed. Suffer 3 strain
Suffer 1 strain every round each round C C remain
C remains committed. committed
COST 25 COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


GUARDIAN ACTIVE

PEACEKEEPER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Leadership, Perception, Piloting (Planetary)
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COMMAND CONFIDENCE SECOND WIND COMMANDING


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

COST 5 COST 5

COMMANDING TOUGHENED SECOND WIND CONFIDENCE


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

COST 10

TOUGHENED ENHANCED LEADER COMMAND FIELD COMMANDER


Gain +2 wound threshold. When making a Leadership Add b per rank of Take the Field Commander
COST 15
check, add C up to Force Command to Leadership action; make a dd
rating. Spend F to add s checks. Affected targets Leadership check. A
or a to the result. add b to Discipline checks number of allies equal to
COST 15
for the next 24 hours. Presence may immediately
COST 15
suffer 1 strain to perform
1 free maneuver.
COST 15

STEELY NERVES SECOND WIND TOUGHENED IMPROVED


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

UNITY ASSAULT DEDICATION FORCE RATING NATURAL LEADER


If a missed attack gener- Gain +1 to a single charac- Gain +1 Force rating. Once per session, may
ates x or a a a, may teristic. This cannot bring COST 25
re-roll any 1 Cool or
spend to perform Force a characteristic above 6. Leadership check.
power targeting allies as a COST 25 COST 25
maneuver.
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


GUARDIAN ACTIVE

PROTECTOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Medicine, Ranged (Light), Resilience
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TOUGHENED BODY GUARD GRIT TOUGHENED


Gain +2 wound threshold. Once per round, perform Gain +1 strain threshold. Gain +2 wound threshold.
COST 5
a maneuver to guard an COST 5 COST 5
engaged ally. Suffer strain
up to ranks to upgrade
difficulty of attacks against
them by that number until
the start of next turn.
COST 5

PARRY PHYSICIAN STIMPACK FORCE PROTECTION


SPECIALIZATION
When hit by a melee attack When making a Medicine As a maneuver, suffer 1
while wielding a melee check to help a character Stimpacks heal 1 additional strain and commit C up to
weapon or lightsaber, suffer heal wounds, the target wound per rank of ranks in Force Protection.
3 strain to reduce damage heals 1 additional strain Stimpack Specialization. Increase soak by amount
by 2 plus ranks in Parry. per rank of Physician. COST 10 committed until start of next
COST 10 COST 10
turn. Suffer 1 strain each
turn C are committed.
COST 10

REFLECT STIMPACK HEIGHTENED CENTER OF BEING


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

CIRCLE OF SHELTER FORCE PROTECTION GRIT BODY GUARD


When an engaged ally As a maneuver, suffer 1 Gain +1 strain threshold. Once per round, perform
suffers a hit., may use strain and commit C up to COST 20
a maneuver to guard an
Parry or Reflect incidental ranks in Force Protection. engaged ally. Suffer strain
against the hit. Increase soak by amount up to ranks to upgrade
COST 20
committed until start of next difficulty of attacks against
turn. Suffer 1 strain each them by that number until
turn C are committed. the start of next turn.
COST 20 COST 20

CENTER OF BEING FORCE RATING DEDICATION IMPROVED


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

COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


GUARDIAN ACTIVE

SORESU DEFENDER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Knowledge (Lore), Lightsaber, Vigilance
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PARRY PARRY TOUGHENED DEFENSIVE STANCE


When hit by a melee attack When hit by a melee attack Gain +2 wound threshold. Once per round, as a man-
while wielding a melee while wielding a melee COST 5
euver suffer a number of
weapon or lightsaber, suffer weapon or lightsaber, suffer strain up to ranks in Defen-
3 strain to reduce damage 3 strain to reduce damage sive Stance to upgrade
by 2 plus ranks in Parry. by 2 plus ranks in Parry. difficulty of all incoming
COST 5 COST 5
melee attacks by an equal
number for the next round.
COST 5

SORESU TECHNIQUE REFLECT GRIT GRIT


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

CONFIDENCE IMPROVED PARRY DEFENSIVE CIRCLE PARRY


May decrease difficulty When parrying a hit that As an action, make a ddd When hit by a melee attack
of Discipline checks to generated y or ttt , Lightsaber (Intellect) check. while wielding a melee
avoid fear by 1 per rank of may hit attacker once with The character, plus 1 ally weapon or lightsaber, suffer
Confidence. Lightsaber, Brawl, or Melee within short range per s, 3 strain to reduce damage
COST 15
weapon (dealing base gains X defense until the by 2 plus ranks in Parry.
damage), after original beginning of the next turn. X COST 15
attack resolves. equals 1, plus 1 per a a.
COST 15 COST 15

PARRY REFLECT REFLECT DEFENSIVE STANCE


When hit by a melee attack When hit by a ranged When hit by a ranged Once per round, as a man-
while wielding a melee attack while wielding a attack while wielding a euver suffer a number of
weapon or lightsaber, suffer lightsaber, suffer 3 strain lightsaber, suffer 3 strain strain up to ranks in Defen-
3 strain to reduce damage to reduce damage by 2 to reduce damage by 2 sive Stance to upgrade
by 2 plus ranks in Parry. plus ranks in Reflect. plus ranks in Reflect. difficulty of all incoming
COST 20 COST 20 COST 20
melee attacks by an equal
number for the next round.
COST 20

SUPREME PARRY DEDICATION IMPROVED REFLECT STRATEGIC FORM


If the user did not make Gain +1 to a single charac- When reflecting a hit that As an action, make a ddd
a combat check during teristic. This cannot bring generated y or ttt , Lightsaber (Intellect) check,
previous turn, may suffer 1 a characteristic above 6. may hit one attacker in adding C up to Force rating.
strain to use Parry. COST 25
medium range with the If successful, a target in
COST 25
same damage as the short range may only attack
initial hit, after original character for 1 round, plus 1
attack resolves. per additional F spent.
COST 25 COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


GUARDIAN ACTIVE

WARDEN
PASSIVE

RANKED
CONFLICT COST
FORCE TALENT
Spec Bonus Career Skills: Brawl, Coercion, Discipline, Knowledge (Underworld)
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GRIT TOUGHENED INTIMIDATING GRIT


Gain +1 strain threshold. Gain +2 wound threshold. May suffer a number Gain +1 strain threshold.
COST 5 COST 5
of strain up to ranks in COST 5
Intimidating to downgrade
difficulty of Coercion
checks or upgrade difficulty
when targeted by Coercion
checks by an equal number.
COST 5

PRECISION STRIKE CONFIDENCE SCATHING TIRADE BAD COP


When this character May decrease difficulty Take a Scathing Tirade Spend aa from a
inflicts a Critical Injury of Discipline checks to action; make a dd Deception or Coercion
with a Brawl, Melee, or avoid fear by 1 per rank of Coercion check. One enemy check to upgrade ability of
Lightsaber weapon, may Confidence. for each s, in short range, an ally’s subsequent social
suffer 1 strain to change COST 10
suffers 1 strain. Spend a check against the same
the result to any Easy (d ) for 1 affected enemy to target a number of times
Critical Injury result. suffer 1 additional strain. equal to ranks in Bad Cop
COST 10 COST 10 COST 10

SENSE ADVANTAGE CONFIDENCE FEARSOME NO ESCAPE


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

TOUGHENED OVERBALANCE BALEFUL GAZE BAD COP


Gain +2 wound threshold. When a combat check When targeted by a Spend aa from a
COST 20
made by an engaged foe combat check from within Deception or Coercion
generates y or ttt , medium range, may spend check to upgrade ability of
may stagger attacker until a Destiny Point to upgrade an ally’s subsequent social
the end of their next turn. the difficulty of the check a check against the same
COST 20
number of times equal to target a number of times
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 charac- Gain +1 Force rating. When an enemy becomes
perform the Grapple teristic. This cannot bring COST 25
engaged with the char-
maneuver. Until the a characteristic above 6. acter, they may force the
beginning of the character’s COST 25
enemy to make a fear
next turn, foes must spend check, with the difficulty
2 maneuvers to disengage equal to ranks in Fearsome.
the character.
COST 25 COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


GUARDIAN ACTIVE

WARLEADER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Leadership, Perception, Ranged (Light), Survival
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PRIME POSITIONS SUPPRESSING FIRE GRIT UNCANNY SENSES


When this character or an Character and allies in short Gain +1 strain threshold. Add b per rank of
ally in short range takes range may spend a on their COST 5
Uncanny Senses to all
cover, they increase soak failed combat checks once Perception checks.
against ranged attacks by 1 per round to inflict 1 strain COST 5
per rank in Prime Positions per rank of Suppressing Fire
until they leave 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 usual
COST 10
introduce a “fact” into the b b from any 1 check. penalties for moving
narrative as if a Destiny COST 10
through difficult terrain.
Point had been spent. COST 10

COST 10

SUPPRESSING FIRE GRIT UNCANNY SENSES PRESCIENT SHOT


Character and allies in short Gain +1 strain threshold. Add b per rank of Add b to all Ranged (Light)
range may spend a on their COST 15
Uncanny Senses to all checks unless the target is
failed combat checks once Perception 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 PRIME POSITIONS BLIND SPOT FOREWARNING


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

COST 20

CLEVER SOLUTION DEDICATION FORCE RATING PROPHETIC AIM


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

FORCE AND DESTINY • VERSION 2 • 2016-01


CAREER BASE ABILITY

HIRED GUN
UPGRADE

RANKED

Career Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light),
Resilience, Vigilance Find more handouts at BeggingForXP.com

LAST ONE STANDING BASE ABILITY


Once per game session, during a combat encounter, the character may spend 2 Destiny Points to make a ddd 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, must be approved by the GM.
COST 30

REDUCE SETBACK ADD BOOST REDUCE SETBACK ADD BOOST


Remove b from skill Add b to skill check to ac- Remove b from skill Add b to skill check to ac-
check to activate Last tive Last One Standing. check to activate Last tive Last One Standing.
One Standing. COST 10
One Standing. 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, also eliminate Standing, also eliminate Destiny Point instead of 2.
One Standing to dd. one rival per Increase one rival per Increase COST 15

COST 15
Effect upgrade. Effect upgrade.
COST 15 COST 15

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

DURATION DESTINY ADDITIONAL ADDITIONAL


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

COST 15 COST 15

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


HIRED GUN ACTIVE

BODYGUARD
PASSIVE

RANKED

Spec Bonus Career Skills: Gunnery, Perception, Piloting (Planetary), Ranged (Heavy)
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TOUGHENED BARRAGE DURABLE GRIT


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

BODY GUARD HARD HEADED BARRAGE BRACE


Once per round, perform When staggered or disor- Add 1 damage per rank Perform the Brace man-
a maneuver to guard an iented, perform the Hard of Barrage to 1 hit of a euver to remove b
engaged ally. Suffer strain Headed action to make a successful attack while per rank of Brace from
up to ranks to upgrade dddd Discipline check using Ranged (Heavy) your next Action. This
difficulty of attacks against to remove the status. or Gunnery at long or may only remove b
them by that number until Difficulty reduced by 1 extreme range. added by environmental
the start of next turn. per rank. COST 10
circumstances.
COST 10 COST 10 COST 10

BODY GUARD SIDE STEP DEFENSIVE STANCE BRACE


Once per round, perform Once per round, as a man- Once per round, as a man- Perform the Brace man-
a maneuver to guard an euver suffer a number of euver suffer a number of euver to remove b
engaged ally. Suffer strain strain up to ranks in Side strain up to ranks in Defen- per rank of Brace from
up to ranks to upgrade Step to upgrade difficulty of sive Stance to upgrade your next Action. This
difficulty of attacks against all incoming ranged attacks difficulty of all incoming may only remove b
them by that number until by an equal number for the melee attacks by an equal added by environmental
the start of next turn. next round. number for the next round. circumstances.
COST 15 COST 15 COST 15 COST 15

ENDURING SIDE STEP DEFENSIVE STANCE HARD HEADED


Gain +1 soak value. Once per round, as a man- Once per round, as a man- When staggered or disor-
COST 20
euver suffer a number of euver suffer a number of iented, perform the Hard
strain up to ranks in Side strain up to ranks in Defen- Headed action to make a
Step to upgrade difficulty of sive Stance to upgrade dddd Discipline check
all incoming ranged attacks difficulty of all incoming to remove the status.
by an equal number for the melee attacks by an equal Difficulty reduced by 1
next round. number for the next round. per rank.
COST 20 COST 20 COST 20

DEDICATION BARRAGE TOUGHENED IMPROVED


HARD HEADED
Gain +1 to a single charac- Add 1 damage per rank Gain +2 wound threshold.
teristic. This cannot bring of Barrage to 1 hit of a When incapacitated due to
COST 25
a characteristic above 6. successful attack while strain exceeding threshold,
using Ranged (Heavy) take a ddddd Disc-
COST 25
or Gunnery at long or ipline check (–d per rank
extreme range. of Hard Headed) to reduce
strain to 1 below threshold.
COST 25

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


HIRED GUN ACTIVE

DEMOLITIONIST
PASSIVE

RANKED

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


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POWERFUL BLAST GRIT SELECTIVE STEADY NERVES


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

TOUGHENED TIME TO GO POWERFUL BLAST GRIT


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

ENDURING IMPROVED STEADY NERVES RAPID REACTION


TIME TO GO
Gain +1 soak value. Remove b per rank of Suffer a number of strain up
When activating Time to Steady Nerves from Cool to ranks in Rapid Reaction
COST 15
Go, allow 1 engaged ally or Skulduggery checks. to add an equal number of
to perform an out of turn s to initiative checks.
COST 15
Move maneuver as an inci-
COST 15
dental to move into cover
or out of a blast range.
COST 15

IMPROVISED POWERFUL BLAST GRIT SELECTIVE


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

IMPROVED IMPROVISED DEDICATION MASTER GRENADIER SELECTIVE


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


HIRED GUN ACTIVE

ENFORCER
PASSIVE

RANKED

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


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TOUGHENED INTIMIDATING FEARSOME STREET SMARTS


Gain +2 wound threshold. May suffer a number When an enemy becomes Remove b per rank
COST 5
of strain up to ranks in engaged with the char- of Street Smarts from
Intimidating to downgrade acter, they may force the Streetwise or Knowledge
difficulty of Coercion enemy to make a fear (Underworld) checks.
checks or upgrade difficulty check, with the difficulty COST 5
when targeted by Coercion equal to ranks in Fearsome.
checks by an equal number. COST 5

COST 5

DURABLE STUNNING BLOW NATURAL ENFORCER TALK THE TALK


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

INTIMIDATING DEFENSIVE STANCE TOUGHENED LOOM


May suffer a number Once per round, as a man- Gain +2 wound threshold. When an ally engaged
of strain up to ranks in euver suffer a number of COST 15
with the character makes
Intimidating to downgrade strain up to ranks in Defen- a successful Charm,
difficulty of Coercion sive Stance to upgrade Deception, or Negotiation
checks or upgrade difficulty difficulty of all incoming check, the character adds
when targeted by Coercion melee attacks by an equal a per rank in Coercion to
checks by an equal number. number for the next round. the ally’s check.
COST 15 COST 15 COST 15

SECOND WIND STREET SMARTS WALK THE WALK INTIMIDATING


Once per encounter, may Remove b per rank The character may spend May suffer a number
use Second Wind incidental of Street Smarts from 1 Destiny Point to add of strain up to ranks in
to heal strain equal to Streetwise or Knowledge damage equal to his ranks Intimidating to downgrade
ranks in Second Wind. (Underworld) checks. in Streetwise to one hit of difficulty of Coercion
COST 20 COST 20
a successful Brawl check. checks or upgrade difficulty
COST 20
when targeted by Coercion
checks by an equal number.
COST 20

FEARSOME DEDICATION BLACK MARKET FEARSOME


CONTACTS
When an enemy becomes Gain +1 to a single charac- When an enemy becomes
engaged with the char- teristic. This cannot bring When purchasing illegal engaged with the char-
acter, they may force the a characteristic above 6. goods, may reduce rarity acter, they may force the
enemy to make a fear by 1 per rank, increasing enemy to make a fear
COST 25
check, with the difficulty cost by 50% of base cost check, with the difficulty
equal to ranks in Fearsome. per reduction. equal to ranks in Fearsome.
COST 25 COST 25 COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


HIRED GUN ACTIVE

HEAVY
PASSIVE

RANKED

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


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BURLY BARRAGE GRIT TOUGHENED


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

BARRAGE BRACE SPARE CLIP DURABLE


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

SIDE STEP BURLY HEROIC FORTITUDE TOUGHENED


Once per round, as a man- Reduce any wielded May spend 1 Destiny Point Gain +2 wound threshold.
euver suffer a number of weapon’s Cumbersome to ignore effects of Critical COST 15
strain up to ranks in Side quality and Encumbrance Injuries on Brawn or Agility
Step to upgrade difficulty of rating by ranks in Burly to checks until the end of the
all incoming ranged attacks a minimum of 1. encounter.
by an equal number for the COST 15 COST 15
next round.
COST 15

BRACE BARRAGE RAIN OF DEATH HEROIC RESILIENCE


Perform the Brace man- Add 1 damage per rank Perform the Rain of Death Immediately after being
euver to remove b of Barrage to 1 hit of a maneuver to ignore the hit by an attack but before
per rank of Brace from successful attack while increased difficulty due to suffering damage, spend 1
your next Action. This using Ranged (Heavy) Auto-fire attacks made Destiny Point to increase
may only remove b or Gunnery at long or this turn. soak by ranks in Resilience.
added by environmental extreme range. COST 20 COST 20
circumstances. COST 20

COST 20

BURLY DEDICATION ARMOR MASTER HEAVY HITTER


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


HIRED GUN ACTIVE

MARAUDER
PASSIVE

RANKED

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


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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
COST 5
Brawl attack, suffer strain Feral Strength to one hit Blows to any Critical
up to ranks in Frenzied of a successful Melee or Injury result inflicted on
Attack to upgrade the Brawl attack. opponents.
attack by an equal amount. COST 5 COST 5

COST 5

FERAL STRENGTH TOUGHENED HEROIC FORTITUDE KNOCKDOWN


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

COST 10
encounter.
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
COST 15
Blows to any Critical COST 15
Brawl attack, suffer strain
Injury result inflicted on up to ranks in Frenzied
opponents. Attack to upgrade the
COST 15
attack by an equal amount.
COST 15

TOUGHENED FERAL STRENGTH NATURAL BRAWLER LETHAL BLOWS


Gain +2 wound threshold. Add 1 damage per rank of Once per session, may Add +10 per rank of Lethal
COST 20
Feral Strength to one hit reroll any 1 Melee or Brawl Blows to any Critical
of a successful Melee or check. Injury result inflicted on
Brawl attack. COST 20
opponents.
COST 20 COST 20

FRENZIED ATTACK ENDURING DEFENSIVE STANCE DEDICATION


When making a Melee or Gain +1 soak value. Once per round, as a man- Gain +1 to a single charac-
Brawl attack, suffer strain COST 25
euver suffer a number of teristic. This cannot bring
up to ranks in Frenzied strain up to ranks in Defen- a characteristic above 6.
Attack to upgrade the sive Stance to upgrade COST 25
attack by an equal amount. difficulty of all incoming
COST 25
melee attacks by an equal
number for the next round.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


HIRED GUN ACTIVE

MERCENARY SOLDIER
PASSIVE

RANKED

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


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COMMAND SECOND WIND POINT BLANK SIDE STEP


Add b per rank of Once per encounter, may Add 1 damage per rank Once per round, as a man-
Command to Leadership use Second Wind incidental of Point Blank to damage euver suffer a number of
checks. Affected targets to heal strain equal to of one hit of successful strain up to ranks in Side
add b to Discipline checks ranks in Second Wind. Ranged (Heavy) or (Light) Step to upgrade difficulty of
for the next 24 hours. COST 5
attacks made while at all incoming ranged attacks
COST 5
short range or engaged. by an equal number for the
COST 5
next round.
COST 5

SECOND WIND CONFIDENCE STRONG ARM POINT BLANK


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

FIELD COMMANDER COMMAND NATURAL MARKSMAN SNIPER SHOT


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

IMPROVED GRIT TOUGHENED LETHAL BLOWS


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

DEADLY ACCURACY TRUE AIM DEDICATION TRUE AIM


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


CAREER ACTIVE

MYSTIC
PASSIVE

RANKED

FORCE TALENT
Career Skills: Charm, Coercion, Knowledge (Lore), Knowledge (Outer Rim), Perception, Vigilance
Added by reddit U/natesroomrule
Original by BeggingforXP.com

PROPHECY BASE ABILITY


Once per game session, the character may spend 1 Destiny Point and make a Hard (ddd) Vigilance check to utter a prophecy. If
they succeed, they foretell a single event, the focus of which is centered around themself. 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 UNIVERSE SHARED REVELATION REDUCE SETBACK


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

RECURRENCE REDUCE DIFFICULTY DOOM DESTINY


One additional time before Reduce the difficulty of Add b to any character’s Prophecy costs 1 fewer
the end of the game the skill check to activate checks to prevent the fore- Destiny Points to activate,
session, the character may Prophecy to Average (dd). told event from occurring. it still requires a Destiny
spend 1 Destiny Point to Point to trigger the occur-
have to prophecy’s foretold rence of the prophesied
event recur, likely in a event.
COST 15 COST 15 COST 15
different form.
COST 15

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

COST 10

FREQUENCY INCREASE NUMBER UNLEASHED POWER FREQUENCY


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

COST 15

VERSION 2 • 2016-01
MYSTIC ACTIVE

ADVISOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Deception, Negotiation, Streetwise
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PLAUSIBLE KNOW SOMEBODY GRIT KILL WITH KINDNESS


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

COST 5 COST 5

TOUGHENED KNOW SOMEBODY KNOWLEDGE NOBODY’S FOOL


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

COST 10

GRIT SMOOTH TALKER SMOOTH TALKER PLAUSIBLE


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

ranks in Smooth Talker. ranks in Smooth Talker.


COST 15 COST 15

NOBODY’S FOOL NATURAL CHARMER CONTINGENCY PLAN SENSE EMOTIONS


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

DEDICATION STEELY NERVES FORCE RATING SENSE ADVANTAGE


Gain +1 to a single charac- Spend 1 Destiny Point to Gain +1 Force rating. Once per session, may add
teristic. This cannot bring ignore effects of Critical COST 25
bb to 1 NPC’s skill check.
a characteristic above 6. Injuries on Willpower or COST 25

COST 25
Presence checks until the
end of the encounter.
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


MYSTIC ACTIVE

ALCHEMIST
ALCHEMIST
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Education), Knowledge (Xenology), Medicine, Resilience
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT STIMPACK RESEARCHER BLOODED


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

RESEARCHER STIM APPLICATION ALCHEMICAL ARTS GRIT


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

STIMPACK BLOODED IMPROVED BLOODED TRANSMOGRIFY


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

IMPROVED STIM KNOWLEDGEABLE GRIT ALCHEMICAL ARTS


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

COST 20

FORCE RATING INDENTIFY DEDICATION IMPROVISED


INGREDIENTS CONCOCTION
Gain +1 Force Rating. Gain +1 to a single charac-
After being exposed to a teristic. This cannot bring a Once per session, as
substance, as an out of characteristic above 6. an action, make a Hard
turn incidental, may roll (ddd) Knowledge
COST 25
C no greater than Force COST 25 (Xenology) check, adding
rating. Spend FF to imme- C no greater than Force
diately identify its composi- rating to create 1 dose of
tion and effects. a poison or drug with rarity
of Intellect +s +F spent
or lower.
COST 25 COST 25

UP • VERSION N1 • 2022-03
MYSTIC ACTIVE

MAGUS
MAGUS
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coercion, Discipline, Knowledge (Lore), Medicine
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

HEALING TRANCE TOUGHENED CONFIDENCE RESOLVE


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

CONFIDENCE HEALING TRANCE CHANNEL AGONY SECRET LORE


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

COST 10

IMPROVED HEALING SECRET LORE RESOLVE KNOWLEDGE IS


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

COST 15

CHANNEL AGONY MIND OVER MATTER TOUGHENED CHANNEL AGONY


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

COST 20 COST 20

POWER OF DARKNESS DEDICATION TRANSMOGRIFY FORCE RATING


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

COST 25

UP • VERSION N1 • 2022-03
MYSTIC ACTIVE

MAKASHI DUELIST
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Cool, Coordination, Lightsaber
Find more handouts at BeggingForXP.com

GRIT RESIST DISARM GRIT PARRY


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

PARRY MAKASHI TECHNIQUE DUELIST’S TRAINING FEINT


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

PARRY FEINT PARRY PARRY


When hit by a melee attack Spend x or a a a When hit by a melee attack When hit by a melee attack
while wielding a melee generated on a missed while wielding a melee while wielding a melee
weapon or lightsaber, suffer melee attack to upgrade weapon or lightsaber, suffer weapon or lightsaber, suffer
3 strain to reduce damage difficulty of opponent’s 3 strain to reduce damage 3 strain to reduce damage
by 2 plus ranks in Parry. next attack targeting the by 2 plus ranks in Parry. by 2 plus ranks in Parry.
COST 15
character by ranks 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.
recover strain equal to generated y or ttt , When wielding a Lightsaber,
COST 20
Presence rating. may hit attacker once with Melee, or Brawl weapon,
Lightsaber, Brawl, or Melee the weapon gains the
COST 20
weapon (dealing base Defensive quality with a
damage), after original rating equal to ranks in
attack resolves. Defensive Training.
COST 20 COST 20

DEDICATION SUM DJEM MAKASHI FINISH MAKASHI FLOURISH


Gain +1 to a single charac- May spend x or a a As an action, make a Once per encounter, as
teristic. This cannot bring with a successful Lightsaber Lightsaber (Presence) an action make a dd
a characteristic above 6. attack to disarm opponent. attack against engaged Lightsaber (Presence)
COST 25 COST 25
target, adding C up to check. 1 engaged opponent
Force rating. Spend F to suffers strain equal to s,
add +10 to any resulting and heal an equal amount
Critical Injury rolls. of strain.
COST 25 COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


MYSTIC ACTIVE

PROPHET
PROPHET
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Coercion, Deception, Leadership
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT OVERWHELMING AURA RAPID RECOVERY CONGENIAL


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

SCATHING TIRADE PLAUSIBLE DENIABILITY INSPIRING RHETORIC RAPID RECOVERY


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

additional strain. additional strain.


COST 10

COST 10

RAPID RECOVERY OVERWHELMING AURA GRIT TWISTED WORDS


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

COST 15 COST 15

FEARSOME GRIT IMPROVED INSPIRING CONGENIAL


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

IMPROVED FORCE RATING FONT OF POWER DEDICATION


OVERWHELMING
AURA Gain +1 Force Rating. Once per session, may Gain +1 to a single charac-
take the Font of Power teristic. This cannot bring a
Characters affected by Over- action. Until the end of characteristic above 6.
whelming Aura add automatic the encounter, characters
f to fear checks the charac- COST 25
within medium range add
COST 25

ter cases and automatic s automatic F to checks


to fear check not caused by based on alignment.
the character.
COST 25 COST 25

UP • VERSION N1 • 2022-03
MYSTIC ACTIVE

SEER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Knowledge (Lore), Survival, Vigilance
Find more handouts at BeggingForXP.com

FORAGER UNCANNY GRIT EXPERT TRACKER


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

RAPID REACTION KEEN EYED UNCANNY TOUGHENED


REACTIONS
Suffer a number of strain up Remove b per rank of Keen Gain +2 wound threshold.
to ranks in Rapid Reaction Eyed from Perception and Add b per rank of
COST 10
to add an equal number of Vigilance checks. Decrease Uncanny Reactions to all
s to initiative checks. the time to search a specific Vigilance checks,
COST 10
area by half. COST 10

COST 10

SENSE DANGER GRIT FOREWARNING PREEMPTIVE


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

COST 15

FORCE RATING SENSE ADVANTAGE THE FORCE IS DODGE


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

RAPID REACTION TOUGHENED NATURAL MYSTIC FORCE RATING


Suffer a number of strain up Gain +2 wound threshold. Once per session, may re-roll Gain +1 Force rating.
to ranks in Rapid Reaction COST 25
any 1 Force power check. COST 25
to add an equal number of COST 25
s to initiative checks.
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


CAREER ACTIVE

SEEKER
PASSIVE

RANKED

FORCE TALENT
Career Skills: Knowledge (Xenology), Piloting (Planetary), Piloting (Space), Ranged (Heavy),
Survival, Vigilance Added by reddit U/natesroomrule
Original by BeggingforXP.com

UNEXPECTED DEMISE BASE ABILITY


Once per session as an action, the character may spend 2 Destiny Points and make a Hard (ddd) Perception check If successful,
for the next 2 rounds the character may spend 1 maneuver to add 1 automatic x 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 would be (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 When making a combat The skill check difficulty
check with Unexpected for 1 additional round per check with Unexpected to activate Unexpected
Demise is active the char- Duration upgrade. Demise is active the char- Demise is Average (dd)
acter removes b. acter removes b. instead of Hard (ddd).
COST 10

COST 10 COST 10 COST 10

DURATION DESTINY DURATION CHANGE SKILL


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

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 char-
acter 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 his pursuit, the character may voluntarily suffer 2 strain to keep pace preventing the target, from
escaping him.
COST 30

DURATION INCREASE RANGE ENDURANCE DESTINY


Unmatched Pursuit lasts Increase the maximum Reduce the strain cost to To activate Unmatched
for 1 additional round per range at which a target can keep up with the target by Pursuit, the character only
Duration upgrade. be increased to long range. 1to a minimum of 0, per needs to spend 1 Destiny
endurance upgrade. Point, instead of the Nor-
COST 10 COST 10
mal 2 Destiny Points.
COST 10 COST 10

MANEUVER ENDURANCE FREQUENCY DURATION


Should the target of Un- Reduce the strain cost to Unmatched Pursuit can be Unmatched Pursuit lasts
matched Pursuit spend a keep up with the target by activated twice per game for 1 additional round per
maneuver to increase the 1to a minimum of 0, per session instead of once. Duration upgrade.
distance from the character,
the character may immediate-
endurance upgrade. COST 15 COST 15
ly perform a Move maneuver
as an out of turn incidental to COST 15
close the distance between
them.
COST 15

VERSION 2 • 2016-01
SEEKER ACTIVE

ATARU STRIKER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Coordination, Lightsaber, Perception
Find more handouts at BeggingForXP.com

CONDITIONED PARRY JUMP UP QUICK DRAW


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

COST 5

DODGE REFLECT ATARU TECHNIQUE QUICK STRIKE


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

QUICK STRIKE REFLECT PARRY IMPROVED PARRY


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

DODGE HAWK BAT SWOOP SABER SWARM CONDITIONED


When targeted in combat, As an action, make a As a maneuver, spend 1 Remove b per rank of
may perform a Dodge Lightsaber (Agility) attack strain to give the next Conditioned from Athletics
incidental. Suffer strain against a target within Lightsaber (Agility) combat and Coordination checks.
no greater than ranks short range, adding C up check this turn the Linked Reduce the damage and
in Dodge to upgrade the to Force rating. Spend F quality equal to Force strain suffered from falling
difficulty of the attack by to engage target and F to rating during the check. 1 per rank of Conditioned.
that number. add a to check. COST 20 COST 20

COST 20 COST 20

PARRY DEDICATION SABER THROW BALANCE


When hit by a melee attack Gain +1 to a single charac- As an action, make a Lightsaber When the character heals
while wielding a melee teristic. This cannot bring attack as a ranged attack at a strain at the end of the
weapon or lightsaber, suffer a characteristic above 6. target within medium range. encounter, he may add
3 strain to reduce damage COST 25
Add C up to Force rating. C per Force rating. He
by 2 plus ranks in Parry. Must spend F and succeed to recovers additional strain
COST 25
hit target. Spend F to return equal to F generated.
weapon to hand.. COST 25

COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


SEEKER ACTIVE

EXECUTIONER
EXECUTIONER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Melee, Perception, Ranged (Heavy)
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT QUICK STRIKE TOUGHENED QUICK DRAW


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

MIND OVER MATTER HUNTER'S QUARRY GRIT LETHAL BLOWS


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

LETHAL BLOWS IMPROVED HUNTER'S QUICK STRIKE PRECISE AIM


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

TERRIFYING KILL PRECISE AIM MARKED FOR DEATH DEATHBLOW


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

COST 20 COST 20

LETHAL BLOWS ESSENTIAL KILL FORCE RATING DEDICATION


Add +10 per rank of Lethal When making a non-Gun- Gain +1 strain threshold. Gain +1 to a single charac-
Blows to any Critical Injury nery combat check, the teristic. This cannot bring a
result inflicted on oppo- character may add C no characteristic above 6.
nents. greater than Force rating COST 25 COST 25
to the check. The charac-
ter may spend F to add
COST 25
a, or FFF to add x
[character’s choice] to the
result.
COST 25

SS • VERSION N1 • 2022-03
SEEKER ACTIVE

HERMIT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Knowledge (Xenology), Stealth, Survival
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

FORAGER SOOTHING TONE GRIT ONE WITH NATURE


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

CONDITIONED GRIT MENACE ANIMAL BOND


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

ENDURING CONDITIONED SURVIVAL OF THE GRIT


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

by 1 per rank of Condi- to ranks in Survival.


tioned.
COST 15 COST 15

FORCE RATING IMPROVED ANIMAL HARASS FORCE CONNECTION


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

COST 20

GRIT NATURAL OUTDOORSMAN FORCE RATING SHROUD


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

SS • VERSION N1 • 2022-03
SEEKER ACTIVE

HUNTER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coordination, Ranged (Heavy), Stealth, Vigilance
Find more handouts at BeggingForXP.com

RAPID RECOVERY HUNTER EXPERT TRACKER TOUGHENED


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

TOUGHENED EXPERT TRACKER HUNTER UNCANNY SENSES


Gain +2 wound threshold. Remove b per rank of Add b per rank of Add b per rank of
COST 10
Expert Tracker from checks Hunter to all checks when Uncanny Senses to all
to find tracks or track interacting with beasts or Perception checks.
targets. Decrease time to animals (including combat). COST 10
track a target by half. 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, as a man- Remove b per rank of Keen Once per session, may
euver suffer a number of Eyed from Perception and re-roll any 1 Perception or Add b per rank of
strain up to ranks in Side Vigilance checks. Decrease Vigillance check. Uncanny Reactions to all
Step to upgrade difficulty of the time to search a specific Vigilance checks,
COST 15
all incoming ranged attacks area by half. COST 15

by an equal number for the COST 15


next round.
COST 15

RAPID RECOVERY SOFT SPOT SIXTH SENSE RAPID RECOVERY


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

COST 20

SIDE STEP DEDICATION INTUITIVE SHOT FORCE RATING


Once per round, as a man- Gain +1 to a single charac- When making a Ranged Gain +1 Force rating.
euver suffer a number of teristic. This cannot bring (Light) or (Heavy) combat COST 25
strain up to ranks in Side a characteristic above 6. check, add C up to Force
Step to upgrade difficulty of COST 25
rating to the check. May
all incoming ranged attacks spend F to add s or a.
by an equal number for the COST 25
next round.
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


SEEKER ACTIVE

NAVIGATOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Astrogation, Knowledge (Outer Rim), Perception, Survival
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

STUDIOUS PLOTTING EXPERT TRACKER SHORTCUT GRIT


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

GALAXY MAPPER IMPROVED SHORTCUT PLANET MAPPER PRE-EMPTIVE AVOIDANCE


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

COST 10

SHORTCUT SWIFT UNCANNY SENSES TOUGHENED


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

COST 15

GALAXY MAPPER HOLISTIC NAVIGATION FORCE RATING PLANET MAPPER


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

COST 20 COST 20

ONE WITH THE UNIVERSE INTUITIVE NAVIGATION MASTER STARHOPPER DEDICATION


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

COST 25 COST 25

SS • VERSION N1 • 2022-03
SEEKER ACTIVE

PATHFINDER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Medicine, Ranged (Light), Resilience, Survival
Find more handouts at BeggingForXP.com

GRIT KEEN EYED FORAGER SWIFT


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

KEEN EYED OUTDOORSMAN TOUGHNESS OUTDOORSMAN


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

ANIMAL EMPATHY ANIMAL BOND GRIT SLEIGHT OF MIND


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

COST 15

MENTAL BOND FORCE RATING QUICK MOVEMENT TOUGHNESS


As an action, commit C. Gain +1 Force rating. As an incidental, suffer Gain +2 wound threshold.
While committed, may COST 20
2 strain and add C up COST 20
communicate with bonded to Force rating to next
animal at long range and check. May spend F F to
see and hear through its perform one additional Move
senses. maneuver after the action
COST 20
(can be 3rd that turn).
COST 20

SHARE PAIN ENDURING NATURAL DEDICATION


OUTDOORSMAN
When a bonded animal Gain +1 soak value. Gain +1 to a single charac-
suffers wounds, as an Once per session, may teristic. This cannot bring
COST 25
incidental reduce wounds re-roll any 1 Resilience or a characteristic above 6.
suffered to half, then the Survival check.
COST 25
character suffers wounds COST 25

equal to number reduced.


COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


CAREER ACTIVE

SENTINEL
PASSIVE

RANKED

FORCE TALENT
Career Skills: Computers, Deception, Knowledge (Core Worlds), Perception,
Skulduggery, Stealth Added by reddit U/natesroomrule
Original by BeggingforXP.com

MY CITY BASE ABILITY


Once per game session when in an urban setting, the character may spend 2 Destiny Points and make a Hard (ddd) 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 While My City is active When making a skill check
while My City is active, to activate My City is and the character is in while My City is active the
the character adds b to Average (dd) instead of the chosen city, whenever character adds b to Skul-
Streetwise and Survival Hard (ddd). the character is in cover, duggery and Stealth checks.
checks. he increases his ranged
defense by 1.
COST 10 COST 10 COST 10 COST 10

CHANGE SKILL DESTINY DOWNGRADE CHANGE SKILL


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

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

DURATION COMBAT PREPARATION COMBAT READINESS DESTINY


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

VERSION 2 • 2016-01
SENTINEL ACTIVE

ARTISAN
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Mechanics
Find more handouts at BeggingForXP.com

SOLID REPAIRS FINE TUNING MENTAL TOOLS TECHNICAL APTITUDE


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

COST 5 COST 5

GRIT SOLID REPAIRS FINE TUNING GRIT


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

INVENTOR IMBUE ITEM NATURAL TINKERER DEFENSIVE SLICING


When constructing new As a maneuver, suffer 1 Once per session, re-roll When defending computer
items or modifying attach- strain and commit C to any 1 Mechanics check. systems, add b per rank
ments, add b or remove grant one weapon, piece of COST 15
of Defensive Slicing to
b per rank of Inventor. armor, or item an improve- opponents’ checks.
COST 15
ment while committed. COST 15
Suffer 1 strain every round
C remains committed.
COST 15

SOLID REPAIRS FORCE RATING DEFENSIVE SLICING MENTAL FORTRESS


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

MASTER ARTISAN INTUITIVE DEDICATION COMPREHEND


IMPROVEMENTS TECHNOLOGY
Once per round, as an Gain +1 to a single charac-
incidental, suffer 2 strain When making check to teristic. This cannot bring As an action make a dd
to decrease the difficulty of craft or repair item, may a characteristic above 6. Knowledge (Education)
the next Mechanics check add C up to Force rating. check to use Force rating
COST 25
by 1, to a minimum of d. Spend F F to increase as ranks in skills to use a
hard points by 1, to a single item.
COST 25
maximum of +2. COST 25

COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


SENTINEL ACTIVE

INVESTIGATOR
INVESTIGATOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Education), Knowledge (Underworld), Perception, Street-
wise Additions by reddit u/natesroomrule
Original by BeggingforXP.com

STREET SMARTS KEEN EYED UNCANNY SENSES GRIT


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

TALK THE TALK GRIT STREET SMARTS TOUGHENED


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

COST 10

TOUGHENED KEEN EYED STREET SMARTS RECONSTRUCT THE SCENE


Gain +2 wound threshold. Add b per rank of Quick Remove b per rank Perform the Reconstruct
Strike to combat checks of Street Smarts from the Scene action; make
against targets that have Streetwise or Knowledge a Hard (ddd) Percep-
COST 15
not acted yet this encoun- (Underworld) checks. tion check to identify the
ter. physical characteristics of
a person present at the
COST 15 COST 15
scene within 24 hours.
COST 15

SENSE ADVANTAGE UNRELENTING SKEPTIC CLEVER SOLUTION SENSE THE SCENE


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

VALUABLE FACTS DEDICATION IMPROVED STREET FORCE RATING


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

EV • VERSION N1 • 2022-03
SENTINEL ACTIVE

RACER
RACER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Cool, Coordination, Piloting (Planetary), Piloting (Space)
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT SKILLED JOCKEY CONDITIONED SHORTCUT


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

SHORTCUT FULL THROTTLE SHORTCUT CONDITIONED


During a chase, add b Take a Full Throttle action; During a chase, add b Remove b per rank of
per rank in Shortcut to any make a Hard (ddd) per 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 escape an opponent. Reduce the damage and
a number of rounds equal strain suffered from falling
to Cunning. by 1 per rank of Condi-
COST 10 COST 10
tioned.
COST 10 COST 10

SKILLED JOCKEY IMPROVED FULL THROTTLE FREERUNNING IMPROVED


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

COST 15 COST 15 COST 15 COST 15

GRIT SUPREME FULL FORCE RATING BETTER LUCK NEXT


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

SUPERHUMAN REFLEXES DEDICATION IMPROVED SHORTCUT INTUITIVE EVASION


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

EV • VERSION N1 • 2022-03
SENTINEL ACTIVE

SENTRY
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coordination, Lightsaber, Stealth, Vigilance
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

TOUGHENED REFLECT GRIT CONDITIONED


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

UNCANNY REACTIONS GRIT REFLECT UNCANNY REACTIONS


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

COST 10

SLEIGHT OF MIND IMPROVED SABER THROW SABER THROW IMPOSSIBLE FALL


Add b to all Stealth checks When performing the Saber Perform Saber Throw Once per session, perform
unless the opposition is Throw action, may increase action; make Lightsaber Impossible Fall incidental
immune to Force powers. the range to long range. combat check as ranged when falling, make Force
When attacking a target attack at target within power check and spend
COST 15
at long range, spend FF medium range, adding FF to decrease fall by one
C no greater than Force
to have weapon return to rating. Must spend F range band and land some-
hand. and succeed to hit target; where safe, Spend F to
spend F to have weapon decrease distance by one
COST 15
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 Shad- May always use Vigilance Add b to all Stealth checks
check, may perform a ows action; make a Hard when making checks to unless the opposition is
Dodge incidental to suffer a (ddd) Deception check determine initiative. immune to Force powers.
number of strain no greater to force a single minion
COST 20 COST 20
than ranks of Dodge, then group or rival to flee the
upgrade the difficulty of the encounter.
COST 20
check by that number.
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 charac-
generated y or ttt, check, may perform a teristic. This cannot bring a
may hit one target in Dodge incidental to suffer a characteristic above 6.
medium range with the number of strain no greater
COST 25 COST 25
same damage as the initial than ranks of Dodge, then
hit, after original attack upgrade the difficulty of the
resolves. check by that number.
COST 25 COST 25

EV • VERSION N1 • 2022-03
SENTINEL ACTIVE

SHADOW
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Underworld), Skulduggery, Stealth, Streetwise
Find more handouts at BeggingForXP.com

SLEIGHT OF MIND STREET SMARTS CODEBREAKER INDISTINGUISHABLE


Add b to all Stealth Remove b per rank Remove b per rank in Upgrade difficulty of
checks unless the of Street Smarts from Codebreaker from checks checks to identify char-
opposition is immune to Streetwise or Knowledge to break codes or decrypt acter once per rank of
Force powers. (Underworld) checks. communications. Decrease Indistinguishable.
COST 5 COST 5
difficulty of checks to COST 5
break 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
permanently become ignore effects of Critical COST 10
checks to identify char-
career skills Injuries on Intellect or acter once per rank of
COST 10
Cunning checks until end of Indistinguishable.
encounter. COST 10

COST 10

SHROUD DODGE SLEIGHT OF MIND GRIT


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

SLIPPERY MINDED CODEBREAKER NOW YOU SEE ME DODGE


If under the effects of a Remove b per rank in Once per session, as an When targeted in combat,
Force power, as an action Codebreaker from checks action make a ddd may perform a Dodge
make a ddd Deception to break codes or decrypt Deception check to make incidental. Suffer strain
check to immediately end communications. Decrease a number of NPCs equal no greater than ranks
the effects of the power. difficulty of checks to to Cunning within medium in Dodge to upgrade the
COST 20
break codes or decrypt range forget about the difficulty of the attack by
communications by 1. character. that number.
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 Gain +1 to a single charac-
COST 25
attack, may spend 1 2 strain to decrease teristic. This cannot bring
Destiny Point to add difficulty of next Stealth or a characteristic above 6.
damage equal to Intellect Skulduggery check by 1. COST 25
to one hit. COST 25

COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


SENTINEL ACTIVE

SHIEN EXPERT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Lightsaber, Resilience, Skulduggery
Find more handouts at BeggingForXP.com

SIDE STEP CONDITIONED STREET SMARTS REFLECT


Once per round, as a man- Remove b per rank of Remove b per rank When hit by a ranged
euver suffer a number of Conditioned from Athletics of Street Smarts from attack while wielding a
strain up to ranks in Side and Coordination checks. Streetwise or Knowledge lightsaber, suffer 3 strain
Step to upgrade difficulty of Reduce the damage and (Underworld) checks. to reduce damage by 2
all incoming ranged attacks strain suffered from falling COST 5
plus ranks in Reflect.
by an equal number for the 1 per rank of Conditioned. COST 5
next round. COST 5

COST 5

TOUGHENED PARRY SHIEN TECHNIQUE REFLECT


Gain +2 wound threshold. When hit by a melee attack When making a check When hit by a ranged
COST 10
while wielding a melee using the Lightsaber skill, attack while wielding a
weapon or lightsaber, suffer the character may use lightsaber, suffer 3 strain
3 strain to reduce damage Cunning instead of Brawn. to reduce damage by 2
by 2 plus ranks in Parry. COST 10
plus ranks in Reflect.
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
while wielding a melee character and generates COST 15
generated y or ttt ,
weapon or lightsaber, suffer y or tt, may upgrade may hit one attacker in
3 strain to reduce damage next Lightsaber(Cunning) medium range with the
by 2 plus ranks in Parry. attack against the attacker same damage as the
COST 15
during the encounter once. initial hit, after original
COST 15
attack resolves.
COST 15

DJEM SO DEFENSIVE STANCE SABER THROW REFLECT


DEFLECTION
Once per round, as a man- As an action, make a Lightsaber When hit by a ranged
After using Reflect, may euver suffer a number of attack as a ranged attack at a attack while wielding a
spend 1 Destiny Point to strain up to ranks in Defen- target within medium range. lightsaber, suffer 3 strain
perform the Move maneuver sive Stance to upgrade Add C up to Force rating. to reduce damage by 2
as an out-of-turn incidental difficulty of all incoming Must spend F and succeed to plus ranks in Reflect.
to close the distance with or melee attacks by an equal hit target. Spend F to return COST 20
engage opponent. number for the next round. weapon to hand.
COST 20 COST 20 COST 20

FALLING AVALANCE DEDICATION DISRUPTIVE STRIKE SUPREME REFLECT


Suffer 2 strain to add Gain +1 to a single charac- As an action, make a If the user did not make
damage equal to Brawn to teristic. This cannot bring Lightsaber (Cunning) a combat check during
next Lightsaber combat a characteristic above 6. attack. Add C up to Force previous turn, may suffer 1
check made that turn. COST 25
rating. Spend F to add f strain to use Reflect.
COST 25
to the next combat check COST 25
the target makes.
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


CAREER BASE ABILITY

SMUGGLER
UPGRADE

RANKED

Career Skills: Coordination, Deception, Knowledge (Underworld), Perception,


Piloting (Space), Skullduggery, Streetwise, Vigilance Find more handouts at BeggingForXP.com

NARROW ESCAPE BASE ABILITY


Once per game session, the character may spend two Destiny Points to make a ddd Streetwise check. If successful, the char-
acter 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, but be suitably creative or daring.
COST 30

REDUCE SETBACK INCREASE EFFECT ADD BOOST CHANGE SCALE


Remove b from the skill Affect an additional number Add b to the skill check to Narrow Escape can be
check to activate Narrow of allied characters equal activate Narrow Escape. activated in a vehicle with
Escape. to Cunning per Increase COST 10
the Piloting (Planetary) or
COST 10
Effect upgrade purchased. Piloting (Space) skill.
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 Nar- of allied characters equal activated during social Destiny Point instead of 2.
row Escape to dd. to Cunning per Increase encounters with the COST 15

COST 15
Effect upgrade purchased. Deception skill.
COST 15 COST 15

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 C.
COST 30

FREQUENCY INCREASE NUMBER SHARED LUCK INCREASE NUMBER


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

DESTINY INCREASE EFFECT INCREASE RANGE FREQUENCY


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

COST 15

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


SMUGGLER ACTIVE

CHARMER
PASSIVE

RANKED

Spec Bonus Career Skills: Charm, Cool, Leadership, Negotiation


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SMOOTH TALKER INSPIRING RHETORIC KILL WITH KINDNESS GRIT


When first acquired, Take an Inspiring Rhetoric Remove b per rank of Gain +1 strain threshold.
choose Charm, Coercion, action; make a dd Kill with Kindness from COST 5
Deception, or Negotiation. Leadership check. One ally all Charm and Leadership
When making checks with for each s, in short range, checks.
that skill, spend x to recovers 1 strain. Spend COST 5
gain additional s equal to a for 1 affected ally to
ranks in Smooth Talker. recover 1 additional strain.
COST 5 COST 5

KILL WITH KINDNESS IMPROVED CONGENIAL PLAUSIBLE


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

COST 10 exceed ranks in Congenial.


COST 10

DISARMING SMILE WORKS LIKE DISARMING SMILE GRIT


A CHARM
Take the Disarming Smile Take the Disarming Smile Gain +1 strain threshold.
action; succeed at an Once per session, make action; succeed at an COST 15
opposed Charm check one skill check, using opposed Charm check
to lower the target’s Presence rather than the to lower the target’s
defense rating by ranks in characteristic linked to defense rating by ranks in
Disarming Smile until the that skill. Disarming Smile until the
ned of the encounter. COST 15 ned of the encounter.
COST 15 COST 15

SMOOTH TALKER CONGENIAL JUST KIDDING INTENSE PRESENCE


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

COST 20 COST 20

NATURAL CHARMER DEDICATION DON’T SHOOT RESOLVE


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

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


SMUGGLER ACTIVE

GAMBLER
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Cool, Deception, Skulduggery


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CONVINCING GRIT TOUGHENED UP THE ANTE


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

GRIT SECOND CHANCES DEDICATION SUPREME DOUBLE


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

SECOND CHANCES CONVINCING FORTUNE FAVORS NATURAL ROGUE


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

COST 15 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 more credits per rank of skill check using Cunning a number of positive dice
Up the Ante. Up the Ante. rather than the charac- equal to ranks in Second
COST 20 COST 20
teristic linked to that skill. Chances and re-roll them.
COST 20 COST 20

DOUBLE OR NOTHING SMOOTH TALKER NATURAL NEGOTIATOR IMPROVED DOUBLE


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

COST 25 COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


SMUGGLER ACTIVE

GUNSLINGER
PASSIVE

RANKED

Spec Bonus Career Skills: Coercion, Cool, Knowledge (Outer Rim), Ranged (Light)
Find more handouts at BeggingForXP.com

GRIT QUICK STRIKE RAPID REACTION QUICK DRAW


Gain +1 strain threshold. Add b per rank of Quick Suffer a number of strain up Once per round, draw or
COST 5
Strike to combat checks to ranks in Rapid Reaction holster a weapon or item
against targets that have to add an equal number of as an incidental.
not acted yet this encounter. s to initiative checks. 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 b per rank of Quick
Blows to any Critical Strike to combat checks May use Quick Draw twice
COST 10
Injury result inflicted on against targets that have per round.
opponents. not acted yet this encounter. COST 10

COST 10 COST 10

TOUGHENED CALL ‘EM DODGE SORRY ABOUT


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

COST 15

CONFIDENCE LETHAL BLOWS GUNS BLAZING RAPID REACTION


May decrease the difficulty Add +10 per rank of Lethal As an incidental, suffer 2 Suffer a number of strain up
of Discipline checks to Blows to any Critical strain to avoid increasing to ranks in Rapid Reaction
avoid fear by 1 per rank of Injury result inflicted on the difficulty of a Ranged to add an equal number of
Confidence. opponents. (Light) check to attack with s to initiative checks.
COST 20 COST 20
both weapons. COST 20

COST 20

DEDICATION SPITFIRE NATURAL MARKSMAN DEADLY ACCURACY


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

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


SMUGGLER ACTIVE

PILOT
PASSIVE

RANKED

Spec Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
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FULL THROTTLE SKILLED JOCKEY GALAXY MAPPER LET’S RIDE


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

SKILLED JOCKEY DEAD TO RIGHTS GALAXY MAPPER RAPID RECOVERY


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

COST 10

IMPROVED IMPROVED GRIT NATURAL PILOT


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

GRIT SUPREME TRICKY TARGET DEFENSIVE DRIVING


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

MASTER PILOT DEDICATION TOUGHENED BRILLIANT EVASION


Once per round when Gain +1 to a single charac- Gain +2 wound threshold. Once per encounter may
driving a starship, may teristic. This cannot bring COST 25
take Brilliant Evasion action.
suffer 2 strain to perform a characteristic above 6. Select 1 opponent and
any action as a maneuver. COST 25
make an Opposed Piloting
COST 25
check to stop opponent
from attacking character
for rounds equal to Agility.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


SMUGGLER ACTIVE

SCOUNDREL
PASSIVE

RANKED

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


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BLACK MARKET CONVINCING QUICK DRAW RAPID REACTION


CONTACTS DEMEANOR
Once per round, draw or Suffer a number of strain up
When purchasing illegal Remove b per rank of holster a weapon or item to ranks in Rapid Reaction
goods, may reduce rarity Convincing Demeanor as an incidental. to add an equal number of
by 1 per rank, increasing from Deception or s to initiative checks.
COST 5
cost by 50% of base cost Skulduggery checks.
COST 5
per reduction. COST 5

COST 5

CONVINCING BLACK MARKET CONVINCING QUICK STRIKE


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

COST 10

HIDDEN STORAGE TOUGHENED BLACK MARKET SIDE STEP


CONTACTS
Gain hidden storage in Gain +2 wound threshold. Once per round, as a man-
vehicles or equipment that When purchasing illegal euver suffer a number of
COST 15
holds items with total goods, may reduce rarity strain up to ranks in Side
encumbrance equal to by 1 per rank, increasing Step to upgrade difficulty of
ranks in Hidden Storage. cost by 50% of base cost all incoming ranged attacks
per reduction. by an equal number for the
COST 15
COST 15 next round.
COST 15

TOUGHENED RAPID REACTION HIDDEN STORAGE SIDE STEP


Gain +2 wound threshold. Suffer a number of strain up Gain hidden storage in Once per round, as a man-
COST 20
to ranks in Rapid Reaction vehicles or equipment that euver suffer a number of
to add an equal number of holds items with total strain up to ranks in Side
s to initiative checks. encumbrance equal to Step to upgrade difficulty of
COST 20
ranks in Hidden Storage. all incoming ranged attacks
COST 20
by an equal number for the
next round.
COST 20

DEDICATION NATURAL CHARMER SOFT SPOT QUICK STRIKE


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

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


SMUGGLER ACTIVE

THIEF
PASSIVE

RANKED

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


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STREET SMARTS BLACK MARKET INDISTINGUISHABLE BYPASS SECURITY


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

BLACK MARKET DODGE GRIT HIDDEN STORAGE


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

STALKER GRIT RAPID REACTION SHORTCUT


Add b per rank of Gain +1 strain threshold. Suffer a number of strain up During a chase, add b
Stalker to all Stealth and COST 15
to ranks in Rapid Reaction per rank in Shortcut to any
Coordination checks. to add an equal number of checks made to catch or
COST 15
s to initiative checks. escape an opponent.
COST 15 COST 15

BYPASS SECURITY NATURAL ROGUE STREET SMARTS JUMP UP


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

COST 20

MASTER OF SHADOWS DODGE INDISTINGUISHABLE DEDICATION


Once per round, suffer When targeted in combat, Upgrade difficulty of Gain +1 to a single charac-
2 strain to decrease may perform a Dodge checks to identify char- teristic. This cannot bring
difficulty of next Stealth or incidental. Suffer strain acter once per rank of a characteristic above 6.
Skulduggery check by 1. no greater than ranks Indistinguishable. COST 25

COST 25
in Dodge to upgrade the COST 25
difficulty of the attack by
that number.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


CAREER ACTIVE

SOLDIER
PASSIVE

RANKED

FORCE TALENT
Career Skills: Athletics, Brawl, Knowledge (Warfare), Medicine, Melee, Ranged (Light),
Ranged (Heavy), Survival, Added by reddit U/natesroomrule
Original by BeggingforXP.com

THE BIGGER THEY ARE... BASE ABILITY


Once per game session as an action, the character may spend 2 Destiny Points, nominate one vehicle, starship, living creature
of silhouette 2 or smaller that he can see and make a Hard (ddd) 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 acti- for 2 additional rounds. Knowledge (Warfare) to acti-
by The Bigger They Are by 1. vate The Bigger They Are. vate The Bigger They Are.
COST 10 COST 10 COST 10 COST 10

ONGOING SALVO DESTINY REDUCE DIFFICULTY INCREASE SILHOUETTE


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

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

SEE IT THROUGH FINISH THE JOB SURVIVOR TOO TOUGH TO DIE


While Unmatched Courage While Unmatched Courage While Unmatched Courage is When Unmatched Courage
is active, the character is active the character active, add b to checks to ends, make a Hard (ddd)
does not become incapaci- adds +2 damage for each remove Critical Injuries. Resilience check to remove
tated when his wounds ex- Critical Injury he is suffer- one Critical Injury.
ceed his wound threshold. ing to the first hit of each
successful combat check
COST 15 COST 15 COST 15
he makes.
COST 15

VERSION 2 • 2016-01
SOLDIER ACTIVE

COMMANDO
PASSIVE

RANKED

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


Find more handouts at BeggingForXP.com

PHYSICAL TRAINING GRIT TOUGHENED POINT BLANK


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

TOUGHENED DURABLE PHYSICAL TRAINING STRONG ARM


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

COST 10 COST 10

BLOODED ARMOR MASTER NATURAL FERAL STRENGTH


OUTDOORSMAN
Add b per rank of Blooded When wearing armor, inc- Add 1 damage per rank of
to all checks to resist or rease total soak value by 1. Once per session, may Feral Strength to one hit
recover from poisons, re-roll any 1 Resilience or of a successful Melee or
COST 15
venoms, or toxins. Reduce Survival check. Brawl attack.
duration of ongoing poisons COST 15 COST 15
by one round per rank of
Blooded to a minimum of 1.
COST 15

TOUGHENED HEROIC FORTITUDE DURABLE KNOCKDOWN


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

IMPROVED DEDICATION UNSTOPPABLE FERAL STRENGTH


ARMOR MASTER
Gain +1 to a single charac- If a Critical Injury roll is Add 1 damage per rank of
When wearing armor with teristic. This cannot bring 1 or reduced to 1, do not Feral Strength to one hit
a soak value of 2 or higher, a characteristic above 6. received the Critical Injury. of a successful Melee or
increase defense by 1. Brawl attack.
COST 25 COST 25

COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


SOLDIER ACTIVE

HEAVY
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Gunnery, Perception, Ranged (Heavy), Resilience
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

BURLY BARRAGE GRIT TOUGHENED


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

BARRAGE BRACE SPARE CLIP DURABLE


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

circumstances.
COST 10 COST 10 COST 10

SIDE STEP BURLY HEROIC FORTITUDE TOUGHENED


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

BRACE BARRAGE RAIN OF DEATH HEROIC RESILIENCE


Perform a Brace maneuver Add 1 damage per rank of Perform the Rain of Death Immediately after being
to remove b per rank of Barrage to 1 hit of suc- maneuver to ignore the in- hit by an attack but before
Brace from next Action. cessful attack while using creased difficulty due to the suffering damage, spend 1
This may only remove b Ranged (Heavy) or Gunnery Auto-fire quality of attacks Destiny Point to increase
added by environmental skills at long or extreme made this turn. soak by ranks in Resilience.
circumstances. range.
COST 20 COST 20 COST 20 COST 20

BURLY DEDICATION ARMOR MASTER HEAVY HITTER


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

COST 25

FiB: 28 • VERSION N1 • 2022-03


SOLDIER ACTIVE

MEDIC
PASSIVE

RANKED

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


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FORAGER STIMPACK GRIT SURGEON


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

TOUGHENED SURGEON STIMPACK BACTA SPECIALIST


SPECIALIZATION
Gain +2 wound threshold. When making a Medicine Patients recover 1 addi-
check to help a character Stimpacks heal 1 additional tional wound per rank of
COST 10
heal wounds, the target wound per rank of Bacta Specialist when they
heals 1 additional wound Stimpack Specialization. recover wounds from bacta
per rank of Surgeon. COST 10 tanks or 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
permanently become COST 15
action; make a d d 2 strain to decrease the
career skills Medicine check. If success- difficulty of a Medicine
COST 15
ful, 1 engaged ally increa- check by 1.
ses 1 characteristic by COST 15
1 for the encounter and
suffers 4 strain.
COST 15

DODGE NATURAL DOCTOR IMPROVED STIM STIMPACK


APPLICATION SPECIALIZATION
When targeted in combat, Once per session, may re-
may perform a Dodge roll any 1 Medicine check. When performing a Stim Stimpacks heal 1 additional
incidental. Suffer strain Application action, may wound per rank of
COST 20
no greater than ranks increase the difficulty to Stimpack Specialization.
in Dodge to upgrade the d d d , and target only COST 20

difficulty of the attack by suffers 1 strain.


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 charac- Once per session when an
attack, may spend 1 teristic. This cannot bring ally would suffer a Critical When performing the Stim
Destiny Point to add a characteristic above 6. Injury, may take an It’s Not Application action, spend
damage equal to Intellect That Bad action; make a x to increase an additional
COST 25
to one hit. d d d Medicine check to Characteristic by 1.
COST 25
stop the ally from gaining COST 25

the Critical Injury.


COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


SOLDIER ACTIVE

SHARPSHOOTER
PASSIVE

RANKED

Spec Bonus Career Skills: Cool, Perception, Ranged (Light), Ranged (Heavy)
Find more handouts at BeggingForXP.com

EXPERT TRACKER SNIPER SHOT BRACE GRIT


Remove b per rank of Before making a non- Perform the Brace man- Gain +1 strain threshold.
Expert Tracker from checks thrown ranged attack, as euver to remove b COST 5
to find tracks or track a maneuver increase the per rank of Brace from
targets. Decrease time to weapon’s range by up to your next Action. This
track a target by half. 1 band per rank. Upgrade may only remove b
COST 5
the attack’s difficulty by 1 added by environmental
per range increase. circumstances.
COST 5 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
COST 10
perform a True Aim combat skill. Add damage Lethal Blows to any
maneuver to gain benefits equal to ranks in that skill Critical Injury result
of aiming and upgrade to one hit of a successful inflicted on opponents.
combat check once per attack with that skill. COST 10
rank of True Aim. COST 10

COST 10

BRACE LETHAL BLOWS SNIPER SHOT TRUE AIM


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

COST 15 COST 15

EXPERT TRACKER DEADLY ACCURACY TOUGHENED CRIPPLING BLOW


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

QUICK FIX NATURAL MARKSMAN DEDICATION TARGETED BLOW


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

COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


SOLDIER ACTIVE

TRAILBLAZER
TRAILBLAZER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Outer Rim), Perception, Stealth, Survival
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

STALKER TOUGHENED OUTDOORSMAN EXPERT TRACKER


Add b per rank of Stalker Gain +2 wound threshold. Remove b per rank of Remove b per rank of
to all Stealth and Coordina- Outdoorsman from checks Outdoorsman from checks
tion checks. to move through terrain to move through terrain
COST 5 COST 5
or manage environmental or manage environmental
effects. Decrease overland effects. Decrease overland
travel time by half. 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 b per rank of
check, may spend aa ally in short range takes action, may create a trap. Outdoorsman from checks
to disorient target for a cover, he increases soak Any other character who to move through terrain
number of rounds equal to against ranged attacks by 1 moves to engaged range of or manage environmental
ranks in Disorient. per rank of Prime Positions the trap must make an Op- effects. Decrease overland
until he leaves that cover. posed Vigilance vs. Survival travel time by half.
COST 10 check to avoid harm and ill
effects.
COST 10 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.
check, may perform a within short range add a
Dodge incidental to suffer a to combat checks while
COST 15
number of strain no greater benefiting from cover. COST 15
than 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 Remove b per rank of Ex- When in the wilderness,
check, may perform a hit of successful combat pert Tracker to find tracks the character may make a
Dodge incidental to suffer a checks against disoriented or track targets. Decrease Simple (d) Survival check
number of strain no greater targets per rank of Prey on time to track a target by (instead of Discipline or
than ranks of Dodge, then the Weak. half. Cool) to recover strain at
upgrade the difficulty of the the end of an encounter.
COST 20
check by that number.
COST 20 COST 20 COST 20

DEDICATION AMBUSH DISORIENT PREY ON THE WEAK


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

FiB: 30 • VERSION N1 • 2022-03


SOLDIER ACTIVE

VANGUARD
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Cool, Vigilance, Resilience
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

BODY GUARD CONDITIONED TOUGHENED RAPID REACTION


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

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
acted this round, increase Point Blank to damage of short range may spend a
ranged defense by 1 per one hit of successful attack on failed combat checks
rank of Moving Target. while using Ranged (Heavy) once per round to inflict 1
COST 10
or Ranged (Light) skills at strain per rank of Sup-
short range or engaged. pressing Fire on the target.
COST 10

COST 10 COST 10

CONDITIONED BODY GUARD TOUGHENED RAPID REACTION


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

IMPROVED BODY GUARD TOUGHENED SUPPRESSING FIRE MOVING TARGET


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

COST 20

DEDICATION SUPREME BODY GUARD DYNAMIC FIRE SEIZE THE INITIATIVE


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

COST 25

FiB: 32 • VERSION N1 • 2022-03


CAREER ACTIVE

SPY
PASSIVE

RANKED

FORCE TALENT
Career Skills: Computers, Cool, Coordination, Deception, Knowledge (Warfare),
Perception, Skulduggery, Stealth Added by reddit U/natesroomrule
Original by BeggingforXP.com

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 the rolled (d) from the pool. The results from the (d) 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 re- Unmatched Tradecraft may Unmatched Tradecraft may
also be used on b. moved through Unmatched be used with the Stealth be used with the Skulduggery
Tradecraft increases by skill instead of Deception. skill instead of Deception.
one per Increase Number
COST 10 COST 10 COST 10
upgrade.
COST 10

INCREASE EFFECT DESTINY FREQUENCY INCREASE NUMBER


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

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 tac-
tic 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 The skill check the charac- Remove b from the char- The skill check the charac-
check to activate Counter- ter makes as part of using acter’s skill check as part of ter makes as part of using
espionage, the character Counterespionage can be using Counterespionage. Counterespionage can be
adds b per Add Boost made using Charm instead made using Negotiation
upgrade. of Knowledge (Warfare).
COST 10
instead of Knowledge
(Warfare).
COST 10 COST 10 COST 10

DESTINY REDUCE SETBACK ADD BOOST TURN AGENT


To activate Counterespio- Remove b from the char- When making the skill Spend x on a successful
nage, the character needs acter’s skill check as part of check to activate Counter- check to activate Coun-
to spend only one Destiny using Counterespionage. espionage, the character terespionage to turn one
Point instead of the normal adds b per Add Boost identified enemy agent into
two Destiny Points.
COST 15
upgrade. a double agent secretly
working for the character.
COST 15 COST 15 COST 15

VERSION 2 • 2016-01
SPY ACTIVE

COURIER
COURIER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Deception, Streetwise, Vigilance
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

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 per rank in Shortcut to any and Knowledge (Outer Rim) Piloting (Space) become
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 pen- Once per encounter, may Gain +1 strain threshold.
vehicles or equipment that alties for moving through use Second Wind inciden-
holds items with total en- difficult terrain. tal to heal strain equal to
cumbrance equal to ranks ranks in Second Wind.
COST 10 COST 10
in Hidden Storage.
COST 10 COST 10

GRIT INDISTINGUISHABLE FREERUNNING SHORTCUT


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

COST 15 COST 15

IMPROVED HIDDEN HIDDEN STORAGE IMPROVED SECOND WIND


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

COST 20

INCITE DISTRACTION DEDICATION LOSE THEM NATURAL ATHLETE


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

C&M • VERSION N1 • 2022-03


SPY ACTIVE

INFILTRATOR
PASSIVE

RANKED

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


Find more handouts at BeggingForXP.com

GRIT DODGE FRENZIED ATTACK DEFENSIVE STANCE


Gain +1 strain threshold. When targeted in combat, When making a Melee or Once per round, as a man-
COST 5
may perform a Dodge Brawl attack, suffer strain euver suffer a number of
incidental. Suffer strain up to ranks in Frenzied strain up to ranks in Defen-
no greater than ranks Attack to upgrade the sive Stance to upgrade
in Dodge to upgrade the attack by an equal amount. difficulty of all incoming
difficulty of the attack by COST 5
melee attacks by an equal
that number. number for the next round.
COST 5 COST 5

STUNNING BLOW GRIT SOFT SPOT JUMP UP


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

COST 10
to one hit.
COST 10

KNOCKDOWN FRENZIED ATTACK GRIT DODGE


After hitting with a melee When making a Melee or Gain +1 strain threshold. When targeted in combat,
attack, may spend x to Brawl attack, suffer strain COST 15
may perform a Dodge
knock the target prone. up to ranks in Frenzied incidental. Suffer strain
COST 15
Attack to upgrade the no greater than ranks
attack by an equal amount. in Dodge to upgrade the
COST 15
difficulty of the attack by
that number.
COST 15

NATURAL BRAWLER TOUGHENED IMPROVED DEFENSIVE STANCE


STUNNING BLOW
Once per session, may Gain +2 wound threshold. Once per round, as a man-
reroll any 1 Melee or Brawl When dealing strain euver suffer a number of
COST 20
check. damage with Melee or strain up to ranks in Defen-
Brawl checks, may spend sive Stance to upgrade
COST 20
x to stagger target for 1 difficulty of all incoming
round per x . melee attacks by an equal
COST 20 number for the next round.
COST 20

DEDICATION CLEVER SOLUTION MASTER OF NATURAL ROGUE


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

AGE OF REBELLION • VERSION 4 • 2016-02


SPY ACTIVE

INTERROGATOR
INTERROGATOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Coercion, Medicine, Perception
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

INTIMIDATING GRIT SURGEON NOBODY'S FOOL


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

BAD COP GRIT SURGEON GOOD COP


May spend aa from a Gain +1 strain threshold. When making a Medicine May spend aa from
Deception or Coercion check check to help a character Charm or Negotiation check
to upgrade ability of a single heal wounds, the target to upgrade ability of a single
ally’s subsequent Social heals 1 additional would per ally’s subsequent Social
COST 10
Interaction check against the rank 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 aa from a Upgrade difficulty of incom- Once per session, may perform
social skill check, the character Deception or Coercion check ing Charm, Coercion, or the Know Their Weakness
may suffer 2 strain to perform to upgrade ability of a single Deception checks once per action and choose one target
the Resist Questioning (out of ally’s subsequent Social rank of Nobody’s Fool. within short range; make a
Hard (ddd) Perception check
turn) incidental, adding b to Interaction check against the to downgrade the difficulty
the check. If the check fails, target a number of times
COST 15
of social skill checks against
may spend y to indicate he equal to ranks in Bad Cop. target once per rank of Know
has provided false information Their Weakness until end of
to foe. COST 15
the session.
COST 15 COST 15

IMPROVED RESIST INTIMIDATING KNOW THEIR WEAKNESS IMPROVED KNOW


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

PRESSURE POINT EXHAUSTIVE MADE YOU TALK DEDICATION


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

C&M • VERSION N1 • 2022-03


SPY ACTIVE

SCOUT
PASSIVE

RANKED

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


Find more handouts at BeggingForXP.com

RAPID RECOVERY STALKER GRIT SHORTCUT


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

FORAGER QUICK STRIKE LET’S RIDE DISORIENT


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

RAPID RECOVERY NATURAL HUNTER FAMILIAR SUNS SHORTCUT


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

GRIT HEIGHTENED TOUGHENED QUICK STRIKE


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

COST 20

UTILITY BELT DEDICATION STALKER DISORIENT


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

AGE OF REBELLION • VERSION 4 • 2016-02


SPY ACTIVE

SLEEPER
SLEEPER AGENT
AGENT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Cool, Discipline, Knowledge (Education)
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

CODEBREAKER GRIT CUNNING PERSONA WELL ROUNDED


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

TOUGHENED BYPASS SECURITY CONVINCING DEMEANOR CREATIVE KILLER


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

ANALYZE DATA CODEBREAKER GRIT CONVINCING DEMEANOR


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

GRIT BYPASS SECURITY DURABLE A STEP AHEAD


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

COST 20

DEDICATION INSIDE PERSON NATURAL CHARMER INSIDE KNOWLEDGE


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

C&M • VERSION N1 • 2022-03


SPY ACTIVE

SLICER
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth
Find more handouts at BeggingForXP.com

CODEBREAKER GRIT TECHNICAL APTITUDE BYPASS SECURITY


Remove b per rank in Gain +1 strain threshold. Reduce time needed to Remove b per rank of
Codebreaker from checks COST 5
complete Computer- Bypass Security from
to break codes or decrypt related tasks by 25% per checks made to disable a
communications. Decrease rank in Technical Aptitude. security device or open a
difficulty of checks to COST 5
locked door.
break 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 b per rank of
systems, add b per rank complete Computer- COST 10
Bypass Security from
of Defensive Slicing to related tasks by 25% per checks made to disable a
opponents’ checks. rank in Technical Aptitude. security device or open a
COST 10 COST 10
locked door.
COST 10

NATURAL BYPASS SECURITY DEFENSIVE SLICING GRIT


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

COST 15

DEFENSIVE SLICING IMPROVED CODEBREAKER RESOLVE


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

SKILLED SLICER MASTER SLICER MENTAL FORTRESS DEDICATION


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

COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


CAREER BASE ABILITY

TECHNICIAN
UPGRADE

RANKED

Career Skills: Astrogation, Computers, Coordination, Discipline, Knowledge (Outer Rim),


Mechanics, Perception, Piloting (Planetary) Find more handouts at BeggingForXP.com

INVENTIVE CREATION
Once per game session, as an action, the character may spend 2 Destiny Points and make a dddd Mechanics check. If
successful, the character immediately uses available parts to build a device that functions as an item of their 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 work. 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 b from skill Increase the rarity of the Remove b from skill Increase the rarity of the
check to activate device the character can check to activate device the character can
Inventive Creation. build by 1. Inventive 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 Inven- device the character can Destiny Point instead of 2. silhouette 2 or smaller
tive Creation to ddd. build by 1. COST 15
using Inventive Creation.
COST 15 COST 15 COST 15

UNMATCHED CALIBRATION
Once per game session as an incidental, after rolling dice for a check but before interpreting the results, 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 a. C.
COST 30

REMOVE SETBACK INCREASE NUMBER FREQUENCY INCREASE NUMBER


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

DESTINY MINIMIZE RISK OPTIMIZATION SHARED ACUMEN


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

EDGE OF THE EMPIRE • VERSION 8 4


VERSION • •2018-01
2014-3
TECHNICIAN ACTIVE

MECHANIC
PASSIVE

RANKED

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


Find more handouts at BeggingForXP.com

GEARHEAD TOUGHENED FINE TUNING SOLID REPAIRS


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

REDUNDANT SYSTEMS SOLID REPAIRS GEARHEAD GRIT


Once per session, as The character repairs Remove b per rank of Gain +1 strain threshold.
an action, make a d 1 additional hull trauma Gearhead from Mechanics COST 10
Mechanics check to per rank of Solid Repairs checks. Halve the credit
harvest components whenever he repairs a cost to add mods to
from a functioning device, starship or vehicle. attachments.
without breaking it, to COST 10 COST 10
repair a broken one.
COST 10

SOLID REPAIRS ENDURING BAD MOTIVATOR TOUGHENED


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

CONTRAPTION SOLID REPAIRS FINE TUNING HARD HEADED


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

NATURAL TINKERER HOLD TOGETHER DEDICATION IMPROVED


HARD HEADED
Once per session, re-roll Spend 1 Destiny Point to Gain +1 to a single charac-
any 1 Mechanics check. perform a Hold Together teristic. This cannot bring When incapacitated due to
incidental immediately a characteristic above 6. strain exceeding threshold,
COST 25
after vehicle or starship take a ddddd Disc-
COST 25
takes damage to turn it to ipline check (–d per rank
system strain. of Hard Headed) to reduce
strain to 1 below threshold.
COST 25

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


TECHNICIAN ACTIVE

OUTLAW TECH
PASSIVE

RANKED

Spec Bonus Career Skills: Knowledge (Education), Knowledge (Underworld), Mechanics, Streetwise
Find more handouts at BeggingForXP.com

TINKERER UTINNI! SPEAKS BINARY TINKERER


May add 1 additional hard Remove b per rank of When directing NPC May add 1 additional hard
point to a number of items Utinni! from checks to find droids, may grant them b point to a number of items
equal to ranks in Tinkerer. or scavenge items or gear. per rank of Speaks Binary equal to ranks in Tinkerer.
Each item may only be Such checks take half the on checks. 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 Gain +1 strain threshold. Remove b per rank of Gain +2 wound threshold.
1 additional hull trauma COST 10
Utinni! from checks to find COST 10
per rank of Solid Repairs or scavenge items or gear.
whenever he repairs a Such checks take half the
starship or vehicle. time.
COST 10 COST 10

UTILITY BELT SIDE STEP BRACE DEFENSIVE STANCE


Spend 1 Destiny Point Once per round, as a man- Perform the Brace man- Once per round, as a man-
to perform a Utility Belt euver suffer a number of euver to remove b euver suffer a number of
incidental; produce a strain up to ranks in Side per rank of Brace from strain up to ranks in Defen-
previously undocumented Step to upgrade difficulty of your next Action. This sive Stance to upgrade
item or weapon (with all incoming ranged attacks may only remove b difficulty of all incoming
restrictions) from a tool by an equal number for the added by environmental melee attacks by an equal
belt or a satchel. next round. circumstances. number for the next round.
COST 15 COST 15 COST 15 COST 15

JURY RIGGED SPEAKS BINARY INVENTOR JURY RIGGED


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

INVENTOR DEDICATION KNOWN SCHEMATIC BRACE


When constructing new Gain +1 to a single charac- Once per session, may Perform the Brace man-
items or modifying attach- teristic. This cannot bring perform the Known euver to remove b
ments, add b or remove a characteristic above 6. Schematic maneuver; make per rank of Brace from
b per rank of Inventor. COST 25
a ddd Knowledge your next Action. This
COST 25
(Education) check to gain may only remove b
familiarity with a building added by environmental
or ship’s design. circumstances.
COST 25 COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


TECHNICIAN ACTIVE

SLICER
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth
Find more handouts at BeggingForXP.com

CODEBREAKER GRIT TECHNICAL APTITUDE BYPASS SECURITY


Remove b per rank in Gain +1 strain threshold. Reduce time needed to Remove b per rank of
Codebreaker from checks COST 5
complete Computer- Bypass Security from
to break codes or decrypt related tasks by 25% per checks made to disable a
communications. Decrease rank in Technical Aptitude. security device or open a
difficulty of checks to COST 5
locked door.
break 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 b per rank of
systems, add b per rank complete Computer- COST 10
Bypass Security from
of Defensive Slicing to related tasks by 25% per checks made to disable a
opponents’ checks. rank in Technical Aptitude. security device or open a
COST 10 COST 10
locked door.
COST 10

NATURAL BYPASS SECURITY DEFENSIVE SLICING GRIT


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

COST 15

DEFENSIVE SLICING IMPROVED CODEBREAKER RESOLVE


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

SKILLED SLICER MASTER SLICER MENTAL FORTRESS DEDICATION


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

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


TECHNICIAN ACTIVE

CYBER TECH
PASSIVE

RANKED

Spec Bonus Career Skills: Athletics, Mechanics, Medicine, Vigilance


Find more handouts at BeggingForXP.com

CYBERNETICIST MORE MACHINE ENGINEERED TOUGHENED


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

COST 5

EYE FOR DETAIL TOUGHENED ENERGY TRANSFER CYBERNETICIST


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

COST 10

OVERCHARGE MORE MACHINE DURABLE SURGEON


THAN MAN
Once per encounter, as May reduce any Critical When making a Medicine
an action make a ddd Increase cybernetic implant Injury suffered by 10 check to help a character
Mechanics check. On a suc- cap by 1 per rank of More per rank of Durable to a heal wounds, the target
cess one installed cybernetic Machine than Man. minimum of 1. heals 1 additional wound
implant provides additional COST 15 COST 15
per rank of Surgeon.
benefits. On y overcharged COST 15
implant shorts out.
COST 15

IMPROVED UTILITY BELT MORE MACHINE SURGEON


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

MORE MACHINE DURABLE SUPREME DEDICATION


THAN MAN OVERCHARGE
May reduce any Critical Gain +1 to a single charac-
Increase cybernetic implant Injury suffered by 10 May perform the teristic. This cannot bring
cap by 1 per rank of More per rank of Durable to a Overcharge action on a characteristic above 6.
Machine than Man. minimum of 1. any number of installed
COST 25

COST 25
cybernetic implants. On
COST 25
y, one implant shorts out.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


TECHNICIAN ACTIVE

DROID TECH
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Cool, Mechanics, Leadership


Find more handouts at BeggingForXP.com

MACHINE MENDER HIDDEN STORAGE SPEAKS BINARY GRIT


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

COST 5 COST 5 COST 5 COST 5

DEFT MAKER EYE FOR DETAIL GRIT SPEAKS BINARY


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

GRIT SUPREME IMPROVED HIDDEN STORAGE


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

COST 15

REDUNDANT SYSTEMS MACHINE MENDER SPEAKS BINARY DEFT MAKER


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

COST 20

EYE FOR DETAIL REROUTE DEDICATION MACHINE MENDER


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

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


TECHNICIAN ACTIVE

MODDER
PASSIVE

RANKED

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


Find more handouts at BeggingForXP.com

TINKERER RESOLVE KNOW SOMEBODY SIGNATURE VEHICLE


May add 1 additional hard When the character invol- Once per session, when Choose one starship or
point to a number of items untarily suffers strain, he attempting to purchase vehicle with a silhouette of
equal to ranks in Tinkerer. suffers 1 less strain per a legally available item, 3 or lower as a Signature
Each item may only be rank or Resolve (min 1). reduce its rarity by 1 per Vehicle. Upgrade all
modified once. COST 5
rank of Know Somebody. Mechanics checks made
COST 5
on that vehicle.
COST 5 COST 5

GEARHEAD TINKERER FANCY PAINT JOB LARGER PROJECT


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

RESOURCEFUL REFIT RESOLVE LARGER PROJECT TOUGHENED


As an action make a When the character invol- Signature Vehicle can have Gain +2 wound threshold.
dd Mechanics check untarily suffers strain, he a silhouette 1 larger per COST 15
to scavenge an old suffers 1 less strain per rank of Larger Project.
attachment to construct a rank or Resolve (min 1). COST 15
new one, reducing its price COST 15
by that of the dismantled
attachment.
COST 15

JURY RIGGED HIDDEN STORAGE TINKERER GEARHEAD


Choose 1 weapon, armor, Gain hidden storage in May add 1 additional hard Remove b per rank of
or 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
while it remains in use. encumbrance equal to Each item may only be cost to add mods to
COST 20
ranks in Hidden Storage. modified once. attachments.
COST 20 COST 20 COST 20

JURY RIGGED DEDICATION NATURAL TINKERER CUSTOM LOADOUT


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

COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


CAREER ACTIVE

WARRIOR
PASSIVE

RANKED

FORCE TALENT
Career Skills: Athletics, Brawl, Cool, Melee, Perception, Survival
Added by reddit U/natesroomrule
Original by BeggingforXP.com

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 ASSOCIATION ADD SETBACK DURATION


Deadly Reputation lasts for Deadly Reputation also Add b to checks affected Deadly Reputation lasts for
one additional turn. affect checks targeting the by Deadly Reputation. one additional turn.
character's allies.
COST 10 COST 10 COST 10 COST 10

INCREASE EFFECT ADD SETBACK DESTINY DURATION


Upgrade the difficulty of Add b to checks affected Deadly Reputation costs Deadly Reputation lasts for
checks affected by Deadly by Deadly Reputation. 1 fewer Destiny Point to one additional turn.
Reputation. activate.
COST 15 COST 15 COST 15 COST 15

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 tile check by one, to a maximum difficulty of Formidable (ddddd). If suc-
cessful, 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 The character may activate The character may activate Reduce the strain suffered
to make additional attacks Unmatched Ferocity after a Unmatched Ferocity after a to make additional attacks
by 1. successful Brawl check. successful Lightsaber check. by 1.
COST 10 COST 10 COST 10 COST 10

DESTINY CHANGE TARGET REDUCE CONFLICT REDUCE STRAIN


Unmatched Ferocity costs The character may choose The character may choose Reduce the strain suffered
1 fewer Destiny Point to a different target for each to suffer an additional 2 to make additional attacks
activate. attack made as a result of strain instead of 1 Conflict by 1.
COST 15
Unmatched Ferocity. to activate Unmatched COST 15
Ferocity.
COST 15 COST 15

VERSION 2 • 2016-01
WARRIOR CONFLICT COST ACTIVE

AGGRESSOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Streetwise
Find more handouts at BeggingForXP.com

INTIMIDATING PLAUSIBLE GRIT TOUGHENED


DENIABILITY
May suffer a number Gain +1 strain threshold. Gain +2 wound threshold.
of strain up to ranks in Remove b per rank of
COST 5 COST 5
Intimidating to downgrade Plausible Deniability from
difficulty of Coercion all Coercion and Deception
checks or upgrade difficulty checks.
when targeted by Coercion COST 5

checks by an equal number.


COST 5

FEARSOME INTIMIDATING PREY ON THE WEAK SENSE ADVANTAGE


When an enemy becomes May suffer a number Add +1 damage to one Once per session, may add
engaged with the char- of strain up to ranks in hit of successful combat bb to 1 NPC’s skill check.
acter, they may force the Intimidating to downgrade checks against disoriented COST 10
enemy to make a fear difficulty of Coercion targets per rank of Prey on
check, with the difficulty checks or upgrade difficulty the Weak.
equal to ranks in Fearsome. when targeted by Coercion COST 10

COST 10
checks by an equal number.
COST 10

FEARSOME TERRIFY CRIPPLING BLOW TOUGHENED


When an enemy becomes As an action, make a ddd Increase the difficulty of Gain +2 wound threshold.
engaged with the char- Coercion check, adding C no next combat check by 1. If COST 15
acter, they may force the greater than Force rating. check deals damage, target
enemy to make a fear Disorient 1 target within med- suffers 1 strain whenever
check, with the difficulty ium range per s. Spending he moves for the remainder
equal to ranks in Fearsome. a a extends duration and of the encounter.
COST 15
F immobilizes affected target. COST 15

COST 15

GRIT IMPROVED TERRIFY PREY ON THE WEAK HEROIC FORTITUDE


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

FORCE RATING FEARSOME DEDICATION AGAINST ALL ODDS


Gain +1 Force rating. When an enemy becomes Gain +1 to a single charac- When incapacitated,
COST 25
engaged with the char- teristic. This cannot bring perform an Against all
acter, they may force the a characteristic above 6. Odds action; make ddd
enemy to make a fear COST 25
Resilience check with C
check, with the difficulty equal to Force rating. Heal
equal to ranks in Fearsome. wounds equal to s , spend
COST 25
F to add s .
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


WARRIOR ACTIVE

COLOSSUS
COLOSSUS
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Brawl, Discipline, Melee, Resilience
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

TOUGHENED DURABLE HARD HEADED GRIT


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

TOUGHENED DURABLE HARD HEADED GRIT


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

TOUGHENED DURABLE HEADBUTT ENDURING


Gain +2 Wound Threshold. May reduce any Critical Inju- Perform Headbutt incidental, Gain +1 soak value.
ry suffered by 10 per rank of suffering 2 wounds to knock
Durable to a minimum of 1. down and disorient enemy.
COST 15 COST 15 COST 15 COST 15

TOUGHENED UNSTOPPABLE IMPROVED HARD HEADED INDOMITABLE WILL


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

IMPROVED TOUGHENED HEROIC FORTITUDE DEDICATION POWER FROM PAIN


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

KoF • VERSION N1 • 2022-03


WARRIOR ACTIVE

JUYO BERSERKER
BERSERKER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coercion, Discipline, Lightsaber, Melee
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

TOUGHENED PARRY GRIT INTIMIDATING


Gain +2 Wound Threshold. When hit by a melee Gain +1 strain threshold. May suffer a number of
attack, suffer 3 strain to strain to downgrade diffi-
reduce damage by 2 plus culty of Coercion checks, or
ranks in Parry. upgrade difficulty when tar-
COST 5 COST 5
geted by Coercion checks,
by an equal number. Strain
COST 5 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 When making a Lightsaber Add +10 per rank of Lethal
a number of dark side Des- attack, suffer 3 strain to combat check, the char- Blows to any Critical Injury
tiny Points equal to ranks reduce damage by 2 plus acter may suffer 1 strain result inflicted on opponents.
in Inner Peace to light side ranks in Parry. to downgrade the difficulty
Destiny Points and reduce of this check a number of COST 10

Conflict gained this session. times equal to the number


COST 10 COST 10 of light side Destiny Points
in the Destiny pool.
COST 10

BALANCE LETHAL BLOWS QUICK STRIKE EMBRACE YOUR HATE


When the character heals Add +10 per rank of Lethal Add b per rank of Quick May spend 1 Destiny Point
strain at the end of the en- Blows to any Critical Injury Strike to combat checks and suffer Conflict equal to
counter, he may add C per result inflicted on opponents. against targets that have dark side Destiny Points in
Force Rating. He recovers not acted yet this encoun- pool to add equal damage
additional strain equal to Z COST 15
ter. to melee attack. May use
generated. this ability once per encoun-
COST 15 COST 15
ter 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 b per rank of Quick
a number of dark side Des- strain to downgrade diffi- Critical Injury rolls from Strike to combat checks
tiny Points equal to ranks culty of Coercion checks, or Lightsaber attacks for each against targets that have
in Inner Peace to light side upgrade difficulty when tar- dark side Destiny Point in
Destiny Points and reduce not acted yet this encoun-
geted by Coercion checks, the Destiny pool. ter.
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 HATE DEDICATION MULTIPLE OPPONENTS


When hit by a melee May spend 1 Destiny Point Gain +1 to a single charac- Add b to Lightsaber,
attack, suffer 3 strain to and suffer Conflict equal to teristic. This cannot bring a Brawl, and Melee checks
reduce damage by 2 plus dark side Destiny Points in characteristic above 6. when engaged with multiple
ranks in Parry. pool to add equal damage COST 25
opponents.
to melee attack. May use
this ability once per encoun-
COST 25 COST 25
ter per rank.
COST 25

KoF • VERSION N1 • 2022-03


WARRIOR ACTIVE

SHII-CHO KNIGHT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Athletics, Coordination, Lightsaber, Melee
Find more handouts at BeggingForXP.com

PARRY SECOND WIND TOUGHENED PARRY


When hit by a melee attack Once per encounter, may Gain +2 wound threshold. When hit by a melee attack
while wielding a melee use Second Wind incidental COST 5
while wielding a melee
weapon or lightsaber, suffer to heal strain equal to weapon or lightsaber, suffer
3 strain to reduce damage ranks in Second Wind. 3 strain to reduce damage
by 2 plus ranks in Parry. COST 5
by 2 plus ranks in Parry.
COST 5 COST 5

SECOND WIND CONDITIONED MULTIPLE DURABLE


OPPONENTS
Once per encounter, may Remove b per rank of May reduce any Critical
use Second Wind incidental Conditioned from Athletics Add b to Lightsaber, Injury suffered by 10
to heal strain equal to and Coordination checks. Brawl, and Melee checks per rank of Durable to a
ranks in Second Wind. Reduce the damage and when engaged with minimum of 1.
strain suffered from falling multiple opponents.
COST 10 COST 10
1 per rank of Conditioned. COST 10

COST 10

QUICK DRAW GRIT PARRY DEFENSIVE


TRAINING
Once per round, draw or Gain +1 strain threshold. When hit by a melee attack
holster a weapon or item while wielding a melee When wielding a Lightsaber,
COST 15
as an incidental. weapon or lightsaber, suffer Melee, or Brawl weapon,
3 strain to reduce damage the weapon gains the
COST 15
by 2 plus ranks in Parry. Defensive quality with a
rating equal to ranks in
COST 15
Defensive Training.
COST 15

NATURAL SARLACC SWEEP IMPROVED PARRY SUM DJEM


BLADEMASTER
Increase difficulty of Light- When parrying a hit that May spend x or a a
Once per session, may saber check by 1 to perform generated y or ttt , with a successful Lightsaber
re-roll any 1 Lightsaber Sarlacc Sweep action. may hit attacker once with attack to disarm opponent.
or Melee check. May spend a a to hit Lightsaber, Brawl, or Melee COST 20

COST 20 additional engaged targets. weapon (dealing base


COST 20
damage), after original
attack resolves.
COST 20

CENTER OF BEING DURABLE DEDICATION PARRY


Take a Center of Being May reduce any Critical Gain +1 to a single charac- When hit by a melee attack
maneuver. Until the start of Injury suffered by 10 teristic. This cannot bring while wielding a melee
next turn, attacks against per rank of Durable to a a characteristic above 6. weapon or lightsaber, suffer
the character increase minimum of 1. COST 25
3 strain to reduce damage
their crit rating by 1 per COST 25
by 2 plus ranks in Parry.
rank of Center of Being. COST 25

COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


WARRIOR ACTIVE

STARFIGHTER ACE
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Astrogation, Gunnery, Mechanics, Piloting (Space)
Find more handouts at BeggingForXP.com

GRIT SKILLED JOCKEY RAPID REACTION SOLID REPAIRS


Gain +1 strain threshold. Remove b per rank of Suffer a number of strain up The character repairs
COST 5
Skilled Jockey from all to ranks in Rapid Reaction 1 additional hull trauma
Piloting (Planetary) and to add an equal number of per rank of Solid Repairs
Piloting (Space) checks. s to initiative checks. whenever he repairs a
COST 5 COST 5
starship or vehicle.
COST 5

INTUITIVE EVASION CONFIDENCE SOLID REPAIRS GALAXY MAPPER


As a maneuver suffer 1 strain May decrease difficulty The character repairs Remove b per rank
and commit C up to ranks of Discipline checks to 1 additional hull trauma of Galaxy Mapper from
of Intuitive Evasion. Upgrade avoid fear by 1 per rank of per rank of Solid Repairs Astrogation checks.
difficulty of attacks targeting Confidence. whenever he repairs a Astrogation checks take
starship or vehicle by an equal COST 10
starship or vehicle. half normal time.
amount. Suffer 1 strain each COST 10 COST 10
round C stay committed.
COST 10

FULL THROTTLE RAPID REACTION EXHAUST PORT GRIT


Take a Full Throttle action; Suffer a number of strain up Before attacking a starship Gain +1 strain threshold.
make a ddd Piloting to ranks in Rapid Reaction or vehicle, may spend 1 COST 15
check to increase a vehicle’s to add an equal number of Destiny Point to ignore the
top speed by 1 for a number s to initiative checks. effects of the Massive rule
of rounds equal to Cunning. COST 15
for the attack.
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 b per rank of
check with a planetary b b to any 1 check. COST 20
Skilled Jockey from all
scale weapon, add C COST 20
Piloting (Planetary) and
up to Force rating to the Piloting (Space) checks.
check. Spend F F to add COST 20
s or a .
COST 20

FORCE RATING TRICKY TARGET DEDICATION INTUITIVE EVASION


Gain +1 Force rating. Count vehicle or starship Gain +1 to a single charac- As a maneuver suffer 1 strain
COST 25
piloted as having a teristic. This cannot bring and commit C up to ranks
silhouette 1 lower when a characteristic above 6. of Intuitive Evasion. Upgrade
being attacked. COST 25
difficulty of attacks targeting
COST 25
starship or vehicle by an equal
amount. Suffer 1 strain each
round C stay committed.
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


WARRIOR ACTIVE

STEEL HAND
HAND ADEPT
ADEPT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Brawl, Coordination, Discipline, Vigilance
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT IRON BODY IRON BODY TOUGHENED


Gain +1 strain threshold. Remove b per rank of Iron Remove b per rank of Iron Gain +2 Wound Threshold.
Body from Coordination Body from Coordination
and Resilience checks. and Resilience checks.
COST 5
Reduce the critical rating Reduce the critical rating COST 5
of unarmed attacks by 1 of unarmed attacks by 1
per rank of Iron Body (to a per rank of Iron Body (to a
minimum of 1). minimum of 1).
COST 5 COST 5

MARTIAL GRACE ACKLAY'S UNARMED PARRY PRECISION STRIKE


SCYTHING STRIKE
Once per round, suffers 2 May Parry while unarmed When this character inflicts
strain to add damage equal Brawl attacks gain Pierce Reduce strain cost to Parry a Critical Injury with a
to ranks in Coordination to equal to Force rating. while unarmed by 1 (to a Brawl, Melee, or Lightsa-
next Brawl check made this minimum of 1). ber weapon, may suffer 1
COST 10
turn. strain to change the result
to any Easy (d) Critical
COST 10 COST 10
Injury result.
COST 10

DODGE SWIFT PARRY IMPROVED


PRECISION STRIKE
When targeted by combat Do not suffer usual pen- When hit by a melee
check, may perform a alties for moving through attack, suffer 3 strain to Once per round, when in-
Dodge incidental to suffer a difficult terrain. reduce damage by 2 plus flicting a Critical Injury with
number of strain no greater ranks in Parry. a Brawl or Melee weapon,
than ranks of Dodge, then
COST 15 may suffer 2 strain to
upgrade the difficulty of the change the result to any
check by that number.
COST 15 Average (dd) Critical
injury.
COST 15 COST 15

IMPROVED DODGE TOUGHENED GRIT SAPITH SUNDERING


After using Dodge, can Gain +2 Wound Threshold. Gain +1 strain threshold. May add C up to Force
make a Move maneuver as rating to Brawl checks; the
an out-of-turn incidental. attack gains the Sunder
COST 20 COST 20 COST 20
quality, and character may
spend F generated one
the check as a 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 charac- When targeted by combat
check as a ranged attack, teristic. This cannot bring a check, may perform a
adding C up to Force characteristic above 6. Dodge incidental to suffer a
COST 25
rating, increase the range COST 25
number of strain no greater
of the attack by one band than ranks of Dodge, then
for each F spent, to a upgrade the difficulty of the
maximum of long. check by that number.
COST 25 COST 25

KoF • VERSION N1 • 2022-03


CAREER ACTIVE

CLONE SOLDIER
PASSIVE

RANKED

FORCE TALENT
Career Skills: Athletics, Brawl, Cool, Discipline, Medicine, Ranged (Heavy), Ranged (Light), Vigilance
Added by reddit U/natesroomrule
Original by BeggingforXP.com

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
instead adds s and a. instead adds s. also removes b. which the character can
provide assistance by one
range band.
COST 10 COST 10 COST 10

COST 10

INCREASE EFFECT DESTINY INCREASE RANGE CAMARADERIE


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

COST 15

VERSION 2 • 2016-01
THE CLONE SOLDIER ACTIVE

CLONE
CLONE ARC
ARC TROOPER
TROOPER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coordination, Mechanics, Piloting (Planetary), Stealth
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

TOUGHENED GRIT PHYSICAL TRAINING CONDITIONED


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

CLANKER KILLER QUICK STRIKE KNOCKDOWN POINT BLANK


Before rolling a combat Add b 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 knock Point Blank to damage of
remove b up to the char- against targets that have the target prone. one hit of successful attack
acter’s rank in Clanker Killer not acted yet this encoun- while using Ranged (Heavy)
COST 10
from the pool, and add an ter. or Ranged (Light) skills at
equal number of s or a short range or engaged.
COST 10
to the results.
COST 10 COST 10

TOUGHENED SWIFT POINT BLANK GUNS BLAZING


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

COST 15

QUICK STRIKE GRIT CLANKER KILLER NATURAL COMMANDO


Add b per rank of Quick Gain +1 strain threshold. Before rolling a combat Once per session, the
Strike to combat checks check that targets a droid, character may reroll one
against targets that have remove b up to the char- Ranged (Light) or Stealth
not acted yet this encoun- COST 20
acter’s rank in Clanker Killer check.
ter. from the pool, and add an
equal number of s or a
COST 20 COST 20
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 charac- May perform Rapid Fire in-
character and any number ranged combat checks teristic. This cannot bring a cidental to add the Autofire
of allies in the encounter targeting the character a characteristic above 6. item quality to a Ranged
may add s equal to the number of times equal to (Light) combat check. After
character’s rank in Stealth the number of maneuvers resolving the attack, the
to their checks to deter- they performed to move weapon runs out of ammo.
COST 25
mine Initiative order. during this round.
COST 25 COST 25 COST 25

CotR • VERSION N1 • 2022-03


THE CLONE SOLDIER ACTIVE

CLONE
CLONE COMMANDER
COMMANDER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Core Worlds), Knowledge (Warfare), Leadership, Perception
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT COMMANDINGPRESENCE
COMMANDING RESEARCHER TOUGHENED
PRESENCE
Gain +1 strain threshold. Remove b per rank of Gain +2 Wound Threshold.
Remove b per rank of Researcher from all Knowl-
Commanding Presence edge checks. Researching a
from all Leadership and subject takes half the usual
COST 5
Cool checks. time.
COST 5

COST 5 COST 5

CLANKER KILLER INGRAINED LOYALTY CLEVER COMMANDER GRIT


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

FIRST AMONG BROTHERS COMMANDINGPRESENCE


COMMANDING ENDURING PRESENCE FORMATION TACTICS
PRESENCE
When the character makes a Once per session, the char- May take the Formation
check that does not generate Remove b per rank of acter may upgrade a Mass Tactics action; make a
any t, the check gains a, Commanding Presence Combat check even if the (ddd) Leadership check.
equal to ranks in First Among from all Leadership and character is not present or If successful, may choose a
Cool checks. number of allies within Short
Brother. The character may is prevented from commu-
range equal to s generat-
only spend the additional a nicating with their troops. ed. Upgrade the difficulty of
COST 15
to affect allied clones. attacks against these allies
once until the end of his next
COST 15 COST 15
turn.
COST 15

FIRST AMONG BROTHERS STEELY NERVES TACTICAL PLANNING IMPROVED FORMATION


TACTICS
When the character makes a May spend a Destiny Point Once per session, the
check that does not generate to ignore the effects of character may substitute The difficulty of Forma-
any t. the check gains a, Critical Injuries on Willpow- a Knowledge (Warfare) tion Tactics is reduced to
equal to ranks in First Among er or Presence checks until skill check for another skill (dd). May spend y or
Brother. The character may the end of the encounter. check. aaaaaa to have
only spend the additional a the effect last until end of
to affect allied clones. COST 20 the encounter.

COST 20 COST 20 COST 20

AT ANY COST DEDICATION OUTMANEUVER PRACTICED


STRATEGIST
May suffer a Critical Injury Gain +1 to a single charac- As an action, make a
to reroll a Mass Combat teristic. This cannot bring a (ddd) Knowledge (War- Once per session, make an
opposed Knowledge (War-
check. At the GM’s discre- characteristic above 6. fare) check. Choose one
fare) check against a leader
tion, may sacrifice an item ship or vehicle per s. Until
COST 25 of enemy forces to gain a
or individual of personal the end of the characters narrative advantage.
significance instead. next tum, the chosen ships
COST 25
must perform one extra
maneuver to move.
COST 25

COST 25

CotR • VERSION N1 • 2022-03


THE CLONE SOLDIER ACTIVE

CLONE
CLONE OFFICER
OFFICER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Cool, Leadership, Knowledge (Outer Rim), Knowledge (Warfare)
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

PRIME POSITIONS GRIT GRIT COMMAND


When this character or an Gain +1 strain threshold. Gain +1 strain threshold. Add b per rank of Com-
ally in Short range takes mand to all Leadership
cover, he increases Soak checks. Affected targets add
against ranged attacks by 1 b to all Discipline checks
COST 5 COST 5
per rank of Prime Positions for the next 24 hours.
until he leaves that cover.
COST 5

COST 5

TACTICAL ADVANCE COMMAND FIRST AMONG BROTHERS CLANKER KILLER


The character may suffer 2 Add b per rank of Com- When the character makes a Before rolling a combat
Strain to make the Tactical mand to all Leadership check that does not generate check that targets a droid,
Advance incidental. Until checks. Affected targets add any t. the check gains a, remove b up to the
the end of the character’s b to all Discipline checks equal to ranks in First Among character’s ranks in Clanker
turn, the character and al- for the next 24 hours. Brother. The character may Killer from the pool, and
lies within Short range may only spend the additional a add an equal number of s
leave cover and continue to COST 10
to affect allied clones. or a to the results.
receive its benefits.
COST 10 COST 10 COST 10

PRIME POSITIONS COORDINATED ASSAULT COORDINATED ASSAULT TOUGHENED


When this character or an Perform a Coordinated Perform a Coordinated Gain +2 Wound Threshold.
ally in Short range takes Assault maneuver to add Assault maneuver to add
cover, he increases Soak a to combat checks for a a to combat checks for a
against ranged attacks by 1 number of Engaged allies number of Engaged allies
COST 15
per rank of Prime Positions equal to Leadership until the equal to Leadership until the
until he leaves that cover. beginning of the next turn. beginning of the next turn.
Increase range per rank. Increase range per rank.

COST 15 COST 15 COST 15

FIELD COMMANDER IMPROVED TACTICAL FIRST AMONG BROTHERS SCRAP 'EM!


ADVANCE
Take the Field Command- When the character makes a On a successful attack,
er action; make a (dd) The character may spend check that does not generate may suffer 2 Strain and
Leadership check. A number aa from any check any t. the check gains a, select allies up to ranks in
of allies equal to Presence they make or tt from equal to ranks in First Among Leadership who add b to
may immediately suffer 1 a combat check targeting Brother. The character may attacks against the target
Strain to perform one free them to make the Tactical only spend the additional a until the character’s next
maneuver. Advance incidental (instead to affect allied clones.. turn.
of suffering Strain)
COST 20 COST 20 COST 20

COST 20

IMPROVED FIELD DEDICATION IMPROVED SCRAP 'EM! FOR THE REPUBLIC!


COMMANDER
Gain +1 to a single charac- Scrap ‘Em affects twice the When an ally is incapacitat-
The Field Commander teristic. This cannot bring a number of allies, and allies ed or killed, the character
action affects allies equal to characteristic above 6. add bb to combat checks can make a (dddd)
double Presence, and may against the target. Leadership check. If
spend x to allow allies to COST 25
successful, the ally is not
suffer 1 Strain to perform defeated until the end of
1 action instead. COST 25
the following round.
COST 25 COST 25

RotS • VERSION N1 • 2022-03


THE CLONE SOLDIER ACTIVE

CLONE
CLONE PILOT
PILOT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Gunnery, Mechanics, Piloting (Planetary), Piloting (Space)
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

LET'S RIDE FIRE SUPPORT GRIT GRIT


Once per round, may mount After the character makes Gain +1 Strain threshold. Gain +1 Strain threshold.
or dismount a vehicle or a successful combat check
beast, or enter a cockpit or using a vehicle weapon, the
weapon station on a vehicle next ally to make a check
COST 5 COST 5
as an incidental. adds b 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 b per rank of
being piloted would suffer check that targets a droid, being piloted would suffer Skilled Jockey from all Pilot-
System Strain, may suffer remove b up to the System Strain, may suffer ing (Planetary) and Piloting
Strain up to ranks in High-G character’s ranks in Clanker Strain up to ranks in High-G (Space) checks.
Training to prevent an equal Killer from the pool, and Training to prevent an equal
amount of System Strain add an equal number of s amount of System Strain
COST 10
or a to the results.
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 Silhou- make a (ddd) Piloting starship of Silhouette 3 or
Assault Drop incidental to ette 1 or lower when being check to increase a vehi- less, when hit by an attack,
allow allies to embark or attacked. cle’s top Speed by 1 for a suffer 3 System Strain to
COST 15
disembark from a vehicle or number of rounds equal to reduce the damage of one
ship they are piloting as an Cunning. hit by ranks in Piloting.
out-of-tum incidental.
COST 15 COST 15 COST 15

FIRE SUPPORT NATURAL OPERATOR IMPROVED BARREL SUPREME BARREL


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

MISSION CRITICAL DEDICATION MASTER PILOT TOUGHENED


Once per session after Gain +1 to a single charac- Once per round when driv- Gain +2 Wound Threshold..
rolling a Piloting check, teristic. This cannot bring a ing a starship, may suffer
but before resolving it, the characteristic above 6. 2 Strain to perform any
character may spend a COST 25
action as a maneuver COST 25
Destiny Point to add s or
a to the results equal to
COST 25
their ranks in that skill.
COST 25

RotS • VERSION N1 • 2022-03


THE CLONE SOLDIER ACTIVE

CLONE
CLONE TROOPER
TROOPER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Gunnery, Perception, Ranged (Heavy), Resilience
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT PHYSICAL TRAINING TOUGHENED BRACE


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

COST 5

SUPPRESSING FIRE CLANKER KILLER BRACE TOUGHENED


Character and allies in Before rolling a combat Perform a Brace maneuver Gain +2 wound threshold.
short range may spend a check that targets a droid, to remove b per rank of
on failed combat checks remove b up to the Brace from next Action.
once per round to inflict 1 character’s ranks in Clanker This may only remove b
COST 10
strain per rank of Sup- Killer from the pool, and added by environmental
pressing Fire on the target. add an equal number of s circumstances.
or a 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 When the character per-
increase total soak value combat skill. Add damage short range may spend on forms the Brace maneuver,
by 1. equal to ranks in that skill failed combat checks once they may choose one envi-
to one hit of successful at- per round to inflict 1 strain ronmental circumstance.
COST 15
tack made using that skill. per rank of Suppressing The benefits of Brace apply
Fire on the target. to that circumstance until
COST 15
the end of the encounter.
COST 15 COST 15

TOUGHENED CLANKER KILLER ENDURING SUPREME BRACE


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

IMPROVED ARMOR NATURAL TROOPER DEDICATION LATERAL THINKING


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

Rots • VERSION N1 • 2022-03


THE CLONE SOLDIER ACTIVE

CLONE
CLONE VETERAN
VETERAN
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Melee, Resilience, Skulduggery, Survival
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

OUTDOORSMAN GRIT TOUGHENED QUICK DRAW


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

COST 5

COMBAT VETERAN TOUGHENED CLANKER KILLER RAPID REACTION


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

GRIT LETHAL BLOWS IMPROVED CLANKER COMBAT VETERAN


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

COST 15

MULTIPLE OPPONENTS RAPID REACTION KNOWN PROGRAMMING LETHAL BLOWS


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

COST 20

SIXTH SENSE SURVIVOR'S INSTINCTS IMPROVED KNOWN DEDICATION


PROGRAMMING
Gain +1 ranged defense. Once per session when the Gain +1 to a single charac-
character suffers a Critical Allies affected by Known teristic. This cannot bring a
Injury, spend 1 Destiny Point. Programming also upgrade characteristic above 6.
Then, the attacker must roll the ability of their checks
COST 25
two results for the Critical targeting the chosen droid COST 25

Injury and the player chooses model once.


which will apply to their
character.
COST 25 COST 25

CotR • VERSION N1 • 2022-03


CAREER ACTIVE

JEDI
PASSIVE

RANKED

FORCE TALENT
Career Skills: Athletics, Cool, Discipline, Knowledge (Lore), Lightsaber, Piloting (Space)
Added by reddit U/natesroomrule
Original by BeggingforXP.com

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

REDUCE STRAIN ACTIVATE QUALITY EFFORTLESS COUNTER INCREASE FREQUENCY


The character only suffers When the character Once per round, character The character may activate
strain the first time they use uses Improved Parry or may use Improved Parry or Peerless Interception one
Parry or Reflect each round. Improved Reflect to inflict a Improved Reflect to inflict additional time per session.
hit on an attacker, they may a hit on their attacker with-
COST 15 COST 15
activate one item quality. out spending t or y.
COST 15 COST 15

VERSION 2 • 2016-01
THE JEDI ACTIVE

GENERAL
GENERAL
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Warfare), Leadership, Piloting (Planetary), Vigilance
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT COMMANDING COMMAND TOUGHENED


PRESENCE
Gain +1 Strain threshold. Add b per rank of Com- Gain +2 Wound Threshold.
Remove b per rank of mand to all Leadership
Commanding Presence checks. Affected targets add
from all Leadership and b to all Discipline checks
COST 5
Cool checks. for the next 24 hours.
COST 5

COST 5 COST 5

PARRY FALL BACK! STAND FIRM! REFLECT


If wielding a Lightsaber or While engaged with an op- As an action, make a Hard If wielding a Lightsaber
Melee weapon when hit by ponent, the character may (ddd) Leadership check. weapon when hit by a
a melee attack, suffer 3 suffer a number of Strain Choose one ally per s ranged attack, suffer 3
Strain to reduce damage by up to their Leader-ship to who increases their Wound Strain to reduce damage by
2 plus ranks in Parry. allow an equal number of Threshold by the charac- 2 plus ranks in Reflect.
allies engaged with that ter’s Presence until the end
COST 10 COST 10
opponent to immediately of the encounter.
disengage as an out-of-turn
incidental. COST 10

COST 10

PREEMPTIVE COMMANDING ENHANCED LEADER GRIT


INTERVENTION PRESENCE
When making a Leadership Gain +1 Strain threshold.
Immediately after an Remove b per rank of check, add C up to Force
opponent moves to engage Commanding Presence rating. Spend F to add s
an ally within Short range, from all Leadership and or a, to the result.
the character may spend Cool checks. COST 15

a Destiny Point to engage


that opponent as an out-of- COST 15 COST 15

turn incidental.
COST 15

TOUGHENED INSPIRING KILL NATURAL CHAMPION IMPROVED STAND FIRM!


Gain +2 Wound Threshold. The character may spend a Once per session, may re- Stand Firm action also
Destiny Point to make the roll any one Leadership or increases affected allies’
Inspiring 1 Kill maneuver Lightsaber check. Strain thresholds by an
COST 20
after incapacitating or COST 20
amount equal to the char-
inflicting a Critical Injury. acter’s Presence rating.
Roll C no greater than
COST 20
Force rating, and spend F
to heal 2 Strain from each
ally within Medium range
COST 20

DEDICATION KNOWLEDGE IS FORCE RATING EXEMPLAR OF THE


STRENGTH REPUBLIC
Gain +1 to a single charac- Gain +1 Force rating.
teristic. This cannot bring a Once per session when Add C to mass combat
characteristic above 6. making a check, the char- check up to Force rating
acter may in-crease their and spend F to add s or
COST 25
Force rating by their ranks COST 25
a, to the result.
in Knowledge (Warfare)
COST 25

COST 25

RotS • VERSION N1 • 2022-03


THE JEDI ACTIVE

KNIGHT
KNIGHT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Cool, Leadership, Lightsaber, Negotiation
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT JUMP UP RESEARCHER GRIT


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

COST 5

PARRY PARRY SENSE EMOTIONS RESEARCHER


When hit by a melee When hit by a melee Add b to all Charm, Remove b per rank of
attack, suffer 3 strain to attack, suffer 3 strain to Coercion, and Deception Researcher from all Knowl-
reduce damage by 2 plus reduce damage by 2 plus checks unless the target is edge checks. Researching a
ranks in Parry. ranks in Parry. immune to Force powers. 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 When parrying a hit that When the character heals
generated y or ttt attack, suffer 3 strain to generate y or ttt, strain at the end of the
may hit one target in reduce damage by 2 plus may hit attacker once with encounter, he may add C
medium range with the ranks in Reflect. Lightsaber, Brawl, or Melee per Force Rating. He recov-
same damage as the initial weapon (dealing base dam- ers additional strain equal
hit, after original attack age) after original attack to Z generated.
COST 15
resolves. resolves.
COST 15 COST 15 COST 15

CIRCLE OF SHELTER SIDE BY SIDE REFLECT WILL OF THE FORCE


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

GUARDIAN OF THE SABER THROW DEDICATION FORCE RATING


REPUBLIC
Perform Saber Throw Gain +1 to a single charac- Gain +1 Force Rating.
After the character uses action; make Lightsaber teristic. This cannot bring a
Parry or Reflect to reduce combat check as ranged characteristic above 6.
damage to an ally, that attack at target within me-
ally cannot be targeted dium range, adding C no
COST 25 COST 25

by combat checks for the greater than Force rating.


remainder of the round Must spend F and succeed
to hit target; spend F to
COST 25
have weapon return to hand.
COST 25

RotS • VERSION N1 • 2022-03


THE JEDI ACTIVE

MASTER
MASTER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Knowledge (Core Worlds), Knowledge (Education), Perception
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

CONFIDENCE NOBODY'S FOOL RESEARCHER CENTER OF BEING


May decrease difficulty May upgrade difficulty of Remove b per rank of Take a Center of Being
of Discipline checks to incoming Charm, Coercion, Researcher from all Knowl- maneuver. Until the begin-
avoid fear by 1 per rank of or Deception checks once edge checks. Researching a ning of next turn, attacks
Confidence. per rank of Nobody's Fool. subject takes half the time. against the character
increase their critical rating
by 1 per rank of Center of
COST 5 COST 5 COST 5
Being.
COST 5

IMPROVED CONFIDENCE IMPROVED IMPROVED RESEARCHER CENTER OF BEING


NOBODY'S FOOL
May decrease difficulty On a successful Knowledge Take a Center of Being
of Discipline checks to May spend x or tt check, character and allies maneuver. Until the begin-
avoid fear by 1 per rank of from an incoming Charm, gain automatic a per rank ning of next turn, attacks
Confidence. Coercion, or Deception of Researcher on checks to against the character
check to inflict strain on the act on those facts until the increase their critical rating
opponent equal to the char- end of his next turn. by 1 per rank of Center of
COST 10 acter's ranks in Nobody's Being.
Fool.
COST 10 COST 10 COST 10

FLOWS THROUGH THE FORCE IS MY ALLY SUM DJEM IMPROVED CENTER


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

BOUND TOGETHER POWERFUL ALLY DEDICATION FOREWARNING


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

COST 20

MASTER OF THE ORDER THERE IS NO TRY FORCE RATING SUPREME CENTER OF


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

results.
COST 25

RotS • VERSION N1 • 2022-03


THE JEDI ACTIVE

PADAWAN
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coordination, Knowledge (Education), Mechanics, Vigilance
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

PARRY TOUGHENED QUICK DRAW GRIT


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

COST 5

TOUGHENED REFLECT WELL ROUNDED SENSE DANGER


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

COST 10

PARRY LEARNING VALUABLE FACTS FORCE RATING


OPPORTUNITY
When hit by a melee Once per encounter, Gain +1 Force Rating.
attack, suffer 3 strain to Once per round, the char- perform a Valuable Facts
reduce damage by 2 plus acter may spend aaa action: make an Average
ranks in Parry. from a check they fail to (dd) Knowledge check. If
upgrade the ability of their successful, add x to one
COST 15

next check once. ally's skill check during the


COST 15 COST 15
encounter.
COST 15

REFLECT GRIT SOMETHING TO PROVE ADAPTABLE


When hit by a ranged Gain +1 strain threshold. Once per session, suffer When resolving a check
attack, suffer 3 strain to 4 strain to reroll a failed that uses a skill in which
reduce damage by 2 plus check. If the succeeds the they have no ranks, the
ranks in Reflect. COST 20
character heals 4 strain character may spend one
Destiny Point to remove y
or to remove t equal to
COST 20 COST 20
their ranks 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 charac-
character makes a check, skill check, the character the character makes a teristic. This cannot bring a
may add s equal to the may spend one Destiny check using a skill that characteristic above 6.
number of light side Destiny Point to add damage to the another character has
Points in the Destiny pool attack equal to his ranks in previously used during the
COST 25

Knowledge ( Lore).
to the results encounter, they add bb

COST 25 COST 25 COST 25

RotS • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

DEATH WATCH WARRIOR


PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coercion, Mechanics, Piloting (Planetary), Ranged (Light)
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

TOUGHENED INTIMIDATING CONDITIONED GRIT


Gain +2 Wound Threshold. May suffer a number of Remove b per rank of Gain +1 strain threshold.
strain to downgrade diffi- Conditioned from Athletics
culty of Coercion checks, or and Coordination checks.
upgrade difficulty when tar- Reduce the damage and
COST 5
geted by Coercion checks, strain suffered from falling
COST 5

by an equal number. Strain by 1 per rank of Condi-


suffered this way cannot tioned.
exceed ranks in Intimidating.
COST 5 COST 5

ARMOR MASTER SIDE STEP JUMP UP JETPACK EXPERTISE


When wearing armor, Once per round, may per- Once per round, may stand The character may spend
increase total soak value form Side Step maneuver from seated or prone as an a from their checks to re-
by 1. and suffer a number of incidental. move 1 system strain from
strain to upgrade difficul- their jetpack. They may
COST 10 COST 10
ty of all incoming ranged choose the effect multiple
attacks by an equal number times when spending a
for the next round. Strain
suffered this way cannot
exceed ranks in Side Step. COST 10

COST 10

INTIMIDATING POINT BLANK SIDE STEP POINT BLANK


May suffer a number of Add 1 damage per rank of Once per round, may per- Add 1 damage per rank of
strain to downgrade diffi- Point Blank to damage of form Side Step maneuver Point Blank to damage of
culty of Coercion checks, or one hit of successful attack and suffer a number of one hit of successful attack
upgrade difficulty when tar- while using Ranged (Heavy) strain to upgrade difficul- while using Ranged (Heavy)
geted by Coercion checks, or Ranged (Light) skills at ty of all incoming ranged or Ranged (Light) skills at
by an equal number. Strain short range or engaged. attacks by an equal number short range or engaged.
suffered this way cannot for the next round. Strain
exceed ranks in Intimidating. suffered this way cannot
COST 15 COST 15
exceed ranks in Side Step. COST 15

COST 15

IMPROVED ARMOR MASTER CONDITIONED HIT AND RUN DEATH FROM ABOVE
When wearing armor with Remove b per rank of After the character com- Once per encounter, inflict
Soak of 2 or higher, in- Conditioned from Athletics pletes an attack targeting 1 system strain on jetpack
crease defense by 1. and Coordination checks. an opponent they are and make a Hard (ddd)
Reduce the damage and engaged with, they may Piloting check. For each s,
COST 20
strain suffered from falling immediately move to short one adversary in short range
by 1 per rank of Condi- range using a jetpack is knocked prone. May spend
tioned. x to stagger one affected
target
COST 20 COST 20 COST 20

DEDICATION TO THE DEATH IMPROVED SIDE STEP MOMENTUM


Gain +1 to a single charac- Once per session, suffer Whenever the character The character deals addi-
teristic. This cannot bring a strain up to Willpower performs a Side Step tional damage to their first
characteristic above 6. and add a +10 per strain maneuver, until the start hit equal to the number of
suffered to critical rolls of their next turn they may range bands they moved
COST 25
the character inflicts or spend ttt or y from during the current round
suffers until the end of the an attacker's check to inflict
encounter one hit with a ranged weap-
on they are wielding.
COST 25 COST 25 COST 25

CotR:29 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

FORCE ADHERENT
ADHERENT
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Melee, Discipline, Knowledge (Lore), Vigilance
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

RESOLVE DISCIPLE OF LORE GRIT PUSH ASIDE


When a character invol- Once per round, may suffer Gain +1 strain threshold. After making a successful
untarily suffers strain, he 1 strain to decrease the Melee, Brawl, or Lightsaber
suffers 1 less strain per difficulty of next Knowledge combat check against an
rank of Resolve to a mini- ( Lore ) check a number engaged foe, may force
mum of 1. of times equal to ranks in COST 5
the foe to move to short
Disciple of Lore. range in a direction of the
COST 5
opponent's choosing. Spend
x to cause the opponent
COST 5
to fall prone after moving.
COST 5

DISCIPLE OF LORE AS THE FORCE WILLS IT PRECISION STRIKE EXTENDED REACH


Once per round, may suffer May make an Easy (d) When this character inflicts While armed with a
1 strain to decrease the Knowledge ( Lore) check to a Critical Injury with a two-handed melee weapon,
difficulty of next Knowledge heal strain at the end of an Brawl, Melee or Lightsa- may suffer one strain to
( Lore ) check a number encounter. x can be spent ber weapon, may suffer 1 make a Melee combat check
of times equal to ranks in to heal all strain. strain to change the result with that weapon targeting
Disciple of Lore. to any Easy (d) Critical an enemy at up to short
COST 10
Injury Result. range (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
fear by 1 per rank of Confi- Hard Headed action; make fear by 1 per rank of Confi- Dodge incidental to suffer a
dence. a Daunting (dddd) dence. number of strain no greater
Discipline check to remove than ranks of Dodge, then
status. Difficulty reduced upgrade the difficulty of the
COST 15 COST 15
per 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 invol-
after making a Discipline check, may perform a untarily suffers strain, he
check to spend a number of Dodge incidental to suffer a suffers 1 less strain per
not exceeding ranks t in COST 20
number of strain no greater rank of Resolve to a mini-
Knowledge ( Lore) as a. than ranks of Dodge, then mum of 1.
upgrade the difficulty of the
COST 20
check by that number.
COST 20 COST 20

FORCE OF WILL SUPERIOR REFLEXES SIXTH SENSE DEDICATION


Once per session, make Gain +1 melee defense. Gain +1 ranged defense. Gain +1 to a single charac-
one skill check using teristic. This cannot bring a
Willpower rather than the characteristic above 6.
characteristic linked to that COST 25 COST 25 COST 25
skill.
COST 25

DoR: 98 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

FORCE-SENSITIVE EMERGENT PASSIVE

RANKED

FORCE TALENT
Gain: Force Rating 1
Find more handouts at BeggingForXP.com

INSIGHT UNCANNY SENSES INDISTINGUISHABLE GRIT


Perception and Discipline Add b per rank of Upgrade difficulty of Gain +1 strain threshold.
become career skills. Uncanny Senses to all checks to identify char- COST 5

COST 5
Perception checks. acter once per rank of
COST 5
Indistinguishable.
COST 5

UNCANNY TOUGHENED SLEIGHT OF MIND SLEIGHT OF MIND


REACTIONS
Gain +2 wound threshold. Add b to all Stealth Add b to all Stealth
Add b per rank of checks unless the checks unless the
COST 10
Uncanny Reactions to all opposition is immune to opposition is immune to
Vigilance checks, Force powers. Force powers.
COST 10 COST 10 COST 10

UNCANNY SENSES UNCANNY GRIT INDISTINGUISHABLE


REACTIONS
Add b per rank of Gain +1 strain threshold. Upgrade difficulty of
Uncanny Senses to all Add b per rank of checks to identify char-
COST 15
Perception checks. Uncanny Reactions to all acter once per rank of
Vigilance checks, 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
COST 20
b b from any 1 check. b b to any 1 check. strain at the end of the
COST 20 COST 20
encounter, he may add
C per Force Rating. He
recovers additional strain
equal to F generated.
COST 20

INVIGORATE FORCE OF WILL FORCE RATING DEDICATION


Once per encounter, may Once per session, make Gain +1 Force Rating. Gain +1 to a single charac-
add C to a check using one skill check using COST 25
teristic. This cannot bring
Brawn or Agility made by Willpower rather than the a characteristic above 6.
an ally in short range. F characteristic linked to COST 25
add s and z add t . that skill.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


UNIVERSAL ACTIVE

FORCE SENSITIVE EXILE


PASSIVE

RANKED

FORCE TALENT
Gain: Force Rating 1
Find more handouts at BeggingForXP.com

UNCANNY SENSES INSIGHT FORAGER UNCANNY


REACTIONS
Add b per rank of Perception and Discipline Remove up to b b from
Uncanny Senses to all become career skills. skill checks to find food, Add b per rank of
Perception checks. water, or shelter. Survival Uncanny Reactions to all
COST 5
checks to forage take half Vigilance checks,
COST 5
the time. COST 5

COST 5

CONVINCING OVERWHELM INTENSE FOCUS QUICK DRAW


DEMEANOR EMOTIONS
Perform an Intense Focus Once per round, draw or
Remove b per rank of May add C per Force maneuver; suffer 1 strain holster a weapon or item
Convincing Demeanor Rating to Charm, Coerce, and upgrade the ability of as an incidental.
from Deception or or Deceit checks. O and the next skill check once. COST 10
Skulduggery checks. z add s to some checks
COST 10

COST 10
and f to others.
COST 10

SENSE DANGER SENSE EMOTIONS BALANCE TOUCH OF FATE


Once per session, remove Add b to all Charm, When the character heals Once per session, add
b b from any 1 check. Coercion, and Deception strain at the end of the b b to any one check.
COST 15
checks unless the target is encounter, he may add COST 15
immune to Force Powers. C per Force Rating. He
COST 15
recovers additional strain
equal to O generated.
COST 15

STREET SMARTS UNCANNY SENSES UNCANNY STREET SMARTS


REACTIONS
Remove b per rank Add b per rank of Remove b per rank
of Street Smarts from Uncanny Senses to all Add b per rank of of Street Smarts from
Streetwise or Knowledge Perception checks. Uncanny Reactions to all Streetwise or Knowledge
(Underworld) checks. Vigilance checks, (Underworld) 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 charac- Gain +1 melee defense.
COST 25 COST 25
teristic. This cannot bring COST 25
a characteristic above 6.
COST 25

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


UNIVERSAL ACTIVE

FORCE-SENSITIVE
FORCE-SENSITIVE OUTCAST
OUTCAST
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: N/A
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

UNCANNY REACTIONS SENSE EMOTIONS GRIT UNCANNY SENSES


Add b per rank of Uncanny Add b to all Charm, Gain +1 strain threshold. Add b per rank of Uncanny
Reactions to all Vigilance Coercion, and Deception Reactions to all Vigilance
checks. checks unless the target is checks.
immune to Force powers.
COST 5 COST 5 COST 5

COST 5

QUICK DRAW QUICK STRIKE DISORIENT SECRETS OF THE FORCE


Once per round, draw or Add b per rank of Quick After hitting with a combat Knowledge ( Lore) and
holster a weapon or acces- Strike to combat checks check, may spend aa Lightsaber become career
sible item as an incidental. against targets that have to disorient target for a skills
not acted yet this encoun- number of rounds equal to
COST 10 COST 10
ter. ranks in Disorient.
COST 10 COST 10

DISORIENT PREY ON THE WEAK RENEGADE FORM PARRY


After hitting with a combat Add +1 damage to one When the character When hit by a melee
check, may spend aa hit of successful combat purchases this talent, they attack, suffer 3 strain to
to disorient target for a checks against disoriented choose one characteristic. reduce damage by 2 plus
number of rounds equal to targets per rank of Prey on They may use this charac- ranks in Parry.
ranks in Disorient. the Weak. teristic in place of Brawn
when making Lightsaber
COST 15 COST 15 COST 15
checks.
COST 15

PREY ON THE WEAK SORRY ABOUT THE MESS PARRY REFLECT


Add +1 damage to one Decrease the Critical When hit by a melee When hit by a ranged
hit of successful combat Rating of a weapon by 1 (to attack, suffer 3 strain to attack, suffer 3 strain to
checks against disoriented a minimum of 1) against reduce damage by 2 plus reduce damage by 2 plus
targets per rank of Prey on targets that have not yet ranks in Parry. ranks in Reflect.
the Weak. acted this encounter.
COST 20 COST 20 COST 20 COST 20

DEDICATION RAVAGE GRIT FORCE RATING


Gain +1 to a single charac- Once per encounter, the Gain +1 strain threshold. Gain +1 Force Rating.
teristic. This cannot bring a character may suffer 3
characteristic above 6. strain to add C up to
COST 25
their current Force rating COST 25 COST 25
to a combat check target-
ing an engaged opponent.
The character may spend
F to add s or a to the
results of the check.
COST 25

RotS:28 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

IMPERIAL
IMPERIAL ACADEMY
ACADEMY CADET
CADET
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Knowledge (Warfare), Leadership, Piloting (Space), Ranged (Light)
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT VEHICLE COMBAT CONDITIONED KNOWLEDGE


TRAINING SPECIALIZATION
Gain +1 strain threshold. Remove b per rank of
Gunnery and Piloting Conditioned from Athletics When acquired, choose
(Planetary) become career and Coordination checks. 1 Knowledge skill. When
skills. making that skill check,
Reduce the damage and
COST 5 COST 5
strain suffered from falling may spend result to gain
by 1 per rank of Condi- additional successes equal
tioned. to ranks in Knowledge
Specialization.
COST 5 COST 5

KNOW THE ENEMY BY THE BOOK DEFENSIVE DRIVING TACTICAL COMBAT


TRAINING
The character may use Once per encounter before Increase defense of vehicle
Knowledge (Warfare) skill making a combat check, or starship being piloted by 1 Melee and Ranged (Heavy)
when making checks to the character may suffer per rank of Defensive Driving. become career skills.
determine Initiative. two strain to add a to the
COST 10 COST 10
results equal to his ranks in
By the Book.
COST 10

COST 10

FORMATION TACTICS COMMAND FULL THROTTLE KNOWN SCHEMATIC


May take the Formation Tac- Add b per rank of Com- Take a Full Throttle action; Once per session, may per-
tics action by making a Hard mand to all Leadership make a Hard (ddd) form the Know Schematic
(ddd) Leadership check. If checks. Affected targets add Piloting check to increase a maneuver; make a Hard
successful, he may choose a b to all Discipline checks vehicle’s top speed by 1 for (ddd) Knowledge (Educa-
number of allies within short
for the next 24 hours. a number of rounds equal tion) check. Success grants
range equal to s generat- to Cunning.
ed. Upgrade the difficulty of familiarity with a building or
COST 15 COST 15
attacks against these allies ship’s design.
once until the end of his next
COST 15
turn.
COST 15

IMPROVED FORMATION BY THE BOOK CONDITIONED KNOWLEDGE


TACTICS SPECIALIZATION
Once per encounter before Remove b per rank of
The difficulty of Formation making a combat check, Conditioned from Athletics When acquired, choose
Tactics is reduced to Aver- 1 Knowledge skill. When
the character may suffer and Coordination checks.
age (dd). May spend or making that skill check,
two strain to add a to the Reduce the damage and
6xa to have effect last until may spend result to gain
end of encounter. results equal to his ranks in strain suffered from falling
By the Book. by 1 per rank of Condi- additional successes equal
COST 20
tioned. to ranks in Knowledge
Specialization.
COST 20 COST 20 COST 20

NATURAL SCHOLAR TARGETED FIREPOWER BY THE BOOK DEDICATION


Once per session, may Once per session may take Once per encounter before Gain +1 to a single charac-
re-roll any 1 Knowledge skill Targeted Firepower action; making a combat check, teristic. This cannot bring a
check. identify one enemy target the character may suffer characteristic above 6.
and make a Hard (ddd) two strain to add a to the
COST 25 Knowledge (Warfare) check. COST 25
results equal to his ranks in
If successful, for the rest of
encounter allies within short By the Book.
range of character add to
attacks against target equal
COST 25
to gained in the check.
COST 25

DoR: 100 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

NIGHTSISTER
NIGHTSISTER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Knowledge (Lore), Stealth, Survival
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

WITCHCRAFT SUMMON ITEM GRIT EXPERT TRACKER


The character gains Force As a maneuver, the charac- Gain +1 strain threshold. Remove b per rank of Ex-
Rating 1. If the character ter can summon or dismiss pert Tracker from checks to
already has a Force rating a ritually prepared item find tracks or track targets.
of 1 or higher this talent Decrease time to track a
COST 5
has no effect. target by half.
COST 5 COST 5 COST 5

SENSE ADVANTAGE ICHOR BLADE INTIMIDATING TOUGHENED


Once per session, may add The character chooses one May suffer a number of Gain +2 Wound Threshold.
bb to 1 NPC's skill check. Melee or Brawl weapon they strain to downgrade diffi-
possess, which gains the culty of Coercion checks, or
Cortosis and Pierce 2 quali- upgrade difficulty when tar-
COST 10 ties and reduces its critical geted by Coercion checks, COST 10

rating by 1 to a minimum by an equal number. Strain


of 1. If the weapon is lost suffered this way cannot
or destroyed, the character exceed ranks in Intimidating.
can apply Ichor Blade to a
new 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 en- The chosen weapon also
counter, he may add C per gains the Sunder quality
Force Rating. He recovers and Defensive 1 quality and
additional strain equal to Z increases its damage by 2 COST 15 COST 15

generated.
COST 15 COST 15

COVEN ICHOR TRANSFUSION SURVIVOR'S INTIMIDATING


INSTINCTS
May take the Coven maneu- Once per encounter, the May suffer a number of
ver. On the character's next character may perform the Once per session when the strain to downgrade diffi-
Force power check, they Ichor Transfusion maneuver character suffers a Critical culty of Coercion checks, or
may reroll one C for each to heal any number of strain injury spend 1 Destiny upgrade difficulty when tar-
ally with Coven within short by suffering that number of Point. Then the attacker geted by Coercion checks,
range wounds +1. The character must roll two results for by an equal number. Strain
may instead heal any num- the Critical Injury and the suffered this way cannot
ber of wounds by suffering player chooses which will exceed ranks in Intimidating.
COST 20
that number of strain +1 apply to their character. COST 20

COST 20 COST 20

FORCE RATING ICHOR RESERVE FORCE OF WILL DEDICATION


Once per session, may Once per session as a ma- Once per session, make Gain +1 to a single charac-
re-roll any 1 Knowledge skill neuver, the character may one skill check using teristic. This cannot bring a
check. suffer 2 strain to increase Willpower rather than the characteristic above 6.
COST 25
Force rating by 1 until the characteristic linked to that COST 25
end of the encounter skill.
COST 25 COST 25

CotR:31 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

PADAWAN SURVIVOR
SURVIVOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: N/A
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

PARRY CONSTANT VIGILANCE STREET SMARTS NOBODY'S FOOL


When hit by a melee As a maneuver, the charac- Remove b per rank May upgrade difficulty of
attack, suffer 3 strain to ter can summon or dismiss of Street Smarts from incoming Charm, Coercion,
reduce damage by 2 plus a ritually prepared item Streetwise or Knowledge or Deception checks once
ranks in Parry. (Underworld) checks. per 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 Add b to all Stealth checks Lightsaber becomes a
attack, suffer 3 strain to unless the opposition is career skill. He may also
reduce damage by 2 plus immune to Force powers. decrease to difficulty of
ranks in Reflect. checks made to construct
COST 10 COST 10
or repair lightsaber hilts a
number of times equal to
COST 10
half his ranks in Knowledge
(Lore ) (rounded up), to a
minimum of Easy (dd).
COST 10

PARRY BALANCE SMOOTH TALKER MASTER OF SHADOWS


When hit by a melee When the character heals When first acquired choose Once per round, suffer 2
attack, suffer 3 strain to strain at the end of the en- 1 skill; Charm, Coercion, strain to decrease difficulty
reduce damage by 2 plus counter, he may add C per Deception, or Negotiation. of next Stealth or Skuldug-
ranks in Parry. Force Rating. He recovers When making checks with gery check by one.
additional strain equal to Z that skill spend x to gain
generated. additional s equal to ranks
COST 15 COST 15
in Smooth Talker.
COST 15 COST 15

DISORIENTING STRIKE UNCANNY REACTIONS SMOOTH TALKER TRUST NO ONE


After failing a Lightsaber Add b per rank of Uncanny When first acquired choose May suffer a number of
combat check, may spend Reactions to all Vigilance 1 skill; Charm, Coercion, strain to downgrade diffi-
aa or x to disorient oppo- checks. Deception, or Negotiation. culty of Coercion checks, or
nents for three rounds. When making checks with upgrade difficulty when tar-
COST 20
that skill spend x to gain geted by Coercion checks,
additional s equal to ranks by an equal number. Strain
COST 20
in Smooth Talker. suffered this way cannot
exceed ranks in Intimidating.
COST 20 COST 20

IMPROVED SECRETS TEMPLE TRAINING FORCE RATING DEDICATION


OF THE JEDI
Before making a Lightsaber Once per session, may Gain +1 to a single charac-
Discipline becomes a skill check, the character re-roll any 1 Knowledge skill teristic. This cannot bring a
career skill. Secrets of the may spend one Destiny check. characteristic above 6.
Jedi may also be used when Point to add damage to the
installing mods on lightsa- attack equal to his ranks in COST 25 COST 25

bers. Knowledge ( Lore).


COST 25 COST 25

DoR: 102 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

PIRATE
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coercion, Deception, Knowledge (Underworld), Skulduggery
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

BLACK MARKET TOUGHENED QUICK DRAW KNOW THE ROPES


CONTACTS
Gain +2 Wound Threshold. Once per round, draw or Add b to checks made
When purchasing illegal holster a weapon or acces- to escape from restraints
goods, may reduce rarity by sible item as an incidental. equal to ranks in Knowledge
1 per rank of Black Market (Underworld). Spend x to
Contacts, increasing cost COST 5 COST 5
free all other allies withing
by 50 percent of base cost short range.
per reduction.

COST 5 COST 5

GREASED PALMS TOUGHENED FEARSOME REP COMMANDING


PRESENCE
Before making a social Gain +2 Wound Threshold. Add automatic a to the
check, may spend up to 50 results of Coercion checks Remove b per rank of
credits per rank of Greased equal to ranks in Fearsome Commanding Presence
Palms to upgrade the ability Rep. from all Leadership and
of the check once for every COST 10
Cool checks.
50 spent.
COST 10 COST 10 COST 10

BLACK MARKET DOUBLE-TALK STREET SMARTS INTIMIDATING


CONTACTS
The character may spend Remove b per rank May suffer a number of
When purchasing illegal aa or x from a suc- of Street Smarts from strain to downgrade diffi-
goods, may reduce rarity by cessful Charm or Deception Streetwise or Knowledge culty of Coercion checks, or
1 per rank of Black Market check to disorient a number (Underworld) checks. upgrade difficulty when tar-
Contacts, increasing cost of opponents within short geted by Coercion checks,
by 50 percent of base cost range equal to his Presence by an equal number. Strain
per reduction. for remainder of round and COST 15 suffered this way cannot
next two rounds. exceed ranks in Intimidating.
COST 15 COST 15 COST 15

FEARSOME REP INTENSE PRESENCE COMMANDING STEELY NERVES


PRESENCE
Add automatic a to the Add b per rank of Uncanny Spend 1 Destiny Point to
results of Coercion checks Reactions to all Vigilance Remove b per rank of ignore effects of Critical
equal to ranks in Fearsome checks. Commanding Presence Injuries on Willpower or
Rep. from all Leadership and Presence checks until the
COST 20
Cool checks. end of the encounter.

COST 20 COST 20 COST 20

PREPARE TO BE ALTERED DEAL NATURAL ROGUE DEDICATION


BOARDED!
Once per session may take Once per session, may Gain +1 to a single charac-
Once per encounter may take
Prepare to be Boarded! action
the Altered Deal action reroll any 1 Skulduggery or teristic. This cannot bring a
and make opposed Coercion vs. and make Hard (ddd) Stealth check. characteristic above 6.
Discipline check against enemy Coercion check to radically
COST 25 COST 25
ship captain. If successful, the change a previously made
enemy suffers 1 strain per un-
canceled s and surrenders ship
deal or bargain to the char-
if he exceeds strain threshold. acter's advantage.
May also spend x or aaaa
to inflict strain equal to ranks in COST 25
Coercion.
COST 25

DoR: 104 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

RECRUIT
PASSIVE

RANKED

Spec Bonus Career Skills: Athletics, Discipline, Survival, Vigilance


Find more handouts at BeggingForXP.com

BASIC COMBAT SECOND WIND OUTDOORSMAN TACTICAL COMBAT


TRAINING TRAINING
Once per encounter, may Remove b per rank of
Brawl and Ranged (Light) use Second Wind incidental Outdoorsman from checks Melee and Ranged (Heavy)
become career skills. to heal strain equal to to move through terrain become career skills.
COST 5 ranks in Second Wind. or manage environmental COST 5

COST 5
effects. Decrease overland
travel times by half.
COST 5

SECOND WIND VEHICLE COMBAT WELL TRAVELED TOUGHENED


TRAINING
Once per encounter, may Knowledge (Core Worlds) Gain +2 wound threshold.
use Second Wind incidental Gunnery and Piloting and Knowledge (Outer Rim) COST 10
to heal strain equal to (Planetary) become become career skills.
ranks in Second Wind. career skills.
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
holster a weapon or item COST 15 COST 15
due to y . Items with
as an incidental. Limited Ammo quality run
COST 15
out of ammo as normal.
COST 15

SECOND WIND JUMP UP GRIT CREATIVE KILLER


Once per encounter, may Once per round, may stand Gain +1 strain threshold. Reduce the crit rating of
use Second Wind incidental from seated or prone as COST 20
improvised weapons by 2
to heal strain equal to an incidental. (to a minimum of 1).
ranks in Second Wind. COST 20 COST 20

COST 20

DYNAMIC FIRE DEDICATION TOUGHENED ENDURING


When making a ranged Gain +1 to a single charac- Gain +2 wound threshold. Gain +1 soak value.
attack while engaged with teristic. This cannot bring COST 25 COST 25
an opponent, may suffer a characteristic above 6.
2 strain to reduce the COST 25
ranged modifier by 1.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


UNIVERSAL ACTIVE

REPUBLIC NAVY
REPUBLIC NAVY OFFICER
OFFICER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Astrogation, Discipline, Knowledge (Warfare), Leadership
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT COMMAND COMMANDING GALAXY MAPPER


PRESENCE
Gain +1 strain threshold. Add b per rank of Com- Remove b per rank of
mand to all Leadership Remove b per rank of Galaxy Mapper from Astro-
checks. Affected targets add Commanding Presence gation checks. Astrogation
b to all Discipline checks from all Leadership and checks take half normal
COST 5
for the next 24 hours. Cool checks. time.
COST 5 COST 5 COST 5

COMMAND COMMANDING GRIT KNOWN SCHEMATIC


PRESENCE
Add b per rank of Com- Gain +1 strain threshold. Once per session, may per-
mand to all Leadership Remove b per rank of form the Know Schematic
checks. Affected targets add Commanding Presence maneuver; make a Hard
b to all Discipline checks from all Leadership and (ddd) Knowledge (Educa-
for the next 24 hours. Cool checks. COST 10
tion) check. Success grants
familiarity with a building or
COST 10 COST 10
ship’s design.
COST 10

ORDNANCE SATURATION STEELY NERVES CONFIDENCE TOUGHENED


When the character or Spend 1 Destiny Point to May decrease difficulty Gain +2 Wound Threshold.
certain allies activate the ignore effects of Critical of Discipline checks to
Blast quality of a planetary Injuries on Willpower or avoid fear by 1 per rank of
scale weapon, all ships or Presence checks until the Confidence.
vehicles within close range end of the encounter. COST 15 COST 15

of the target suffer damage


equal to the weapon's blast COST 15

quality.
COST 15

FIRE WHEN READY ON MY ORDER GALAXY MAPPER HYPERSPACE ASSAULT


Take the Fire When Ready As an action, make a Hard Remove b per rank of The character may use
action make a Hard (ddd) (ddd) Leadership check. Galaxy Mapper from Astro- Astrogation or Knowledge
Leadership check. Choose Choose a number of crew gation checks. Astrogation (Warfare) to determine
a number of crew equal to equal to Presence who checks take half normal initiative during an encoun-
Presence who downgrade upgrade the ability of their time. ter in which they are piloting
the difficulty of their next next Gunnery check once or commanding a starship
Gunnery check once, plus plus once per additional COST 20
and may spend x from the
once per additional ss ss check to choose the starting
COST 20 COST 20
location of allies.
COST 20

NATURAL LEADER DEDICATION CAREFUL PLANNING OUTMANEUVER


Once per session, may Gain +1 to a single charac- Once per session, may As an action, make a Hard
reroll any 1 Cool or Leader- teristic. This cannot bring a reroll any 1 Skulduggery or (ddd) Knowledge (War-
ship check. characteristic above 6. Stealth check. fare) check. Choose one
ship or vehicle per s. Until
COST 25 COST 25
the end of the character's
next turn, the chose ships
COST 25 must perform one extra
maneuver to move.
COST 25

RotS:30 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

REPUBLIC
REPUBLIC REPRESENTATIVE
REPRESENTATIVE
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Cool, Knowledge (choose any one), Negotiation
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT LEVERAGE KILL WITH KINDNESS RESPECTED DELEGATE


Gain +1 strain threshold. The character removes b Remove s per rank of Kill Downgrade the difficulty
per rank of Leverage from with Kindness from all Charm of social checks made to
their Cool and Negotiation and Leadership checks. interact with government
checks. institutions outside of
COST 5 COST 5
homeworld a number of
times equal to ranks in
COST 5
Respected Delegation.
COST 5

NOBODY'S FOOL KILL WITH KINDNESS RESPECTED DELEGATE SMOOTH TALKER


May upgrade difficulty of Remove s per rank of Kill Downgrade the difficulty When first acquired choose
incoming Charm, Coercion, with Kindness from all Charm of social checks made to 1 skill; Charm, Coercion,
or Deception checks once and Leadership checks. interact with government Deception, or Negotiation.
per rank of Nobody’s Fool. COST 10
institutions outside of When making checks with
homeworld a number of that skill spend x to gain
times equal to ranks in additional s equal to ranks
COST 10 COST 10
Respected Delegation. in Smooth Talker.
COST 10

TRANSLATION ERROR LEVERAGE SMOOTH TALKER NOBODY'S FOOL


Once per encounter the The character removes b When first acquired choose May upgrade difficulty of
character may remove t 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
skill check they make. checks. When making checks with per rank of Nobody’s Fool.
that skill spend x to gain
additional s equal to ranks
COST 15 COST 15 COST 15
in Smooth Talker.
COST 15

CONSIDER OUR OPTIONS STEELY NERVES INTENSE PRESENCE LEVERAGE


Take the Consider Our Spend 1 Destiny Point to Spend 1 Destiny Point to The character removes b
Options action, make a ignore effects of Critical recover strain equal to per rank of Leverage from
Hard (ddd) Negotiation Injuries on Willpower or Presence rating. their Cool and Negotiation
check. Until the character's Presence checks until the checks.
COST 20
next turn, a character who end of the encounter.
attacks them first suffers 2
strain, plus 1 strain per ss COST 20 COST 20

on the character's check.


COST 20

IMPROVED CONSIDER NATURAL NEGOTIATOR DEDICATION BACKROOM DEAL


OUR OPTIONS
Once per session, may Gain +1 to a single charac- Once per encounter, make
Allies within short range may a Hard (ddd) Negotiation
reroll any 1 Cool or Negoti- teristic. This cannot bring a
also benefit from Consider check to reveal how previ-
ation check. characteristic above 6.
Our Options. ously unknown dealings have
COST 25 COST 25 COST 25 a meaningful impact on the
current scene.
COST 25

RotS:32 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

RETIRED
RETIRED CLONE
CLONE TROOPER
TROOPER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Discipline, Knowledge (Warfare), Ranged (Heavy), Ranged (Light),
Resilience, Vigilance Additions by reddit u/natesroomrule
Original by BeggingforXP.com

TOUGHENED STEADY AIM SPARE CLIP GRIT


Gain +2 Wound Threshold. The character does not Cannot run out of ammo Gain +1 strain threshold.
lose the benefits of the Aim due to y result. Items
maneuver if he performs with limited ammo quality
COST 5
other maneuvers (including run out of ammo as normal. COST 5
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


May upgrade difficulty of May reduce any Critical Inju- Do not suffer the usual pen- Once per session, may
incoming Charm, Coercion, ry suffered by 10 per rank of alties for moving through perform a Familiar Suns
or Deception checks once Durable to a minimum of 1. difficult terrain. maneuver; make a Hard
per rank of Nobody’s Fool. (ddd) Knowledge (Outer
COST 10 COST 10
Rim) or Core Worlds) check
to reveal the current type of
COST 10 planetary environment and
other useful information.
COST 10

GRIT STIMPACK TOUGHENED DURABLE


SPECIALIZATION
Gain +1 strain threshold. Gain +2 Wound Threshold. May reduce any Critical Inju-
Stimpacks heal 1 additional ry suffered by 10 per rank of
wound per rank of Stimpack
Specialization. Durable to a minimum of 1.
COST 15 COST 15 COST 15 COST 15

PERSISTENT TARGETING POWERFUL BLAST COMBAT VETERAN POWERFUL BLAST


After making one or more Increase Blast damage The character adds b to Increase Blast damage
successful combat checks dealt by explosives, his Brawl and Discipline dealt by explosives,
against a target, add b to explosive weapons, and checks equal to his ranks in explosive weapons, and
combat checks against that grenades by +1 per rank of Combat Veteran. grenades by +1 per rank of
same target for the remain- Powerful Blast. Powerful Blast.
der 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 charac- Once per encounter, take Gain +1 soak value.
teristic. This cannot bring a Spend aaa or x from Comrades in Arms action
characteristic above 6. Comrades in Arms check to and make a Hard (ddd)
also gain +1 soak or give Discipline check. If suc-
COST 25
one affected ally +1 soak. cessful, the character plus
COST 25

on ally per within medium


COST 25
range gains +1 defense
for the remainder of the
encounter.
COST 25

DoR: 106 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

SCAVENGER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Mechanics, Perception, Streetwise, Survival
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT FORAGER UTINNI! STREET SMARTS


Gain +1 strain threshold. Remove up to bb from Remove b per rank of Remove b per rank
skill checks to find food, Utinni! from checks to find of Street Smarts from
water, or shelter. Survival or scavenge items or gear. Streetwise or Knowledge
COST 5
checks to forage take half Such checks take half the (Underworld) checks.
the time. 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 b per rank of
add an equal number of s 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.
COST 10
suffered cannot exceed Each item may only be Such checks take half the
ranks in Rapid Reaction. modified once. time.
COST 10 COST 10

COST 10

RAPID REACTION JURY RIGGED EXCEED SPECIFICATIONS ONE PERSON'S TRASH


Suffer a number of strain to Stimpacks heal 1 additional When making a check using May make a Perception
add an equal number of s wound per rank of Stimpack an item, may add b. The check in order to locate a
to initiative checks. Strain Specialization. GM may spend tt on the particular item at no cost
suffered cannot exceed check to damage the item in a location with potential
ranks in Rapid Reaction. one step, or y to damage salvage. The difficulty of the
it beyond usability check is determined by the
COST 15 COST 15
item's rarity.
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 benefiting from When the character takes does not affect its sale
Exceed Specifications gen- the Exceed Specifications price. In addition, the
erates x, may damage the incidental, upgrade the character can always find
COST 20 item to roll additional c and ability of the check once a buyer for an item, no
add it to the check results. If instead of the standard matter its condition or
the check generates y, add effect apparent value.
c to the check results
COST 20 COST 20 COST 20

IMPROVED UTILITY BELT UTILITY BELT DEDICATION CONTRAPTION


Once per session when the Spend 1 Destiny Point Gain +1 to a single charac- Once per session, take
character performs a Utility to perform a Utility Belt teristic. This cannot bring a Contraption action; make
Belt Incidental, They may incidental; produce a pre- characteristic above 6. a Hard (ddd) Mechanics
produce up to five function- viously undocumented item COST 25
check to fashion a device
ally identical items or weapon (with restric- to solve a current problem
tions) from a tool belt or a using just the tools and
COST 25
satchel. parts on hand.
COST 25 COST 25

RotS:34 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

SENATOR
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Discipline, Knowledge (Education), Negotiation
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

RESOLVE RESPECTED DELEGATE PLAUSIBLE DENIABILITY GRIT


When a character invol- Downgrade the difficulty Remove b per rank of Gain +1 strain threshold.
untarily suffers strain, he of social checks made to Plausible Deniability from
suffers 1 less strain per interact with government all Coercion and Deception
rank of Resolve to a mini- institutions outside of checks. COST 5
mum of 1. homeworld a number of
times equal to ranks in
COST 5 COST 5
Respected Delegation.
COST 5

RESOLVE SAVVY CONGENIAL NOBODY'S FOOL


When a character invol- The character adds b to May suffer a number of May upgrade difficulty of
untarily suffers strain, he Charm and Negotiation strain to downgrade difficul- incoming Charm, Coercion,
suffers 1 less strain per checks per rank of Savvy ty of Charm or Negotiation or Deception checks once
rank of Resolve to a mini- COST 10
checks or upgrade difficulty per rank of Nobody’s Fool.
mum of 1. when target by Charm or
Negotiation checks, by
COST 10 COST 10
an equal number Strain
suffered this way cannot
exceed ranks in Congenial.
COST 10

GRIT INSPIRING RHETORIC PLAUSIBLE DENIABILITY SAVVY


Gain +1 strain threshold. Take the Inspiring Rhetoric Remove b per rank of The character adds b to
action; making an Average Plausible Deniability from Charm and Negotiation
(dd) Leadership check. all Coercion and Deception checks per rank of Savvy
Each s, 1 ally within close checks.
COST 15 COST 15
range recovers 1 strain.
Spend a to cause 1 affected
ally to recover 1 additional COST 15

strain.
COST 15

RESIST QUESTIONING IMPROVED INSPIRING CONGENIAL IMPROVED


RHETORIC NOBODY'S FOOL
When targeted by an op- May suffer a number of
If a check benefiting from May spend x or tt
posed social skill check, the strain to downgrade difficul-
Exceed Specifications gen- from an incoming Charm,
character may suffer 2 strain ty of Charm or Negotiation
erates x, may damage the Coercion, or Deception
to perform the Resist Ques- checks or upgrade difficulty
item to roll additional c and check to inflict strain on the
tioning out-of-turn incidental, when target by Charm or
add it to the check results. If opponent equal to the char-
adding b to the check. If the
the check generates y, add
Negotiation checks, by
check fails, may spend y to an equal number Strain acter’s ranks in Nobody’s
c to the check results Fool.
indicate he has provided false suffered this way cannot
COST 20 COST 20
information to foe. exceed ranks in Congenial.
COST 20 COST 20

DEDICATION BLATHER DIPLOMATIC IMMUNITY RESOURCE ALLOCATION


Gain +1 to a single charac- Take the Blather action, mak- As an out-of-turn incidental, At the beginning of a Mass
teristic. This cannot bring a ing a Hard (ddd) Charm or the character spends one Combat, make a Hard
characteristic above 6. Deception check. If success- Destiny Point and adversar- (ddd) Charm or Negotia-
ful, one adversary per s is ies cannot choose them as tion check to increase their
COST 25 force's strength by one step
Disoriented for rounds equal a target of a combat check
for the duration of the en-
to the character's Presence. until the end of their next counter. May spend x from
The character may spend x turn the check to upgrade the
from the check to Stagger ability of their force's first
one affected target COST 25
Mass Combat check
COST 25 COST 25

RotS:33 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

SEPARATIST COMMANDER
COMMANDER
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Coercion, Knowledge (Warfare), Leadership, Vigilance
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

GRIT WELL TRAVELED COMMAND INTIMIDATING


Gain +1 strain threshold. Knowledge (Core Worlds) Add b per rank of Com- May suffer a number of
and Knowledge (Outer Rim) mand to all Leadership strain to downgrade diffi-
become career skills. checks. Affected targets add culty of Coercion checks, or
b to all Discipline checks upgrade difficulty when tar-
COST 5 COST 5
for the next 24 hours. geted by Coercion checks,
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 Take a Scathing Tirade
may grant them b per rank to upgrade Mass Combat action: make an Average
of Speaks Binary on checks. checks instead of ranks in (dd) Coercion check.
Each s causes one enemy
COST 10 COST 10 Leadership
in short range to suffer 1
strain. Spend a to cause 1
COST 10 affected enemy to suffer 1
additional strain.
COST 10

IMPROVED FIELD FIELD COMMANDER SPEAKS BINARY IMPROVED SCATHING


COMMANDER TIRADE
Take the Field Commander When directing NPC droids,
The Field Commander Each enemy affected by
action; make an average may grant them b per rank
action affects allies equal to Scathing Tirade suffers
(dd) Leadership check. A of Speaks Binary on checks.
double Presence, and may b on all skill checks for a
number of allies equal to
spend x to allow allies to COST 15 number of rounds equal to
Presence may immediately
suffer 1 Strain to perform ranks in Coercion.
suffer 1 Strain to perform
1 action instead. one free maneuver.
COST 15

COST 15 COST 15

DROID COMMANDER SUPREME SPEAKS IMPROVED SPEAKS SUPREME SCATHING


BINARY BINARY TIRADE
Once per encounter may
perform Field Commander Once per encounter, may When directing NPC Suffer 1 strain to perform
as a maneuver instead of perform the Speaks Binary droids, those droids grand Scathing Tirade as a ma-
an action. All affected allies maneuver. A number of additional b in addition to neuver, not an action.
must be droids NPC droids up to ranks in other benefits.
Speaks Binary may use the
COST 20 character's ranks for 1 skill COST 20 COST 20

of character's choice.
COST 20

LEAD FROM THE FRONT DEDICATION INTIMIDATING LEAD FROM THE BACK
After succeeding on a Lead- Gain +1 to a single charac- May suffer a number of At the beginning of a Mass
ership check or other check teristic. This cannot bring a strain to downgrade diffi- Combat, make a Hard
to inspire, lead, or rally an characteristic above 6. culty of Coercion checks, or (ddd) Charm or Negotia-
audience, the character upgrade difficulty when tar- tion check to increase their
COST 25 force's strength by one step
may spend 1 Destiny Point geted by Coercion checks,
for the duration of the en-
to upgrade the ability of the by an equal number. Strain counter. May spend x from
next combat check made by suffered this way cannot the check to upgrade the
all allies within short range exceed ranks in Intimidating. ability of their force's first
Mass Combat check
COST 25 COST 25 COST 25

RotS:35 • VERSION N1 • 2022-03


UNIVERSAL ACTIVE

SHIP CAPTAIN
PASSIVE

RANKED

FORCE TALENT
Spec Bonus Career Skills: Charm, Leadership, Negotiation, Piloting (Space)
Additions by reddit u/natesroomrule
Original by BeggingforXP.com

WHEEL AND DEAL PRIDE AND JOY GRIT KILL WITH KINDNESS
When selling good legally, Choose one starship or Gain +1 strain threshold. Remove s per rank of Kill
gain 10% more credits per vehicle character owns with with Kindness from all Charm
rank of Wheel and Deal. a silhouette or 4 or higher; and Leadership checks.
COST 5
it becomes his 'Pride and COST 5 COST 5
Joy' vessel. He upgrades
the ability of all social skill
checks he makes while
within short range of the
vessel once.
COST 5

KILL WITH KINDNESS IMPROVED PRIDE AND JOY FIELD COMMANDER SKILLED JOCKEY
Remove s per rank of Kill While inside his Pride Take the Field Commander Remove b per rank of
with Kindness from all Charm and Joy vessel, recover 1 action; make an average Skilled Jockey from all
and Leadership checks. additional strain whenever (dd) Leadership check. A Piloting (Planetary) and
recovering strain and spend number of allies equal to Piloting (Space) checks the
COST 10
a on checks made to Presence may immediately character attempts.
recover strain to allow an suffer 1 Strain to perform
ally also within the vessel one free maneuver.
COST 10

to recover one strain.


COST 10 COST 10

WHEEL AND DEAL ENCOURAGING WORDS SEEN A LOT OF THINGS FULL THROTTLE
When selling good legally, After an engaged ally fails a Whenever the character Take a Full Throttle action;
gain 10% more credits per check, may suffer 1 strain fails a Knowledge check, he make a Hard (ddd)
rank of Wheel and Deal. to assist that ally's next may spend aaa to roll Piloting check to increase a
COST 15
check this encounter as an the check again during his vehicle's top speed by 1 for
out of turn incidental. next turn. a number of rounds equal
to Cunning.
COST 15 COST 15

COST 15

TRUST THE CAPTAIN INSPIRING RHETORIC TRUST THE CAPTAIN SUPREME PRIDE
AND JOY
When targeted by an op- Take the Inspiring Rhetoric May take the Trust the
posed social skill check, the action; making an Average Captain action by making a When inside his Pride
character may suffer 2 strain (dd) Leadership check. Hard (ddd) Leadership and Joy vessel, once per
to perform the Resist Ques- Each s, 1 ally within close check. If successful, for the session as an incidental,
tioning out-of-turn incidental, range recovers 1 strain. rest of the encounter allies the character may reduce
adding b to the check. If the Spend a to cause 1 affected within short range increase its silhouette by 2 (to a
check fails, may spend y to ally to recover 1 additional their ranks in Discipline by minimum of 0) for the
indicate he has provided false strain. an amount equal to ranks in remainder of the round and
information to foe. COST 20
Trust the Captain. the following round.
COST 20 COST 20 COST 20

MOST IMPRESSIVE INSPIRING LEADERSHIP GRIT DEDICATION


Spend x from any skill Take the Inspiring Leader- Gain +1 strain threshold. Gain +1 to a single charac-
check to allow a number ship action by making an teristic. This cannot bring a
of allies not exceeding the Average (dd) Leadership characteristic above 6.
character's rating in Pres- check. If successful, a num- COST 25 COST 25
ence within short range to ber of allies not exceeding
add automatic a to their his rating in Presence
next check. within short range add
automatic s to their next
COST 25
skill check.
COST 25

DoR: 108 • VERSION N1 • 2022-03


FORCE POWER
ALTER RANKED
Prerequisites: Force Rating 1+ Additions by reddit u/natesroomrule
Original by BeggingforXP.com

ALTER BASIC POWER


The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs.
The Force user may spend F to make all terrain currently within short range difficult terrain until the end of their next turn.
The Force user may spend F to make all terrain currently within short range normal terrain until the end of their next turn.

COST 15

CONTROL RANGE CONTROL


Spend F and make an Av- Spend FF to increase The Force user may spend F to give all characters within
erage (dd) Survival check power's range by a number short range of the user concealment.
to instantly discover food, of range bands equal to
water, or other critical sup- Range upgrades purchased.
plies within extreme range. COST 5 COST 10

COST 5

CONTROL CONTROL DURATION STRENGTH


Spend F to share the The power can affect firm Commit C after success- Spend F to allow a
senses of animals within terrain, such as packed fully activating the power to number of targets equal
range of this power, adding earth, stone, or ice. sustain its effects while the to the number of Strength
b to Perception and Vig- user remains within range upgrades to ignore this
ilance checks, and gaining COST 10 of the affected area. power's effects.
other benefits. COST 10 COST 5

COST 10

RANGE CONTROL STRENGTH CONTROL


Spend FF to increase Spend FF to make a small Spend F to allow a Spend FF to create a
power’s range by a number patch of terrain within the number of targets equal corrosive atmosphere in
of range bands equal to affected area impassible. to the number of Strength a small area within the
Range upgrades purchased. upgrades to ignore this effected area.
COST 10 COST 15 power’s effects. COST 15

COST 10

CONTROL MASTERY STRENGTH


Spend FF to create a When the user activates this power without spending F Spend F to allow a
corrosive atmosphere in generated from z results, add Z to all other Force power number of targets equal
a small area within the checks made within this power's area of effect. to the number of Strength
effected area. When the user activates this power without spending F upgrades to ignore this
COST 20 generated from Z results, add z to all other Force power power’s effects.
checks made within this power's area of effect. COST 15

COST 25

COST 25

VERSION N1 • 2022-03
FORCE POWER RANKED

BATTLE MEDITATION
Prerequisites: Force Rating 2+
Find more handouts at BeggingForXP.com

BATTLE MEDITATION BASIC POWER


The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend F to add one automatic s to all checks made by a number of engaged friendly targets up to his Presence
before the end of this next turn. If the user used any z to generate F, reduce each target’s Willpower by 1 (to a minimum of 1)
until the end of the encounter. The user may not activate this multiple times.
COST 15

MAGNITUDE RANGE CONTROL


Spend F to affect a Spend F to increase When making a Battle Meditation power check, the user may
number of additional power’s range by a number make a d Leadership check as part of the pool. If the user is
targets equal to Presence of range bands equal to able to activate the power and succeeds on the check, he may
per rank of Magnitude Range upgrades purchased. send simple orders as part of the power.
upgrades purchased. COST 5 COST 10

COST 5

MAGNITUDE RANGE STRENGTH


Spend F to affect a Spend F to increase Spend F F to add one additional automatic s to affected
number of additional power’s range by a number characters. The user may activate this multiple times.
targets equal to Presence of range bands equal to COST 10
per rank of Magnitude Range upgrades purchased.
upgrades purchased. COST 10

COST 10

MAGNITUDE RANGE DURATION


Spend F to affect a Spend F to increase Commit C C C to sustain the ongoing effects of the power
number of additional power’s range by a number on each affected target while it remains in range.
targets equal to Presence of range bands equal to COST 25
per rank of Magnitude Range upgrades purchased.
upgrades purchased. COST 15

COST 15

MAGNITUDE CONTROL MASTERY


Spend F to affect a May suffer 4 strain to If no z were used to generate F, choose one skill. While
number of additional change the range of power under the effects of the power, each affected target counts
targets equal to Presence and range upgrades to as having the same number ranks in the chosen skill as the
per rank of Magnitude planetary scale. target with the most ranks in the skill.
upgrades purchased. COST 20
If the user used any z to generate F, each affected
COST 20
character must make a d Discipline check if he wishes to
resist obeying orders given by the user as part of this power.
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


FORCE POWER RANKED

BIND
Prerequisites: Force Rating 2+
Find more handouts at BeggingForXP.com

BIND BASIC POWER


The Force user restrains an enemy, preventing the target from acting.
The user may spend F to immobilize a target within short range until the end of the user’s next turn. If the user used any z to
generate F, the target also suffers 1 wound per F spent on the check (ignoring soak).
COST 15

RANGE MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F F to affect Spend F to disorient the Spend F. While affected by
power’s range by a number 1 additional target target for a number of Bind, a target suffers strain
of range bands equal to within range per rank of rounds equal to Strength equal to the user’s Willpower
Range upgrades purchased. Magnitude purchased. upgrades purchased. whenever the target takes
COST 10 COST 15 COST 5
an action.
COST 10

RANGE MAGNITUDE STRENGTH DURATION


Spend F to increase Spend F F to affect Spend F to disorient the Commit C C C to
power’s range by a number 1 additional target target for a number of sustain the ongoing effects
of range bands equal to within range per rank of rounds equal to Strength of the power on each
Range upgrades purchased. Magnitude purchased. upgrades purchased. affected target.
COST 15 COST 20 COST 10 COST 15

CONTROL MAGNITUDE STRENGTH


Spend F to move the Spend F F to affect Spend F to disorient the target for a number of rounds equal
target one range band 1 additional target to Strength upgrades purchased.
closer or farther away. within range per rank of COST 15

COST 10
Magnitude purchased.
COST 25

RANGE MASTERY
Spend F to increase When the user is making a Bind power check, if the check was not already opposed, the user may
power’s range by a number roll an opposed Discipline vs. Discipline check against one target of the power. If no z were used
of range bands equal to to generate F and the user succeeds on the check, he may immediately stagger the target until
Range upgrades purchased. the end of his next turn. If any z were used to generate F and the check succeeds, the target
COST 20
suffers a Critical Injury, adding +10 to the roll per F spent on the check.
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


FORCE POWER
CONJURE RANKED
Prerequisites: Force Rating 1+ Additions by reddit u/natesroomrule
Original by BeggingforXP.com

CONJURE BASIC POWER


The Force user calls forth a spectral object to their hand, which lasts for a short time.
The user may spend F 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 C to sustain 1 Spend FF to create addi- Spend F to increase the maximum encumbrance of the
conjuration per Duration tional, identical conjurations facsimile that can be conjured by 2 per Magnitude upgrade
upgrade purchased while it equal to ranks in Number purchased.
remains at medium range. upgrade purchased.
COST 15 COST 10 COST 10

MAGNITUDE CONTROL DURATION


Spend F to increase the maximum encumbrance of the Spend F to add 1 of the Commit C to sustain 1
facsimile that can be conjured by 2 per Magnitude upgrade following weapon qualities to conjuration per Duration
purchased. the conjuration: Defensive 1, upgrade purchased while it
Deflection 1, Stun 4. remains at medium range.
COST 20 COST 10 COST 15

NUMBER CONTROL RANGE DURATION


Spend F F to create addi- Spend F to add 1 of the Spend F to increase the Commit C to sustain 1
tional, identical conjurations following weapon qualities range at which the facsimile conjuration per Duration
equal to ranks in Number to the conjuration: Burn 3, can be conjured and sus- upgrade purchased while it
upgrade purchased. Pierce 3, Vicious 3. tained by 1 (to a maximum remains at medium range.
COST 10 COST 15 of extreme). COST 15

COST 20

MASTERY
Spend F F F 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 com-
mands 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

COST 25

VERSION N1 • 2022-03
FORCE POWER
EBB/FLOW RANKED
Prerequisites: Force Rating 1+ Additions by reddit u/natesroomrule
Original by BeggingforXP.com

EBB/FLOW BASIC POWER


The Force user's action 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 F 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 an Flow power check as part of the roll. The user may spend F to heal 1
strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.
COST 10

MAGNITUDE RANGE STRENGTH


Spend F to exclude Spend F F to affect all other characters at short range. The Force user may spend
number of targets equal to F to increase the strain
Magnitude upgrades pur- healed or inflicted by 1.
chased from being affected.
COST 5 COST 10 COST 10

CONTROL CONTROL STRENGTH


Spend F F F once per Ebb: When making a combined Ebb power check, may spend The Force user may spend
encounter to ask the GM a F to add t to any checks made by engaged opponents until F to increase the f or
single "yes or no" question. the end of next turn. s added by 1.
Flow: When making a combined Flow power check, may spend
COST 10 F to add a to any checks using the same skill until the end of COST 10
next turn.
COST 10

MAGNITUDE CONTROL STRENGTH


Spend F to exclude The Force user may spend F to give all characters within The Force user may spend
number of targets equal to short range of the user concealment. F to increase the t or
Magnitude upgrades pur- a added by 1.
chased from being affected.
COST 5 COST 10 COST 10

CONTROL CONTROL
Commit C until the end of the current encounter. For the Ebb: Once per session, if a target suffered at least 5 strain
remainder of the current encounter, add C to all skill checks. from this power, add y to the target's next check.
Each Z and z adds either s or a to the check; each z
causes the user to suffer 1 strain and gain 1 Conflict. Flow: Once per session, if the user healed at least 5 strain
COST 10 from this power, add x to user's next check.
COST 20

COST 25

VERSION N1 • 2022-03
FORCE POWER
ENDURE RANKED
Prerequisites: Force Rating 1+ Additions by reddit u/natesroomrule
Original by BeggingforXP.com

ENDURE BASIC POWER


When the character suffers a Critical Injury with a severity rating no greater than Easy (d), the character may activate Endure as an
out-of-turn incidental and commit C to temporarily ignore the effects of that injury. The character does not apply results from the
Critical Injury or add +10 to further rolls on the Critical Injury Result table while C 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 com- As an incidental, the character can activate Endure to tempo-
Critical Injury that can mit one additional C to rarily ignore a Critical Injury the character is already suffering,
be affected by one per temporarily ignore one and which is of a severity that Endure could affect normally.
Strength upgrade pur- additional Critical Injury per
chased. Control upgrade purchased. COST 10

COST 5 COST 5

CONTROL STRENGTH MAGNITUDE


The character can com- Increase the severity of The character can use Endure to affect allies at short range.
mit one additional C to Critical Injury that can The ongoing effect ends if the distance between the characters
temporarily ignore one be affected by one per increases beyond short for any reason.
additional Critical Injury per Strength upgrade pur-
Control upgrade purchased. chased. COST 10

COST 10 COST 10

STRENGTH CONTROL STRENGTH RANGE


Increase the severity of The character can com- The character can use En- The character can use
Critical Injury that can mit one additional C to dure to temporarily ignore Endure to affect allies at
be affected by one per temporarily ignore one a Critical Injury result of short range. The ongoing
Strength upgrade pur- additional Critical Injury per Dead. effect ends if the distance
chased. Control upgrade purchased. COST 10
between the characters
COST 15 COST 15
increases beyond short 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 C up to the
character's Force rating. If the character succeeds on the
check and generates F equal to the Severity of the Critical
Injury, the Critical Injury is not suffered.
COST 20

COST 25

VERSION N1 • 2022-03
FORCE POWER RANKED

ENHANCE
Prerequisites: Force Rating 1+
Find more handouts at BeggingForXP.com

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 F to gain s or a (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 an Enhance power check. The
the Coordination skill. the Resilience skill. user may spend F to jump horizontally to any location in
COST 5 COST 5
short range.
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 horizontally.
COST 5 COST 5 COST 10

CONTROL CONTROL RANGE


Enhance can be used with Ongoing effect: Commit C . The user increases his Brawn Spend F to increase
the Piloting (Space) skill. characteristic by 1 (to a maximum of 6). power’s range by a number
COST 5 COST 10
of range bands equal to
Range upgrades purchased.
COST 10

CONTROL CONTROL
Ongoing effect: Commit C . The user increases his Agility The user can perform a Force Leap as a maneuver instead of
characteristic by 1 (to a maximum of 6). an action.
COST 10 COST 10

AGE OF REBELLION • VERSION 4 • 2016-02


FORCE POWER
FARSIGHT RANKED
Prerequisites: Force Rating 1+ Additions by reddit u/natesroomrule
Original by BeggingforXP.com

FARSIGHT BASIC POWER


The Force user expands normal visual senses through a connection to the Force.
The user may spend F to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of
the round (or for 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 F to see micro- Spend  to see through Spend F to make out fine Spend F to increase du-
scopic details of a single a single object at medium details on a single object ration by number of rounds
object within engaged range as though it were within medium range. (or minutes) equal to Dura-
range. transparent. tion upgrades purchased.
COST 5 COST 5 COST 5 COST 5

RANGE DURATION CONTROL RANGE


Spend F to increase the Spend F to increase du- When making a Vigilance Spend F to increase the
power’s range by a number ration by number of rounds or Perception check, make power’s range by a number
of range bands equal to (or minutes) equal to Dura- a Farsight power check as of range bands equal to
Range upgrades purchased. tion upgrades purchased. part of the pool and spend Range upgrades purchased.
COST 10 COST 5 F to gain s or a on the COST 10
check.
COST 10

CONTROL CONTROL MASTERY


This power gains the ongo- Spend FF to see in every Spend FF the User now can see as though from a spot with-
ing effect: Commit C after direction simultaneously, in close range (planetary scale) of the users’ body.
successfully activating the noticing and observing
Farsight power to increase things in a full 360 degree
ranks in Perception by 1. arc. COST 20

COST 15 COST 10

COST 25

VERSION N1 • 2022-03
FORCE POWER RANKED

FORESEE
Prerequisites: Force Rating 1+
Find more handouts at BeggingForXP.com

FORESEE BASIC POWER


The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend Z 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 Spend Z to pick out
as part of the pool. He may spend Z to gain s per point on the check. specific details equal
COST 10
to Strength upgrades
purchased.
COST 5

MAGNITUDE RANGE CONTROL DURATION


Spend Z to increase Spend Z to increase Affected targets increase Spend Z to increase days
targets affected equal power’s range by a number their ranged and melee into the future the user
to Magnitude upgrades of range bands equal to defense by 2 for the first may see equal to Duration
purchased. Range upgrades purchased. round of combat. upgrades purchased.
COST 5 COST 5 COST 10 COST 5

MAGNITUDE RANGE RANGE STRENGTH


Spend Z to increase Spend Z to increase Spend Z to increase Spend Z to pick out
targets affected equal power’s range by a number power’s range by a number specific details equal
to Magnitude upgrades of range bands equal to of range bands equal to to Strength upgrades
purchased. Range upgrades purchased. Range upgrades purchased. 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 Spend Z to increase days
Z to allow all affected targets to take one free maneuver before the first round of combat begins. into the future the user
COST 15
may see equal to Duration
upgrades purchased.
COST 5

AGE OF REBELLION • VERSION 4 • 2016-02


FORCE POWER RANKED

HEAL/HARM
Prerequisites: Force Rating 1+
Find more handouts at BeggingForXP.com

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 F to heal a number of wounds equal to Intellect from an engaged living creature (including
the user). The user may not activate this multiple times.
Harm: Spend F to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged target. The user gains 1 Conflict. The
user may not activate this multiple times.
COST 15

RANGE MAGNITUDE MAGNITUDE CONTROL


Spend F to increase Spend F F to affect Spend F F to affect Heal: If no z generated
power’s range by a number 1 additional target 1 additional target F, target heals strain
of range bands equal to within range per rank of within range per rank of equal to wounds healed.
Range upgrades purchased. Magnitude purchased. Magnitude purchased. Harm: If any z generated
COST 15 COST 5 COST 5
F, user heals strain equal
to wounds inflicted.
COST 20

RANGE MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F F to affect Heal: Spend F to increase Heal: Spend F to remove
power’s range by a number 1 additional target wounds healed by 1 per 1 status effect from target.
of range bands equal to within range per rank of rank of Strength upgrades. Harm: The user may spend
Range upgrades purchased. Magnitude purchased. Harm: Spend F to increase F to heal wounds equal to
COST 20 COST 10
wounds inflicted by 1 per wounds inflicted on target.
rank of Strength upgrades. Healed character gains
COST 15
1 Conflict
COST 20

CONTROL CONTROL MASTERY STRENGTH


Heal: Heal additional Heal: May make a Heal Heal: Once per session, Heal: Spend F to increase
wounds equal to ranks in power check combined with spend F F F F to wounds healed by 1 per
Medicine. a ddd Medicine check. restore 1 target who died rank of Strength upgrades.
Harm: Inflict additional If check succeeds, one after end of user’s last Harm: Spend F to increase
wounds equal to ranks in target who heals wounds turn to life. wounds inflicted by 1 per
Medicine. also heals 1 Critical Injury. Harm: Once per session, rank of Strength upgrades.
COST 20
Harm: May make a Harm when this power kills COST 15
power check combined with a target, restore one
an opposed Medicine vs. engaged character who died
Resilience check. If check this encounter to life. Each
succeeds, one target who character gains 7 Conflict.
suffers wounds also suffers COST 20
1 Critical Injury (adding +10
to the roll per a a).
COST 20

FORCE AND DESTINY • VERSION 2 • 2016-01


FORCE POWER
IMBUE RANKED
Prerequisites: Force Rating 2+ Additions by reddit u/natesroomrule
Original by BeggingforXP.com

IMBUE BASIC POWER


The Force user lends strength to allies, making them more potent, resourceful, or resilient for a time.
The user may spend FF 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 z to generate F, the target increases a second charac-
teristic by 1 (to a maximum of 6) until the end of the user's next turn, but both the Force user and target suffer 3 strain.
COST 15

STRENGTH CONTROL RANGE


If no z were used to generate F, decrease all Critical Inju- Spend F to allow the Spend FF to increase
ries suffered and inflicted by the target by 10 per Strength up- target to count as having power's range by a number
grades purchased. If no Z were used to generate F, increase ranks in a skill equal to of range bands equal to
all Critical Injuries suffered and inflicted by 10 per Strength user's ranks in the skill. Range upgrades purchased.
upgrade purchased. COST 10 COST 5

COST 5

RANGE RANGE
Spend FF to increase power’s range by a number of range Spend FF to increase power’s range by a number of range
bands equal to Range upgrades purchased. bands equal to Range upgrades purchased.

COST 10 COST 15

STRENGTH MASTERY DURATION


If no z were used to generate F, decrease all Critical Increase characteristics Commit CC to sustain
Injuries suffered and inflicted by the target by 10 per Strength boosted by this power by the effects of this power as
upgrades purchased. If no Z were used to generate F, 2 (to a maximum of 7) long as the target remains
increase all Critical Injuries suffered and inflicted by 10 per instead of 1 (to a maximum in range.
Strength upgrade purchased. of 6). COST 10

COST 10 COST 25

RANGE STRENGTH DURATION


Spend FF to increase If no z were used to generate F, decrease all Critical Commit CC to sustain
power’s range by a number Injuries suffered and inflicted by the target by 10 per Strength the effects of this power as
of range bands equal to upgrades purchased. If no Z were used to generate F, long as the target remains
Range upgrades purchased. increase all Critical Injuries suffered and inflicted by 10 per in range.
COST 15 Strength upgrade purchased. COST 20

COST 20

COST 25

VERSION N1 • 2022-03
FORCE POWER RANKED

INFLUENCE
Prerequisites: Force Rating 1+
Find more handouts at BeggingForXP.com

INFLUENCE BASIC POWER


The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Z/z use): When guiding and shaping thoughts, only z may be used to generate negative emotions such as rage, fear,
and hatred. Only Z may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as
confusion can be generated with either Z or z.
The character may spend O to stress the mind of one living target he is engaged with, inflicting 1 strain.
COST 10

RANGE MAGNITUDE CONTROL


Spend O to increase Spend O to increase The Force user may make an opposed Discipline vs Discipline
power’s range by a number targets affected equal check combined with an Influence Power check. If the user
of Range bands equal to to Magnitude upgrades spends O and succeeds on the check, he can force the target
range upgrades purchased. purchased. to adopt an emotional state or believe something untrue,
COST 5 COST 5
lasting for 1 round or 5 minutes.
COST 10

CONTROL STRENGTH
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user When stressing the mind
may roll an Influence Power check as part of his dice pool. He may spend O to gain s or a of a target, the character
(user’s choice) on the check. inflicts 2 strain.
COST 15 COST 10

RANGE MAGNITUDE DURATION DURATION


Spend O to increase Spend O to increase Spend O to increase Spend O to increase
power’s range by a number targets affected equal duration by number of duration by number of
of Range bands equal to to Magnitude upgrades rounds (or minutes) equal rounds (or minutes) equal
range upgrades purchased. purchased. to Duration upgrades to Duration upgrades
COST 10 COST 5
purchased. purchased.
COST 5 COST 5

RANGE MAGNITUDE DURATION DURATION


Spend O to increase Spend O to increase Spend O to increase Spend O to increase
power’s range by a number targets affected equal duration by number of duration by number of
of range bands equal to to Magnitude upgrades rounds (or minutes) equal rounds (or minutes) equal
Range upgrades purchased. purchased. to Duration upgrades to Duration upgrades
COST 10 COST 10
purchased. purchased.
COST 5 COST 5

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


FORCE POWER
JERSERRAS INFLUENCE RANKED
Prerequisites: Force Rating 2+ Additions by reddit u/natesroomrule
Original by BeggingforXP.com

When used in conjunction


JERSERRA'S INFLUENCE BASIC POWER
with the campaign Ghosts of
The Force use can project terrifying visions onto foes, forcing them to face their greatest Dathomir.
fears. The user may spend F to target one character within short range. That charac-
ter must immediately make an Average (dd) fear check as an out of turn incidental. FORCE ABILITY
Available after encountering 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 F to increase the The Force user may spend F to increase the difficulty of the fear check by a number of times
power's range by a number equal to Strength upgrades purchased.
of range bands equal to
Range upgrades purchased.
COST 5 COST 10

CONTROL 2 RANGE 2 CONTROL 1 MAGNITUDE 2


If target suffers strain Spend F to increase the When making a fear check, Spend F to increase the
as a result of Jerserra's power's range by a number the Force user can roll a number of targets affected
Influence, the Force user of range bands equal to Jerserra's Influence power by a number equal to Mag-
recovers an equal amount Range upgrades purchased. check as part of the pool. nitude upgrades purchased.
of strain. COST 10 The user may spend F COST 10

COST 10
to gain s or a (user's
choice) on the check.
COST 10

MAGNITUDE 2 STRENGTH 2 CONTROL 3 RANGE 3


Spend F to increase the The Force user may spend Ongoing effect. Commit Spend F to increase the
number of targets affected F to increase the difficulty C. The user increases his power's range by a number
by a number equal to Mag- of the fear check by a Willpower characteristic by of range bands equal to
nitude upgrades purchased. number of times equal to 1 (to a maximum of 6). Range upgrades purchased.
COST 10 Strength upgrades pur- COST 15 COST 15
chased.
COST 10

MASTERY 3 MASTERY 3
The Force user may target one character within short range and make an opposed Discipline vs. Once per session, after a
Discipline check combined with a Jerserra's Influence power check. If the user spends F and suc- target fails a fear check
ceeds on the check, he may commit C and force the target to also commit C. Both dice remain caused by this power, the
committed until the Force user uncommits that C or the encounter ends. Force user may have the
COST 15
target perform one action
as an out of turn incidental.
The Force user gains 3
Conflict.
COST 15

COST 25

VERSION N1 • 2022-03
FORCE POWER
MANIPULATE RANKED
Prerequisites: Force Rating 1+ Additions by reddit u/natesroomrule
Original by BeggingforXP.com

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 F to cause one vehicle or starship he is engaged with to recover one system strain. The user may acti-
vate this multiple times.

COST 10

CONTROL STRENGTH CONTROL


Ongoing effect: Commit When using this power Ongoing effect: Commit C Increase the system strain
C One damaged weapon spend F to cause targets threshold of 1 vehicle or starship at engaged range by 3 per
or item counts as being to recover 1 additional C committed.
undamaged. strain or system strain or
COST 5 heal 1 additional wound for COST 10
every Strength upgrade
purchased.
COST 5

CONTROL RANGE CONTROL CONTROL


When making a Mechanics Spend F to increase the The user may spend F to When performing a combat
skill check, the user may power's range by a number heal a number of wounds check against a droid, ship,
roll a Manipulate power of range bands equal to equal to his Intellect in an vehicle or other mechanical
check as part of the pool Range upgrades purchased. engaged droid. construct within engaged
and may spend F to gain COST 10 COST 10 ranged, the user may spend
s or a (user's choice) on F to inflict 1 additional
the check. strain or system strain on
COST 10
the target.
COST 10

CONTROL RANGE STRENGTH


Ongoing effect: Commit C. Increase the hull trauma thresh- Spend F to increase the When using this power
old of 1 vehicle or starship at engaged range by 3 per C power's range by a number spend F to cause targets
committed. of range bands equal to to recover 1 additional
Range upgrades purchased. strain or system strain or
COST 15 COST 10 heal 1 additional wound for
every Strength upgrade
purchased.
COST 10

CONTROL RANGE MASTERY


Ongoing effect: Commit Spend F to increase the When performing a Manipulate power check as part of a
C. Upgrade the ability of power's range by a number Mechanics skill check, the user may spend FF to x gain on
Computers and Mechanics of range bands equal to the check.
check once. Range upgrades purchased.
COST 15 COST 15 COST 15

COST 25

VERSION N1 • 2022-03
FORCE POWER RANKED

MISDIRECT
Prerequisites: Force Rating 1+
Find more handouts at BeggingForXP.com

MISDIRECT BASIC POWER


The Force user creates illusions to fool those around him.
The user may spend F 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 turn, the target cannot see or sense the hidden person or object.
COST 15

RANGE DURATION STRENGTH CONTROL


Spend F to increase Commit C C to sustain Spend F F to increase The user may alter the
power’s range by a number this power while the beguiled the silhouette of the perceived appearance
of range bands equal to target remains in range. object obscured or illusion of the chosen person or
Range upgrades purchased. COST 5
created by 1 per Strength object instead of hiding it.
COST 5
upgrade purchased. COST 10

COST 5

MAGNITUDE MAGNITUDE STRENGTH CONTROL


Spend F to affect Spend F to affect Spend F F to increase May use this power
additional targets equal additional targets equal the silhouette of the to force the target to
to Presence per rank of to Presence per rank of object obscured or illusion perceive a single illusory
Magnitude purchased. Magnitude purchased. created by 1 per Strength person or object.
COST 10 COST 10
upgrade purchased. COST 15

COST 10

RANGE CONTROL STRENGTH MASTERY


Spend F to increase Commit one or more C. Spend F F to increase Spend F F to obscure
power’s range by a number Add t per C to all the silhouette of the additional objects or create
of range bands equal to combat checks targeting object obscured or illusion illusions equal to Cunning
Range upgrades purchased. the Force user. created by 1 per Strength plus Deception.
COST 10 COST 15
upgrade purchased. COST 20

COST 15

RANGE STRENGTH
Spend F to increase power’s range by a number of range Spend F F to increase the silhouette of the object obscured
bands equal to Range upgrades purchased. or illusion created by 1 per Strength upgrade purchased.
COST 15 COST 15

FORCE AND DESTINY • VERSION 2 • 2016-01


FORCE POWER RANKED

MOVE
Prerequisites: Force Rating 1+
Find more handouts at BeggingForXP.com

MOVE BASIC POWER


The Force user can move small objects via the power of the Force.
The user may spend F 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 F to increase Spend F to increase Spend F to increase Spend F to increase
targets affected equal silhouette able to be power’s range by a number power’s range by a number
to Magnitude upgrades targeted equal to Strength of range bands equal to of range bands equal to
purchased. upgrades purchased. Range upgrades purchased. Range upgrades purchased.
COST 5 COST 10 COST 5 COST 5

MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F to increase The Force user can hurl objects to damage targets, by making
targets affected equal silhouette able to be a Discipline check combined with a Move Power check, dealing
to Magnitude upgrades targeted equal to Strength damage equal to 10 times silhouette.
purchased. upgrades purchased. COST 10

COST 5 COST 10

MAGNITUDE STRENGTH CONTROL RANGE


Spend F to increase Spend F to increase The Force user can pull Spend F to increase
targets affected equal silhouette able to be objects out of secure power’s range by a number
to Magnitude upgrades targeted equal to Strength mountings or out of an of range bands equal to
purchased. upgrades purchased. opponent’s grasp. Range upgrades purchased.
COST 10 COST 15 COST 5 COST 15

MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F to increase The character can perform fine manipulation of items, allowing
targets affected equal silhouette able to be him to do whatever he would normally with his hands via this
to Magnitude upgrades targeted equal to Strength power at this power’s range.
purchased. upgrades purchased. COST 15

COST 10 COST 20

AGE OF REBELLION • VERSION 4 • 2016-02


FORCE POWER RANKED

PROTECT/UNLEASH
Prerequisites: Force Rating 3+
Find more handouts at BeggingForXP.com

PROTECT/UNLEASH BASIC POWER


The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes.
Protect: The user makes a Protect power check and rolls a dd Discipline check as part of the pool. Spend F F to reduce damage
from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per s. Dark side
Force users may only protect themselves.
Unleash: The user makes an Unleash power check as ranged attack and rolls a dd Discipline check. If check succeeds and spends
F F, 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 F F to increase Spend F to decrease Spend F to decrease Protect: Spend a to gain
power’s range by a number damage or add damage damage or add damage defense equal to a spent.
of range bands equal to equal to ranks of Strength equal to ranks of Strength Unleash: Spend a to
Range upgrades purchased. upgrades purchased. upgrades purchased. inflict 1 strain on target.
COST 5 COST 5 COST 10 COST 10

RANGE MAGNITUDE RANGE CONTROL


Spend F F to increase Spend F to affect Spend F F to increase Protect: Spend F to allow
power’s range by a number 1 additional target power’s range by a number power to protect against
of range bands equal to within range per rank of of range bands equal to all types of attacks.
Range upgrades purchased. Magnitude upgrades. Range upgrades purchased. Unleash: Spend F to give
COST 10 COST 10 COST 10
the attack Ensnare 2.
COST 15

MAGNITUDE STRENGTH STRENGTH DURATION


Spend F to affect Spend F to decrease Spend F to decrease Protect: If no z generated
1 additional target damage or add damage damage or add damage F, the power reduces
within range per rank of equal to ranks of Strength equal to ranks of Strength damage of all attacks
Magnitude upgrades. upgrades purchased. upgrades purchased. hitting the target before the
COST 20 COST 15 COST 20
start of user’s next turn.
Unleash: Spend F to give
the attack Burn 2.
COST 20

CONTROL MASTERY
Protect: Light side Force users may spend 1 Destiny Point to Protect: Light side Force users may spend F F to reflect
use Protect as an out-of-turn incidental once per session. all attacks they reduce to 0 damage, dealing damage equal to
Unleash: Dark side Force users may spend 1 Destiny Point to initial attack to attacker.
use Unleash as a maneuver once per session. Unleash: Dark side Force users may spend F to reduce
COST 25
critical rating of attacks to 1.
COST 25

FORCE AND DESTINY • VERSION 2 • 2016-01


FORCE POWER RANKED

SEEK
Prerequisites: Force Rating 1+
Find more handouts at BeggingForXP.com

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 F F 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 F and succeed at a dd Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
COST 10

MAGNITUDE CONTROL
Spend F to gain one additional detail per Magnitude upgrade Ongoing effect: Commit C. Upgrade the ability of Vigilance
purchased. and Perception checks once.
COST 5 COST 10

STRENGTH MAGNITUDE MAGNITUDE


Spend F to eliminate 1 Spend F to gain one additional detail per Magnitude upgrade Spend F to gain one
Force-based illusion per purchased. additional detail per
rank of Strength upgrade COST 5
Magnitude upgrade
purchased. purchased.
COST 10 COST 5

CONTROL STRENGTH MAGNITUDE


Spend F to track one Spend F to eliminate 1 Force-based illusion per rank of Spend F to gain one
additional target. Strength upgrade purchased. additional detail per
COST 15 COST 15
Magnitude upgrade
purchased.
COST 15

DURATION CONTROL MASTERY


Commit C to continue Ongoing effect: Commit C C C. The user’s attacks gain Make Seek power check
tracking target even when Pierce with rating equal to Cunning plus ranks in Perception and spend F F F to
it moves. (or increases existing Pierce by an equal amount. add x to combat checks
COST 20 COST 15
against one target until the
end of the encounter.
COST 20

FORCE AND DESTINY • VERSION 2 • 2016-01


FORCE POWER RANKED

SENSE
Prerequisites: Force Rating 1+
Find more handouts at BeggingForXP.com

SENSE BASIC POWER


The Force User can sense the Force interacting with the world around him.
The user may spend O to sense all living things within short range (including sentient and non-sentient beings).
The user may spend O to sense the current emotional state of one living target with whom he is engaged.
COST 10

CONTROL CONTROL
Ongoing effect: Commit C. Once per round, when an attack Effect: Spend o. The Force user senses the current thoughts
targets the Force user, he upgrades the difficulty of the pool of one living target with whom he is engaged.
once. COST 10

COST 10

DURATION RANGE MAGNITUDE


Sense’s ongoing effects may be triggered one additional time Spend O to increase Spend O to increase
per round. power’s range by a number number of targets
COST 10
of range bands equal to affected by power equal
Range upgrades purchased. to Magnitude upgrades
COST 5
purchased.
COST 5

STRENGTH RANGE MAGNITUDE


When using Sense’s ongoing effects, upgrade the pool twice, Spend O to increase Spend O to increase
instead of once. power’s range by a number number of targets
COST 10
of range bands equal to affected by power equal
Range upgrades purchased. to Magnitude upgrades
COST 10
purchased.
COST 10

CONTROL RANGE MAGNITUDE


Ongoing effect: Commit C. Once per round, when making a Spend O to increase Spend O to increase
combat check, he upgrades the ability of that check once. power’s range by a number number of targets
COST 10
of range bands equal to affected by power equal
Range upgrades purchased. to Magnitude upgrades
COST 10
purchased.
COST 10

EDGE OF THE EMPIRE • VERSION 8 • 2018-01


FORCE POWER RANKED

SUPPRESS
Prerequisites: Force Rating 1+
Find more handouts at BeggingForXP.com

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 F to add automatic f 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 F to add additional automatic f equal to Strength Ongoing effect: Commit C Spend F to increase
upgrades purchased to hostile Force power checks. to sustain ongoing effects of power’s range by a number
COST 5
the power on each affected of range bands equal to
target while within range. Range upgrades purchased.
COST 5 COST 5

CONTROL RANGE
Commit one or more C ; when an opponent targets the user with a Force power, after the Spend F to increase
opponent generates F reduce the total F generated by 1 per C committed, to a minimum of 0. power’s range by a number
of range bands equal to
COST 10
Range upgrades purchased.
COST 5

STRENGTH CONTROL RANGE


Spend F to add additional automatic f equal to Strength Spend 1 Destiny point to Spend F to increase
upgrades purchased to hostile Force power checks. use Suppress as an out of power’s range by a number
COST 10
turn incidental once per of range bands equal to
session. Range 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
opposed Discipline vs Discipline check targeting another Suppress with a hostile Force power, if that opponent used z
Force user within short range. If the user spends F F and to generate F on the check, he suffers strain equal to the
succeeds on the check, the target Force user immediately user’s ranks in Discipline.
uncommits all C and ends all ongoing effects of Force COST 15
powers and Force talents that required committed C .
COST 20

FORCE AND DESTINY • VERSION 2 • 2016-01


FORCE POWER
WARDE’S FORESIGHT RANKED
Prerequisites: Force Rating 1+ Additions by reddit u/natesroomrule
Original by BeggingforXP.com

When used in conjunction with


WARDE'S FORESIGHT BASIC POWER
the campaign Chronicles of the
The Force user can feel the Force flowing around another specific individual to gain Gatekeeper.
insight into what that person might do. The user may spend F to gain hints about what
another individual within short range is likely to do in the near future. FORCE ABILITY
Available with the holocron.
Unlocked upon acquiring the
COST 10
1 Kyber Crystal in Episode 1.
Unlocked upon acquiring the
2 Kyber Crystal in Episode 2.
Unlocked upon acquiring the
3 Kyber Crystal in Episode 3.

RANGE CONTROL 1
Spend F to increase pow- When performing a Warde’s Foresight power check as part of an Initiative check, spend F to add
er's range by a number of a on user’s first check this encounter.
range bands equal to Range
upgrades purchased.
COST 5 COST 10

STRENGTH 1 CONTROL 2 DURATION 2 DURATION 1


Spend FF to add b Once per encounter, use Spend FF to have the Spend FF to have the
equal to Strength upgrades the basic power as a bonuses the power grants bonuses the power grants
purchased to user's next maneuver. apply to all checks for apply to all checks for
check against the target. rounds equal to Duration rounds equal to Duration
COST 10 COST 10 upgrades purchased. upgrades purchased.
COST 10 COST 10

RANGE 2 DURATION 2 CONTROL 2 MAGNITUDE 3


Spend F to increase pow- Spend FF to have the When performing Warde’s When performing a
er’s range by a number of bonuses the power grants Foresight power check as Warde’s Foresight power
range bands equal to Range apply to all checks for part of an Initiative check, check as part of an Initia-
upgrades purchased. rounds equal to Duration spend F to add a on tive check, spend F to add
COST 5 upgrades purchased. user’s first check this s or a to ally's first check
COST 10
encounter. this encounter.
COST 15 COST 10

STRENGTH 3 CONTROL 3
Spend FF to add b When performing a Warde’s Foresight power check as part of an Initiative check, if the user did
equal to Strength upgrades not use z to generate F each ally adds automatic s to the results of his Initiative check. If the
purchased to user’s next user used z to generate F the user may immediately perform an action before the encounter
check against the target. begins, but each enemy in the encounter adds automatic s to the results of his Initiative check.
COST 10 COST 15

COST 25

VERSION N1 • 2022-03

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