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This is the Core Rule Book for SW: Force and Destiny

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Published by peyton.keene74, 2020-03-31 12:06:16

Star Wars: Force and Destiny Core Rule Book

This is the Core Rule Book for SW: Force and Destiny

FORM I LIGHTSABER COMBAT: SHII-CHO in velocity and direction. They must also remain ready
to strike a deadly blow against an opponent at just
Believed to be the oldest form of saber fight­ the right instant, even while struggling to endure ex­
ing, Shii-Cho is considered the most ele­ treme physiological conditions.
mentary style of lightsaber combat. In spite of
this, while all Jedi train in the style, not all are TALENTS WITH CONFLICT COSTS
able to master it. This form developed at the
same time as the first lightsabers, so its mo­ C ertain talents give the Player Character
tions are very similar to the traditional attacks who possess them Conflict at the begin­
and parries used in sword fighting. ning of each session. The knowledge associ­
ated with these talents is dark enough that
Shii-Cho swordplay is intended to be raw and simply understanding it can tempt a PC to the
simplistic. Its movements are deliberate and dark side. These talents are delineated with
logical, intended to methodically eliminate an the following symbol in their header:
enemy’s options before eliminating the enemy
with a solid, powerful final blow. Shii-Cho’s Q■ TALENT NAME
greatest weakness, however, is its age. The
fighting style developed before blasters and WARRIOR STORIES
does not take the lightsaber’s ability to reflect
energy blasts into account. Flowever, when Violence draws characters to the W arrior’s path. For
fighting in melee, few forms are more effective. some, it is a natural aptitude due to their physical gifts
and Force talents. For others, it is the only possible
rely on in any situation. When lives are on the line, option, due to childhood tragedies.
they devote their attention to executing their maneu­
vers in a traditional way, using them to counter an op­ • Discipline: Some sentients have a natural call
ponent while simultaneously restricting his options. to battle and physical violence. In many species,
their physiological evolution leaves them need­
S T A R F IG H T E R A C E ing an outlet for such physical exertions. In oth­
ers, martial arts form a central cultural element.
Starfighter pilots enthusiastically engage in one of Ultimately, interaction with galactic civilization
the most dangerous forms of battle imaginable. Their requires individuals with such tendencies to con­
shields and arm or—for starfighters that have either— stantly restrain themselves. For many, an outlet
offer virtually no resistance to the weapons of the for these energies and emotions is necessary so
capital ships they oppose. Instead, they must trust in they can live in “civil” society. Some embark upon
the Force to protect them as they launch their daring the Warrior path seeking such an outlet, and dis­
assaults. Those who embrace the risks of space com ­ cover that it is a natural path for them.
bat may pursue the Starfighter Ace specialization.
• Vengeance: Violence often begets even greater
Starfighter Aces acquire Astrogation, Gunnery, measures of savagery. Children who have seen
Mechanics, and Piloting (Space) as additional career their peers, or even their guardians, suffer at the
skills. If this is the character’s starting specialization, he hands of others sometimes swear to avenge these
may choose two of these skills and gain one free rank tragedies. Force-sensitive individuals who encoun­
in each, without spending starting experience. These ter such challenges during their childhood can
provide the essentials needed to successfully pilot a spend much of their life honing their physical and
starfighter in combat. Force adepts who acquire these Force abilities to pursue their revenge.
skills most often control single-passenger craft, in
which they must assume responsibility for weapons at • Survival: Even under the constraints of urban
the same time that they handle navigation. civilization, there are neighborhoods ruled by
savagery. Within such locales, the most dominant
While this style of combat is dependent on a ve­ individuals are truly urban predators. They can
hicle, it remains physically exhausting. Even with a full be every bit as dangerous as an apex predator
range of technological enhancements, effective pilots on a frontier world. Some who have suffered at
must be capable of enduring rapid and extreme shifts the hands of such monsters recognize that the
only way to defeat them is to become an even
more fearsome combatant. Force adepts who suf­
fer through such conditions can learn to channel
their talents toward violence and intimidation, as
it may be the only way to escape.

WARRIOR: Aggressor

Career Skills: Athletics, Brawl, Cool, Melee, Perception, Survival

Additional Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Streetwise

May suffer a number of Gain +1 strain Gain +2 wound threshold
strain to downgrade difficul­
ty of Coercion checks, or Remove ■ per rank of
upgrade difficulty when tar­ Plausible Deniability from
geted by Coercion checks, all Coercion and Deception
by an equal number. Strain checks
suffered this way cannot ex­
ceed ranks in Intimidating.

When an adversary be­ May suffer a number of Add +1 damage to one Once per session, may add
comes engaged with the strain to downgrade difficul­ hit of successful combat ■ ■ to 1 NPC's skill check.
character, the character ty of Coercion checks, or checks against disorient­
may force the adversary to upgrade difficulty when tar­ ed targets per rank of Prey
make a fear check, with the geted by Coercion checks, on the Weak.
difficulty equal to the char­ by an equal number. Strain
acter’s ranks in Fearsome. suffered this way cannot ex­
ceed ranks in Intimidating.

When an adversary be­ Take the Terrify action; Increase the difficulty of Gain +2 wound threshold
comes engaged with the next combat check by 1 If
character, the character make a Hard (♦ ♦ ♦ ) Co­ check deals damage, target
may force the adversary to ercion check, addingOno suffers 1 strain whenever
make a fear check, with the he moves for the remainder
difficulty equal to the char­ greater than Force rating. of the encounter.
acter's ranks in Fearsome. Disorient one target within
medium range per &
Spend O O t o extend du­
ration and spend <3 to im­
mobilize affected target

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

Gain + 1 Force rating. When an adversary be­ Gain + 1 to a single charac­ When incapacitated, per
comes engaged with the teristic. This cannot bring a form Against All Odds ac
character, the character characteristic above 6.
may force the adversary to tion; making Hard (^ ^ 6 )
make a fear check, with the Resilience check with O
difficulty equal to the char­
acter's ranks in Fearsome. equal to Force rating. Heal

wounds equal to Yf spend
3 to add #

WARRIOR: Shii-Cho Knight

Career Skills: Athletics, Brawl, Cool, Melee, Perception, Surviual
Additional Career Skills: Athletics, Coordination, Lightsaber, Melee

When hit by a melee at­ Once per encounter, may Cain +2 wound threshold When hit by a melee at­
tack, suffer 3 strain to re­ use Second Wind incidental tack, suffer 3 strain to re­
duce damage by 2 plus to recover strain equal to duce damage by 2 plus
ranks in Parry. ranks in Second Wind. ranks in Parry.

Once per encounter, may Remove ■ per rank of Con A ddD to Lightsaber, Brawl May reduce any Critical Inju­
use Second Wind incidental ditioned from Athletics and and Melee checks when en ry suffered by 10 per rank of
to recover strain equal to Coordination checks. Re­ gaged with multiple oppo Durable, to a minimum of 1.
ranks in Second Wind. duce the damage and strain nents.
suffered from falling by 1
per rank of Conditioned.

Once per round, draw or Cain + 1 strain threshold. When hit by a melee at­
holster a weapon or acces­ tack, suffer 3 strain to re­
sible item as an incidental. duce damage by 2 plus When wielding a Light­
ranks in Parry. saber, Melee, or Brawl
weapon, the weapon gains
the Defensive quality with
a rating equal to ranks in
Defensive Training.

Once per session, may re­ Increase difficulty of Light­ When parrying a hit that May spend oi
roil any 1 Lightsaber or saber check by 1 to per­ generated © or <§><§) <§> with successful Lightsaber
Melee check. form Sarlacc Sweep action. may hit attacker once check to disarm opponent.
May spend O O to hit with Lightsaber, Brawl, or
additional engaged targets. Melee weapon (dealing
base damage) after origi­
nal attack resolves.

Take a Center of Being ma­ May reduce any Critical Inju­ Cain + 1 to a single charac­ When hit by a melee at­
neuver. Until the beginning ry suffered by 10 per rank of teristic. This cannot bring a tack, suffer 3 strain to re­
of next turn, attacks against Durable, to a minimum of 1. characteristic above 6. duce damage by 2 plus
the character increase their ranks in Parry.
crit rating by 1 per rank of
Center of Being.

WARRIOR: Stamghter Ace

Career Skills: Athletics, Brawl, Cool, Melee, Perception, Surviual

Additional Career Skills: Astrogation, Gunnery, Mechanics, Piloting (Space)

Cain + 1 strain threshold. Remove ■ per rank of Suffer a number of strain to When repairing hull trau­
Skilled Jockey from all Pi­ add an equal number of # ma on a starship or vehi­
loting (Planetary) and Pilot­ to Initiative checks. Strain cle, repair 1 additional
ing (Space) checks the char­ suffered cannot exceed hull trauma per rank of
acter attempts. ranks in Rapid Reaction. Solid Repairs.

Perform the Intuitive Evasion May decrease difficulty When repairing hull trau­ Remove ■ per rank of Gal­
maneuver; suffer I strain of Discipline checks to ma on a starship or vehi­ axy Mapper from Astroga­
and commit O up to ranks avoid fear by 1 per rank cle, repair 1 additional tion checks. Astrogation
of Intuitive Evasion. Upgrade of Confidence. hull trauma per rank of checks take half normal
difficulty of combat checks Solid Repairs. time.
targeting starship or vehicle

by equal amount. Suffer 1
strain every round O re­
mains committed.

Take a Full Throttle action; Suffer a number of strain to Before attacking a starship Cain +1 strain threshold.
add an equal number of & or vehicle, may spend 1
make a Hard (♦ ♦ ♦ ) Pi­ to Initiative checks. Strain Destiny Point to ignore the
loting check to increase a suffered cannot exceed effects of the Massive rule
ranks in Rapid Reaction, for the attack.
vehicle's top speed by 1 for
a number of rounds equal
to Cunning.

When making a combat Once per session, add □ □ Cain + 1 strain threshold. Remove ■ per rank of
check with a planetary to any one check. Skilled Jockey from all Pi­
scale weapon, add O no loting (Planetary) and Pilot­
greater than Force rating ing (Space) checks the char­
acter attempts.
to the check Spend 3 3

Cain + 1 Force rating. Count vehicle or starship Gain + 1 to a single charac­ Perform the Intuitive Evasion
piloted as having a silhou­ teristic. This cannot bring a maneuver; suffer I strain
ette I lower when being characteristic above 6. and commit O up to ranks
attacked. of Intuitive Evasion. Upgrade
difficulty of combat checks
targeting starship or vehicle
by equal amount. Suffer I
strain every round O re­
mains committed.

STEP 6: INVEST EXPERIENCE POINTS

E xperience is the primary means by which players cus­ Each improvement must be purchased sequentially.
tomize their characters. Each Player Character starts This means that raising a character’s Brawn from 3 to
with a beginning pool of experience points which can be 5 would cost 90 experience points: 40 for raising it
used to improve aspects of the character. As they prog­ from 3 to 4, then 50 more for raising it from 4 to 5.
ress in Force and Destiny, PCs receive additional experi­
ence which also can be spent to improve themselves. During character creation, no characteristic can
be increased to higher than 5. During the course of
STARTING XP play, no characteristic can be increased above 6.
Characteristics may only be purchased with experi­
Characters begin with a budget of experience points ence points during character creation, not at any later
based on their species. The experience points used time. (During gameplay, however, characteristics can
during character creation are the same as experience be increased by purchasing specific talents.)
points received during play. If a player chooses to
spend fewer experience points during character cre­ SKILL TRAINING
ation than his budget, those points carry over into the
game, and the Player Character starts with more ex­ Each skill has five ranks of training available. A char­
perience points to spend once the adventures begin. acter may have already acquired one or more ranks
of skill training from a starting career and specializa­
Players may spend experience points in the following tion for free. Characters may train additional skills and
ways to improve their characters. These are also de­ gain additional ranks during character creation. How­
tailed in Table 2-2: Spending Starting Experience ever, it is important to note that regardless of any spe­
cies or career bonuses, no skill can be raised higher
NEED MORE EXPERIENCE? than rank 2 during character creation unless specifi­
cally stated otherwise.

R emember, a player can always increase his The cost for training skills falls into one of two cat­
character’s starting experience when de­ egories: career skills and non-career skills. The char­
termining his starting Morality, as described acter should have check marks next to a number of
under Player Character Starting Morality skills based on starting career and specialization.
Values, on page 49.
Training a career skill to the next highest rank costs
IM PR O V IN G five times the rank to which it is being raised. For ex­
CHARACTERISTICS ample, training a career skill from rank 0 (untrained)
to rank 1 requires 5 experience points. Improving a
During character creation, raising a characteristic to the rank 1 career skill to rank 2 requires 10 experience
next highest rating costs ten times the value it is being points. Each rank must be purchased sequentially.
raised to. For example, raising a character’s Brawn from This means that acquiring a rank 2 career skill during
5 to 4 would require 40 experience points. creation costs 15 experience points (5 for raising it
from zero to rank 1, then 10 more for raising it from
rank 1 to rank 2).

TABLE 2-2: SPENDING STARTING EXPERIENEE

Options Cost Character Creation Limits

May spend experience to increase characteristics. Ten times the purchased rating in experience. May not raise any characteristic
Character creation is the only time players can Each rating must be purchased sequentially. above rank 5 during character
increase characteristics with experience points. creation.
Five times the purchased rank in experience.
May spend experience to purchase ranks Each rank must be purchased sequentially. (Each May not raise any skill above rank
in skills. rank in a non-career skill costs 5 additional XP.) 2 during character creation.

May spend experience to purchase talents Depends on talent's position within No special limits; only standard
within specializations. specialization tree. limits apply.

May spend experience to purchase Initial purchase of a Force power costs points No special limits; only standard
listed in Force power. Additional power abilities limits apply.
_F_or_ce_p_ow_e_rs_. ________________ depend on the position within the tree.
No special limits; only standard
May spend experience to purchase new Ten times the total number of character's limits apply.
specializations. specializations, including new specialization (non­
career specialization costs 10 addil lonal XP).

A character can talent, the charac­
also purchase ranks ter must purchase
in non-career skills. it again (gaining
Each rank of a another rank in
non-career skill the talent). If it
costs five times is not a ranked
the rank it is be­ talent, he counts
ing raised to, plus as already having
5 additional expe­ purchased it, and
rience points. For he may continue to
example, training a proceed through the
non-career skill from second talent tree.
rank 0 (untrained) to rank
1 requires 10 experience Characters may pur­
points. Improving a rank 1 chase talents during char­
non-career skill to rank 2 requires acter creation or later dur­
15 experience points. Each rank must ing gameplay.
be purchased sequentially. This means that ac­
quiring a rank 2 non-career skill during creation costs BUYING FORCE POWERS
25 experience points (10 for raising it from zero to rank
1, then 15 more for raising it from rank 1 to rank 2). Force powers—as distinct from Force talents—are de­

Characters may purchase ranks in skills during char­ scribed more thoroughly in Chapter VIII: The Force,
acter creation or later during gameplay.
on page 282. Characters do not begin with any Force
ACQUIRING TALENTS powers, but they may purchase them using experience
points during character creation or later in gameplay.
Talents are acquired from characters’ available talent
trees, which are generally provided by their career. ACQUIRING NEW
Talent trees provide a unique format for purchasing SPECIALIZATIONS
talents that comes with several rules and restrictions.
Each character starts with a single specialization with­
Each specialization talent tree has four columns in his chosen career. However, the player may pur­
and five rows. This means each talent tree has a total chase access to additional specializations.
of twenty talents that players may purchase. The cost
of each talent depends on the row it occupies. The Purchasing a specialization means basically that the
talents in the topmost row are the cheapest, costing player may buy the ability to purchase talents within
5 experience points each. The next row’s choices cost that specialization. Also, each specialization has four
10 experience points each; the third row costs 15; additional career skills. These skills now count as ca­
the fourth row costs 20; and the fifth and final row's reer skills for the character (although the PC does not
choices cost 25 experience points each. gain free advances in rank in them, as with a first spe­
cialization). Characters may purchase any specializa­
Note that the choices on each tree are connected tion in any career.
by a series of lines that link some talent choices with
others. Characters may only purchase talents for Purchasing an additional specialization within a
which they are eligible. Characters are eligible to se­ character's career costs ten times the total number
lect any talents in the topmost row, plus any talents of specializations he would possess with this new
that are connected via one of the aforementioned specialization. So, a character with one specialization
links to a talent the character has already acquired. could purchase a second career specialization for 20
experience points. If he wished to purchase a third
When selecting talents on a talent tree, remember career specialization, it would cost another 50 XP.
that each selection on the tree may only be purchased
once. In the case of ranked talents (talents that may Characters may also purchase additional specializa­
be purchased multiple times and have effects that tions outside of their careers. Purchasing non-career
stack the more times they are purchased), the only specializations costs ten times the total number of
way to purchase them multiple times is if there are specializations the character would possess with this
multiple selections of the same talent on the avail­ new specialization, plus an additional 10 XP. So, a
able talent trees. In some cases, a character may have character with one specialization could purchase a
already acquired a talent in one specialization, but second non-career specialization for 50 experience. If
needs to purchase it again in another specialization the PC has two specializations already, a third special­
in order to reach further into the tree. If it is a ranked ization that is also a non-career specialization would
cost another 40 experience.

KNIGHT-LEVEL PLAY

C haracters created following the steps in this efited from their experiences, and are close to hav­
chapter have begun their journey through the ing abilities comparable the Jedi Knights of old.
Force, but they are far from mastering it. Most (But not so powerful that they don’t have plenty of
are likely to have a limited selection of abilities room to grow and improve!) To reflect this, Player
from their career, and few have more than a sin­ Characters gain an extra 150 XP. These experi­
gle specialization. This is a far more approach­ ence points cannot be spent on characteristics, as
able style of play for groups new to the game they are intended to reflect the character’s train­
system or even to roleplaying games. However, ing and worldly experiences rather than inherent
some groups may wish to begin their play with abilities. Characters also may not train any skills
characters who are more accomplished. above rank 3 while building their Knight-level PC.

“Knight-level play” is an alternative approach that Further, characters constructed for this game-
gets the characters involved in more complicated play approach gain access to a basic lightsaber,
situations. At this stage, the Player Characters are (see page 176) or 9,000 credits’ worth of
significantly more accomplished and likely to im­ starting gear (this can include a vehicle).
mediately assume a larger role in galactic-scale
conflicts. Knight-level is intended to depict PCs More information on Knight-level play is pre­
who are have received additional training or ben­ sented on page 322.

STEP 7: DETERMINE
DERIVED ATTRIBUTES

Some attributes of a character are derived from a DEFENSE
player’s other choices during character creation.
Defense determines how difficult a character is to hit
WOUND THRESHOLD in combat situations, either as a product of the PC’s
own training or the protective equipment he employs.
A character’s wound threshold represents, basically, Defense is divided into ranged defense and melee
how many wounds— how much physical dam age—a defense. A character’s default value in each defense
character can withstand before becoming incapaci­ rating is zero.
tated. A character’s starting wound threshold is deter­
mined by adding the wound threshold for his species Defense is most commonly gained by wearing ar­
to his Brawn rating (after spending starting XP). After mor or by adopting a defensive position in combat
determining this initial value, further increases to a (such as gaining cover). Some talents may also in­
character’s Brawn rating do not increase his wound crease one of a character’s defense ratings.
threshold—wound threshold improvements are ac­
quired by purchasing talents, such as Toughened. SOAK VALUE

STRAIN THRESHOLD Soak value determines how much incoming dam ­
age a character can shrug off before being seriously
A character’s strain threshold determines how much wounded. A character’s soak value is subtracted from
strain—psychological and mental damage—a charac­ any incoming damage. Any remaining damage after
ter can withstand before becoming stunned, dazed, or subtracting soak becomes wounds, and is applied to­
incapacitated. A character’s starting strain threshold ward the character’s wound threshold.
is determined by adding the strain threshold for his
species to his Willpower rating (after spending start­ A character’s default soak value is equal to his
ing XP). After determining this initial value, further Brawn rating. After determining this initial value, sub­
increases to a character’s Willpower rating do not sequent increases to a character’s Brawn rating do
increase his strain threshold—strain threshold im­ increase his soak value. An addition to soak value is
provements are acquired by purchasing appropriate most often gained by wearing armor. Some talents,
talents, such as Grit. such as Enduring, may also increase a character’s in­
nate soak value.

STEP 8: DETERMINE MOTIVATION

m otivation provides a means to link all of the differ­ TABLE 2-31: RANDOM MOTIVATION
ent elements of a PC into one coherent persona. dlO Motivation Result
It serves to differentiate characters with similar careers

by providing different reasons for their decisions. O f­ 1-3 Ambition

ten, Motivation also sets up a thread that recurs across 4-6 Cause
multiple adventures as the character continues to work

toward achieving some lofty goal. 7-9 Faith

Players can either select a Motivation from Table 10 Roll once on each of any two categories
2-3: Random Motivation, particularly if there is
one that seems well-suited to their character concept, abstract, and possibly selfish in nature. A character
or they can roll on that table to determine a primary with the Ambition Motivation wants to better himself
Motivation. Once the primary Motivation is selected, in some w ay—gaining love, status, power, or spiritual
a further roll—or deliberate selection— on the relevant knowledge, for example. The player should determine
table in the following pages provides added detail. Of the character’s ultimate goal and why he does things
course, with the C M ’s permission, players can simply the way he does to get there.
create their own Motivation, as long as it is consistent
in tone with the ones presented here.

Whereas Morality has distinct game effects, M o ­ CAUSE
tivation is intended to add depth to the character’s
roleplaying. Players should focus on linking the char­ Many characters prefer to have a discrete and attain­
acter’s species, career, Morality, and background to­ able goal toward which they devote their lives. Even
gether with Motivation to create a detailed persona. generalized ideas can have incremental steps that can
For more information on Motivation and how it’s used be achieved over time. Characters devoted to a Cause
in play, see Chapter IX: The Game Master often remain focused on it throughout their lives. On
those rare occasions when the cause might be accom­
TYPES OF MOTIVATION plished, they typically either begin to work to expand
it or to see that its existence is maintained.
Force and Destiny presents Ambition, Cause, and Faith
as the three primary categories of Motivation. After de­ FAITH
termining the primary category, players can then roll
or select from the specific category tables that follow. Characters who select this Motivation have a deep and
These are intended to offer an array of different options. abiding trust in some recurring facet of galactic exis­
tence. They dedicate their lives to spreading this belief,
in the hope that they can bring other beings to come to
a similar understanding. In many cases, their proselytiza-
tion becomes a central focus. In other cases, spreading
their belief is far less important than simply reveling in it.

MOTIVATIONS IN PLAY

Motivations exist to offer a player an additional frame­
work for how the PC interacts with the world. They es­

tablish the character’s priorities, but they need not
be a restriction. Rather, Motivations help to sug­
gest the character’s intuitive response to the
challenges he encounters. Notably, a PC’s
reactions must be colored by mitigating
factors, so that a response is seldom
based solely on a Motivation.

CHANGING M OTIVATIONS

Over time, a character’s attitudes
can shift. Sometimes a single

TABLE 2-4: SPECIFIC AMBITION
dlQ Ambition Result

1 R evenge: At some point in the character’s past, he was brutally wronged. Now he seeks vengeance, and he has a hard time
focusing on anything else.

2 W e a lth : Money motivates this character. Often, his choices are based less on the consequences of right and wrong, and are
based more on what will be best for his credit account.

3 Pow er: The character wants to amass power and authority. His aspiration to rule may be linked to altruism or despotic
desire, but in either case he wants to control both his situation and those around him.

4 B eco m e a Je d i: The character wants nothing more than to become a Jedi Knight, though he may not be sure how to do so.

5 Su rvival: In a galaxy where simply being a Force user can be a death sentence, the character's primary concern is survival
He's willing to do what it takes to make sure he lives another day.

6 G lory: Fame and the spotlight beckon to this character. He wants to perform great deeds, and be celebrated for them.

7 D e stro y th e Sith: Through ancient texts or diligent research, the character has learned of the Je d i’s ancient enemies: the
Sith. He has set out to defeat and destroy their order, or at the very least, do what he can to hinder them.

8 Enlightenm ent: The character seeks spiritual and intellectual enlightenment above all else. He does not seek to bring
enlightenment to others, for he realizes that such a goal is innately personal

9 Expertise: The character wants to excel in his chosen work or area of expertise, and constantly practices to achieve perfection.

10 Discovery: Seeking out and discovering new worlds, information, or the wondrous secrets hidden among the galaxy's countless
stars drives this character's actions. More than anything, he wants to find and experience things nobody else has.

dramatic event can force the character to reprioritize. SECRET MOTIVATIONS
Alternatively, an extended series of minor frustrations
can be enough to change how the character views the Players can choose to share their characters’ M oti­
world. O f course, if a player discovers that he does vations with one another or to keep them secret.
not enjoy his character’s Motivation, this can also be Motivations for different characters can, at times, be
an important reason to justify the change. Ultimately, in direct conflict. By keeping these secret from one
changing Motivations is simply a matter of discuss­ another, the players create opportunities for poten­
ing the issue with the CM, so that he can offer input, tially intense roleplay between their characters. Alter­
and then making the appropriate change. New M o ­ natively, by sharing their Motivations, the characters
tivations should be selected or created rather than can better focus on the times when their characters
determined randomly. can collaborate.

TABLE 2-5: SPECIFIC CAUSE
dlQ Cause Result

Freed om : All sentient beings must have the opportunity to make their own decisions, for good or for ill, and the right to
1 face the consequences or receive the just rewards for their actions. The character seeks freedom for the enslaved and

oppressed, and fights against organizations that promote slavery or subjugate their people.

2 R e sto re the Je d i: The character wants to see the Jedi Order restored and rebuilt, although what he knows of the Jedi may
be limited or even inaccurate. He may want to be a Jedi, or just want to see them return to being a presence in the galaxy.

3 G a la ctic P eace: The galaxy has been torn and shattered by decades of warfare. The character wants nothing more than to
see peace restored to the galaxy, and recognizes that concerted efforts must be made to resolve galactic warfare.

4 Ju s tic e : In a galaxy full of wrongdoing, justice must be done. The character seeks to bring justice to those who deserve it,
while helping victims of injustice to right the wrongs done to them.

5 S to p th e R e be llion : The Rebel Alliance is an organization of outlaws and malcontents who fight against their legitimate
government. The character may not like the Empire, but he dislikes the Alliance more, and wants to see it stopped.

6 Equality: All sentient beings deserve the right to be treated with respect and as peers by other beings, regardless of their state
of technological sophistication. When the character finds those who do not possess equality, he seeks to better their lot in life.

7 Help the Helpless: In a galaxy full of momentous events and desperate struggle, it is all too easy to forget the poor, the
weak, and the downtrodden. The character seeks to give voice to the voiceless, and help those who cannot help themselves.

8 Free Enterprise: Free and unimpeded trade between cultures can create opportunity, innovation, and understanding.
Governments cannot be permitted to impede such interactions, and the character seeks to do what he can to support this.

9 O v e rth ro w th e Em pire: The Galactic Empire has created a civilization based on inequality and injustice. The character
seeks to end its tyranny, possibly in cooperation with the Alliance.

10 Know ledge: All sentient beings deserve an education that gives them a broader view of the galaxy. This character
promotes the discovery and dissemination of all knowledge, to improve the lives of everyone in the galaxy.

TABLE Z-E: SPECIFIC FAITH

dlO Faith Result

i N a tu ra l W o rld : The character believes in the spirits of the living things around him. Whether he recognizes this as the
Living Force or has a more shamanistic approach to his beliefs, he respects the spirits of nature and even prays to them.

2 G oodness of People: The character believes in the inherent goodness of most people. He believes that together, the majority
of different: beings in the galaxy can interact to create an all-encompassing civilization that is g reater than the sum o f its parts.

3 Frie n d s and Fam ily: The character believes in, and trusts, his close friends and family. He knows that unlike lofty ideals or
strange religions, those close to him will always support him, and he supports them in turn.

4 The Cosmic Force: The character understands on some level that everything that happens, has happened, or will happen in the
galaxy is part of the Cosmic Force. The Force guides the galaxy and the individuals within it, and things happen for a reason.

5 Scie nce and R e as o n : The character believes in reason, knowledge, and scientific understanding. Everything, even the
Force, has a logical explanation and works according to certain rules, even if he doesn't understand what those rules are.

6 The Je d i Code: Though the Empire strives to suppress knowledge of the Jedi, the character knows the code of this ancient
order. He follows it, feeling that it is something worth his belief and devotion.

7 Im p erial Rule: Though the Empire has done some terrible things, the order it brings to galactic society is still better than
the moribund Republic that came before. The character believes that the Galactic Empire is the best thing for the galaxy.

8 The R ebellion : The sooner the Galactic Empire is defeated, the better The character believes absolutely that the Rebel
Alliance is in the right and is doing what must be done to free the galaxy from tyranny.

9 Religious C ode: There are countless religions in the galaxy, and the character adheres to one of his choice. Perhaps this is
the religion of his family or his people. Perhaps he is a more recent convert. In any case, he adheres to it faithfully.

.

1° N othing: The character refuses to put his faith in something greater. The galaxy is a chaotic and random place, and the only
thing that someone can trust in is himself.

STEP 9: CHOOSE GEAR

AND APPEARANCE

By this point, the Player Characters’ game statistics ing funds, and represents the "pocket money" charac­
and personalities should be well established. The ters may possess. This total represents the character’s
key remaining issues are to determine their personal initial spending money at the beginning of the first game
equipment and physical appearances. These combine session. Note that these additional starting funds can­
to add visual elements to the characters’ personae. not be spent until gameplay actually begins.
Players should consider this an opportunity to add ad­
ditional depth to their characters. PHYSICAL DESCRIPTION

STARTING GEAR There is little uniformity of appearance within a group
of F o r c e a n d D e s t in y characters. The anatomical fea­
Player Characters start out with 500 credits to spend tures of the different species vary significantly. Even
on personal gear. Characters may also have earned ad­ within a species, there exists a broad range of different
ditional credits if they reduced their Morality modifier in colorations and physiques. Players are encouraged to
have fun with this range, creating appearances that
Step 2 Refer to Chapter V: Gear and Equipment for reflect their characters’ personalities.

a thorough listing of available options. Note that players An important first step is referring to the descriptions
may not elect to purchase anything that is listed as Re­ of the different species. A Nautolan’s tendrils are very
stricted (R) without the Game Master’s explicit approval. different in appearance from a Twiiek’s lekku. Each of
Player Characters are assumed to have miscellaneous the species has distinctive features that should play an
incidental sundries that are not listed on their charac­
ter sheet. This could include personal mementos as well SHORT ON CASH?
as routine items like a journal or a chrono. While these
items are of sentimental value, they seldom have finan­ R emember, a player can always increase
cial value, nor are they likely to affect game mechanics. his character’s starting credits when de­
termining his starting Morality, as described
Characters may keep any credits that are not spent under Player Character Starting Morality
on gear as part of their starting equipment. In addition, Values, on page 49.
after all spending is complete, each player rolls 1d 100.
The value of the die roll is added to any remaining start­

important role in describing their physical appearance. Togruta—can even have patterns in their pigmen­
Any significant departures from those descriptions are tation. Fur or hair can have even wider variance.
certainly worth mentioning, and may be a way of further Some individuals may even dye their hair or fur
distinguishing the character. with hues that are subtle or outlandish, depend­
ing on the individual.
Keep in mind that a character’s appearance should
also mesh with his personality. A particularly flam­ • Scars, tattoos, and other identifying marks:
boyant character is likely to reflect that personality This is an opportunity for players to get especially
in style of dress as well as in body modifications— creative, because scars, tattoos, and other mark­
possibly including dye, tattoos, or other permanent ings have little to do with a species’ physiology,
modifications. Conversely, characters who are more and everything to do with an individual PC’s ex­
conservative only have modifications that are a tradi­ periences and backstory. A tattoo may possess
tional part of their native culture. a deep cultural significance for the character, or
it could be something the PC got as a lark after
• Height, weight, and build: A character s physi­ a long night at a cantina. Scars could come from
cal build is primarily determined by his species. exciting adventures, childhood events, or embar­
All of the species presented in Force and Destiny rassing accidents the character would prefer to
are typically 1.5 to 2 meters high, with Cereans forget. Characters may also possess piercings,
tending toward 2 meters and Twi'leks tending brands, implanted corporate or government
toward the shorter 1.5 meters. However, even identification marks, subdermal cybercircuits, or
within the norms of a species, there can be a nearly anything else the players can think of.
great deal of variation. Players should endeavor
to keep their characters’ builds within reason­ P E R S O N A L IT Y
able limits, of course; a 4-meter human would be
well outside the realms of believability. But within A character’s personality is another place where play­
those limits, players are free to choose whether ers can really get creative. Traits, quirks, habits, likes
their characters appear thin, fat, muscular, tall, and dislikes—players can be as thorough or as con­
short, or any combination thereof. If players like, cise as they wish.
they can also tailor their characters’ physical ap­
pearances to match the characters’ physical char­ A great starting point for a character’s personality
acteristics: Agility and Brawn. is the emotional strengths and weaknesses that come
with his Morality. These choices can form the core of
• Hair, horns, and eye color: Not all species in the character’s personality, providing a solid founda­
the galaxy have hair, or even eyes. For example, tion as the player creates a well-rounded and inter­
Nautolans, Twi’leks, and Kel Dors do not have esting character. Motivations can also provide a good
hair at all, while Cereans tend to only have hair basis for determining personality traits; after all, what
growing in a fringe around the edges of their the character is driven to accomplish can say a lot
cone-shaped heads. In addition, Nautolans about how he acts. Morality and Motivations can be
have black eyes without pupils. However, among chosen so that they complement each other and work
those species who do have variations in eye and together to form a coherent personality type, but they
hair color, almost infinite variations are possible. don’t have to. Having a personality and emotions that
Players can freely decide what color eyes and conflict with a character’s Motivation can be a clas­
hair—as applicable—are appropriate for their sic character trope. If a character’s Emotional Weak­
characters. They can also decide how the char­ ness is anger but his Motivation is galactic peace, that
acters choose to style and decorate such attri­ character could be fun to play as he finds himself torn
butes, or if they have any particular accessories between his ideals and his base instincts.
that they choose to wear.
Alternatively, another good way to develop a per­
• Skin, scale, or fur color: Some species in Force sonality for a character is to start with a base (such
and Destiny tend to have consistent skin color­ as the choices made with Morality) and then let the
ation; for example, Kel Dors almost always have broader personality evolve over time. Sometimes the
orange-brown skin. Others, such as the Twi’leks best character personalities develop over the course
and humans, can possess a wide range of skin of the game, evolving out of the decisions the player
pigmentation, ranging from albino white through makes naturally. Don’t be afraid to leave a character
all manner of flesh tones to stranger hues such with room to grow and change.
as blue or green. Other species—including the

STEP 10: DETERMINE GROUP RESOURCE

U nder the tyranny of the Galactic Empire, everyone TABLE Z-7: HOLOCRON SKILLS
with Force sensitivity must take extraordinary care dlQ Skills
in exhibiting and even admitting to their abilities. W ith­
out the Jed i Order to identify and educate young Force- i Knowledge (Outer Rim) and Piloting (Space)
sensitives, some do not even come to recognize that
they possess such abilities. Those who do have abilities 2 Computers and Perception
must train themselves, learn through associations with
another, less well-known Force tradition, or study from 3 Brawl and Streetwise
materials that the Empire believes destroyed.
4 Mechanics and Ranged (Light)
At this point, the group should have some idea as to
what has brought them together and caused them to 5 Astrogation and Gunnery
join forces against galactic tyranny. Selecting a group
starting resource helps cement this bond. While this 6 Discipline and Medicine
should not be the sole reason the group works together,
it can provide a springboard or convenient initial excuse. 7 Knowledge (Lore) and Lightsaber

During this step, the group should jointly select one of 8 Cool and Coordination
the three options from the following list. It could be that
they trained under the same master, or possibly they 9 Skulduggery and Vigilance
are from the same small community and learned about
the Force together. Perhaps the group discovered each 10 Knowledge (Xenology) and Survival
other while all were trying to track down an obscure Jedi
relic, such as a holocron. Or maybe the group initially If the group selects this option, they begin the game
joined forces simply because fate and the Force worked with one G-9 Rigger light freighter on page 262 (or
to have them all aboard the same vessel. another starship that can transport everyone in the
group and costs 70,000 credits or less).
JEDI HOLOCRON
MENTOR
The character came into possession of a Jedi holocron.
Perhaps it was found among an ancestor’s possessions The characters trained in the ways of the Force with
or among a hidden trove that the characters discovered. a mentor. Perhaps this mentor was a former Jed i now
Information from the holocron guided the characters in exiled, or even a Padawan who never completed his
developing their Force abilities, likely providing informa­ training. Perhaps he came of age after the Purges and
tion about the Jedi philosophy in the process. The ho­ is self taught. The mentor may even belong to a Force
locron is not all-knowing, as it contains only a limited tradition other than the Jed i Order. If so, the tradition
amount of information, likely from the perspective of a is most likely limited to members of a particular spe­
single Jedi. Flowever, it represents a valuable resource. cies, and it is probably from only one particular world.

The group starts with one holocron (see page 190). The mentor does not travel with the group, and it is
The holocron the group starts with is a more basic ex­ up to the GM as to whether he is alive or dead. If he is
ample of its kind, and the only mechanical benefit it alive, he can contact the group to give them advice or
provides is giving the group access to two skills as ca­ help with their ongoing training. If he is dead, he may
reer skills. The GM can either roll randomly on Table still appear to the group in dreams or visions. In either
2-7: Holocron Skills or choose from the table to de­ case, the particulars of the mentor’s species, gender,
termine what pair of career skills the holocron makes Force tradition, and other pertinent information are left
accessible to the players. Alternatively, the GM can to the G M ’s discretion. Flowever, he should only facili­
choose any two skills from Table 3-1, on page 11 3. tate and aid the group’s adventures: not dominate ses­
sions or control the group’s actions.
STARSHIP
The mentor makes it easier for members of the
Flaving a starship at a group’s disposal can allow them group to obtain Force powers. When a Player Char­
to slip through Imperial blockades and avoid unneces­ acter purchases the basic version of a Force power,
sary and unpleasant complications. They can also use he may decrease the cost of the basic power by 5
their ship to explore strange new worlds and travel XP. This discount does not apply when purchasing
beyond known space. upgrades to Force powers. This discount only applies
after the character has spent their initial X P during
character creation.



SKILLS

“If you spent as much time practicing your sa b e r techniques as
you did your wit, you'd rival M aster Yoda as a swordsman."

-Obi-Wan Kenobi

|| hen playing Force and Destiny, characters have attempting any action. A character’s innate abilities
W plenty of opportunities for bold and exciting are generally described by characteristics, while skills
action, from flying a starfighter through a solar storm require learning and practice. In this way, the intersec­
to dodging traps in the depths of an ancient evil tem­ tion of education and natural ability contributes to a
ple. Whether characters succeed or fail in these actions character’s chances of success or failure.
is determined by their skills.
WHAT ARE SKILLS?
The vast majority of characters’ actions are governed
by abilities they have acquired through education or Anything that a character might learn could be con­
experience. Any time PCs attem pt an action that has sidered a skill. The galaxy is a vast place, however,
a reasonable chance of success or failure, their skills and not everything a person might learn has applica­
come into play as a means of determining the result. tions that fit well within a dramatic game. To reflect
In some instances, the task may be so trivial, or the this, Force and Destiny includes a list of the skills that
character so capable, that the Came M aster may not are most likely to be useful in the course of dramatic
call for a check. At other times, the task might be so adventures set within the S ta r W ars galaxy. The list
outlandish that the player might choose to act differ­ may not cover every imaginable situation, but it
ently once the odds are calculated. Ultimately, when should address the majority of actions that occur
there is a reasonable chance of failure, players must often during a typical game session.
depend on their characters’ skills to see them through
to success. Skills are divided into three categories based on
their general application and use. Knowledge skills
Skill values fulfill this role in conjunction with char­ are entirely cerebral. They do not govern action—only
acteristics. These two values interact to establish the understanding. Combat skills deal with how a character
number of Ability and Proficiency dice used when

may act and react in a direct physical confrontation. came in for repairs after being exposed to harsh en­
Other skills may be useful during an altercation, but vironmental conditions, it’s likely that he could soon
Combat skills can seldom be employed without vio­ improve his skill rank.
lence. All skills that deal with non-combat actions are
considered General skills. The first two ranks of a skill represent a thorough
grounding in that skill but little practical experience.
SKILL RANKS Such a character may have just completed a formal
education, taken part in an apprenticeship, or begun
When a character chooses to attempt an action, the an entry-level job. At this level of competency, the PC
player begins by forming a dice pool. The higher of knows the basics of the skill but hardly realizes how little
the relevant characteristic and skill values is used he knows. He may accomplish routine tasks on a regular
to determine the total number of Ability dice in the basis, but he is often overwhelmed by complex ones.
pool. The smaller of these two values indicates how
many of those dice are upgraded to Proficiency dice. The third and fourth ranks are indicative of a true
A character who has no ranks in a skill is considered professional. These are individuals who have honed
to be unskilled. This character has a value of 0 for the the skill thoroughly and can make their living at it.
skill in question, so his checks for that skill are made They might be talented and capable physicians, re­
without upgrading any Ability dice to Proficiency dice. spected pilots, or gifted mechanics. They are aware
of how much more they have to learn, but they are
Aside from the game terms, it may also be useful quite capable of handling most tasks when they have
to consider what skill ranks represent in a more nar­ prepared for them.
rative sense. Even a single rank in a skill represents a
significant amount of time spent learning and practic­ Only a handful of individuals attain the fifth rank of
ing its use. It’s generally reasonable to assume that a skill. Few can adequately appreciate the artistry of
other characters in the game world rely heavily on a m aster’s craft, so those who attain this level must
their characteristics for actions outside their field of deliberately challenge themselves to perfect their
expertise. For example, almost everyone can pilot a expertise. Characters with this degree of proficiency
speeder in routine traffic, but most characters do not may have a reputation for their particular talents that
have a rank of Piloting (Planetary). Instead, they de­ extends far beyond their community. These individu­
fault to using their Agility characteristic for this type als are generally driven and passionate about the skill
of routine task. that they have mastered.

Each rank of a skill represents a substantial degree SKILL DESCRIPTIONS
of training and practice. Further, that practice must
often come under strenuous conditions. A character This section details all of the skills used throughout
who spends endless days performing the same task the game. Each skill is presented with clarifications on
on a droid assembly line does not improve his M e ­ how it may best be used, along with notes on its key
chanics skill. However, if that same character were differences from similar skills. In addition, examples
regularly working on a range of different droids that are provided highlighting potential ways that a skill
might use O

CUSTOM SKILLS

«t the Came Master’s discretion, new skills Masters should carefully consider whether an
may be introduced to a campaign. The most addition is critical for the campaign tone and
common of these might pertain to Knowledge. how often it might come into play. Each new
The six Knowledge skills included in this book skill rank that a character needs to purchase
represent a broad overview, but a campaign fo­ represents XP that might have been spent on
cused within a particular portion of the galaxy existing skills.
or on a particular style of play might benefit
from alternative options. Similarly, games that When adding a new skill, the Came Master and
focus on other aspects of Star Wars might also players work together to decide which careers
consider alternative General skills. If the Player and specializations might offer it as a career
Characters regularly visit worlds where beasts skill. In some cases, it might be most effective
serve as the primary form of transportation, to remove a standard skill from the list prior to
then Animal Handling might be in order. Alter­ adding a new skill, so as to maintain compa­
natively, if the characters travel incognito as a rable levels of flexibility between archetypes. In
troupe of actors, then Perform might be an ap­ other cases, a more generalized skill might be
propriate skill. Before adding such skills, Came available to everyone at career skill pricing.

TABLE 3-1: SKILL LIST

Skill Characteristic Type Page |

Astrogation Intellect General 114
General 115
Athletics Brawn Combat 129
General 116
Brawl Brawn General 116
General 118
Charm Presence General 118
General 119
Coercion Willpower Knowledge 132
General 120
Computers Intellect General 120
Knowledge 132
Cool Presence Combat 130
General 121
Coordination Agility Combat 130
Knowledge 132
Core Worlds Intellect General 122
General 122
Deception Cunning Combat 131
General 123
Discipline Willpower Knowledge 133
General 124
Education Intellect General 124
General 125
Gunnery Agility Combat 131
Combat 131
Leadership Presence General 125
General 126
Lightsaber Brawn General 126
General 127
Lore Intellect General 128
Knowledge 133
Mechanics Intellect General 129
133
Medicine Intellect Knowledge

Melee Brawn

Negotiation Presence

Outer Rim Intellect

Perception Cunning

Piloting (Planetary) Agility

Piloting (Space) Agility

Ranged (Heavy) Agility

Ranged (Light) Agility

Resilience Brawn

Skulduggery Cunning

Stealth Agility

Streetwise Cunning

Survival Cunning

Underworld Intellect

Vigilance Willpower

Xenology Intellect

Sometimes, through particular fortune, a charac­ flavor. Came M asters and players are encouraged to
ter's check may generate more than are needed work together to create alternative ways in which ex­
to accomplish a task. Each entry presents ways in tra # might appropriately and dram atically modify
which these additional & may be used. These are a given situation.
not necessary, but are intended to add additional

CHOOSING SKILLS

D uring character creation, it’s vita! that each player uses of a skill do not generally require a check. A re­
select the skills that cover his character’s core tired Sage may not need to be a talented pilot if he
area of expertise. A Warrior must be able to use his only uses his speeder for transport and is unlikely to
weapon, a Consular must be able to negotiate, and a be piloting in a high-speed chase.
Peacekeeper must be able to lead. This doesn’t mean
that every Player Character should maximize his core At the same time, some skills are much more likely
skills, but those who fail to take at least one rank are to come up during the course of a hero’s adventures.
likely to regret it. Injuries that require Medicine are common. In some
situations, it can be critical to move with Stealth. At
Skills beyond a Player Character’s central focus other times, a PC ’s life may depend upon his Vigilance
must be chosen carefully. Those related to a PC ’s pro­ or Athletics. Often, it’s in a group’s best interest to
fession are substantially more economical than those discuss skills collectively, so that the players and the
outside his career. Players who spread their charac­ Game Master have a shared expectation about how
ters too thin at the early stages may discover that often particular skills are likely to be used.
the sacrifices necessary were not worthwhile. Routine

GENERAL SKILLS

T his group of skills represents the majority of the ac­ • In the event that characters arrive in an unknown
tions a character attempts. In dramatic situations, system, they may use a navicomputer and their
the entire success or failure of a mission might ride on Astrogation skill to identify their location.
how effectively a given character uses one of these
skills. Though General skills do not focus on violent • Astrogation also covers familiarity with the gal­
pursuits or combat, life and death can certainly hinge ax y’s hyperspace routes and the types of craft
on the success of an Athletics check or an effective and commerce most common along those routes.
application of medical expertise.
The difficulty of a hyperspace jump is based on
ASTROGATION the area targeted and the distance traveled. Travel
(INTELLECT) to a nearby system along a well-established route is
generally an E a s y ( ^ ) check The difficulty increases
There are many billions of stars populating the gal­ based on the accuracy of navigational information
axy, all of which are in motion relative to one an­ and other factors. See page 252 for more informa­
other. Planets and smaller masses are in constant tion on hyperspace travel.
orbit around many of these stars. Vast numbers of
nebulae and other astronomical anomalies are also Additional beyond those required to calculate
present throughout the galaxy. Traveling between the a hyperspace jump may be used to better target
worlds of the galaxy requires at least a rudimentary the location. W hile a single net # reaches the tar­
knowledge of the galaxy’s organization and com po­ get system without incident, extras might place the
sition. It also requires a navicom puter that is up to character’s vessel directly into orbit around the target
date on the current time and relative motion of all planet. Alternatively, characters may use additional
of these objects. The Astrogation skill represents a # to reduce the time spent calculating, when rushed.
character’s ability to use his knowledge of the galaxy
to most effectively program the hyperspace coordi­ O generated as part of an Astrogation check are
nates for any jump. It can also represent a charac­ most commonly used to reduce travel time. On ex­
ter’s knowledge of stellar locations, astronomy, and tended journeys, they might be used to identify
the formation of the galaxy. convenient stopovers en route, where the vessel can
resupply or conduct additional business to help de­
• Programming a navicomputer for a hyperspace fray the cost of the trip. could be spent either to
jump requires a successful Astrogation check. complete Astrogation calculations in the minimum
amount of time, or to greatly reduce the travel time
• Astrogation governs a character’s basic knowledge involved. It could also reveal some highly valuable but
of galactic geography. It may be checked any time a previously unknown information, such as a safer or
character wonders what other systems are nearby. quicker alternative route.

ATHLETICS (BRAWN) • Most characters can run, but sprinting or running
for an extended time falls under the purview of an
Player Characters lead dramatic lives filled with con­ Athletics check.
stant physical confrontation. Often, that confrontation
comes from an enemy with a blaster, but sometimes it The difficulty of an Athletics check is set by the se­
may be a mountain to be scaled, a river to be swum, or verity of the task. Attempting to perform a routine
a chasm that must be leapt. The Athletics skill governs task under normal conditions should never require a
these actions. It serves as a measure of the character’s check. A more demanding task—jumping more than
overall fitness and physical conditioning. Those who a person’s body length or staying afloat for hours—
actively engage in a regimen of physical training, such should require ^ commensurate with the difficulty
as field infantry or scouts, are the most likely to have a of the task. Adverse conditions—extreme rain, rough
high rank in Athletics. winds, or aggressive pursuit— could impose one or
more ■ . A combination of these elements can make
• All aspects of climbing— including rappelling and a check significantly more challenging. Extremely
swinging on a line—fall under the purview of the adverse conditions— hurricane force winds or a sur­
Athletics skill. The difficulty of these tasks is cal­ face covered in oil—and attempts at superhuman
culated based on the surface, incline, and other feats may introduce one or more # , in addition to
basic conditions of the surface being climbed. increasing the difficulty.

O O on an Athletics check may be used to grant modifiers may also apply based upon the character’s
the character an additional maneuver during the style of dress, species, and other characteristics. For
course of his turn. The maneuver should be one that instances in which the desired outcome is directly
involves movement or some sort of physical activity. opposed to the target’s interests, an additional ^
See page 206 for more information, and remem­ may be added.
ber that characters can take a maximum of only two
maneuvers during their turn. O can also generate For situations involving multiple subjects or a target
bonus □ on other physical checks performed by predisposed to react favorably toward the charac­
allies during that round, or on physical checks the ter, the character does not make an opposed check.
character performs later. Instead, the difficulty of the check is determined by
the number of subjects and their disposition. Larger
(£) results on successful checks should allow the crowds or groups who are predisposed against the
character to perform the check with a truly impres­ character’s desired outcome require a more difficult
sive outcome. Instead of heaving a boulder aside, he check, while charming those already partial to the
hurls it into the air; instead of grabbing onto the edge character may require few, if any, ^
of a hovering platform, he uses his momentum to flip
atop it, landing on his feet. Extra & on a Charm check may be used to extend
the target’s support for additional scenes. Each &
As Athletics is generally used to perform physical spent in this way gains the character an extra scene in
actions, © and ^ results should most often result in which the target is willing to support him.
physical penalties. Small amounts of © may cause
the character to suffer strain, while larger amounts of O may be spent to affect unexpected subjects
© may cause the character to fall prone, or even suf­ beyond the original target. These may be bystanders
fer a wound from sprains and bruises. ^ could even or others who are not directly involved in the scene,
inflict a Critical Injury, either chosen by the GM to fit but who may be able to aid the character in their own
the circumstances or rolled randomly. way. With (£), the player may choose to have a target
NPC become a recurring character who remains pre­
CHARM (PRESENCE) disposed to assist his character. This NPC may not
join the character’s crew, but might offer a better than
For a character with a kind smile and a silver tongue, usual price for fencing goods, or may share certain
it might be possible to travel the galaxy simply by de­ Imperial secrets.
pending on the kindness of others. An individual with
this knack is capable of giving just the right compli­ © and ^ are, conversely, harmful to a character’s
ment to his target—often by deciphering the subject’s standing with those he is trying to sway. © may be
social and cultural background. Note that the use of spent to reduce the number of people the character is
the Charm skill requires the acting character to main­ able to influence or to turn those affected negatively
tain a degree of sincerity in his statements. A charac­ against the character. The CM may use ^ to turn a
ter who employs flagrant flattery with no basis in real­ single NPC against the character and to make that
ity would be better suited to the Deception skill. See N PC a minor recurring adversary.
Social Skill Interactions, on the next page, for more
information. Politicians, salespeople, and con artists COERCION (WILLPOWER)
are all renowned for their Charm.
Some people believe that the only way to main­
• Persuading an individual to make a special excep­ tain respect is to be feared. O thers may only grant
tion to his usual practices through flattery, flirta­ respect to those whom they fear. W hen characters
tion, and grace typically relies on Charm. attem pt to instill obedience in a target through the
use of threats or acts of physical intimidation, they
• Appeals to a target’s better nature—even if it use Coercion. A Sith Lord or an Imperial interroga­
does not exist—generally require a character to tor may use Coercion to frighten the weak or force
use Charm. These sorts of requests may require innocents to do his bidding. Plowever, even decent
the target to go out of his way to aid the charac­ individuals may use Coercion to intim idate oppo­
ters, without any hope of remuneration. nents into surrendering rather than fighting and
killing their enemies. See Social Skill Interactions
• Seduction attempts for most species typically rely sidebar, on the next page, for more information.
on Charm, but for situations in which the interest Imperial Intelligence agents, dark side Force ad­
is entirely feigned, it is usually more appropriate epts, and organized crime leaders are all known for
to use Deception. their ability to coerce their subjects.

Charm is often an opposed check against the sub­ • Any time a character issues a threat, whether or
ject’s Cool. An exception is a situation in which the PC not accompanied by hostile actions, he is using
is trying to Charm a large group, in which case a set Coercion against the subject. An implied threat—
difficulty is usually employed. Of course, situational

SOCIAL SKILL INTERACTIONS

not every conflict must be resolved by force of Ultimately, the different social skills are
arms. In fact, it can often be in a character’s indicative of the way that a character might
best interest to resolve a situation amicably. attempt to manipulate his target. Charm gov­
erns trying to persuade a target by being nice
Whenever one character attempts to convince to him. Coercion represents efforts to scare an
another character to act in a specific way, it opponent into submission. Deception entails
requires a check, often referred to as a social lying to the target so that he might cooperate.
skill check. Social skill checks generally use one Leadership reflects the use of authority, real or
of the following skills: Charm, Coercion, Decep­ imagined. Negotiation covers persuading some­
tion, Leadership, or Negotiation. These checks one to cooperate by offering him something that
are commonly used to determine how the target he wants. Table 3-2: Social Skill Interactions
reacts to the attempt. They are often opposed illustrates the social skill oppositions. Refer to
checks, although not when dealing with groups. the individual skill descriptions for additional
If the acting character is successful, the target details on the various social skills involved.
is swayed to his point of view— at least for the
duration of the scene. Upon failure, the argu­ TABLE 3-2: SOCIAL SKILL INTERACTIONS
ments presented fail to influence the opposing
character. Acting Skill Opposing Skill

If the characters have a previous relationship, this Coercion, Deception, Leadership Discipline
may add M or □ to the check. If the target has
prior evidence that the acting character is trust­ Charm Cool
worthy, then he is much more likely to cooperate.
However, if there are prior acts of betrayal, the Negotiation Negotiation or Cool

situation may become far more challenging.

such as gesturing toward a w eapon— is sufficient By spending O O the character may affect un­
to invoke Coercion. expected subjects beyond the original target. These
may be bystanders or others not directly involved in
• If a target is questioned or persuaded under con­ the scene, but who may be cowed by the character
ditions of physical captivity, the acting character as a result of witnessing the Coercion attempt. With
should make a Coercion check. (£, the character may com pletely break the subject’s
will. The target’s allegiance shifts, and he becomes a
• Acts of physical torture always invoke Coercion. subjugated ally of the acting character, at least tem ­
Of course, physical violence may also induce porarily. The newfound follower may be exploited
strain or wounds in a subject. Such actions are to gain additional information or assets, or even to
separate from the actual Coercion attempt. serve as a spy within the ranks of a foe. However, if
the follower’s betrayal is discovered by the foe, this
Coercion is an opposed check, resisted by the sub­ forced loyalty may not prove permanent.
ject’s Discipline. Situational modifiers, such as the
degree to which a subject is helpless or a degree of Intimidation and strong-arm tactics are only as
threat that is less significant than expected, may sig­ successful as the strength and thought behind
nificantly affect the dice pool. Attempting to persuade the attem pt. The C M may spend {§> and ^ to
a subject to betray his core beliefs should always add undermine the outcom e of a ch a ra cter’s Coercion
^ to the pool. attem pt. Extra © may be spent by the C M to
represent a building resentment toward the coerc­
In situations in which the character is attempting ing character. Regardless of the success or failure
to intimidate multiple subjects or a target who is of the Coercion attem pt, the subject may grow to
already threatened by the character, the character despise the character as a result of having been
need not make an opposed check. In such circum­ strong-armed. on the other hand, may be spent
stances, the difficulty of the check is determined to represent the ch aracter’s slipping up and reveal­
by the number of subjects and their disposition. ing something about his goals and m otivations to
Larger crowds or groups that are more likely to resist the target. For instance, a character attempting
authority require a more difficult check, while using to coerce a target to give up security codes for an
Coercion on those already cowed by the character Imperial detention facility might let slip that he is
may require few, if any, looking to rescue Force-sensitive prisoners, and he
is also Force-sensitive.
Extra & on a Coercion check may be used to inflict
strain upon the target at a rate of 1 strain per & #

COMPUTERS (INTELLECT) • Characters must make a Computers
check to recover data from a system
The galaxy could scarcely function without the con­ that has suffered physical damage.
stant assistance of computers. Devices everywhere
are linked together and coordinated by computers The difficulty for a Computers check is
and droid brains. Those talented in computing can calculated based on any defenses present
sometimes exploit these resources, or they might within the system and the inherent sophis­
know how best to avoid those systems under com­ tication of the system against intrusion.
puter control. Many people are so unconsciously Slicing into a tapcafe’s systems to alter a
dependent upon computers that those who can transaction might be trivially easy, while
cleverly manipulate them may commit crimes without a military outpost could be hardened and
their victims even becoming aware of the offenses. prepared for a slicer’s assault. In general,
Even using the HoloNet for communications or enter­ the more vital the materials protected by the
tainment requires the use of computers— particularly system, the more difficult the system should
if there are forces interfering with the system. This be to overcome.
skill also governs the repair of a damaged computer
system, defensive actions against an intruding slicer, Additional & may be spent to reduce the time
and routine maintenance necessary to keep the soft­ required for the action undertaken. This is generally
ware on a computer or droid running effectively. representative of the character’s extensive familiarity
with systems of the type targeted.
• Attempts to open a locked door, control an eleva­
tor, or bypass a security system make use of the O may be spent to uncover additional informa­
Computers skill. tion about the system. The character might discover
additional assets that could be targeted, the owner’s
• Searching through a subject’s records, particu­ personal journal entries, or the presence of well-
larly if those notes are encrypted, makes use of concealed defenses. Once the presence of such
Computers to overcome any security measures systems is discovered, a character may attem pt to
and interpret the material’s organizational struc­ gain access to them with further Computers checks.
ture and any external links. (£) may be spent to conceal any actions the charac­
ter may have taken while slicing the system. Each (J)
• Investigating what actions a slicer might have tak­ may be spent to add # to the check if another slicer
en against a computer system requires the Com­ should attempt to detect or identify the character’s
puters skill to identify the files that have been actions with a Computers check.
accessed or altered.
The CM may spend <§> generated on a character’s
• Efforts to alter a droid’s programming or gain ac­ Computers check to represent the character’s doing a
cess to its memories require the acting character poor job of concealing his presence in the system. Secu­
to make a Computers check. rity systems are alerted to the electronic intrusion, while
other sheers attempting to discover evidence of the char­
acter’s actions may add □ to their check for each <§>
generated by the character’s initial Computers check.

^ may be spent by a CM to represent the char­
acter’s leaving behind of trace information about his
own system in the system he was attempting to slice.
For each ^ generated by the character’s Computers
check, the GM may add □ to any future Computers
checks in which an NPC uses the target system to
slice the character’s own system.

COOL (PRESENCE)

The life of a Force-sensitive within the Empire is
never easy. The ability to stay calm and think while
one’s life hangs in the balance can be essential
for survival amid the constant stream of Imperial
threats. By maintaining a calm and placid tem pera­
ment, the character is much more likely to be able to
effectively prioritize issues and solve the most criti­
cal problems first. These characters are also better

able to remember and focus on achieving their goals, COORDINATION (AGILITY)
allowing outside influences to have much less effect.
When a character needs to go somewhere without being
• In some combat situations, a character’s Initiative seen, it often requires him to remain stable on unsteady
may be determined by his Cool skill. This is surfaces, crawl through narrow openings, or even tumble
applicable under circumstances in which the down safely from a dangerous height. Overcoming these
acting character has calmly prepared to take types of challenges requires a tremendous sense of bal­
action. See page 204 for full details. ance and a heightened degree of flexibility. While both
of those abilities depend heavily on a person's natural
• A character's Cool is used to resist Charm and characteristics, they can be further developed through
Negotiation, and may permit him to ignore many regimens of practice and exercise.
of the lies that come as part of a discussion. See
Social Skill Interactions, on page 117, for Any time a character needs to contort his body into
more information. an unusual position, Coordination is used to calculate
the dice pool. Note that some species may be inher­
• Often, when someone is trying to be overly kind, ently more flexible than the norm. This benefit is dis­
authenticity becomes lost among the niceties. cussed in their species description, where applicable.
Characters can use Cool to resist these efforts,
penetrating through to the truth. M any Shadows and Hunters become known for
their natural flexibility and grace. For some, their lives
• If a character has set a trap for a target, carefully may frequently depend on their expertise in the skill.
lining up a shot on an unsuspecting foe, he may For others, the skill serves as an important comple­
check for Initiative using Cool, as he calmly selects ment to their other abilities.
the optimal time to begin the engagement.
• A character may attempt to reduce damage suf­
• If multiple characters are engaging another in a fered from falling, diminishing the impact by rolling
debate in which the timing of the argument m at­ into a tumble upon a successful Coordination check.
ters, Cool may be used to determine Initiative, as See Falling, on page 221, for more information.
that character is better prepared.
• Walking across a narrow surface, whether a wide
There is rarely any extra ^ on a Cool check, as beam or a thin pipe, requires a tremendous sense
it’s generally used to oppose another’s actions or to of balance and a successful Coordination check.
determine Initiative, which takes all & into account.
• Characters can use Coordination to escape from
An O from a Cool check may be spent to give the restraints, contorting their limbs at unusual angles
character an additional insight into the situation at so that bindings slip free.
hand. He may notice an extra complication before it
comes into play against him or identify an object that • Crawling through the twists and turns of a sewage
can be used directly against his opponent. The char­ pipe, ventilation duct, or garbage chute may require
acter might spot a rogue asteroid during a dogfight, a successful Coordination check to avoid a sudden
notice a security officer near a sniper’s target, or pick fall or—worse yet—becoming stuck in place.
up on a magistrate's predilection for a particular style
of argument. Any additional & received when using Coordination
may be spent to increase the distance traveled during
A character who generates a ($> result during a Cool the action or to decrease the time it takes to perform the
check has not only stood unflinching as chaos erupts action. Each & spent in this way can increase the dis­
around him, but has actually come away the better tance moved by 2 5 % , up to a maximum of # & & &
for it. For each result on a Cool check, the charac­
ter may recover 5 strain. O O o n a Coordination check may be used to
grant the character an additional maneuver during
Sometimes a situation is so frantic that it can over­ the course of his turn. (However, during an encoun­
whelm even the most steadfast of souls. The CM may ter, a character can only use two maneuvers per turn.)
spend ® generated as a result of a Cool check to
cause the character to miss a vital detail or event. For on a Coordination check may be spent to accom ­
instance, if a character generates © during a duel, he plish the task with truly impressive results, either with
may be so focused on his target that he fails to notice narrative flair or granting additional benefits in the
the target’s ally on the sidelines pulling a weapon of course of completing it. For example, instead of walk­
his own. If the situation goes badly enough, the char­ ing across a rope to get across a chasm, the character
acter may lose all sense of where he is and what he could cut the rope, swing across, and in doing so deny
is doing, effectively succumbing to minor shell shock. anyone the ability to follow him.
The C M may spend any ^ generated on a Cool check
to stagger the character for one round as he is over­ To represent harm done to a character’s body in
whelmed by the chaos around him. the process of a Coordination check, the C M could
spend ® generated during that check to cause the

SKILLS
FO R C E AND DESTINY

character to lose his free maneuver for one round per Deception checks against the target do not require an
@ ^ represents something truly harmful happening opposed check; they are simply made at a baseline
to the character during his check. The character could difficulty depending on the nature of the lie.
suffer a wound as a result of ^ during a Coordination
check or could lose a vital piece of equipment. <§) during a Deception check gives away a portion
of the lie. Perhaps the target realizes that he has been
DECEPTION (CUNNING) lied to but is unable to identify how much of the in­
teraction is false, thereby prompting him to become
Sometimes a character needs to persuade someone more suspicious of the character. ^ may represent
to act a certain way but lacks any leverage for the a more extreme example of this phenomenon; for
discussion. In times like this, a certain degree of moral instance, the target not only distrusts the charac­
flexibility may be necessary. W hether it’s an effort to ter, but spreads the word of his deceit and harms
persuade someone to make a purchase, do a favor, his reputation among a small community of people.
or simply go somewhere else, a well-timed and con­ Additionally, the target may realize that he is being
vincing lie can make the difference between success lied to and use the situation to his advantage, perhaps
and failure. When a falsehood plays the central role to insert some false information of his own. Perhaps
in a persuasive effort, the character making use of it the target is able to slip shoddy gear past the charac­
is employing the Deception skill. Advisors, Shadows, ter by playing along with the lie.
and many less-than-reputable merchants are all mas­
ters of Deception. Many individuals outside of these DISCIPLINE (WILLPOWER)
fields make use of this skill, but it’s seldom a critical
focus of their development. The ability to focus one’s mind is vital to a Force user.
Though one must be sensitive to the Force in order to
Attempts to deceive are subject to the perceptions use it, if a character has no Discipline, he can never
of the target. Deception is opposed by the subject’s hope to master his abilities. In addition, characters
Discipline; see Social Skill Interactions, on page may confront countless horrors as they explore the
11 7, for more information. In situations in which the galaxy. Some of these are natural, if terrifying: the
character is attempting to trick multiple subjects or a rancor, the krayt dragon, and the wampa, to name a
target who believes that character to be trustworthy, few. Others, such as the Death Star, may be construc­
the character need not make an opposed check. In tions or artifacts, and still others—such as a vergence
such circumstances, the difficulty of the check is de­ of the dark side of the Force— may be supernatural.
termined by the number of subjects or their disposi­ The ability to maintain composure and react in an ef­
tion (or both). Larger crowds or groups that are more fective manner is also governed by Discipline. This skill
likely to disbelieve the character require a more dif­ represents a character’s ability to control his biological
ficult check, while deceiving those already fooled by instincts so that he can overcome things that might
the character may require a lower difficulty. induce abject panic in a person of lesser resolve.

• If a character wishes to mislead a buyer or seller A character’s Discipline is used to resist Leadership,
about an object’s value so that he may adjust the Coercion, and Deception checks targeting him, and may
purchase price to his advantage, he uses Deception. enable him to overcome treachery and threats that
others attempt to impose upon him. See Social Skill
• Any time a character wishes to distract an opponent Interactions, on page 11 7, for more information.
through guile—even within the context of a physical
confrontation—he may make use of Deception. Discipline plays a key role in the developm ent of
Force abilities. See Chapter VIII: The Force for a
• When pursued, a character may choose to use full explanation.
Deception as a means to lay a false trail, in the
hope that the tracker might make a wrong turn, • If a character is pinned down by heavy fire, he
thus leaving the character ample time to escape. may need to pass a Discipline check in order to
act normally.
Extra ^ on a Deception check may be spent to
extend the duration of the Deception. This could give • Often, when summoning the Force in order to
the acting character ample time to travel offworld throw objects at people, influence the mental
before the treachery is discovered, or it might even state of others, or otherwise affect individuals, a
leave the target less likely to notice the fraud and character may also need to succeed on a Disci­
more susceptible to further deceptions. pline check.

O may be used to increase the value of any goods • W hen confronted by a creature with inherently
or services gained through the action. The subject horrifying aspects, a character’s ability to engage
might simply believe that he is agreeing to fair terms the foe rather than flee before its might is gov­
with the liar. 0 may be spent to fool the target into be­ erned by the Discipline skill.
lieving that the character is a trustworthy sort. Future

• Sometimes, a business contact might offer a char­ insight into the situation at hand. He might notice a
acter a deal that seems far too good to be true. particular vulnerability on a seemingly indomitable
The ability to resist such temptations is based foe or an unusual pattern to the suppressing fire that
upon Discipline. gives the character a moment to leap from cover.
Often, the sight of an ally looking danger in the eye
• Mentally sorting truth from fiction and determin­ and refusing to blink is all it takes to bolster one’s re­
ing when someone is lying (and not letting oneself solve. generated during a Discipline check may be
be swayed by lies), is often a function of Discipline. spent to add □ to any Discipline checks made by the
character’s allies during the following round.
• Discipline is often used to oppose another’s
actions—thus, the roll is made by the opposing The CM may spend <§> generated during a Disci­
player—so it may not always be possible to gen­ pline check to undermine the character’s resolve,
erate an extra & In situations in which an extra perhaps inflicting a penalty on further actions in the
& can be earned, one may be spent to down­ face of distressing circumstances. ^ may be spent
grade a # to a ^ on to overwhelm the character entirely. In this case, the
the character’s character is unable to perform more than a single ma­
next action. neuver during the following round of combat.

O from LEADERSHIP (PRESENCE)
a Discipline
check may be Even great heroes sometimes need the assistance of
spent to give others to complete their goals.
the character Certainly the foulest villains con­
an additional sistently use legions of flunkies
to assist them in their schemes.
The ability to lead such com­

panions and devotees can play a
crucial part in the success or failure
of any endeavor. W hile some may fol­
low out of fear or the promise of tremen­
dous riches, ultimately most individuals choose to
work with a person in whom they have faith and
trust. The Leadership skill represents a character’s
ability to instill that belief in the people with whom
he chooses to interact. Politicians, military officers,
and crime bosses all determine their degree of
success based upon their abilities to lead others.

Leadership is a combination of making smart
decisions, being firm and decisive when doing
so, and instilling a sense of loyalty and respect
in one’s subordinates. See Social Skill Inter­

actions, on page 11 7, for more information.

• If a character’s allies have become subject
to the effects of fear (see page 326), they
may be rallied through a Leadership check.

• When acting in a public venue, a character
may use Leadership to sway a crowd to take
action, most commonly of a political nature.

• If a character’s underlings have fallen to the
guile of an opponent, the character may re­
align their loyalty to his cause by making a
successful Leadership check.

The difficulty of a Leadership check is based on
the complexity of the orders a character is attem pt­
ing to convey. It is also based on the intelligence and

professionalism of the subjects he is attempting
to command. Particularly complex orders,

or stubborn or particularly dull subjects, require a • A character may use Mechanics prior to beginning
larger number of while a simple order given to a a repair job so that he can identify the parts and
loyal servant may require few, if any, ^ tools necessary for the job, along with their approx­
imate cost. This information may be particularly
When a character attempts to command a target useful to a character seeking to pay for repairs.
to perform an action that could result in harm to the
target, or is in some other way against the target’s • Sometimes, a character may have access to an
nature or best interest, an opposed check is required. extensive supply of discrete components or dam­
The character’s Leadership check is opposed by the aged devices. In this situation, attempts to con­
Discipline of the target, depending on the particulars struct a completely new device are dependent on
of the order given. the Mechanics skill.

Extra & on a Leadership check may be used to At the Came Master’s discretion, it might be impos­
extend the target's support for additional scenes or sible to complete a repair without the necessary tools
may increase the efficiency or effectiveness of the or components. Alternatively, the Game Master may
target during the ordered actions. choose to apply additional ^ to represent the insta­
bility of temporary fixes.
O may be used to affect bystanders in addition to
the target. With ($), the player may choose to have the Additional # on a Mechanics check may be used to
target NPC become a recurring character who decides increase the efficiency of the action. Each additional
to faithfully follow the acting character. This individual & may be used to reduce the time required to make
may decide to join the character’s crew, offering his the check by 10 to 20% .
services as a permanent aide-de-camp.
O generated during a Mechanics check can mean
The CM may spend <§>generated during a Leader­ especially high-qualiLy repairs, possibly making the
ship check to decrease the efficiency of the ordered item higher in quality than it originally was. This may
actions, causing them to take longer or be done poorly. grant □ when using the item or may even make the
^ may be used to undermine the character’s author­ item count as having the Superior quality for a session.
ity, damaging the character’s ability to command the ($) earned on a Mechanics check may give a device an
target or those who witnessed the attempt. Should a additional function that is good for only a single use.
character accrue multiple ^ on a single Leadership Examples might include a temporary engine speed
check, the target may become a recurring thorn in the boost or a more powerful blaster shot. The nature and
character’s side, either by refusing future orders out­ precise details of this temporary function are subject
right or turning others against the character. to the Came Master’s discretion. Mechanics checks
may have specific rules when applied to the repair of
MECHANICS (INTELLECT) starships and vehicles (see page 249).

Space travel is fraught with dangers. A failed life- <§) generated during a Mechanics check may rep­
support system can leave a crew desperate to find resent particularly shoddy repairs or temporary mea­
any haven where they might safely land. A failed sures. The GM may spend <§>to cause the target object
hyperspace engine might strand them hopelessly far or system to malfunction shortly after the Mechanics
from the nearest repair yard. Individuals who accept check is completed. ^ may be spent to cause further
these dangers need to have tremendous faith in either harm to the target object or system, or to cause other
the quality of their craft or the mechanical skills of its components of the target to begin to malfunction.
crew. Even in those cases where confidence is based
upon a craft’s quality and maintenance regimen, the MEDICINE (INTELLECT)
presence of a capable mechanic can still be crucial to
the ship’s ultimate survival. Through the course of their travels, characters are cer­
tain to suffer injuries. Minor injuries may not require
Planetary and atmospheric craft, droids, and even a medical intervention, but more serious ones may need
trusty blaster can break down at the least convenient the attentions of a trained professional. The Medicine
moment possible. These devices use vastly different skill constitutes that training and can be used to heal
technologies, but they share core concepts that any cuts and bruises as well asd+fe*threatening injuries.
technical expert can carry over from one device to
another. The Mechanics skill represents the expertise • Routine first aid, including use of medpacs, depend
required for these repairs. The skill plays a critical role upon a character’s abi|jfie§ in Medicine. Medpacs
for any Artisan, but is also relevant for pilots and sup­ are mercifully simple to use, but the difficulty may
port staff who serve in the field. be complicated by the severity of the wound.

• Any device that suffers physical damage can be • The ability to treat for poison—or to inflict it—
repaired using this skill, with the proper tools. falls under the Medicine skill. This also governs
the use of pharmaceutical and recreational drugs.
• Droids are repaired with this skill.

• Many planets harbor unique infectious diseases as NEGOTIATION (PRESENCE)
well as parasites. A well-traveled medical technician
may become familiar with both the symptoms and Often, the easiest way to get someone’s coopera­
treatments for many such planetary syndromes. tion is by giving him exactly what he wants. The art of
Negotiation deals with determining exactly how much
• More serious treatments, such as surgeries, cyber­ of what a subject wants must be surrendered in order
netic augmentations, and psychotherapy, are gov­ to get a particular good or service in return. A master
erned by Medicine, but they generally require ad­ negotiator might need to make only the most mini­
ditional pharmaceuticals and medical instruments. mal of sacrifices in exchange for a vital service, while
a novice could be forced to dramatically overpay—
The difficulty of the check is based on the target’s particularly if he lets his desperation show. This skill
current state of health. See Table 3-3: Medicine is essential for anyone who regularly acquires new
Check Difficulty. On a successful check, the target equipment, and it is vital to characters who must me­
recovers a number of wounds equal to the number diate between warring parties.
of # generated by the roll, as well as an amount of
strain equal to the number of O generated. Note that Characters need to effectively negotiate at times to
a character may attempt only one Medicine check per accomplish their goals and, potentially, to avoid gaining
week when helping a character to recover from Criti­ Conflict through needless bloodshed. Negotiation is op­
cal Injuries. Note also that droids may not benefit from posed by the subject’s Negotiation or Cool. See Social
Medicine but they may substitute the Mechanics skill Skill Interactions, on page 11 7, for more information.
for these same healing checks. Characters attempting
to treat their own injuries increase the difficulty of the • Any time a character wishes to purchase goods
Medicine check by ♦ ♦ or services, he must either pay the seller’s asking
price or use the Negotiation skill to haggle.
TABLE 3-3: MEDICINE CHECK DIFFICULTY
• If a character wishes to sell goods or services,
State oF Health DiFficulty the final price
is determ ined
I Current wounds equal half or less Easy (+) by a Negotia­
of wound threshold tion check.

Current wounds equal more than Average (+ +)
half of wound threshold

Current wounds exceed wound Hard(+ + +)
threshold

Recover Critical Injury Critical Injury severity
rating
1__________________________

Each ^ on a Medicine check normally heals a sin­
gle wound, up to the maximum number of wounds the
target is currently suffering. Beyond that, additional
# have no_mechanical effect but may represent par­
ticularly competent medical aid.

O generated during a Medicine check may be
spent to eliminate 1 strain from the target. (£ gener­
ated during a Medicine check to heal a Critical Inju­
ry may also heal additional wounds, or vice versa.

A GM may use <§) during a Medicine
check to increase the amount of time
the procedure takes or to
inflict strain on the tar­
get to represent the
shock of the proce­
dure. ^ represents a
truly terrible accident:
perhaps the character
unintentionally inflicts fur­
ther wounds on a target
whom he was attempting
to heal.

• When two individuals create an agreement or • Skulduggery checks are often opposed by a tar­
treaty, they may make an opposed or com peti­ get’s Perception.
tive Negotiation check. The winner gains the bet­
ter end of the resulting agreement. • The character can make a Perception check if
he wants to check his surroundings for a subtle
Negotiation is usually an opposed check, using clue—an overheard conversation, the telltale
the targ et’s Cool or Negotiation. Situational m odi­ scent of explosive materials, or a drug introduced
fiers may also apply, based on any past relationship to a beverage.
between the characters involved and the desirabil­
ity of the goods and services. The cases in which • Perception can be used in surveillance situations,
this skill may be used without an opposed check in which the user is trying to observe an unaware
are exceedingly rare. target from a distance.

Extra & on a Negotiation check may be used to Perception may be opposed by skills used for
increase the acting character’s profit by 5 % per It concealment, or it might have a difficulty set by
may alternatively be used to modify the scope of the the environment. The noise of a loud factory could
agreement, so that the contract can extend for a lon­ conceal a conversation, just as a spicy drink might
ger period of time or so more goods may be obtained prevent a character from noticing a poison.
for a given price. Additional rules for how extra #
may benefit characters when buying or selling goods Extra ^ on a Perception check may be spent to reveal
can be found on page 158. additional details. Perhaps the character recognized the
speaker’s accent, the flash burns from a certain kind of
O generated during a Negotiation check may be blast, or the number of attackers lying in ambush.
spent to earn unrelated boons from the target, either
concessions if the check is failed, or extra perks if it An O may be spent to recall additional information
is passed. With (£>, the player may choose to have associated with the object noticed. Perhaps a passing
the target NPC become a regular client or specialist familiarity with a field of study is the reason why the
vendor. The NPC might thereafter keep an eye out for character initially realized that something was out of
specific goods the PC may be interested in, or may place. A ($) may be spent to notice details that could
refer other potential clients to the PC, emphasizing to be useful later, allowing characters to gain □ on all
them the quality of the PC ’s goods or services. future interactions with the noticed element.

<§> during a Negotiation check may be spent to in­ <§> resulting from a Perception check may be spent
crease the cost of goods the character is attempting by the GM to conceal a vital detail about the situa­
to purchase, to decrease the value of those he is try­ tion or environment from the character. ^ may be
ing to sell, or to shorten contracts he is trying to nego­ spent to cause the character to obtain false informa­
tiate. A GM may spend ^ to seriously sabotage the tion about the surroundings or the target in question.
character’s goals during the interaction.
PILOTING (PLANETARY)
PERCEPTION (CUNNING) (AGILITY)

Characters must often maintain a careful awareness When characters travel across the surface of one of the
of their environment. Subtle clues can hint at immi­ galaxy’s numerous worlds, they often stray far from
nent danger or unexpected advantage. The Percep­ their spacecraft. Smaller craft, particularly ones best
tion skill represents the character making an active suited to a given planet’s habitats, are commonly used
attempt to study his surroundings. This is how a char­ for surface transportation. These can include repulsorlift
acter notices concealed or inconspicuous signs of vehicles, watercraft, and aircraft. No matter how the ve­
danger or other items of significance when actively hicle moves—by rolling, gliding, walking, flying, or float­
seeking them out. The skill is critical for anyone who ing—the skill that governs its use is Piloting (Planetary).
faces peril on a regular basis—whether they are in the
wilds of a frontier world or among the urban jungle of Under normal traffic and environmental conditions, a
a sprawling city. character should never need to actually check the Pilot­
ing (Planetary) skill. Its use is reserved for more extreme
Note that Perception encompasses all of a charac­ conditions. These might include a high-speed pursuit,
ter’s natural senses. Humans without cybernetic aug­ travel in treacherous weather conditions, the use of a
mentation are limited to five. However, many alien races failing vehicle, or any combination of such complica­
have additional means to perceive their surroundings. tions. For some, this skill is a passion and a livelihood;
for others, it’s simply a necessity of their lifestyle.
• A character who is unprepared for a trap or an am­
bush may have an opportunity to make a Percep­ • If a character is confronted by a completely foreign
tion check to avoid being surprised. Alternatively, type of atmospheric craft, he must make a Piloting
this might oppose an attacker’s Stealth check. (Planetary) check to decipher its basic controls.

• Any time two characters are involved in a past a blockade undetected, its success or failure most
vehicle race upon a world's surface, the results often depends upon the person at the helm.
are determ ined by a com petitive check using
Piloting (Planetary). Routine actions— like taking off or landing without
additional complications—do not require a Piloting
• If chasing or being chased by another vehicle, losing (Space) check. When those actions are complicated by
the follower or maintaining the tail is done through such conditions as a choking nebula, a failed motivator,
an opposed Piloting (Planetary) check. or enemy fire, then skill checks come into play.

The difficulty of a Piloting (Planetary) check may • Whenever two or more spaceships race, a compet­
be determined based on the difficulty of the relevant itive Piloting (Space) check determines the results.
maneuver, the size and speed of the vehicle being pilot­
ed, and any features or failures of the vehicle involved. • Chases, whether they are through asteroid belts,
within a crowded battlefield, or skirting the edge
Extra ^ on a Piloting (Planetary) check allows the of a gravimetric instability, are resolved with an
acting character to gain insights into the situation. opposed Piloting (Space) check.
Alternatively, the PC might deduce a way that the
vehicle could be modified so that it could be more • During a space conflict, pilots may jockey for
effective in the future. position to determine which shields face the en­
emy and which weapons may be brought to bear.
O generated during a Piloting (Planetary) check When opponents attempt to negate these efforts
may be spent to reveal a vulnerability in an opponent’s and the ships are too large, slow, or cumbersome
piloting style or vehicle, giving the character a benefit to benefit from certain specific vehicle maneuvers
in later rounds of combat. on a Piloting (Planetary) or actions, the winner can be determined via an
check may be used to let the character take an ad­ opposed Piloting (Space) check.
ditional maneuver while continuing to pilot the vehicle.
The difficulty of a Piloting (Space) check may be
A GM may spend © © during a Piloting (Planetary) determined based on the difficulty of the particular
check to give opponents □ on checks against the char­ maneuver, any unusual navigational hazards, and any
acter and vehicle to represent a momentary malfunction features or failures on the spacecraft involved.
in one of the vehicle’s systems. ^ may be spent to deal
actual damage to the vehicle, as the character strains Extra & on a Piloting (Space) check allow the acting
systems throughout the vehicle during the check. character to gain insights into the situation. Alterna­
tively, the character might deduce a clever way that
PILOTING (SPACE) his vehicle could be modified so that it could be more
(AGILITY) effective in the future.

Those involved in the conflict between the stars often O generated during a Piloting (Space) check may
find the ability to pilot a starship paramount. Some use be spent to reveal a vulnerability in an opponent’s pi­
starships to travel to distant planets and explore long- loting style or vehicle, giving the character a benefit
lost regions of space. Others fly in swift snubfighters in later rounds of combat. ($> may be used to let the
or even heavily armed patrol boats, fighting with laser character take an additional maneuver action while
cannons and torpedoes in the cold void. W hether a continuing to pilot the vehicle.
crew is attempting to bring down enemy fighters or slip
A CM may spend © © during a Piloting (Space)
check to give opponents □ on checks against the
character and vehicle to represent a momentary

malfunction in one of the vehicle’s systems. ^ may
be spent to deal actual hull trauma to the vehicle,
as the character strains systems throughout the
vehicle during the check.

RESILIENCE (BRAWN)

The galaxy doesn’t stop moving just because a
character needs a break. To achieve their objec­
tives, characters must have the perseverance to

overcome the most challenging obstacles. These
can include sleep deprivation, hideous cli­
mates, and malnutrition. Characters might
also ingest toxins, either inadvertently
when scavenging for food or due to the
malicious actions of an infiltrator.

Resilience represents a character’s physical forti­ • Once an imprisoned character slips his bonds us­
tude against all threats of this sort. This skill reflects ing Coordination, escaping from a cell depends
the body's ability to be pushed beyond reasonable on Skulduggery for picking locks and avoiding
limits. When characters make a Resilience check, their any security systems he might encounter.
actions are typically taking them into situations that
most would consider bad ideas. • Identifying the most vulnerable aspects of a se­
curity scheme can be nearly intuitive for a char­
• When a character attempts to go without sleep for acter who has become practiced in Skulduggery.
significantly longer than is healthy for his species,
he must make a Resilience check to remain awake. • Skulduggery is often opposed by a target’s Per­
ception. In instances in which another character
• If a character ingests a toxin, he uses Resilience is not directly involved, the quality of the object
to resist its effects. being overcome should determine the check’s
degree of difficulty.
• When a character endures prolonged exposure
to a hostile environment—such as heat, cold, or One or more # on a Skulduggery check should
toxic pollution—the consequences may be miti­ indicate additional insights that the acting character
gated with a successful Resilience check. gains about the nature of the opposition. This might
suggest that a Shadow could better plan a strategy
• Dehydration and malnutrition can quickly leave a against a current foe to avoid future complications.
character badly fatigued, and Resilience protects
against this. A character may spend O earned on a Skuldug­
gery check to identify an additional target or gain
The difficulty for a Resilience check is based on the additional items. Perhaps as the characters make
severity of the effects that the character is attempting their escape, they discover their cap tor’s cache
to overcome. Going twenty-four hours without sleep of Imperial Intelligence reports. (£> may be spent
could add only a single but marching across Hoth to earn the character an unexpected boon. For
in a vicious blizzard should be far more difficult. instance, the value of an item stolen might exceed
his original estim ation, and the item might also
Extra & on a Resilience check may be used to provide vital information. W hen using Skulduggery
extend the effects of the success, so that the charac­ to pick a lock, the character might devise a near­
ter may persevere for a longer period of time before perm anent means of overcoming it, perhaps by
needing to make an additional check. crafting a makeshift key or by obtaining access to
the actual key itself.
O earned on a Resilience check may be used
to identify a way for the character and his allies to By generating © during a Skulduggery check, a
reduce the difficulty of future checks against the same character gives an N PC the opportunity to catch
threat, while (£) may be spent to recover 3 strain as him im m ediately after the act. Depending on the
the character resolves to work through the adversity. am ount of © spent by the GM , the character will be
in varying degrees of danger: the more © , the more
The GM may spend © generated during a Resil­ immediate the discovery and the greater the ensu­
ience check to overburden the character, inflicting ing jeopardy and difficulty of escape. The GM may
penalties on subsequent checks. ^ may be spent to spend ^ to cause the character to leave behind
inflict a wound or a minor Critical Injury on the char­ some evidence of his larceny that directly ties him
acter as he succumbs to harsh conditions. to the crime. Perhaps a recognizable piece of equip­
ment traceable by its serial numbers slips off into
SKULDUGGERY (CUNNING) the target's pocket as the character attem pts to
pick it.
Skulduggery encompasses a broad range of skills
that are used to engage in covert or criminal activ­ STEALTH (AGILITY)
ity. These skills encompass both the physical abilities
to perform such actions and the mental familiarity Often, a character may have business to conduct that
needed to execute various techniques. Activities cov­ is best completed with a certain degree of privacy. It
ered by Skulduggery include picking locks, breaking might be that there are powerful individuals— perhaps
into and out of secure facilities, covert operations, dis­ Imperial agents or dangerous dark side adepts—who
guise, setting traps, and other underhanded actions. are directly opposed to his choice of actions. At oth­
At the Game M aster’s discretion, particular Skuldug­ er times, a character might be avoiding an Imperial
gery checks may use Agility instead of Cunning, to bounty hunter. Under such conditions, a successful
reflect a more physical approach. mission may depend entirely on how talented the

• If a character attempts to pick a lock or pocket, he
usually uses Skulduggery. Some electronic locks
could require Computers, Skulduggery, or both.

character is at not being noticed. The Stealth skill remaining hidden by 2 5 % per <§> spent in this way.
reflects this ability in virtually all situations. The GM may spend ^ to cause the character to leave
behind some evidence of his passing by. While this
• Any Shadow or other stealthy character who has no bearing on the success or failure of the Stealth
depends upon physical insertion must be a check, some object, clue, or information about the
master of this skill. Stealth also encompasses character’s identity, and possibly even motive, is
wilderness camouflage skills, which may be cru­ accidentally left behind.
cial to any Hunter.

• Attempts to hide from all of an opponent’s senses STREETW ISE (CUNNING)
are dependent upon Stealth, though difficulties
may be modified by ambient conditions and any The Streetw ise skill represents the instinctive
applicable gear. understanding that comes from many years of
living in the less-than-savory parts of the galaxy.
• Stealth can allow characters to shadow or follow W hile a few manage to learn the signs and develop
other individuals without being detected. gut instincts through careful study and association
with those who have lived this hard life, most come
• Characters may attem pt to hide people or objects about this information through the school of hard
from the attentions of others, either through knocks. If a character expects to use the complex
concealment or misdirection. Such actions are network of the criminal underworld (and survive),
dependent upon their Stealth skill. he must learn to speak its language and recognize
the roles of those involved.
The difficulty of a Stealth check often depends on
the abilities of those the character is attempting to • If a character is looking for a merchant who special­
avoid. Members of species that are more dependent izes in unsavory goods or illicit services, such a mer­
upon smell, hearing, or other senses may be more chant may be located through a Streetwise check.
susceptible to Stealth under different weather con­
ditions or distracted by events that seem trivial to a • Streetwise represents a character’s instinct for
species focused on visual cues. picking up on subtle cues in the language and
attitudes of those who operate outside of legal
Stealth checks are typically opposed by Percep­ structures. It may be used to understand particu­
tion, based on whether the opponent is passively lar references within conversations.
or actively searching for the hidden character. If the
opponent is actively searching for the character, • W hen dealing with criminals or underworld ele­
the character’s Stealth check would be opposed by ments, knowing how to approach them and open
the opponent’s Perception. Otherwise, it would be a conversation without coming across as a threat
opposed by the opponent’s Vigilance. uses Streetwise.

Extra on a Stealth check may be used to aid any Generally, Knowledge (Underworld) governs specific
allied characters who are infiltrating at the same time. information and facts involving criminals and under­
Effectively, the successful character points out a fac­ world elements. Streetwise governs how to use that
tor that might otherwise have caused the ally to fail. information effectively and how to operate in any
criminal environment. Extra # on a Streetwise check
O may be spent to decrease the amount of time may be used to reduce the time or funds required to
required to perform a given task while using the obtain the item, service, or information sought.
Stealth skill. This could represent the character’s
finding superior cover, enabling him to move faster O may reveal additional rumors or alternative
while remaining out of sight, or successfully distract­ sources that can be used to find something. (£) may
ing a key figure to obtain access to his target. Under be spent to earn the character a semipermanent con­
the right circumstances, a character may spend tact on the street, someone to whom the character
to identify a way to com pletely distract an opponent may turn for information regularly.
for the duration of the scene. This could allow the
character to drop all pretense of Stealth in favor of The GM may spend <§>generated during a S tre e t­
completing a task faster. wise check to seed the gathered information with
minor falsehoods, representing the ever-changing
The CM may spend © generated during a Stealth nature of information passed by word of mouth on
check to hinder the character as he attempts to the street. ^ may be spent to represent a charac­
remain hidden. The character may need to overcome ter letting slip details about himself or the informa­
a particularly unpleasant obstacle or take extra time tion he seeks, information that m ay be picked up
to remain out of sight. The GM may increase the time by an adversary.
it takes for the PC to perform the desired action while

SURVIVAL
(CUNNING)

It’s not uncommon for '!• Survival governs a character’s ability to handle
characters to become iso­ domesticated animals, so that they may be used
lated far from civilized as beasts of burden or as transport.
worlds. Sometimes this
is by choice; at other The difficulty of a Survival check is dependent upon
times, they could be the severity of the environment. Key factors are the
stranded on a world, biocompatibility of a world’s native life with the PC,
hoping for some sort the type of local environment (a desert versus a for­
of rescue. Learning to recognize the dangers of the est, for example), and the basic tools on hand.
natural environment, as well as determ ining how
to exploit its resources, is dependent upon the Sur­ & that exceed the difficulty on a Survival check
vival skill. may be used to assist other characters in surviving
or to grant additional supplies, food, and water.
Characters who spent their formative years on wil­
derness planets often have this skill as part of their O may be spent to gain an insight into the envi­
background. Others may learn it as part of military ronment that makes future Survival checks easier.
training. Some may be completely dependent upon Examples include locating a watering hole where
it, as their jobs focus on traveling to untamed worlds. prey is common, an abandoned cave that makes an
excellent shelter, or a grove of biocompatible fruit
• Identifying safe food, potable water, or shelter trees. When tracking, O may be spent to learn a
in a natural environment requires the character detail about the target, its numbers, its species, or
to make a Survival check. how recently tracks were made. (£) generated during
a Survival check to handle animals may be spent to
• Characters who are skilled at Survival understand permanently predispose the target animal toward
weather patterns and the signs of imminent dan­ the character in a positive way, effectively earning
gerous conditions, and know how to prepare.

Tracking a subject through the wilderness—
whether the subject is wild game or an enemy
combatant— is dependent upon Survival.

the character a loyal companion. While tracking, may • Sometimes a character may have a chance to
be spent to learn a clue about the target: its destination, notice small but important details in his sur­
disposition, or the presence of prisoners or cargo. roundings while not specifically looking for them.
In this case, the C M might have the player make a
The CM may spend (§} generated on a Survival check Vigilance check to see if his character notices this.
to represent the character’s spending of vital resources
during the check, perhaps using food as bait to catch The difficulty for a Vigilance check is typically modi­
game or losing fuel in an attempt to make a fire. ^ fied by the likelihood of the incident that occurs. A
may be spent to inflict wounds, Critical Injuries, or high character might be prepared for an ambush when
levels of strain on the character as he succumbs to one traveling through a darkened alley, but he is unlikely
of the untamed environments of the galaxy. to expect a groundquake in the middle of the night. A
poor result on such a check might leave the character
VIGILANCE (WILLPOWER) momentarily unable to act as he mentally attempts to
decipher the current situation.
In uncertain times, individuals who are constantly
prepared to face a variety of challenges are far more W hen calculating Initiative, all & are generally used
likely to succeed than those who simply react to the as part of the calculation. In other situations for which
ever-changing circumstances. This sort of prepared­ this check is critical, extra # may indicate that the
ness requires mental discipline, and it can facilitate character was particularly well-prepared for that sort
the making of sound instantaneous decisions when of conflict. Alternatively, it could indicate that an
disaster or unexpected events suddenly strike. Char­ important resource might be readily accessible.
acters who must remain alert because of the nature
of their lifestyles are often particularly vigilant. This Characters may spend O on a Vigilance check to
includes those who live within hostile environments— notice an environmental factor that could play a key
either urban jungles or dangerous wildernesses—and part in the relevant scene. This might be excellent cover,
those who live as professional soldiers. a convenient escape route, or something that could be
used to distract a foe. (£) may be spent to allow the char­
• In combat situations, outside of those times when acter to take an extra maneuver at the beginning of the
a character has patiently prepared to begin the first round of combat, as his keen awareness alerts him
engagement, Vigilance is used to calculate Initiative. to danger. See page 204 for more on Initiative checks.

• Vigilance represents how fastidious a character is The CM may spend (§> generated during a Vigilance
about preparing for unexpected crises. If there's a check to cause the character to miss a piece of infor­
question about preparedness, a Vigilance check can mation about the situation or environment, blinding
be made to confirm preparedness retroactively. him to an advantage. The C M may spend ^ to cause
the character to lose his free maneuver on his first turn.

COMBAT SKILLS

Skills that are tightly focused on use during physi­ Most characters who grew up in a hostile environ­
cal confrontations are considered Combat skills. ment have some knack for Brawl. All wildlife, par­
Full details on using Combat skills during conflicts ticularly creatures with natural weapons, use Brawl
to fight. Anyone who participates in military or law
are presented in Chapter VI: Conflict and Combat enforcement training learns some basic or advanced
martial arts, which fall under the Brawl skill. However,
Chapter VI also contains information concerning how improvised weapons—such as a bottle or a table leg—
require the Melee skill. Of course, any fighting with
a character may make use of extra O and fists or feet is covered by Brawl.

generated during a Combat skill check, as well as how

the CM may spend ® and ^ in such circumstances.

BRAWL (BRAWN) The Brawl skill is most often used to make com­

bat checks in melee combat while unarmed or using

During some physical confrontations, a character seeks a weapon specifically designed to augment unarmed
to incapacitate a foe without causing serious injury. At
other times, a fight erupts with little preparation, and combat (see page 218), though there may be other
a character may not have any weapon at hand. Some
individuals are trained in unarmed combat, or have uses for this skill, at the G M ’s discretion. The difficulty
natural weapons that they prefer to use during alterca­
tions. In any of these situations, Brawl is the skill used of Brawl checks is Average the difficulty of all
to determine success or failure in the combat.
melee attacks. If the opponent is incapable of resisting,

the check might be easier, at the CM's discretion. See

page 210 for more details on melee attack difficulties.

GUNNERY (AGILITY) The Gunnery skill is most often used to make com­
bat checks while using an appropriate ranged weapon,
Many weapons are simply too large for a person to though there may be other uses for this skill, at the
carry. In order to bring such a weapon to bear against G M ’s discretion. Gunnery check difficulties are deter­
an opponent, it may be mounted aboard a vehicle, hast­ mined by the distance to the target or by relative sil­
ily assembled where needed, or even built into a defen­ houettes, depending on the weapon fired. The difficul­
sive emplacement. Weapons of this sort might require ty may be modified by maneuvers the character makes
a team to transport, assemble, and ultimately operate. and specific combat situational modifiers, as described
in Chapter VI: Conflict and Combat
Characters seldom gain experience with weapons of
this magnitude outside of military training. Weapons of LIGHTSABER (BRAWN)
this caliber are also difficult to acquire by anything but
government entities. Only the most dangerous worlds Lightsabers (and their derivatives) are quite unlike
have natural predators that require a weapon of this any other weapons in the galaxy. W hile most close-
power as a proportionate response. Gunnery applies to com bat weapons have some sort of blade or striking
laser cannons and proton torpedoes mounted on star- edge attached to a grip or handle, an inactive light-
ships. Larger mounted weapon systems like heavy laser saber seems to be nothing more than a simple w eap­
turrets and ion cannons are also fired using this skill. on hilt. However, when activated, the hilt projects a
humming “ blade” of intense energy. Such weapons
• If a character is piloting a starfighter, the ship may are difficult for even an accomplished swordfighter
have weapons that are mounted on it with a fixed to use and require a very unique set of skills.
orientation. Prior to making a Gunnery check, the
pilot may need to maneuver the craft in order to Although the Lightsaber skill is linked to the Brawn
achieve a firing solution. characteristic, many characters may have access to tal­
ents that can link the skill to a different characteristic
• Characters using Gunnery to fire turret-mounted instead, representing unique forms and fighting styles.
weapons may need to hold their action until a The Lightsaber skill governs melee attacks made with
pilot can maneuver the vehicle such that targets lightsabers as well as with derivative weapons such as
are within the w eapon’s firing arc. lightwhips, guard shotos, and training sabers.

• Complex targeting computers and automated The Lightsaber skill is most often used to make com­
weapons mounts are often used with large-scale bat checks while using these weapons, though there
weapons. Operating this equipment also may be other uses for this skill, at the GM 's discre­
falls under Gunnery.
tion. The difficulty of Lightsaber
combat checks is Average
the difficulty of
all melee attacks.
If the opponent
is incapable of
resisting, the
check might
be easier, at
the G M ’s dis­
cretion. The
difficulty may

be modified by maneuvers the character makes and worlds far more frequently than Ranged (Light) weap­
specific combat situational modifiers, as described in ons. Characters who are focused on wilderness sur­
Chapter VI: Conflict and Combat vival skills may prefer the additional range that a rifle
offers when confronting predators.
MELEE (BRAWN)
• Ranged (Heavy) weapons inflict wounds upon tar­
All ranged weapons require some sort of ammunition, gets by default. A subset of the weapons in this
and many are loud. They typically have fragile com­ category may have a Stun option, as do some
ponents or require regular maintenance, which may specialized Stun-only weapons.
require its own set of tools. B y contrast, most Melee
weapons are inexpensive, virtually silent, and require The Ranged (Heavy) skill is most often used to make
little maintenance and no power beyond the strength combat checks while wielding an appropriate ranged
of their wielder’s limbs. weapon, though there may be other uses for this skill,
at the CM 's discretion. Ranged (Heavy) check difficul­
The majority of Melee weapons depend upon the ties are determined by the distance to the target. The
wielder’s strength to inflict damage, but a few have difficulty may be modified by maneuvers the charac­
their own energy sources. However, their core princi­ ter makes and specific combat situational modifiers
ples remain the same. Mastering one type of Melee as described in Chapter VI: Conflict and Combat
weapon can help master most types.
RANGED (LIGHT) (AGILITY)
Any military training includes at least a basic course in
melee combat preparation. In addition, characters who M any characters prefer to use a weapon that can be
have spent time on primitive worlds may have learned wielded effectively with one hand, rather than carry­
to defend themselves with Melee weapons. Aristocrats ing something larger. This may be a preference based
and nobles, in some systems, may also learn a number on the ease of concealment, or it could be simply a
of melee techniques as part of their cultural traditions. stylistic choice. Alternatively, some individuals feel
that they must be able to keep a hand free, allowing
The Melee skill is most often used to make com­ them to, for example, pilot a speeder bike and fire a
bat checks while using a Melee weapon, though there blaster pistol at the same time.
may be other uses for this skill, at the C M ’s discre­
tion. The difficulty of Melee checks is Average A broad selection of weapons falls under the cate­
the difficulty of all melee attacks, including Brawl and gory of the Ranged (Light) skill. It includes any weapon
Lightsaber. If the opponent is incapable of resisting, that can be fired with one hand without the benefit of
the check might be easier, at the C M 's discretion. The a brace or other support element. Specific examples
difficulty may be modified by maneuvers the charac­ include countless pistols, spears, nets, and grenades.
ter makes and specific combat situational modifiers, Some are so small as to be easily concealed, while oth­
as described in Chapter VI: Conflict and Combat ers can only be wielded by the strongest individuals.

RANGED (HEAVY) (AGILITY) The Ranged (Light.) skill reflects the hand-eye coor­
dination that a character has developed in conjunction
When fired upon a target at range, weapons that are with an intuitive grasp of wind resistance, gravity, and
held with two hands offer a more stable firing plat­ distance. Upon first arriving on a planet, an expert in
form than those that are held in a single hand. These this field may wish to practice his abilities so that he
also often have longer barrels, providing a consistent can learn how the world’s environs might affect them.
fire pattern out to a much longer range. In the larger
space required for such armaments, designers can • The vast majority of Ranged (Light) weapons in­
often include a significantly larger ammunition reserve flict wounds on targets. Those that are capable of
and may also make the weapon far more potent than inflicting strain are specifically indicated and typi­
smaller weapons. This combination can yield w eap­ cally must be adjusted for use in that firing mode.
ons that are substantially more deadly and accurate.
• Characters may wield a Ranged (Light) weapon in
Countless varieties of rifles are used throughout the each hand, or a one-handed M elee weapon and
galaxy. Some are simple slugthrowers, while common a Ranged (Light) weapon in the other hand. See
blaster rifles range in size from carbines to extended page 217 for more information.
barrel sniper rifles. There are also a number of unique
weapons, such as the Wookiee bowcaster. Any of The Ranged (Light) skill is most often used to make
these weapons requires Ranged (Heavy) to operate. combat checks while wielding an appropriate ranged
weapon, though there may be other uses for this skill,
In addition to combat uses, Ranged (Heavy) weap­ at the G M ’s discretion. Ranged (Light) check difficul­
ons are commonly employed for hunting purposes. As ties are determined by the distance to the target. The
a result, these types of weapons are seen on frontier difficulty may be modified by maneuvers the charac­
ter makes and specific combat situational modifiers,
as described in Chapter VI: Conflict and Combat

KNOWLEDGE SKILLS

Players can never be expected to know as much about EDUCATION (INTELLECT)
life in the game setting as the characters who live
there. Knowledge skills serve to bridge this gap. They Among most of the races and cultures of the galaxy,
enable a player to make decisions about his character’s achieving literacy is a crucial first step toward adult­
actions informed by what his character might know. hood. Once literacy is attained, an individual’s edu­
cation generally expands to cover additional areas of
& , O . (J), <§>, and ^ may be spent among the dif­ expertise. Typically, such an education includes at least
ferent Knowledge skills with similar results for each. a basic grounding in mathematics, science, and engi­
Additional # represents the character’s recalling infor­ neering. Many also study philosophy, politics, and ga­
mation or completing research with remarkable haste, lactic history. Characters often rely on these essentials
while O may be spent to learn minor but possibly use­ to appropriately interact with the broader galaxy.
ful information about the subject. (£) may be spent to
learn relevant, beneficial information concerning the • Any time a character needs to interact with a gov­
subject, perhaps an understanding of a beast’s particu­ ernment entity, an Education check may be made
larweakness in the case of Knowledge (Xenology), or in­ to identify the best way to proceed.
formation concerning the familial strife between crime
syndicates in the case of Knowledge (Underworld). <§> • If a character needs to employ basic scientific
may be spent by the CM to omit a vital detail about knowledge in an analysis, his understanding of
the subject at hand, while ^ may be used to seed the this field is represented by his Education skill.
character with misinformation and outright falsehoods.
Education also represents a default Knowledge skill.
CORE WORLDS (INTELLECT) Any time a question comes up that doesn’t obviously
fall under one of the other Knowledge skills, an Educa­
Those worlds closest to the Galactic Core are generally tion check may be used to determine the character’s
considered to represent the pinnacle of galactic culture understanding of a particular subject matter.
and civilization. A few notions are particularly common
among the worlds of the Core, but even with those, there The difficulty for an Education check is typically repre­
are distinct exceptions. Perfectly acceptable behavior sented by the rarity of the data in question. A reference
on one planet may be considered grossly disruptive document may provide bonuses, but even using such a
manners on another, even within this culturally distinct work requires an understanding of core principles.
region of the galaxy. Many hyperlanes connect the Core
Worlds with the other portions of the galaxy. The Core LORE (INTELLECT)
Worlds represent centers of trade and diplomacy that
can connect planets in disparate portions of the galaxy. Parts of the galaxy have been inhabited for more than
a million years. During that time, countless civilizations
• If a character needs to identify a person’s planet have arisen, and many have gone extinct. Over the mil­
of origin without asking, he may make a Core lennia, some of these civilizations’ histories changed and
Worlds check. This allows him to recognize ac­ grew into myths and legends. However, some of these
cents, dress, and mannerisms that are associated stories still conceal a great deal of valuable information.
with a particular world. Characters with a particular interest in lost cultures and
ancient legends may decide to try to turn this interest
• When interacting with someone from a Core World, into a profession. At other times, a character might stum­
a character might make a Core Worlds check to ble across an artifact whose utility could far exceed its
know what behaviors are considered necessary initial appearance. Lore is also the skill often related to
and polite and what could be considered offensive. knowledge of the Force and ancient Jedi traditions.

• Characters who specialize in the acquisition and • Any time a character needs to decipher an an­
delivery of goods can make this check to identify cient piece of writing, he must make a Lore check.
which markets are the best places to sell or pur­
chase a particular cargo. They may also recognize • A character’s knowledge of the exploits of an
any worlds where such goods could be illegal. ancient hero is represented by the Lore skill.

The difficulty of a Core Worlds check is generally • A character trying to learn about ancient Jed i tra­
proportionate to the rarity of the information in­ ditions or attempting to master a Force technique
volved. Common knowledge about Coruscant, for must make a Lore check.
example, is far easier to recall than an obscure fact
about a minor moon. A Lore check’s difficulty is assigned by the obscu­
rity of the information. Well-known legends may not
even require a check, but the tales of a race that died
out millennia ago may be nearly forgotten.

OUTER RIM (INTELLECT) could be repugnant to another. Those who have men­
tally cataloged the different species of the galaxy and
The systems of the Outer Rim are filled with indepen­ learned their distinctive traits are skilled in Xenology.
dent worlds exhibiting an incredibly diverse mix of spe­ Anyone who regularly interacts with the inhabitants of
cies, cultures, and political systems. Because the range the galaxy’s varied worlds must become adept at Xe­
of cultures is so great, anything learned about the cul­ nology. This is particularly vital for anyone who might
ture of one world is not necessarily relevant to those need to offer medical treatment to members of varied
of other systems in the O uter Rim. Learning about species, as basic anatomy and biochemistry can vary
this scattered and often mysterious region of space wildly. Knowledge of various cultural traits is also vital
can be a full-time job. However, this also makes mas­ for a character who interacts in a social fashion. A bar­
tery of this subject extremely valuable. gaining tactic that is perfectly effective with a Twi’lek
might be disastrous when used on a Wookiee.
• If a character needs to find a planet with a par­
ticular resource or service in the O uter Rim, he • When a character first encounters a member of
could make an Outer Rim check. an unfamiliar race, a Xenology check can be made
to figure out how to interact with that individual.
• When determining the best location to acquire
critical supplies, an Outer Rim check might reveal • If a character needs to either help or harm a
locations where the goods can be found at a rea­ member of another species, Xenology may assist
sonable price without Imperial scrutiny. in identifying a type of injury or in pointing out a
characteristic vulnerability.
• At times when a character must interact with a
person from the Outer Rim, this skill could be used • Different species need substantially different en­
to determine appropriate customs or traditions. vironmental conditions and foodstuffs. A Xenol­
ogy check may allow a character to offer the ap­
The difficulty for an O uter Rim check is based upon propriate considerations to a guest.
the obscurity of the world and goods in question. This
may also be modified based upon the specificity of The difficulty for a Xenology check should be based
the question posed. both on how often the acting character interacts with
the members of the species
UNDERWORLD (INTELLECT) and the relative rarity of
that species.

In some places, criminal elements control the govern­
ment through less-than-legal machinations. In more
traditionally governed areas, seedier elements depend
on secrecy and deception to survive. The galactic under­
world is as varied and scattered as the cultures of any
collection of planets; learning the facts and history of
criminal enterprise in the galaxy is a hard discipline to
master. Knowledge (Underworld) covers this discipline.

• The Underworld skill may be used to know what
illegal activities take place on a world and who co­
ordinates them.

• A familiarity with Underworld may be useful if the
characters need to determine the most common
methods that an opponent might use for a par­
ticular type of criminal activity.

When the criminal nature of a location or individual
is well known, recalling the relevant data should be
relatively simple. The difficulty of the task should
be much more challenging if the individual has
gone to lengths to conceal illegal activities.

XENOLOGY (INTELLECT)

The motivations, biological origins, and phi­
losophies of the galaxy’s varied species are
highly divergent. An object that is de­
sirable to members of one species



TALENTS

“I used to bull's-eye womp rats in my T-16 back home.
They’re not much bigger than two meters."

-Luke Skywalker

In a galaxy filled with bold heroes and terrible vil­ TALENT TYPES
lains, Player Characters are distinguished by their
special abilities. W here a minor character might sur­ There are many different types of talents. Some are
render to overwhelming odds, a hero is expected to associated with an individual skill or closely related
dramatically defeat the foe and triumph. Talents set group of skills. These tend to be particular knacks
the PCs apart from the galaxy’s rank and file, provid­ that a character has acquired through the process of
ing a game mechanic by which Player Characters may mastering that skill. In many cases, talents represent
perform tasks with superhuman flair and ability. operational shortcuts— corners an experienced indi­
vidual knows can be safely cut or particularly effective
Talents generally represent specialized techniques methods he can follow. O ther such talents are simply
that a character has mastered, typically through in­ natural abilities that fit in especially well with the use
tense practice and study. A character is likely to be of that skill. These could include a certain mental pro­
more successful when engaged in actions for which cess, a physical technique, or a learned pattern.
he has appropriate skills and talents.
A number of talents are specifically associated
It’s im portant to note also that talents are focused with physical conflict. These combat talents rep­
for situational use. Generally speaking, talents have resent techniques that a character likely learned
more narrow applications than skills. A character through practice and experience. The presence of
who intends to use a particular skill in a broad vari­ combat talents within a particular talent tree rein­
ety of ways might be better suited by advancing the forces the archetypal nature of a particular special­
skill as opposed to learning a talent. At the same ization. Specializations that focus on avoiding physi­
time, a character involved in a situation for which cal conflict have fewer com bat talents than those
his talents are appropriate could enjoy exceptional that are devoted to it, for example.
degrees of success.

Every specialization has access to Force talents, that he has already acquired from another specializa­
talents that may only be used by Force-sensitive char­ tion’s talent tree, then he counts as having purchased
acters (see page 282 for more information about that talent on his new talent tree for the purpose of pur­
these talents). Force talents may grant new abilities chasing additional talents in that tree. (This does not re­
related to the Force, provide bonuses to skill checks quire him to spend any experience points.)
due to the character’s innate Force sensitivity, or do
anything else a talent could do. Force talents may not EXAMPLE: PURCHASING RANKED TALENTS
be used by characters who are not Force-sensitive.
Wendy’s character, Sarenda, has two ranks of Par­
Most specialization trees offer access to Dedica­ ry from the Soresu Defender specialization tree.
tion. This talent is the only means by which a charac­ When she later selects the Shii-Cho Knight special­
ter can increase a characteristic rating after character ization tree, she may purchase up to four addition­
creation is complete. In addition, most specialization al ranks of Parry, bringing Sarenda to a total of six
trees in Force and Destiny offer access to the Force ranks of Parry. However, if she had purchased the
Rating talent. This talent permanently increases a Improved Parry talent (which is not ranked), she
character’s Force rating by 1 and is the only way a would not have to spend XP for Improved Parry
character can increase his Force rating. again when she reached it on the second tree.

TALENT RANKS AND TALENT TREES
PURCHASING THE SAME
TALENT MULTIPLE TIM ES Any time a player wishes to select a new talent for a
character, he must first make certain that it is currently
Many trees have multiple entries for a single talent. accessible from one of the character’s available special­
This is because many of the talents can be learned re­ ization trees. Initially, characters can only purchase tal­
peatedly. W hen characters learn a talent for the sec­ ents in the top row of the tree. In order to navigate to a
ond—or later—time, they gain an additional rank in new talent, the character must have already purchased
the talent. With few exceptions, there is no set limit to all of the preceding talents listed on the tree, so that
the number of ranks a character can possess in a giv­ he can draw a “ line” from the top of the tree, through
en talent. Instead, characters can purchase as many purchased talents, to the new talent. All such descents
ranks of each talent as are present on their currently must follow the available lines shown on each tree. Note
available talent trees. that for some trees, directly descending a column is not
possible, because there is a break in the listing. In these
Talents that are not ranked can only be purchased a cases, the character must first descend a neighboring
single time. If a character is advancing through a special­ column, and then follow the line over before moving up
ization’s talent tree and reaches a talent without ranks or down the tree to access a desired talent.

TALENT DESCRIPTIONS

ft description for each of the talents used in Force and allow the character to purchase the talent more
Destiny follows. Every entry includes the informa­ than one time.
tion required for game play:
• Force talent indicates that a character must
• Activation explains whether a talent is always in be Force-sensitive (have a Force rating of 1 or
use (Passive) or if a character must take action higher) to use the talent. The mechanics that
to activate it (Active). If activation is required, the govern Force talents are discussed in Chapter
type of action necessary is indicated (see Actions, VIII: The Force. Som e Force talents involve the
page 209). Some talents can be activated on use of Force powers (which are described in the
other characters’ turns. If this is the case, the Ac­
tivation line also includes the “Out of Turn” note. same chapter), the Force die O, or spending

• Ranked indicates whether a talent can be pur­ Force Points 3 Note that a character without
chased multiple times (Yes) or only once (No). a Force rating (a non-Force-sensitive) can pur­
chase a Force talent; however he cannot use it
• Trees references the specialization talent trees or gain any benefits from it.
that provide access to the particular talent. Note
that for ranked talents, some of these trees may The final paragraph in each entry details the specific
game mechanics involved in using the described talent.

TABLE 4-1: TALENT LIST

Name Activation Ranked 1 Name Activation Ranked 1

Adversary Passive Yes Reid Commander (Improved) Passive No
Yes
Against All Odds Active (Action) No Fine Tuning Passive No
No
Anatomy Lessons Active (Incidental) No Forager Passive Yes
Yes
Animal Bond Passive No Force Assault Passive No
No
Animal Empathy Passive No Force Protection Active (Maneuver) Yes
Yes
Ataru Technique Passive No Force Rating Passive No
Yes
Balance Active (Maneuver) No Forewarning Active (Action) No
Yes
Body Guard Active (Maneuver) Yes Full Throttle Active (Action) No
Yes
Body Guard (Improved) Active (Out of Turn) No Galaxy Mapper Passive No
Yes
Calming Aura Passive No Grit Passive No
Yes
Calming Aura (Improved) Active (Maneuver) No Flawk Bat Swoop Active (Action) Yes
No
Center of Being Active (Maneuver) Yes Flealing Trance Active (Action) No
No
Center of Being (Improved) Passive No Flealing Trance (Improved) Passive Yes
No
Circle of Shelter Passive No Heightened Awareness Passive Yes
Yes
Codebreaker Passive Yes Heroic Fortitude Active (Incidental) Yes

Command Passive Yes Hunter Passive No
Yes
Commanding Presence Passive Yes Imbue Item Active (Maneuver) No
No
Comprehend Technology Active (Action) No Indistinguishable Passive No
No
Conditioned Passive Yes Intense Presence Active (Out of Turn) No
No
Confidence Passive Yes Intimidating Active (Out of Turn) No
No
Contingency Plan Active (Out of Turn) No Intuitive Evasion Active (Maneuver) No
No
Counterstrike Passive No Intuitive Improvements Passive No

Crippling Blow Active (Incidental) No Intuitive Shot Passive

Dedication Passive Yes Intuitive Strike Passive

Defensive Circle Active (Action) No Inventor Passive

Defensive Slicing Passive Yes Jump Up Active (Incidental)

Defensive Stance Active (Maneuver) Yes Keen Eyed Passive

Defensive Training Passive Yes Kill with Kindness Passive

Disruptive Strike Active (Action) No Know Somebody Active (Incidental)

Djem So Deflection Active (Out of Turn) No Knowledge Is Power Active (Incidental)

Dodge Active (Out of Turn) Yes Knowledge Specialization Active (Incidental)

Draw Closer Active (Action) No Knowledgeable Healing Passive

Duelist’s Training Passive No Makashi Finish Active (Action)

Durable Passive Yes Makashi Flourish Active (Action)

Enduring Passive Yes Makashi Technique Passive

Enhanced Leader Passive No Master Artisan Active (Incidental)

Exhaust Port Active (Incidental) No Master of Shadows Active (Incidental)

Expert Tracker Passive Yes Mental Bond Active (Action)

Falling Avalanche Active (Incidental) No Mental Fortress Active (Incidental)

Fearsome Passive Yes Mental Tools Passive

Feint Passive Yes Multiple Opponents Passive

Field Commander Active (Action) No Natural Blademaster Active (Incidental)

ADVERSARY TABLE 4-1: TALENT LIST (CQNT.)
Activation: Passive
Ranked: Yes Name Activation Ranked
Trees: NPC only
Upgrade the difficulty of any combat check targeting Natural Charmer Active (Incidental) No
this character once per rank of Adversary.
Natural Doctor Active (Incidental) No
AGAINST ALL ODDS
Activation: Active (Action) Natural Hunter Active (Incidental) No
Ranked: No
Trees: Aggressor Natural Leader Active (Incidental) No
Force talent. Once per session, if the character is in­
capacitated due to exceeding his wound threshold, he Natural Mystic Active (Incidental) No
may perform the Against All Odds action (this action
may be performed even though characters are nor­ Natural Negotiator Active (Incidental) No
mally barred from performing actions when incapaci­
tated). The character makes a Hard (♦ ♦ ♦ ) Resil­ Natural Outdoorsman Active (Incidental) No
ience check, rolling a number of O equal to his Force
rating as part of the check. If successful, the character Natural Tinkerer Active (Incidental) No
heals wounds equal to & . The character may spend
Force points 3 to add & to the result. Niman Technique Passive No

ANATOMY LESSONS Nobody's Fool Passive Yes
Activation: Active (Incidental)
Ranked: No Now You See Me Active (Action) No
Trees: Shadow
One with the Universe Active (Action) No
After a successful attack with a personal (non-
starship/vehicle) weapon, the character Outdoorsman Passive Yes
may spend one Destiny Point to add
damage equal to his Intellect Parry Active (Out of Turn) Yes
to one hit of the attack.
Parry (Improved) Active (Out of Turn) No
ANIMAL BOND
Activation: Passive Parry (Supreme) Passive No
Ranked: No
Physician Passive Yes
Trees: Pathfinder
Force talent. Through Plausible Deniability Passive Yes
the Force, the char­
acter creates a bond Preemptive Avoidance Active (Out of Turn) No
with a single animal
Prey on the Weak Passive Yes

Quick Draw Active (Incidental) No

Quick Movement Active (Incidental) No

Quick Strike Passive Yes

Rapid Reaction Active (Out of Turn) Yes

Rapid Recovery Passive Yes

Reflect Active (Out of Turn) Yes

Reflect (Improved) Active (Out of Turn) No

Reflect (Supreme) Passive No

Researcher Passive Yes

Resist Disarm Active (Out of Turn) No

TABLE 4-1: TALENT LIST (CONT.)

Name Activation Ranked |

Saber Swarm Active (Maneuver) No

Saber Throw Active (Action) No

Sarlacc Sweep Active (Action) No

Second Wind Active (Incidental) Yes

Sense Advantage Active (Out of Turn) No

Sense Danger Active (Incidental) No

Sense Emotions Passive No

Share Pain Active (Out of Turn) No must have a silhouette equal to or smaller
than half the character’s Force rating when the bond
Shien Technique Passive No is created, rounded down (this means a character
with Force rating 1 could only bond with a silhouette
Shroud Active (Incidental) No 0 animal). The bond persists as long as the charac­
ter chooses it to, although at the C M ’s discretion, the
Side Step Active (Maneuver) Yes bond may also be broken due to abusive treatment or
other extenuating circumstances.
Sixth Sense Passive Yes
As long as the bond persists, the animal remains near
Skilled Jockey Passive Yes the character, and the controlling player dictates the
animal’s overall behavior (although, since the animal
Sleight of Mind Passive Yes is only bonded with the character, not dominated, it
may still perform certain inconvenient actions such as
Slippery Minded Active (Action) No scratching furniture, consuming rations, and marking
territory). Once per round in structured encounters, the
Smooth Talker Active (Incidental) Yes character may spend one maneuver to direct his animal
in performing one action and one maneuver. The animal
Soft Spot Active (Incidental) No must be within hearing and visual range of the character
(generally medium range) to do this. Otherwise, the ani­
Solid Repairs Passive Yes mal does not contribute to the encounter. The specifics
of its behavior are up to the player and CM.
Soresu Technique Passive No
ANIMAL EMPATHY
Steely Nerves Active (Incidental) No Activation: Passive
Ranked: No
Stimpack Specialization Passive Yes Trees: Pathfinder
Force talent. When making checks to handle, tame, or
Strategic Form Active (Action) No control animals, the character may add a number of
O no greater than his Force rating to the check. The
Street Smarts Passive Yes character may spend 3 to add ^ or O (character’s
choice) to the result.
Sum Djem Passive No
ATARU TECHNIQUE
Surgeon Passive Yes Activation: Passive
Ranked: No
Swift Passive No Trees: Ataru Striker
Force talent. When making a Lightsaber skill check,
Technical Aptitude Passive Yes the character may use Agility instead of Brawn.

Terrify Active (Action) No BALANCE
Activation: Active (Maneuver)
Terrify (Improved) Passive No Ranked: No
Trees: Ataru Striker, Sage
The Force Is My Ally Active (Incidental) No Force talent. W hen the character recovers from strain

Touch of Fate Active (Incidental) No at the end of each encounter, he may roll O no great­

Toughened Passive Yes er than his Force rating. Fie recovers additional strain
equal to th e 3 generated.
Tricky Target Passive No

Uncanny Reactions Passive Yes

Uncanny Senses Passive Yes

Unity Assault Active (Maneuver) No

Valuable Facts Active (Action) No

Well Rounded Passive Yes

BODYGUARD CIRCLE OF SHELTER
Activation: Active (Maneuver) Activation: Passive
Ranked: Yes Ranked: No
Trees: Protector Trees: Protector
Once per round on the character’s turn, the charac­ Force talent. When an ally engaged with the character
ter may perform a Body Guard maneuver to protect suffers a hit from a combat check, the character may
one ally with whom he is engaged. He then suffers a use a Parry or Reflect incidental to reduce the dam ­
number of strain no greater than his ranks in Body age the hit deals (even though he is not the target of
Guard. Until the start of the character’s next turn, up­ the combat check).
grade the difficulty of all combat checks targeting the
protected ally a number of times equal to the strain CODEBREAKER
suffered by the character. Activation: Passive
Ranked: Yes
BODYGUARD (IMPROVED) Trees: Shadow
Activation: Active (Incidental, Out of Turn) The character removes ■ per rank of Codebreaker from
Ranked: No his attempts to break codes or decrypt communica­
Trees: Protector tions. In addition, the character decreases the difficulty
Once per session, when an ally protected by the char­ of his Computers and Intellect checks made to break
acter’s Body Guard maneuver would suffer a hit from codes or decrypt communications by one (this does not
a combat check, the character may choose to suffer increase with additional ranks of Codebreaker).
that hit instead of the ally.
COMMAND
CALMING AURA Activation: Passive
Activation: Passive Ranked: Yes
Ranked: No Trees: Peacekeeper
Trees: Healer The character gains □ per rank of Command when
Force talent. When an opponent targets the character making Leadership checks (or other checks to inspire,
with a Force power, after the opponent generates 3 , lead, or rally an audience). Inspired targets also add
reduce the total 3 generated by one, to a minimum □ per rank to any subsequent Discipline checks they
of 0. make over the next twenty-four hours (this does not
increase with additional ranks of Command).
CALMING AURA (IMPROVED)
Activation: Active (Maneuver) COMMANDING PRESENCE
Ranked: No Activation: Passive
Trees: Healer Ranked: Yes
Force talent. The character may spend a maneuver Trees: Peacekeeper
and suffer 2 strain to extend the effects of Calming The character removes ■ per rank of Com­
Aura to a number of allies within short range equal manding Presence from his Leadership and
to his Willpower. This lasts until the beginning of his Cool checks.
next turn.

CENTER OF BEING
Activation: Active (Maneuver)
Ranked: Yes
Trees: Niman Disciple, Protector, Shii-Cho Knight
Force talent. Once per round, when wielding a light-
saber, the character can make a Center of Being ma­
neuver. Until the beginning of his next turn, whenever
an enemy makes a melee attack targeting the charac­
ter, the critical rating of the enem y’s weapon counts
as one higher per rank of Center of Being.

CENTER OF BEING (IMPROVED)
Activation: Passive
Ranked: No
Trees: Niman Disciple
Force talent. The character may voluntarily
suffer 1 strain to perform Center of Being

as an incidental instead of a maneuver.

COMPREHEND TECHNOLOGY he succeeds and deals damage to the target’s wound
Activation: Active (Action) threshold, the target suffers 1 strain whenever he
Ranked: No moves for the remainder of the encounter.
Trees: Artisan
Force talent. O nce per session, the character may DEDICATION
take the Comprehend Technology action, making an Activation: Passive
Average (^ ^ ) Knowledge (Education) check to Ranked: Yes
intuitively understand one weapon, arm or set, or Trees: Advisor, Aggressor, Artisan, Ataru Striker, Heal­
other piece of personal gear. Success means that for er, Hunter, Makashi Duelist, Niman Disciple, Path­
the remainder of the encounter, when the character finder, Peacekeeper, Protector, Shadow, Shien Expert,
makes any skill checks to use or repair the item, he Shii-Cho Knight, Soresu Defender, Starfighter Ace
may count his ranks in the applicable skill as equal Each rank permanently increases a single characteris­
to his current Force rating. tic of the player's choice by 1 point. This cannot bring
a characteristic above 6.
For example, a character may use Comprehend
Technology to count his ranks in Mechanics as equal DEFENSIVE CIRCLE
to his Force rating when repairing a broken lightsaber, Activation: Active (Action)
or he can count his ranks in Ranged (Light) as equal to Ranked: No
his Force rating when firing a blaster pistol. Trees: Soresu Defender
Force talent. While wielding a lightsaber, the character
CONDITIONED may take the Defensive Circle action, making a Hard
Activation: Passive ( ^ ^ ^ ) Lightsaber (Intellect) check If successful,
Ranked: Yes the character plus one ally per & within short range
Trees: Ataru Striker, Shien Expert, Shii-Cho Knight gains ranged and melee defense X until the beginning
The character removes ■ per rank of Conditioned of the character’s next turn. X equals 1, plus 1 for
from his Athletics and Coordination checks. He re­ every O O
duces the damage and strain suffered from falling by
1 per rank of Coordination. DEFENSIVE SLICING
Activation: Passive
CONFIDENCE Ranked: Yes
Activation: Passive Trees: Artisan
Ranked: Yes W hen attempting to defend a computer system
Trees: Peacekeeper, Sage, Soresu Defender, against intrusion (or when an opponent attempts to
Starfighter Ace slice a computer owned or programmed by the char­
The character may decrease the difficulty of any Dis­ acter), the character adds ■ per rank of Defensive
cipline check to avoid the effects of fear by one per Slicing to his opponent’s checks.
rank of Confidence. If he decreases the difficulty to
zero, he does not have to make a Discipline check. DEFENSIVE STANCE
Activation: Active (Maneuver)
CONTINGENCY PLAN Ranked: Yes
Activation: Active (Incidental, Out of Turn) Trees: Shien Expert, Soresu Defender
Ranked: No Once per round on the character’s turn, the character
Trees: Advisor may perform a Defensive Stance maneuver to defend
The character may spend one Destiny Point to recov­ against incoming melee attacks. He then suffers a
er strain equal to his Cunning rating. number of strain no greater than his ranks in Defen­
sive Stance. Until the start of the character’s next turn,
COUNTERSTRIKE upgrade the difficulty of all melee combat checks tar­
Activation: Passive geting the character a number of times equal to the
Ranked: No strain suffered by the character in this way.
Trees: Shien Expert
Force talent. W henever an attack misses the charac­ DEFENSIVE TRAINING
ter, the character may spend <§> <§> or ^ to upgrade Activation: Passive
the next Lightsaber (Cunning) combat check he makes Ranked: Yes
against the attacker during his next turn once. Trees: Makashi Duelist, Niman Disciple, Shii-Cho Knight
When the character wields a Lightsaber weapon,
CRIPPLING BLOW Melee weapon, or Brawl weapon, that weapon gains
Activation: Active (Incidental) ranks in the Defensive item quality equal to the char­
Ranked: No acter’s ranks in Defensive Training (this replaces any
Trees: Aggressor ranks in Defensive the weapon already has).
The character may voluntarily increase the difficulty
of a combat check by one to deal a crippling blow. If

DISRUPTIVE STRIKE ENDURING
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: Yes
Trees: Shien Expert Trees: Pathfinder
Force talent. The character may take a Disruptive The character gains + 1 soak value per rank of Enduring.
Strike action, making a Lightsaber (Cunning) combat
check against one engaged target and adding O no ENHANCED LEADER
greater than Force rating to the check. The character Activation: Passive
may spend 3 to add T to the target’s next combat Ranked: No
check made during this encounter. Trees: Peacekeeper
Force talent. W hen making a Leadership check, the
DJEM SO DEFLECTION
Activation: Active (Incidental, Out of Turn) character may add O no greater than Force rating to
Ranked: No
Trees: Shien Expert the check. The character may spend 3 to add & or
Force talent. After using the Reflect incidental, the O (character’s choice) to the result.
character may spend one Destiny Point to perform a
Move maneuver as an out of turn incidental to move EXHAUST PORT
closer to or engage an opponent. This incidental may Activation: Active (Incidental)
be performed once per round. Ranked: No
Trees: Starhghter Ace
DODGE Before attacking a starship or vehicle, the character
Activation: Active (Incidental, Out of Turn) may spend one Destiny Point to ignore the effects of
Ranked: Yes the Massive rule for the attack.
Trees: Ataru Striker, Seer, Shadow
When targeted by a combat check (ranged or melee) the EXPERT TRACKER
character may choose to immediately perform a Dodge Activation: Passive
incidental to suffer a number of strain, then upgrade the Ranked: Yes
difficulty of the combat check by that number. The num­ Trees: Seer, Plunter
ber of strain suffered cannot exceed his ranks in Dodge. The character removes ■ per rank of Expert Track­
er from his checks to find or follow tracks. Survival
DRAW CLOSER checks made to track targets take 5 0 % less time than
Activation: Active (Action) normal (this does not decrease with additional ranks
Ranked: No of Expert Tracker).
Trees: Niman Disciple
Force talent. The character may take a Draw Closer FALLING AVALANCHE
action, making a Lightsaber (Willpower) melee com­ Activation: Active (Incidental)
bat check against one silhouette 1 (or smaller) target Ranked: No
Trees: Shien Expert
within medium range and adding a number of O no Force talent. Once per round the character may suffer
2 strain to add additional damage equal to Brawn to
greater than Force rating to the check. The character one hit of a successful Lightsaber combat check.
may spend 3 before resolving the success or failure
of the check to move the target one range band closer FEARSOME
to the character (including from short to engaged). Fie Activation: Passive
may also s p e n d 3 to add # to the combat check. If the Ranked: Yes
character cannot move his target to engage him, the Trees: Aggressor
combat check automatically misses. When an adversary becomes engaged with the charac­
ter, the character may force the adversary to make a fear
DUELIST'S TRAINING check (see page 326), with the difficulty equal to the
Activation: Passive character’s ranks in Fearsome. At the G M ’s discretion,
Ranked: No some adversaries may be immune to this talent based
Trees: Makashi Duelist on the type of adversary or the ongoing circumstances.
The character adds □ to his Melee and Lightsaber
checks when engaged with only a single opponent. FEINT
A single minion group counts as multiple opponents. Activation: Passive
Ranked: Yes
DURABLE Trees: Makashi Duelist
Activation: Passive Upon missing an opponent with a Lightsaber, Brawl,
Ranked: Yes or Melee combat check, the character may spend (£)
Trees: Shii-Cho Knight or O O O to upgrade the difficulty of the oppo­
The character may reduce a Critical Injury result he suf­ nent’s next combat check targeting the character dur­
fers by 10 per rank of Durable, to a minimum of 1. ing this encounter by the character’s ranks in Feint.

FIELD COMMANDER FORCE PROTECTION
Activation: Active (Maneuver)
Activation: Active (Action) Ranked: Yes
Trees: Protector
Ranked: No Force talent. The character may take the Force Pro­

Trees: Peacekeeper tection maneuver, suffering 1 strain and committing

The character may take a Field Commander action. a number of O no greater than Force rating or ranks

By successfully passing an Average Leader­ of Force Protection. The character then increases his

ship check, a number of allies equal to his Presence soak value by an equal amount. The character suffers

may immediately suffer 1 strain to perform one ma­ 1 strain at the beginning of each of his turns in which

neuver. This does not count against the number of he keeps these dice committed.

maneuvers they may perform in their turn. If there are

any questions as to the order in which allies act, the

character using Field Commander is the final arbiter. FORCE RATING
Activation: Passive
FIELD COMMANDER (IMPROVED) Ranked: Yes
Activation: Passive Trees: Advisor, Aggressor, Artisan, Flealer, Blunter, Ni­
Ranked: No man Disciple, Pathfinder, Peacekeeper, Protector, Sage,
Trees: Peacekeeper
When taking a Field Commander action, the character Seer, Shadow, Starfighter Ace
Force talent. Each rank permanently increases
may affect allies equal to twice his Presence. the character’s Force rating by 1.
In addition, he may spend ($> gener­
ated on his Leadership checks to FOREWARNING
allow one ally to suffer 1 strain Activation: Active (Action)
to perform an action, rather Ranked: No
than a maneuver. Trees: Seer
Force talent. The character
FINE TUNING may take the Forewarning
Activation: Passive action. All allies within
Ranked: Yes medium range increase
Trees: Artisan their melee and ranged
Whenever the char­ defense by a number
acter repairs system equal to the charac­
strain on a starship te r’s Force rating until
or vehicle, he re­ they take their first
pairs 1 additional turn during an en­
system strain per counter. If they have
rank of Fine Tuning. already taken their first
turn, Forewarning has
FORAGER no effect.
Activation: Passive
Ranked: No FULLTHROTTLE
Trees: Pathfinder, Seer
The character removes up Activation: Active (Action)
to ■ ■ from his skill checks
to find food, water, or shelter. Ranked: No
Survival checks to forage take
half the time. Trees: Starfighter Ace

The character may push a ship or

vehicle past its limits of speed. He

FORCE ASSAULT may perform the Full Throttle action, at­
Activation: Passive
Ranked: No tempting a Hard ^ Piloting check With
Trees: Niman Disciple
Force talent. Upon missing an opponent with a Light- success, the ship’s top speed increases by 1 for a
saber (Willpower) combat check, the character may
spend or O O O to perform a Move Force power number of rounds equal to Cunning. The ship still
action as a maneuver this turn (the character must
still be able to perform maneuvers and still may not cannot perform actions or maneuvers it could not
perform more than two maneuvers in a turn).
perform normally (e.g., actions that have a minimum

speed requirement).

The character must have already purchased the
Move Force power to use it as part of this ability.

GALAXYMAPPER
Activation: Passive
Ranked: Yes
Trees: Starfighter Ace

The character removes □ per rank of Galaxy Mapper
from his Astrogation checks. In addition, Astrogation
checks take 5 0 % less time (this does not decrease
with additional ranks of Galaxy Mapper).

GRIT
Activation: Passive
Ranked: Yes
Trees: Advisor, Aggressor, Artisan, Healer,

Makashi Duelist, Niman Disciple, Pathfinder, Pro­
tector, Sage, Seer, Shadow, Shien Expert, Shii-
Cho Knight, Soresu Defender, Starfighter Ace
Each rank of Grit increases a character’s
strain threshold by 1.

HAWKBATSWOOP
Activation: Active (Action)
Ranked: No
Trees: Ataru Striker

Force talent. The character may take a
Hawk Bat Swoop action, performing a
Lightsaber (Agility) melee combat check
against one target within short range and
adding # no greater than Force rating to
the pool. The character may spend 3 be­
fore resolving the success or failure of the
check to engage the target immediately as
an incidental, and may spend 3 to add O
to the check. If the character cannot move
to engage the target, the attack automati­
cally misses.

HEALINGTRANCE
Activation: Active (Action)
Ranked: Yes
Trees: Healer

Force talent. The character may commit # .
For every full encounter # remains commit­
ted, the character heals 1 wound he is suf­
fering per rank of Healing Trance. This is in
addition to wounds healed due to natural
rest or other abilities. If in a situation with­
out defined encounters, the GM can have
Healing Trance take effect every 12 hours.

HEALINGTRANCE (IMPROVED)
Activation: Passive
Ranked: No
Trees: Healer

Force talent. Whenever the character heals
wounds as a result of Healing Trance, if the
character is suffering from a Critical Injury,
he makes a Resilience check with the difficulty
equal to the Critical Injury’s severity rating. On
a successful check, the character recovers from
the Critical Injury. If the character is suffering
from multiple Critical Injuries, he chooses
which one to attempt to recover from.

HEIGHTENED AWARENESS INTIMIDATING
Activation: Passive Activation: Active (Incidental, Out of Turn]
Ranked: Yes Ranked: Yes
Trees: Protector Trees: Aggressor
Allies within short range of the character add □ to When attempting a Coercion check, the character
their Perception and Vigilance checks. Allies engaged may suffer a number of strain to downgrade the dif­
with him add □ □ instead. ficulty of the check a number of times equal to the
strain suffered. This number cannot exceed his ranks
HEROIC FORTITUDE in Intimidating. W hen the character is the target of a
Activation: Active (Incidental] Coercion check, the character may suffer a number of
Ranked: No strain to upgrade the difficulty of the check a number
Trees: Aggressor of times equal to the strain suffered. This number can­
The character may spend one Destiny Point to ignore not exceed his ranks in Intimidating.
the effects of ongoing Critical Injuries on any Brawn or
Agility-related checks until the end of the encounter. INTUITIVE EVASION
He still suffers from the injury itself. Activation: Active (Maneuver]
Ranked: Yes
HUNTER Trees: Starfighter Ace
Activation: Passive Force talent. W hen piloting a vehicle of silhouette 5
Ranked: Yes or smaller, the character may take the Intuitive Eva­
Trees: Hunter sion maneuver, suffering 1 strain and committing a
The character adds □ per rank of Hunter to all skill number of O no greater than his Force rating or his
checks when interacting with wild beasts and animals, ranks of Intuitive Evasion. He then upgrades the dif­
including combat checks. The character adds +10 ficulty of com bat checks targeting his vehicle by an
per rank of Hunter to all of his Critical Injury rolls equal amount. The character suffers 1 strain at the
against animals. beginning of each of his turns in which these dice
remain committed.
IMBUE ITEM
Activation: Active (Maneuver] INTUITIVE IMPROVEMENTS
Ranked: No Activation: Passive
Trees: Artisan Ranked: No
Force talent. The character may take the Imbue Item Trees: Artisan
maneuver, suffering 1 strain and committing O . He Force talent. W hen making a check to repair or craft
then grants one weapon or item within short range a non-starship or vehicle item, the character may add
a temporary enhancement chosen from the following O no greater than Force rating to the check. The char­
options: increase w eapon’s damage by 1, decrease acter may spend 3 3 to permanently increase the
the O cost for its Critical Hit or for any other single number of hard points the item has by 1, to a maxi­
effect by 1, to a minimum of 1, or increase a piece of mum of 2 additional hard points. An item may only be
armor’s ranged or melee defense by 1. Alternatively, improved in this way once.
the character can decrease an item’s encumbrance by
2, to a minimum of 1. The character suffers 1 strain at INTUITIVE SHOT
the beginning of each of his turns in which he keeps Activation: Passive
this die committed. Ranked: No
Trees: Hunter
INDISTINGUISHABLE Force talent. When making a Ranged (Heavy] or
Activation: Passive Ranged (Light) combat check, the character may add
Ranked: Yes O no greater than Force rating to the check. The
Trees: Shadow
The character’s appearance is so common that peo­ character may spend 3to add & or O (character’s
ple have a hard time identifying distinguishing traits.
Opposing characters upgrade the difficulty of any choice) to the result.
checks made to identify him once per rank of Indis­
tinguishable. INTUITIVE STRIKE
Activation: Passive
INTENSE PRESENCE Ranked: No
Activation: Active (Incidental, Out of Turn] Trees: Starfighter Ace
Ranked: No Force talent. When making a combat check with a vehi­
Trees: Makashi Duelist cle weapon, the character may add O no greater than
The character may spend one Destiny Point to recov­
er strain equal to his Presence rating. Force rating to the check. The character may spend 3

3 to add ^ or O (character’s choice) to the result.

INVENTOR KNOWLEDGEABLE HEALING
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
Trees: Artisan Trees: Healer
When constructing new items or modifying existing When the character performs a successful Medicine
attachments (see Chapter V: Gear and Equipment), check to heal an ally, the character may spend one Des­
the character may choose to add □ or remove ■ tiny Point to allow the target to heal additional wounds
from the check per rank of Inventor. equal to the character’s ranks in Knowledge (Xenology).

JUMP UP MAKASHI FINISH
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
Trees: Ataru Striker Trees: Makashi Duelist
Once per round on the character's turn, the charac­ Force talent. The character may take the Makashi
ter may stand up from prone or a seated position as Finish action, making a Lightsaber (Presence) com­
an incidental. bat check against an engaged target, adding O no
greater than Force rating to the check. The character
KEEN EYED may spend 3 to add + 10 to any Critical Injury roll
Activation: Passive resulting from the check.
Ranked: Yes
Trees: Hunter, Pathfinder, Seer MAKASHI FLOURISH
The character removes ■ per rank of Keen Eyed Activation: Active (Action)
from his Perception and Vigilance checks. Checks Ranked: No
made to search a specific area take 5 0 % less time Trees: Makashi Duelist
than normal. This does not decrease with additional Force talent. Once per encounter, the character may
ranks of Keen Eyed. take the Makashi Flourish action, making an Average
(3 ♦) Lightsaber (Presence) check If it is success­
KILL WITH KINDNESS ful, one engaged opponent suffers strain equal to #
Activation: Passive (ignoring soak), and the character recovers an equal
Ranked: Yes amount of strain. The character may also spend O
Trees: Advisor, Sage O O or generated on the check to stagger the
The character removes ■ per rank of Kill with Kind­ opponent until the end of the target’s next turn.
ness from his Charm and Leadership checks.
MAKASHI TECHNIQUE
KNOW SOMEBODY Activation: Passive
Activation: Active (Incidental) Ranked: No
Ranked: Yes Trees: Makashi Duelist
Trees: Advisor Force talent. W hen making a check using the Light­
Once per game session, when attempting to purchase saber skill, the character may use Presence instead
a legally available item, the character may reduce its of Brawn.
rarity by one step per rank of Know Somebody.
MASTER ARTISAN
KNOWLEDGE IS POWER Activation: Active (Incidental)
Activation: Active (Incidental) Ranked: No
Ranked: No Trees: Artisan
Trees: Advisor Once per round, the character may voluntarily suffer
Force power. Once per session, when making a single 2 strain to decrease the difficulty of his next M echan­
check, the character may treat his Force rating as be­ ics check (or his next check to build or mod an item)
ing equal to his ranks in Knowledge (Lore). by one, to a minimum of Easy (^ )

KNOWLEDGE SPECIALIZATION MASTER OF SHADOWS
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: Yes Ranked: No
Trees: Sage Trees: Shadow
When the character first acquires this talent, he may Once per round, the character may voluntarily suf­
choose one Knowledge skill. W hen making checks fer 2 strain to decrease the difficulty of the next
with that skill, he may spend to gain additional # Stealth or Skulduggery check by one, to a minimum
equal to his ranks in Knowledge Specialization. of Easy (^)

MENTAL BOND NATURAL BLADEMASTER

A c tiv a tio n : Active (Action) A c tiv a tio n : Active (Incidental)
Ranked: No Ranked: No
Trees: Pathfinder Trees: Shii-Cho Knight

Force talent. The character may take the Mental Bond Once per game session, the character may reroll any
action, com m itting O . As long as O remains commit­ one Lightsaber or Melee check.
ted, he may communicate mentally with an animal
bonded to him via the Animal Bond talent. He can NATURALCHARMER
see and hear what it sees and hears, and in structured
encounters, he may direct his animal (see the Animal A c tiv a tio n : Active (Incidental)
Bond talent, page 158) at up to extreme range. Ranked: No
Trees: Advisor
MENTAL FORTRESS
Once per game session, the character
A c tiv a tio n : Active (Incidental) may reroll any one Charm or Decep­
Ranked: No tion check.
Trees: Artisan, Shadow

The character may spend one Destiny Point to ignore
the effects of ongoing Critical Injuries on any Intellect-
or Cunning-related checks until the end of the en­
counter. He still suffers from the injury itself.

MENTALTOOLS

A ctivation : Passive
Ranked: No
Trees: Artisan

Force talent. The character always counts as having
the right tools for the job (see page 181) when per­

forming Mechanics checks.

MULTIPLEOPPONENTS

A ctivation : Passive
Ranked: No
Trees: Shii-Cho Knight

The character adds □ to his Brawl, Melee, and Light-
saber combat checks when engaged with multiple
opponents. This includes single groups of

multiple minions.


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