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BOUNTY HUNTER Active ASSASIN TALENT TREE Passive Ranked Assassin Bonus Career Skills: Melee, Ranged (Heavy),
BOUNTY HUNTER
Active
ASSASIN TALENT TREE
Passive
Ranked
Assassin Bonus Career Skills: Melee, Ranged (Heavy), Skulduggery, Stealth
GRIT
LETHAL BLOWS
STALKER
DODGE
Gain +1 strain threshold.
Add +10 per rank of Lethal
Add ■
per rank of Stalker
Blows to any
Critical Injury
COST 5
result in icted on
opponents.
to all Stealth and
Coordination checks.
When targeted in combat,
perform a dodge inciden-
tal. Suffer strain no great-
er than ranks
in dodge to
COST 5
COST 5
upgrade dif culty of the
attack by that number.
COST 5
PRECISE AIM
JUMP UP
QUICK STRIKE
QUICK DRAW
Once per round, may
perform a Precise Aim
maneuver. Suffer strain up
to ranks in Precise Aim and
reduce target's Melee and
Ranged Defense by that
number.
Once per round, may
stand from seated or
prone as an incidental.
Add ■
per rank of Quick
Strike to combat checks
against targets that have
Once per round, draw or
holster a weapon or item
as an incidental.
COST 10
not acted yet
encounter.
this
COST 10
COST 10
COST 10
TARGETED BLOW
STALKER
LETHAL BLOWS
ANATOMY LESSONS
After making
a successful
Add ■ per rank of Stalker
After making
a successful
attack, may spend 1 Des-
tiny Point to add Agility in
damage to one hit.
to all Stealth
and
Coordination checks.
Add +10 per rank of Lethal
Blows to any Critical Injury
result in icted on
opponents.
attack, may spend 1 Des-
tiny Point to add Intellect
in damage to
one hit.
COST 15
COST 15
COST 15
COST 15
STALKER
SNIPER SHOT
DODGE
LETHAL BLOWS
Add ■ per rank of Stalker
to all Stealth
and
When targeted in combat,
perform a dodge inciden-
Add +10 per rank of Lethal
Blows to any
Critical Injury
Coordination checks.
result in icted on
opponents.
COST 20
Before making a non-
thrown ranged attack, as
a maneuver increase the
weapon’s range by up to
ranks. Upgrade dif culty by
one per range increase.
tal. Suffer strain no great-
er than ranks
in dodge to
upgrade dif culty of the
attack by that number.
COST 20
COST 20
COST 20
PRECISE AIM
DEADLY ACCURACY
DEDICATION
MASTER OF SHADOWS
Once per round, may
perform a Precise Aim
maneuver. Suffer strain up
to ranks in Precise Aim and
reduce target's Melee and
Ranged Defense by that
number.
When acquired, choose 1
combat skill. Add damage
equal to ranks in that skill
to one hit of a successful
attack with that skill.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
Once per round, suffer 2
strain to decrease
dif culty of next Stealth or
Subterfuge check by one.
COST 25
COST 25
COST 25
COST 25

BOUNTY HUNTER

GADGETEER

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

BRACE TOUGHENED INTIMIDATING Perform a Brace maneu- Gain +2 wound threshold. ver to remove ■
BRACE
TOUGHENED
INTIMIDATING
Perform a Brace maneu-
Gain +2 wound threshold.
ver to remove ■
per rank
COST 5
of Brace from next Action.
This may only remove envi-
ronmental circumstances.
Suffer a number of strain
up to ranks to downgrade
dif culty of Coercion
checks or upgrade
dif culty when targeted by
an equal number.
COST 5
COST 5
SPARE CLIP
JURY RIGGED
POINT BLANK
Cannot run out of ammo
due to y result. Does not
effect items with Limited
Ammo quality.
Choose 1 weapon, armor
or other item
and give it a
permanent improvement
while it remains in use.
Add 1 damage per rank of
Point Blank to one hit of a
successful attack using
Ranged (Light) or (Heavy)
at close range or engaged.
COST 10
COST 10
COST 10
TOUGHENED
ARMOR MASTER
NATURAL ENFORCER
Gain +2 wound threshold.
When wearing armor,
increase total
soak by 1.
COST 15
Once per session, may
re-roll any 1 Coercion or
Streetwise check.
COST 15
COST 15
JURY RIGGED
TINKERER
DEADLY ACCURACY
Choose 1 weapon, armor
or other item and give it a
permanent improvement
while it remains in use.
May add 1 additional Hard
Point to a number of items
equal to ranks in Tinkerer.
Each item may only be
modi ed once.
When acquired, choose 1
combat skill. Add damage
equal to ranks in that skill
to one hit of a successful
attack with that skill.
COST 20
COST 20
COST 20
INTIMIDATING
DEDICATION
IMPROVED
ARMOR MASTER
Suffer a number of strain
up to ranks to downgrade
dif culty of Coercion
checks or upgrade
dif culty when targeted by
an equal number.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
When wearing armor with
soak of 2 or more,
increase defense by 1.
COST 25
COST 25
COST 25
Active Passive Ranked DEFENSIVE STANCE Once per round, as a maneuver suffer strain no greater
Active
Passive
Ranked
DEFENSIVE STANCE
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming melee attacks by
an equal number.
COST 5
DISORIENT
After hitting with a combat
check, may spend a a to
disorient target for a
number of rounds equal to
ranks in Disorient.
COST 10
STUNNING BLOW
When making
attacks, may
Melee
in ict strain
instead of wounds. This
does not ignore soak.
COST 5
IMPROVED
STUNNING BLOW
When dealing
strain
damage with Melee or
Brawl, spend
x to stagger
target for 1 round per x
spent.
COST 20
CRIPPLING BLOW
Increase the dif culty of
next combat check by 1. If
check deals damage,
target suffers 1 strain
whenever they move for
the rest of the encounter.
COST 25
BOUNTY HUNTER Active SURVIVALIST Passive Ranked Survivalist Bonus Career Skills: Knowledge (Xenology), Perception,
BOUNTY HUNTER
Active
SURVIVALIST
Passive
Ranked
Survivalist Bonus Career Skills: Knowledge (Xenology), Perception, Resilience, Survival
FORAGER
STALKER
OUTDOORSMAN
EXPERT TRACKER
Remove up to ■
from
Add ■
per rank of Stalker
Remove ■
per rank of
Remove ■
per rank of
skill checks to nd food,
water, or shelter. Survival
checks to forage take half
the time.
to all Stealth
Coordination
and
Outdoorsman
from checks
checks.
COST 5
to move through terrain or
manage environmental
effects. Decrease over-
land travel time by half.
Expert Tracker to nd
tracks or track targets.
Decrease tracking time by
half.
COST 5
COST 5
COST 5
OUTDOORSMAN
SWIFT
HUNTER
SOFT SPOT
Remove ■
per rank of
Do not suffer
penalties for
the usual
Add ■ per rank of Hunter
After making a successful
Outdoorsman
from checks
moving
1 Destiny
to move through terrain or
through dif cult terrain.
to all checks when
interacting with animals
(including combat). Add
+10 to Critical Injury
results per rank.
attack, spend
Point to add damage equal
manage environmental
effects. Decrease over-
land travel time by half.
to Cunning to
one hit.
COST 10
COST 10
COST 10
COST 10
TOUGHENED
EXPERT TRACKER
STALKER
NATURAL
OUTDOORSMAN
Gain +2 wound threshold.
Remove ■
per rank of
Add ■ per rank of Stalker
COST 15
Expert Tracker to nd
tracks or track targets.
Decrease tracking time by
half.
to all Stealth and
Coordination checks.
Once per session, reroll
any 1 Resilience or
Survival check.
COST 15
COST 15
COST 15
TOUGHENED
HUNTER
EXPERT TRACKER
BLOODED
Gain +2 wound threshold.
Add ■ per rank of Hunter
Remove ■
per rank of
Add ■ per rank of Blooded
COST 20
to all checks when
interacting with animals
(including combat). Add
+10 to Critical Injury
results per rank.
Expert Tracker to nd
tracks or track targets.
Decrease tracking time by
half.
to resist or recover from
poisons, venoms, or toxins.
Reduce duration of ongoing
poisons by 1 round per
rank of Blooded (min 1).
COST 20
COST 20
COST 20
ENDURING
DEDICATION
GRIT
HEROIC FORTITUDE
Gain +1 soak value.
Gain +1 strain threshold.
COST 25
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
COST 25
COST 25
May spend 1 Destiny Point
to ignore effects of
Critical Injuries on Brawn
or Agility checks until the
end of the encounter.
COST 25

COLONIST

DOCTOR

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

Active

Passive

Ranked

(Education), Medicine, Resilience Active Passive Ranked SURGEON BACTA SPECIALIST GRIT RESOLVE When making a
SURGEON BACTA SPECIALIST GRIT RESOLVE When making a Medicine check to help a character heal
SURGEON
BACTA SPECIALIST
GRIT
RESOLVE
When making a Medicine
check to help a character
heal wounds, the target
heals 1 additional wound
per rank of Surgeon.
Patients regain 1 additional
wound per rank of Bacta
Specialist when they
recover wounds from bacta
tanks or long term care.
Gain +1 strain threshold.
COST 5
When the character invol-
untarily suffers strain, he
suffers 1 less strain per
rank or Resolve (min 1).
COST 5
COST 5
COST 5
STIM APPLICATION
GRIT
SURGEON
RESOLVE
Take a Stim Application
Action: make a  Medicine
check. If successful, 1 enga-
ged ally increases 1 charac-
teristic by 1 for the encoun-
ter and suffers 4 strain.
Gain +1 strain threshold.
COST 10
When making a Medicine
check to help a character
heal wounds, the target
heals 1 additional wound
per rank of Surgeon.
When the character invol-
untarily suffers strain, he
suffers 1 less strain per
rank or Resolve (min 1).
COST 10
COST 10
COST 10
SURGEON
GRIT
BACTA SPECIALIST
PRESSURE POINT
When making a Medicine
check to help a character
heal wounds, the target
heals 1 additional wound
per rank of Surgeon.
Gain +1 strain threshold.
COST 15
Patients regain 1 additional
wound per rank of Bacta
Specialist when they
recover wounds from bacta
tanks or long term care.
Instead of dealing damage
with a Brawl hit may deal
equal amount
of strain
plus additional strain equal
to ranks of Medicine,
ignoring soak.
COST 15
COST 15
COST 15
IMPROVED STIM
NATURAL DOCTOR
TOUGHENED
ANATOMY LESSONS
APPLICATION
Once per session, may re-
roll any 1 Medicine check.
Gain +2 wound threshold.
After making
a successful
When performing Stim
Application, may increase
dif culty to  and
target only suffers 1 strain.
COST 20
COST 20
attack, may spend 1 Des-
tiny Point to add damage
equal to Intellect to one hit.
COST 20
COST 20
SUPREME STIM
MASTER DOCTOR
DEDICATION
DODGE
APPLICAITON
When performing Stim
Application, spend x to
increase an additional
characteristic by 1.
Once per round suffer 2
strain to decrease the
dif culty of a Medicine
check by 1.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
COST 25
COST 25
When targeted in combat,
perform a dodge inciden-
tal. Suffer strain no great-
er than ranks in dodge to
upgrade dif culty of the
attack by that number.
COST 25
COST 25
COLONIST Active POLITICO Passive Ranked Politico Bonus Career Skills: Charm, Coercion, Deception, Knowledge (Core
COLONIST
Active
POLITICO
Passive
Ranked
Politico Bonus Career Skills: Charm, Coercion, Deception, Knowledge (Core Worlds)
KILL WITH KINDNESS
GRIT
PLAUSIBLE
TOUGHENED
DENIABILITY
Remove ■
per rank of Kill
Gain +1 strain threshold.
Gain +2 wound threshold.
Remove ■
per rank of
with Kindness from all
Charm and Leadership
checks.
COST 5
COST 5
Plausible Deniability from
all Coercion and Deception
checks.
COST 5
COST 5
INSPIRING RHETORIC
KILL WITH KINDNESS
SCATHING TIRADE
PLAUSIBLE
DENIABILITY
Inspiring Rhetoric action:
Remove ■
per rank of Kill
Scathing Tirade action:
make a  Leadership
check. Each s causes 1
ally in close range to
recover 1 strain.
a recovers 1 additonal
strain for a single ally.
Remove ■
per rank of
with Kindness from all
Charm and Leadership
checks.
Plausible Deniability from
all Coercion and Deception
checks.
COST 10
make a  Coercion
check. Each s causes 1
enemy in close range to
suffer 1 strain. a in icts
1 additonal strain for a
single enemy.
COST 10
COST 10
COST 10
DODGE
IMPROVED
IMPROVED
WELL ROUNDED
INSPIRING RHETORIC
SCATHING TIRADE
When targeted in combat,
Choose any 2
skills. They
Each ally affected by
perform a dodge inciden-
tal. Suffer strain no great-
Each enemy affected by
Scathing Tirade suffers
permanently become
Inspiring Rhetoric gains ■
career skills.
er than ranks
in dodge to
upgrade dif culty of the
attack by that number.
on all skill checks for a
number of rounds equal to
ranks in Leadership.
on all skill checks for a
number of rounds equal to
ranks in Coercion.
COST 15
COST 15
COST 15
COST 15
GRIT
SUPREME
INSPIRING RHETORIC
SUPREME
NOBODY’S FOOL
SCATHING TIRADE
Gain +1 strain threshold.
May upgrade
the dif culty
COST 20
Suffer 1 strain to perform
Inspiring Rhetoric as a
maneuver, not an action.
Suffer 1 strain to perform
Scathing Tirade as a
maneuver, not an action.
of incoming Charm,
Coercion, or Deception
checks once per rank of
Nobody’s Fool.
COST 20
COST 20
COST 20
STEELY NERVES
DEDICATION
NATURAL CHARMER
INTENSE PRETENCE
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Willpower or
Presence checks until the
end of the encounter.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
Once per session may
reroll any 1 Charm or
Deception check.
Spend 1 Destiny Point to
recover strain equal to
Presence rating.
COST 25
COST 25
COST 25
COST 25
COLONIST Active SCHOLOR Passive Ranked Scholor Bonus Career Skills: Knowledge (Outer Rim), Knowledge (Underworld),
COLONIST
Active
SCHOLOR
Passive
Ranked
Scholor Bonus Career Skills: Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology), Perception
REPECTED SCHOLOR
SPEAKS BINARY
GRIT
BRACE
May downgrade dif culty
of checks to interact with
institutes of learning by
one level per rank or
Repected Scholor.
When directing NPC
Gain +1 strain threshold.
Perform a Brace maneu-
droids may grant them ■
ver to remove ■
per rank
COST 5
per rank of Speaks Binary.
of Brace from next Action.
This may only
remove envi-
COST 5
ronmental circumstances.
COST 5
COST 5
RESEARCHER
REPECTED SCHOLOR
RESOLVE
RESEARCHER
Remove ■
per rank in
Remove ■
Researcher from all
Knowledge checks.
Researcher from all
Knowledge checks.
Researching a subject
When the character invol-
untarily suffers strain, he
suffers 1 less strain per
rank or Resolve (min 1).
per rank in
Researching a subject
takes half the
time.
May downgrade dif culty
of checks to interact with
institutes of learning by
one level per rank or
Repected Scholor.
takes half the
time.
COST 10
COST 10
COST 10
COST 10
CODEBREAKER
KNOWLEDGE
NATURAL SCHOLOR
WELL ROUNDED
SPECIALIZATION
Remove ■
per rank in
Codebreaker and decrease
dif culty by 1 (regardless
of rank) from checks to
break codes or decrypt
communications.
When acquired, choose 1
knowledge skill. May spend
x when rolling that skill to
gain s equal to ranks in
Knowledge Specialization.
Once per session, may
reroll any 1 Knowledge
skill check.
Choose any 2 skills. They
permanently become
career skills.
COST 15
COST 15
COST 15
COST 15
KNOWLEDGE
INTENSE FOCUS
CONFIDENCE
RESOLVE
SPECIALIZATION
When acquired, choose 1
knowledge skill. May spend
x when rolling that skill to
gain s equal to ranks in
Knowledge Specialization.
Perform an Intense Focus
maneuver: suffer 1 strain
and upgrade the ability of
the next skill check once.
May decrease dif culty of
Discipline checks to avoid
fear by 1 per rank of
Con dence.
When the character invol-
untarily suffers strain, he
suffers 1 less strain per
rank or Resolve (min 1).
COST 20
COST 20
COST 20
COST 20
STROKE OF GENIUS
MENTAL FORTRESS
DEDICATION
TOUGHENED
Once per session, make
one skill check using
Intellect rather than the
characteristic linked to
that skill.
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Intellect or
Cunning checks until end
of encounter.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
Gain +2 wound threshold.
COST 20
COST 25
COST 25
COST 25
EXPLORER Active FRINGER Passive Ranked Fringer Bonus Career Skills: Astrogation, Coordination, Negotiation,
EXPLORER
Active
FRINGER
Passive
Ranked
Fringer Bonus Career Skills: Astrogation, Coordination, Negotiation, Streetwise
GALAXY MAPPER
STREET SMARTS
RAPID RECOVERY
STREET SMARTS
Remove ■
per rank of
Remove ■
per rank of
When healing strain after
Remove ■
per rank of
Galaxy Mapper from
Astrogation checks.
Astrogation checks take
half normal time.
Street Smarts from
Streetwise or Knowledge
(Underworld) checks.
an encounter,
heal 1
Street Smarts from
additional strain per rank
of Rapid Recovery.
Streetwise or Knowledge
(Underworld)
checks.
COST 5
COST 5
COST 5
COST 5
SKILLED JOCKEY
GALAXY MAPPER
GRIT
TOUGHENED
Remove ■
per rank of
Remove ■
per rank of
Gain +1 strain threshold.
Gain +2 wound threshold.
Skilled Jockey
from
COST 10
COST 10
Piloting (Planetary) and
Piloting (Space) checks.
Galaxy Mapper from
Astrogation checks.
Astrogation checks take
half normal time.
COST 10
COST 10
MASTER
DEFENSIVE DRIVING
RAPID RECOVERY
DURABLE
STARHOPPER
Increase the defense of
the vehicle or starship
being piloted by 1 per rank
of Defensive Driving.
When healing
strain after
Once per round, suffer 2
strain to decrease the
dif culty of the next
Astrogation check by 1,
minimum Easy (  ).
an encounter,
heal 1
additional strain per rank
of Rapid Recovery.
May reduce any Critical
Injury suffered by 10 per
rank of Durable to a
minimum of 1.
COST 15
COST 15
COST 15
COST 15
RAPID RECOVERY
JUMP UP
GRIT
KNOCKDOWN
When healing
strain after
an encounter,
heal 1
Once per round, may
stand from seated or
prone as an incidental.
Gain +1 strain threshold.
COST 20
additional strain per rank
of Rapid Recovery.
After hitting with a melee
attack, may spend x to
knock the target prone.
COST 20
COST 20
COST 20
DEDICATION
TOUGHENED
DODGE
DODGE
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
Gain +2 wound threshold.
COST 25
COST 25
When targeted in combat,
perform a dodge inciden-
tal. Suffer strain no great-
er than ranks in dodge to
upgrade dif culty of the
attack by that number.
When targeted in combat,
perform a dodge inciden-
tal. Suffer strain no great-
er than ranks in dodge to
upgrade dif culty of the
attack by that number.
COST 25
COST 25
EXPLORER Active SCOUT Passive Ranked Scout Bonus Career Skills: Athletics, Medicine, Piloting (Planetary), Survival
EXPLORER
Active
SCOUT
Passive
Ranked
Scout Bonus Career Skills: Athletics, Medicine, Piloting (Planetary), Survival
RAPID RECOVERY
STALKER
GRIT
SHORTCUT
When healing strain after
Add ■
per rank of Stalker
Gain +1 strain threshold.
During a chase, add ■
per
an encounter,
heal 1
rank in Shortcut to any
additional strain per rank
of Rapid Recovery.
to all Stealth and
Coordination checks.
COST 5
checks made
to catch or
escape an opponent.
COST 5
COST 5
COST 5
FORAGER
QUICK STRIKE
LET’S RIDE
DISORIENT
Remove up to
from
Add ■
per rank of Quick
Once per round, may
checks to nd food, water,
or shelter. Survival checks
to forage take half time.
Strike to combat checks
against targets that have
mount or dismount a
vehicle or beast, or enter
After hitting with a combat
check, may spend a a to
disorient target for a
not acted yet
encounter.
this
a
cockpit or weapon
station on a vehicle, as
an incidental.
number of rounds equal to
ranks in Disorient.
COST 10
COST 10
COST 10
COST 10
RAPID RECOVERY
NATURAL HUNTER
FAMILIAR SUNS
SHORTCUT
When healing
strain after
per
an encounter,
heal 1
Once per session, may
reroll 1 Perception or
Vigilance check.
Once per session, may
perform a maneuver: Make
During a chase, add ■
rank in Shortcut to any
additional strain per rank
 Knowledge (Outer
Rim) or (Core Worlds) check
to reveal the current type of
environment and other info.
a
checks made
to catch or
of Rapid Recovery.
escape an opponent.
COST 15
COST 15
COST 15
COST 15
GRIT
HEIGHTENED
TOUGHENED
QUICK STRIKE
AWARENESS
Gain +1 strain threshold.
Gain +2 wound threshold.
Add ■
per rank of Quick
Allies within close range
Strike to combat checks
COST 20
COST 20
add
■ to Perception or
against targets that have
Vigilance checks. Engaged
not acted yet
encounter.
this
allies add
■■
.
COST 20
COST 20
UTILITY BELT
DEDICATION
STALKER
DISORIENT
Spend 1 Destiny Point to
perform a Utility Belt
incidental: produce a
previously undocumented
item or weapon from a
tool belt or satchel.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
Add ■ per rank of Stalker
to all Stealth and
Coordination checks.
COST 25
COST 25
After hitting with a combat
check, may spend a a to
disorient target for a
number of rounds equal to
ranks in Disorient.
COST 25
COST 25

EXPLORER

TRADER

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

Active

Passive

Ranked

Knowledge (Underworld), Negotiation Active Passive Ranked KNOW SOMEBODY Once per session, when attempting to
KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its
KNOW SOMEBODY
Once per session, when
attempting to purchase a
legally available item,
reduce its rarity by 1 per
rank of Know
Somebody.
COST 5
WHEEL AND DEAL When selling goods legally, gain 10% more credits per
WHEEL AND
DEAL
When selling goods legally,
gain 10% more credits per
CONVINCING DEMEANOR Remove ■ per rank of Convincing Demeanor from Deception or Skulduggery checks. COST
CONVINCING
DEMEANOR
Remove ■
per rank of
Convincing Demeanor
from Deception or
Skulduggery checks.
COST 5
GRIT Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
WHEEL AND DEAL When selling goods legally, gain 10% more credits per rank in Wheel
WHEEL AND DEAL
When selling goods legally,
gain 10% more credits per
rank in Wheel and Deal.
COST 5
SMOOTH TALKER When acquired, choose Charm, Coercion, Decep- tion, or Negotiation. May spend x when
SMOOTH TALKER
When acquired, choose
Charm, Coercion, Decep-
tion, or Negotiation. May
spend x when rolling that
skill to gain s equal to
ranks in this talent.
COST 5
TOUGHENED Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
SPARE CLIP Cannot run out of ammo due to a Dispair result. Does not effect
SPARE CLIP
Cannot run out of ammo
due to a Dispair result.
Does not effect items with
Limited Ammo quality.

rank in Wheel

and Deal.

COST 10 KNOW SOMEBODY Once per session, when attempting to purchase a legally available item,
COST 10
KNOW SOMEBODY
Once per session, when
attempting to purchase a
legally available item,
reduce its rarity by 1 per
rank of Know
Somebody.
COST 15
WHEEL AND
DEAL
When selling goods legally,
gain 10% more credits per
rank in Wheel
and Deal.
COST 20
KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its
KNOW SOMEBODY
Once per session, when
attempting to purchase a
legally available item,
reduce its rarity by 1 per
rank of Know Somebody.
COST 25

NATURAL

COST 10

 

COST 10

SMOOTH TALKER

COST 15

When acquired, choose Charm, Coercion, Decep- tion, or Negotiation. May spend x when rolling that skill to gain s equal to ranks in this talent.

COST 15

COST 20

s equal to ranks in this talent. COST 15 COST 20 BLACK MARKET CONTACTS When purchasing
BLACK MARKET CONTACTS When purchasing illegal goods, may reduce rarity by 1 per rank, increasing
BLACK MARKET
CONTACTS
When purchasing illegal
goods, may reduce rarity
by 1 per rank, increasing
cost by 50% of base cost
per reduction.
COST 20

COST 10

NOBODY’S FOOL

May upgrade the dif culty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

COST 15

BLACK MARKET

CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

COST 20

COST 25

DEDICATION Gain +1 to a single charac- teristic. This cannot bring a characteristic above 6.
DEDICATION
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
COST 25

MASTER MERCHANT

When buying or selling goods, or paying off Obligation, may suffer 2 strain to buy/sell for 25% less/more, pay off 1 more Obligation, or take 1 less.

COST 25

NOBODY’S FOOL May upgrade the dif culty of incoming Charm, Coercion, or Deception checks once
NOBODY’S FOOL
May upgrade the dif culty
of incoming Charm,
Coercion, or Deception
checks once per rank of
Nobody’s Fool.
STEELY NERVES Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or
STEELY NERVES
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Willpower or
Presence checks until the
end of the encounter.
NEGOTIATOR Once per session, may reroll any 1 Cool or Negotiation check.
NEGOTIATOR
Once per session, may
reroll any 1 Cool or
Negotiation check.
checks until the end of the encounter. NEGOTIATOR Once per session, may reroll any 1 Cool
checks until the end of the encounter. NEGOTIATOR Once per session, may reroll any 1 Cool
checks until the end of the encounter. NEGOTIATOR Once per session, may reroll any 1 Cool
HIRED GUN Active BODYGUARD Passive Ranked Bodyguard Bonus Career Skills: Gunnery, Perception, Piloting (Planetary),
HIRED GUN
Active
BODYGUARD
Passive
Ranked
Bodyguard Bonus Career Skills: Gunnery, Perception, Piloting (Planetary), Ranged (Heavy)
TOUGHENED
BARRAGE
DURABLE
GRIT
Gain +2 wound threshold.
Add 1 damage per rank of
Gain +1 strain threshold.
Barrage to 1
hit of a
COST 5
successful attack while
(Heavy) or
May reduce any Critical
Injury suffered by 10 per
rank of Durable to a
minimum of 1.
COST 5
using Ranged
Gunnery at long or
COST 5
extreme range.
COST 5
BODY GUARD
HARD HEADED
BARRAGE
BRACE
Once per round, perform a
maneuver to guard an engaged
ally. Suffer strain up to ranks to
increase dif culty of attacks
against them by that number
until the start of next turn .
When staggered or disor-
iented, perform the Hard
Headed action to make a
 Discipline check to
remove the status. Dif culty
reduced by 1 per rank.
Add 1 damage per rank of
Perform a Brace maneu-
Barrage to 1
hit of a
ver to remove ■
per rank
successful attack while
of Brace from next Action.
using Ranged
(Heavy) or
This may only
remove envi-
Gunnery at long or
extreme range.
ronmental circumstances.
COST 10
COST 10
COST 10
COST 10
BODY GUARD
SIDE STEP
DEFENSIVE STANCE
BRACE
Once per round, perform a
maneuver to guard an engaged
ally. Suffer strain up to ranks to
increase dif culty of attacks
against them by that number
until the start of next turn .
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming ranged attacks
by an equal number.
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming melee attacks by
an equal number.
Perform a Brace maneu-
ver to remove ■
per rank
of Brace from next Action.
This may only
remove envi-
ronmental circumstances.
COST 15
COST 15
COST 15
COST 15
ENDURING
SIDE STEP
DEFENSIVE STANCE
HARD HEADED
Gain +1 soak value.
COST 20
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming ranged attacks
by an equal number.
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming melee attacks by
an equal number.
When staggered or disor-
iented, perform the Hard
Headed action to make a
 Discipline check to
remove the status. Dif culty
reduced by 1 per rank.
COST 20
COST 20
COST 20
DEDICATION
BARRAGE
TOUGHENED
IMPROVED
HARD HEADED
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
Add 1 damage per rank of
Barrage to 1 hit of a
successful attack while
using Ranged (Heavy) or
Gunnery at long or
extreme range.
Gain +2 wound threshold.
COST 25
COST 25
When incapacitated due to
strain exceeding threshold,
may take a  Disc-
ipline check to reduce strain
to 1 under threshold.
COST 25
COST 25
HIRED GUN Active MARAUDER Passive Ranked Marauder Bonus Career Skills: Coercion, Melee, Resilience, Survival
HIRED GUN
Active
MARAUDER
Passive
Ranked
Marauder Bonus Career Skills: Coercion, Melee, Resilience, Survival
TOUGHENED
FRENZIED ATTACK
FERAL STRENGTH
LETHAL BLOWS
Gain +2 wound threshold.
When making a Melee or
Brawl attack, suffer a
Add 1 damage per rank of
Feral Strength to one hit
COST 5
number of strain up to
ranks in Frenzied Attack
to upgrade the attack an
of successful
Brawl or
Melee attacks .
Add +10 per rank of Lethal
Blows to any Critical Injury
result in icted on
opponents.
COST 5
COST 5
equal number
of times .
COST 5
FERAL STRENGTH
TOUGHENED
HEROIC FORTITUDE
KNOCKDOWN
Add 1 damage per rank of
Feral Strength to one hit
of successful Brawl or
Melee attacks .
Gain +2 wound threshold.
May spend 1
Destiny Point
COST 10
to ignore effects of
Critical Injuries on Brawn
After hitting with a melee
attack, may spend x to
knock the target prone.
or Agility until
the encounter.
the end of
COST 10
COST 10
COST 10
ENDURING
LETHAL BLOWS
TOUGHENED
FRENZIED ATTACK
Gain +1 soak value.
Add +10 per rank of Lethal
Blows to any Critical Injury
result in icted on
opponents.
Gain +2 wound threshold.
When making
a
Melee or
Brawl attack,
suffer a
COST 15
COST 15
number of strain up to
ranks in Frenzied Attack
to upgrade the attack an
COST 15
equal number
of
times .
COST 15
TOUGHENED
FERAL STRENGTH
NATURAL BRAWLER
LETHAL BLOWS
Gain +2 wound threshold.
Add 1 damage per rank of
Feral Strength to one hit
COST 20
of successful
Brawl or
Once per session, may
reroll any 1 Brawl or
Melee check.
Melee attacks .
Add +10 per rank of Lethal
Blows to any Critical Injury
result in icted on
opponents.
COST 20
COST 20
COST 20
FRENZIED ATTACK
ENDURING
DEFENSIVE STANCE
DEDICATION
When making a Melee or
Brawl attack, suffer a
number of strain up to
ranks in Frenzied Attack
to upgrade the attack an
equal number of times .
Gain +1 soak value.
COST 25
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming melee attacks by
an equal number.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
COST 25
COST 25
COST 25
HIRED GUN Active MERCENARY SOLDIER Passive Ranked Mercenary Soldier Bonus Career Skills: Discipline, Gunnery,
HIRED GUN
Active
MERCENARY SOLDIER
Passive
Ranked
Mercenary Soldier Bonus Career Skills: Discipline, Gunnery, Leadership, Ranged (Heavy)
COMMAND
SECOND WIND
POINT BLANK
SIDE STEP
Add ■ per rank of
Command to Leadership
checks. Affected targets
Once per encounter, as an
incidental heal strain equal
to ranks in Second Wind.
add
■ to Discipline checks
COST 5
for next 24 hours.
Add 1 damage per rank of
Point Blank to one hit of a
successful attack using
Ranged (Light) or (Heavy)
at close range or engaged.
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming ranged attacks
by an equal number.
COST 5
COST 5
COST 5
SECOND WIND
CONFIDENCE
STRONG ARM
POINT BLANK
Once per encounter, as an
incidental heal strain equal
to ranks in Second Wind.
May decrease dif culty of
Discipline checks to avoid
Treat thrown
weapons as if
they had 1 greater range.
fear by 1 per
Con dence.
rank of
COST 10
COST 10
Add 1 damage per rank of
Point Blank to one hit of a
successful attack using
Ranged (Light) or (Heavy)
at close range or engaged.
COST 10
COST 10
FIELD COMMANDER
COMMAND
NATURAL
SNIPER SHOT
MARKSMAN
Take the Field Commander
Add ■
per rank of
action: make a
 Lead-
ership check. A number of
allies equal to Presence may
immediately suffer 1 strain
to perform a maneuver.
Command to Leadership
checks. Affected targets
Once per session, may
reroll any 1 Ranged (Light)
or (Heavy) check.
add
■ to Discipline checks
for next 24 hours.
COST 15
Before making a
non-thrown ranged attack,
as a maneuver increase the
weapon’s range by up to
ranks. Upgrade dif culty by
one per range increase.
COST 15
COST 15
COST 15
IMPROVED FIELD
GRIT
TOUGHENED
LETHAL BLOWS
COMMANDER
Gain +1 strain threshold.
Gain +2 wound threshold.
Field Commander action
affects allies equal to double
Presence. Spend x to allow
allies to suffer 1 strain and
perform 1 free action instead.
COST 20
COST 20
Add +10 per rank of Lethal
Blows to any Critical Injury
result in icted on
opponents.
COST 20
COST 20
DEADLY ACCURACY
TRUE AIM
DEDICATION
TRUE AIM
When acquired, choose 1
combat skill. Add damage
equal to ranks in that skill
to one hit of a successful
attack with that skill.
Once per round, may
perform a True Aim man-
euver to gain bene ts of
aiming and upgrade the
combat check by ranks of
True Aim.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
COST 25
Once per round, may
perform a True Aim man-
euver to gain bene ts of
aiming and upgrade the
combat check by ranks of
True Aim.
COST 25
COST 25
COST 25
SMUGGLER Active PILOT Passive Ranked Pilot Bonus Career Skills: Astrogation, Gunnery, Pilot (Planetary), Piloting
SMUGGLER
Active
PILOT
Passive
Ranked
Pilot Bonus Career Skills: Astrogation, Gunnery, Pilot (Planetary), Piloting (Space)
FULL THROTTLE
SKILLED JOCKEY
GALAXY MAPPER
LET’S RIDE
Take a Full Throttle action:
Remove ■
per rank of
Remove ■
per rank of
make a 
Piloting check
Skilled Jockey
from
to increase a vehicle’s top
speed by 1 for
a number of
Piloting (Planetary) and
Piloting (Space) checks.
rounds equal to Cunning.
Galaxy Mapper from
Astrogation checks.
Astrogation checks take
half normal time.
COST 5
Once per round, may
mount or dismount a
vehicle or beast, or enter
a cockpit or weapon
station on a vehicle, as an
incidental.
COST 5
COST 5
COST 5
SKILLED JOCKEY
DEAD TO RIGHTS
GALAXY MAPPER
RAPID RECOVERY
Remove ■
per rank of
Spend 1 Destiny Point to
Remove ■
per rank of
When healing
strain after
Skilled Jockey
from
add additional damage
equal to half Agility (round
an encounter,
heal 1
Piloting (Planetary) and
additional strain per rank
Piloting (Space) checks.
up) to one hit
of success-
Galaxy Mapper from
Astrogation checks.
Astrogation checks take
half normal time.
of Rapid Recovery.
COST 10
ful attack made with ship
or vehicle weaponry.
COST 10
COST 10
COST 10
IMPROVED FULL
IMPROVED DEAD
GRIT
NATURAL PILOT
THROTTLE
TO RIGHTS
Gain +1 strain threshold.
Suffer 1 strain to attempt
Full Throttle as a
maneuver and decrease
its dif culty to  .
Dead to Rights now adds
full Agility rather than half.
COST 15
Once per session, may
reroll any 1 Pilot (Space)
or Gunnery check.
COST 15
COST 15
COST 15
GRIT
SUPREME FULL
TRICKY TARGET
DEFENSIVE DRIVING
THROTTLE
Gain +1 strain threshold.
Count vehicle
or starship
Increase the defense of
COST 20
Full Throttle increases top
speed by 2 instead of 1.
piloted as having a
silhouette 1 lower when
being attacked.
the vehicle or
starship
being piloted by 1 per rank
of Defensive Driving.
COST 20
COST 20
COST 20
MASTER PILOT
DEDICATION
TOUGHENED
BRILLIANT EVASION
Once per round when
piloting a starship, may
suffer 2 strain to perform
any action as a maneuver.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
Gain +2 wound threshold.
COST 25
COST 25
COST 25
Once per encounter, may
take Brilliant Evasion
action. Select 1 target and
make Opposed Piloting
check to stop target from
attacking for Agility rounds.
COST 25
SMUGGLER Active SCOUNDREL Passive Ranked Scoundrel Bonus Career Skills: Charm, Cool, Deception, Ranged (Light) BLACK
SMUGGLER
Active
SCOUNDREL
Passive
Ranked
Scoundrel Bonus Career Skills: Charm, Cool, Deception, Ranged (Light)
BLACK MARKET
CONVINCING
QUICK DRAW
RAPID REACTION
CONTACTS
DEMEANOR
Suffer a number of strain
When purchasing illegal
goods, may reduce rarity
by 1 per rank, increasing
cost by 50% of base cost
per reduction.
Remove ■
per rank of
Rapid
Convincing Demeanor
from Deception or
Skulduggery checks.
Once per round, draw or
holster a weapon or item
as an incidental.
up to ranks in
Reaction to add an equal
number of s
to an
COST 5
initiative check.
COST 5
COST 5
COST 5
CONVINCING
BLACK MARKET
CONVINCING
QUICK STRIKE
DEMEANOR
CONTACTS
DEMEANOR
Add ■ per rank of Quick
Remove ■
per rank of
Remove ■
per rank of
Convincing Demeanor
from Deception or
Skulduggery checks.
When purchasing illegal
goods, may reduce rarity
by 1 per rank, increasing
cost by 50% of base cost
per reduction.
Convincing Demeanor
from Deception or
Skulduggery checks.
Strike to combat checks
against targets that have
not acted yet
encounter.
this
COST 10
COST 10
COST 10
COST 10
HIDDEN STORAGE
TOUGHENED
BLACK MARKET
SIDE STEP
CONTACTS
Gain hidden storage in
Gain +2 wound threshold.
vehicles or equipment that
holds items with total
COST 15
encumbrance
equal to
ranks in Hidden Storage.
When purchasing illegal
goods, may reduce rarity
by 1 per rank, increasing
cost by 50% of base cost
per reduction.
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming ranged attacks
by an equal number.
COST 15
COST 15
COST 15
TOUGHENED
RAPID REACTION
HIDDEN STORAGE
SIDE STEP
Gain +2 wound threshold.
Suffer a number of strain
up to ranks in
Rapid
COST 10
Reaction to add an equal
Gain hidden storage in
vehicles or equipment that
holds items with total
number of s
to an
encumbrance
equal to
initiative check.
ranks in Hidden Storage.
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming ranged attacks
by an equal number.
COST 20
COST 20
COST 20
DEDICATION
NATURAL CHARMER
SOFT SPOT
QUICK STRIKE
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
Once per session, may
reroll any 1 Charm or
Deception check.
Add ■ per rank of Quick
COST 25
COST 25
After making a successful
attack, may spend 1
Destiny Point to add
damage equal to Cunning
to one hit.
Strike to combat checks
against targets that have
not acted yet this
encounter.
COST 25
COST 25
SMUGGLER Active THIEF Passive Ranked Thief Bonus Career Skills: Computers, Skulduggery, Stealth, Vigilance STREET
SMUGGLER
Active
THIEF
Passive
Ranked
Thief Bonus Career Skills: Computers, Skulduggery, Stealth, Vigilance
STREET SMARTS
BLACK MARKET
INDISTINGUISHABLE
BYPASS SECURITY
CONTACTS
Remove ■
per rank of
Upgrade the dif culty or
checks to identify the
character once per rank of
Indistinguishable.
Remove ■
per rank of
Street Smarts from
Streetwise or Knoeledge
When purchasing illegal
goods, may reduce rarity
by 1 per rank, increasing
cost by 50% of base cost
per reduction.
Bypass Security from
checks made
to disable a
(Underworld)
checks.
security device or open a
locked door.
COST 5
COST 5
COST 5
COST 5
BLACK MARKET
DODGE
GRIT
HIDDEN STORAGE
CONTACTS
When targeted in combat,
Gain +1 strain threshold.
Gain hidden storage in
When purchasing illegal
goods, may reduce rarity
by 1 per rank, increasing
cost by 50% of base cost
per reduction.
perform a dodge inciden-
tal. Suffer strain no great-
COST 10
vehicles or equipment that
holds items with total
er than ranks
in dodge to
encumbrance
equal to
upgrade dif culty of the
attack by that number.
ranks in Hidden Storage.
COST 10
COST 10
COST 10
STALKER
GRIT
RAPID REACTION
SHORTCUT
Add ■ per rank of Stalker
Gain +1 strain threshold.
Suffer a number of strain
During a chase, add ■
per
to all Stealth and
Coordination checks.
up to ranks in
Rapid
rank in Shortcut to any
COST 15
Reaction to add an equal
checks made
to catch or
number of s
to an
escape an opponent.
COST 15
initiative check.
COST 15
COST 15
BYPASS SECURITY
NATURAL ROGUE
STREET SMARTS
JUMP UP
Remove ■
per rank of
Remove ■
per rank of
Bypass Security from
Once per session, may
reroll any 1 Skulduggery
or Stealth check.
Street Smarts from
checks made
to disable a
Streetwise or Knoeledge
Once per round, may
stand from seated or
prone as an incidental.
security device or open a
(Underworld)
checks.
COST 20
COST 20
locked door.
COST 20
COST 20
MASTER OF
DODGE
INDISTINGUISHABLE
DEDICATION
SHADOWS
Once per round, suffer 2
strain to decrease
dif culty of next Stealth or
Skulduggery check by 1.
When targeted in combat,
perform a dodge inciden-
tal. Suffer strain no great-
er than ranks in dodge to
upgrade dif culty of the
attack by that number.
Upgrade the dif culty or
checks to identify the
character once per rank of
Indistinguishable.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
COST 25
COST 25
COST 25
COST 25
TECHNICIAN Active MECHANIC Passive Ranked Mechanic Bonus Career Skills: Brawl, Mechanics, Piloting (Space),
TECHNICIAN
Active
MECHANIC
Passive
Ranked
Mechanic Bonus Career Skills: Brawl, Mechanics, Piloting (Space), Skulduggery
GEARHEAD
TOUGHENED
FINE TUNING
SOLID REPAIRS
Remove ■
per rank of
Gain +2 wound threshold.
Gearhead from Mechanics
The character repairs +1
hull trauma per rank of
COST 5
checks. Halve
the credit
Solid Repairs
cost to add mods to
attachments.
When reducing the
amount of system strain a
starship or vehicle suffers,
reduce 1 additional strain
per rank of Fine Tuning.
whenever he
repairs a starship or
vehicle.
COST 5
COST 5
COST 5
REDUNDANT
SOLID REPAIRS
GEARHEAD
GRIT
SYSTEMS
Remove ■
per rank of
Gain +1 strain threshold.
Once per session, as an
action make a  Mechanics
check to take parts from a
working device to x a broken
one without breaking the rst.
The character repairs +1
hull trauma per rank of
Gearhead from Mechanics
COST 10
Solid Repairs
whenever he
checks. Halve
the credit
repairs a starship or
vehicle.
cost to add mods to
attachments.
COST 10
COST 10
COST 10
SOLID REPAIRS
ENDURING
BAD MOTIVATOR
TOUGHENED
The character repairs +1
hull trauma per rank of
Gain +1 soak value.
Gain +2 wound threshold.
COST 15
COST 15
Solid Repairs
whenever he
repairs a starship or
vehicle.
Once per session, may
take a Bad Motivator
action: make a 
Mechanics check to cause
one targeted device to
spontaneously fail.
COST 15
COST 15
CONTRAPTION
SOLID REPAIRS
FINE TUNING
HARD HEADED
Once per session, take a
Contraption action: make
a  Mechanics check to
fashion a device to solve a
current problem using just
the tools and parts at hand.
The character repairs +1
hull trauma per rank of
Solid Repairs
whenever he
repairs a starship or
vehicle.
When reducing the
amount of system strain a
starship or vehicle suffers,
reduce 1 additional strain
per rank of Fine Tuning.
When staggered or disor-
iented, perform the Hard
Headed action to make a
 Discipline check to
remove the status. Dif culty
reduced by 1 per rank.
COST 20
COST 20
COST 20
COST 20
NATURAL TINKERER
HOLD TOGETHER
DEDICATION
IMPROVED
HARD HEADED
Once per session, may
reroll any 1 Mechanics
check.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
COST 25
Spend 1 Destiny Point to
perform a Hold Together
incidental immediately
after vehicle or starship
takes damage to turn it
into system strain.
COST 25
When incapacitated due to
strain exceeding threshold,
may take a  Disc-
ipline check to reduce strain
to 1 under threshold.
COST 25
COST 25

TECHNICIAN

OUTLAW TECH

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

Active

Passive

Ranked

(Underworld), Mechanics, Streetwise Active Passive Ranked TINKERER May add 1 additional Hard Point to a number
TINKERER May add 1 additional Hard Point to a number of items equal to ranks
TINKERER
May add 1 additional Hard
Point to a number of items
equal to ranks in Tinkerer.
Each item may only be
modi ed once.
COST 5
SOLID REPAIRS The character repairs +1 hull trauma per rank of Solid Repairs whenever he
SOLID REPAIRS
The character repairs +1
hull trauma per rank of
Solid Repairs
whenever he
repairs a starship or
vehicle.
COST 10
UTINNI! Remove ■ per rank of Utinni! from checks to nd or scavenge items or
UTINNI!
Remove ■
per rank of
Utinni! from checks to nd
or scavenge items or gear.
Such checks take half the
time.
COST 5
GRIT Gain +1 strain threshold. COST 10
GRIT
Gain +1 strain threshold.
COST 10
SPEAKS BINARY When directing NPC droids may grant them ■ per rank of Speaks Binary.
SPEAKS BINARY
When directing NPC
droids may grant them ■
per rank of Speaks Binary.
COST 5
UTINNI! Remove ■ per rank of Utinni! from checks to nd or scavenge items or
UTINNI!
Remove ■
per rank of
Utinni! from checks to nd
or scavenge items or gear.
Such checks take half the
time.
COST 10
TINKERER May add 1 additional Hard Point to a number of items equal to ranks
TINKERER
May add 1 additional Hard
Point to a number of items
equal to ranks in Tinkerer.
Each item may only be
modi ed once.
COST 5
TOUGHENED Gain +2 wound threshold. COST 10
TOUGHENED
Gain +2 wound threshold.
COST 10
UTILITY BELT SIDE STEP Spend 1 Destiny Point to perform a Utility Belt incidental: produce
UTILITY BELT
SIDE STEP
Spend 1 Destiny Point to
perform a Utility Belt
incidental: produce a
previously undocumented
item or weapon from a
tool belt or satchel.
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming ranged attacks
by an equal number.
COST 15
COST 15
BRACE Perform a Brace maneu- ver to remove ■ per rank of Brace from next
BRACE
Perform a Brace maneu-
ver to remove ■
per rank
of Brace from next Action.
This may only
remove envi-
ronmental circumstances.
COST 15
DEFENSIVE STANCE Once per round, as a maneuver suffer strain no greater than ranks to
DEFENSIVE STANCE
Once per round, as a
maneuver suffer strain no
greater than ranks to
upgrade the dif culty of all
incoming melee attacks by
an equal number.
COST 15
JURY RIGGED Choose 1 weapon, armor or other item and give it a permanent improvement
JURY RIGGED
Choose 1 weapon, armor
or other item
and give it a
permanent improvement
while it remains in use.
JURY RIGGED Choose 1 weapon, armor or other item and give it a permanent improvement
JURY RIGGED
Choose 1 weapon, armor
or other item
and give it a
permanent improvement
while it remains in use.
COST 20 INVENTOR When constructing new items or modifying attach- ments, add ■ or remove
COST 20
INVENTOR
When constructing new
items or modifying attach-
ments, add ■
or remove
■ per rank of Inventor.
COST 25
SPEAKS BINARY When directing NPC droids may grant them ■ per rank of Speaks Binary.
SPEAKS BINARY
When directing NPC
droids may grant them ■
per rank of Speaks Binary.
COST 20 DEDICATION Gain +1 to a single charac- teristic. This cannot bring a characteristic
COST 20
DEDICATION
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
COST 25
INVENTOR When constructing new items or modifying attach- ments, add ■ or remove ■ per
INVENTOR
When constructing new
items or modifying attach-
ments, add ■
or remove
■ per rank of
Inventor.
COST 20 COST 20 BRACE Perform a Brace maneu- ver to remove ■ per rank
COST 20
COST 20
BRACE
Perform a Brace maneu-
ver to remove ■
per rank
of Brace from next Action.
This may only remove envi-
ronmental circumstances.
COST 25
KNOWN SCHEMATIC Once per session, may perform Known Schematic maneuver: make a  Knowledge (Education)
KNOWN SCHEMATIC
Once per session, may
perform Known Schematic
maneuver: make a 
Knowledge (Education)
check to be familiarity with
a building or ship’s design.
COST 25
TECHNICIAN Active SLICER Passive Ranked Slicer Bonus Career Skills: Computers, Knowledge (Education), Knowledge
TECHNICIAN
Active
SLICER
Passive
Ranked
Slicer Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth
CODEBREAKER
GRIT
TECHNICAL
BYPASS SECURITY
APTITUDE
Remove ■
per rank in
Gain +1 strain threshold.
Remove ■
per rank of
Codebreaker and decrease
COST 5
dif culty by 1
of rank) from
(regardless
checks to
Reduce time needed to
complete Computer
related tasks by 25% per
rank of Technical Aptitude.
break codes or decrypt
Bypass Security from
checks made to disable a
security device or open a
locked door.
communications.
COST 5
COST 5
COST 5
DEFENSIVE SLICING
TECHNICAL
GRIT
BYPASS SECURITY
APTITUDE
When defending compuer
Gain +1 strain threshold.
Remove ■
per rank of
Reduce time needed to
systems, add
per rank
Bypass Security from
COST 10
complete Computer
of Defensive Slicing to
opponent’s checks.
checks made
to disable a
related tasks
by 25% per
rank of Technical Aptitude.
security device or open a
locked door.
COST 10
COST 10
COST 10
NATURAL
BYPASS SECURITY
DEFENSIVE SLICING
GRIT
PROGRAMMER
Remove ■
per rank of
When defending compuer
Gain +1 strain threshold.
Once per session, may
reroll any 1 Computers or
Astrogation check.
Bypass Security from
systems, add
per rank
COST 15
checks made
to disable a
security device or open a
locked door.
of Defensive Slicing to
opponent’s checks.
COST 15
COST 15
COST 15
DEFENSIVE SLICING
IMPROVED
CODEBREAKER
RESOLVE
DEFENSIVE SLICING
When defending compuer
Remove ■
per rank in
systems, add
per rank
Defensive Slicing now
upgrades opponents’
Codebreaker and decrease
of Defensive Slicing to
opponent’s checks.
(regardless
dif culty once
per rank
dif culty by 1
of rank) from
checks to
instead of adding ■
.
When a character
involentarily suffers
strainm he suffers 1 less
strain per rank in Resolve,
minimum 1.
COST 20
break codes or decrypt
communications.
COST 20
COST 20
COST 20
SKILLED SLICER
MASTER SLICER
MENTAL FORTRESS
DEDICATION
When making a Comput-
ers check, may spend x
to make further Comput-
ers checks within this
system as maneuvers.
Once per round, may take
an incidental to suffer 2
strain and decrease
dif culty of Computers or
other slicing checks by 1,
minimum  .
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Intellect or
Cunning checks until the
end of the encounter.
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
COST 25
COST 25
COST 25
COST 25
UNVERSAL Active FORCE SENSITIVE EXILE Passive Ranked Gain: Force Rating 1 UNCANNY SENSES INSIGHT FORAGER
UNVERSAL
Active
FORCE SENSITIVE EXILE
Passive
Ranked
Gain: Force Rating 1
UNCANNY SENSES
INSIGHT
FORAGER
UNCANNY
REACTIONS
Add ■ per rank of
Perception and Discipline
become career skills.
Remove up to ■
from
Add ■
per rank of
Uncanny Senses to all
Perception checks.
skill checks to nd food,
water, or shelter. Survival
checks to forage take half
the time.
Uncanny Reactions to all
Vigilance checks.
COST 5
COST 5
COST 5
COST 5
CONVINCING
OVERWHELM
INTENSE FOCUS
QUICK DRAW
DEMEANOR
EMOTIONS
Remove ■
per rank of
May add  per Force
Convincing Demeanor
from Deception or
Skulduggery checks.
Rating to Charm, Coercion,
or Deception checks.
Perform an Intense Focus
maneuver: suffer 1 strain
and upgrade the ability of
the next skill check once.
Once per round, draw or
holster a weapon or item
as an incidental.
COST 10
Z and z add
s to some
COST 10
checks and f to others.
COST 10
COST 10
SENSE DANGER
SENSE EMOTIONS
BALANCE
TOUCH OF FATE
Once per session, remove
Add ■ to all Charm,
Once per session, add
■ from any
1 check.
Coercion, and
Deception
the target is
When the character heals
strain at the end of an
to any 1
check.
checks unless
encounter, he
may add 
COST 15
COST 15
immune to Force Powers.
COST 15
per Force Rating. He
regains additional strain
equal to Z generated.
COST 15
STREET SMARTS
UNCANNY SENSES
UNCANNY
STREET SMARTS
REACTIONS
Remove ■
per rank of
Add ■
per rank of
Remove ■
per rank of
Add ■ per rank of
Street Smarts from
Uncanny Senses to all
Perception checks.
Street Smarts from
Streetwise or Knoeledge
Uncanny Reactions to all
Vigilance checks.
Streetwise or Knoeledge
(Underworld)
checks.
(Underworld)
checks.
COST 20
COST 20
COST 20
COST 20
SIXTH SENSE
FORCE RATING
DEDICATION
SUPERIOR REFLEXES
Gain +1 Ranged Defense.
Gain +1 Force Rating.
COST 25
Gain +1 to a single charac-
teristic. This cannot bring
a characteristic above 6.
Gain +1 Melee Defense.
COST 25
COST 25
COST 25
FORCE POWER Ranked SENSE Requires: Force Rating 1+ SENSE BASIC POWER The Force user can
FORCE POWER
Ranked
SENSE
Requires: Force Rating 1+
SENSE BASIC POWER
The Force user can sense the Force interacting with the world around him.
The user may spend Z to sense all living things within short range (including sentient and non-sentient beings).
The user may spend Z to sense the current emotional state of one living target with who he is engaged.
COST 10
CONTROL
CONTROL
Ongoing effect: Commit C . Once per round, when an attack
targets the Force user, upgrade the dif culty of the pool once.
Effect: Spend
Z . The Force user senses the current thoughts
of one living target with whom he is engaged.
COST 10
COST 10
DURATION
RANGE
MAGNITUDE
Sense’s ongoing effects may be
per round.
triggered one additional time
Spend Z to increase
power’s range
by a number
COST 10
of range bands equal to
range upgrades purchased.
Spend Z to increase
number of targets affected
by power equal to magni-
tude upgrades purchased.
COST 5
COST 5
STRENGTH
RANGE
MAGNITUDE
When using Sense’s ongoing effects, upgrade the pool twice,
instead of once.
Spend Z to increase
power’s range
by a number
COST 10
of range bands equal to
range upgrades purchased.
Spend Z to increase
number of targets affected
by power equal to magni-
tude upgrades purchased.
COST 10
COST 10
RANGE
MAGNITUDE
CONTROL
Spend Z to increase
Ongoing effect: Commit C. Once per round, when the Force
user makes an attack, he upgrades the die pool once.
power’s range
by a number
of range bands equal to
range upgrades purchased.
Spend Z to increase
number of targets affected
by power equal to magni-
tude upgrades purchased.
COST 10
COST 10
COST 10
FORCE POWER Ranked INFLUENCE Requires: Force Rating 1+ INFLUENCE BASIC POWER The Force user may
FORCE POWER
Ranked
INFLUENCE
Requires: Force Rating 1+
INFLUENCE BASIC POWER
The Force user may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule ( Z / z use): When guiding and shaping thoughts, only z may be used to generate negative emotions, such as rage,
fear, and hatred. Only Z may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions
such as confusion can be generated with either Z or z .
The user may
spend Z to stress the mind of one
living target he is engaged with, in icting 1 strain.
COST 10
RANGE
MAGNITUDE
CONTROL
Spend Z to increase
power’s range
by a number
of range bands equal to
range upgrades purchased.
Spend Z to increase
number of targets affected
by power equal to magni-
tude upgrades purchased.
The Force user may make an opposed Discipline vs. Discipline
chekc combined with an In uence Power check. If the user
spends Z and succeeds on the check, he can force the target
to adopt and emotional state or believe something untrue,
lasting for 1 round or 5 minutes.
COST 5
COST 5
COST 10
CONTROL
STRENGTH
When making
a Coerce, Charm, Deception, Leadership, or Negotiation check, the Force user
When stressing the mind of
may roll an In uence Power check as part of his dice pool. He may spend Z to gain s or a
(user’s choice) on the check.
a
target, the Force user
in
icts 2 strain.
COST 15
COST 10
RANGE
MAGNITUDE
DURATION
DURATION
Spend Z to increase
power’s range
by a number
of range bands equal to
range upgrades purchased.
Spend Z to increase
number of targets affected
by power equal to magni-
tude upgrades purchased.
Spend Z to increase
duration by number of
rounds (or minutes) equal
to duration upgrades
purchased.
Spend Z to increase
duration by number of
rounds (or minutes) equal
to duration upgrades
purchased.
COST 10
COST 5
COST 5
COST 5
RANGE
MAGNITUDE
DURATION
DURATION
Spend Z to increase
power’s range
by a number
of range bands equal to
range upgrades purchased.
Spend Z to increase
number of targets affected
by power equal to magni-
tude upgrades purchased.
Spend Z to increase
duration by number of
rounds (or minutes) equal
to duration upgrades
purchased.
Spend Z to increase
duration by number of
rounds (or minutes) equal
to duration upgrades
purchased.
COST 10
COST 10
COST 5
COST 5
FORCE POWER Ranked MOVE Requires: Force Rating 1+ MOVE BASIC POWER The Force user can
FORCE POWER
Ranked
MOVE
Requires: Force Rating 1+
MOVE BASIC POWER
The Force user can move small objects via the power of the Force.
The user may spend Z to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum
range is short range.
COST 10
MAGNITUDE
STRENGTH
RANGE
RANGE
Spend Z to increase
number of targets affected
by power equal to magni-
tude upgrades purchased.
Spend Z to increase
silhouette able to be
targeted equal to strength
upgrades purchased.
Spend Z to increase
Spend Z to increase
power’s range
by a number
power’s range
by a number
of
range bands equal to
range upgrades purchased.
of range bands equal to
range upgrades purchased.
COST 5
COST 10
COST 5
COST 5
MAGNITUDE
STRENGTH
CONTROL
Spend Z to increase
number of targets affected
by power equal to magni-
tude upgrades purchased.
Spend Z to increase
silhouette able to be
targeted equal to strength
upgrades purchased.
The Force user can hurl objects to damage targets, by making
a
(  equal to
silhouette, plus defense) Discipline check
combined with a Move power check, dealing damage equal to
10 times silhouette.
COST 5
COST 10
COST 5
MAGNITUDE
STRENGTH
CONTROL
RANGE
Spend Z to increase
number of targets affected
by power equal to magni-
tude upgrades purchased.
Spend Z to increase
silhouette able to be
targeted equal to strength
upgrades purchased.
The Force user can pull
objects out of secure
Spend Z to increase
power’s range
by a number
mountings or
out of an
opponent’s grasp.
of range bands equal to
range upgrades purchased.
COST 10
COST 15
COST 5
COST 15
MAGNITUDE
STRENGTH
CONTROL
Spend Z to increase
number of targets affected
by power equal to magni-
tude upgrades purchased.
Spend Z to increase
silhouette able to be
targeted equal to strength
upgrades purchased.
The character can perform ne manipulation of items,
allowing him to do whatever he would normally with his hands
via this power at this power’s range.
COST 15
COST 10
COST 15