Playbooks

Jan 4, 2020 9:26 am

Playbooks
Here are the playbooks, taken from the Star Wars World PDF and modified for the game where appropriate.

Available
The Ace
The Adept
The Bounty Hunter
The Gearhead
The Medic
The Noble
The Officer
The Operative
The Scoundrel
The Trooper

Restricted
The Consular
The Guardian
The Sentinel
Jan 4, 2020 9:27 am
The Ace
If soldiers are meant to wield blasters and suits of armor, the Ace is meant to wield starships and cannons. You know how to best maneuver a vehicle - from the lowly speeder bike to the mighty star destroyer - through the trickiest situations. When things go FUBAR, they want you behind the wheel.
NAME
Lauren, Audrey, Farley, Sammy, Inisa, Forim, Crev, Bridget, Dace, Annette, Kaleb, Melvar, Marlon, Kim, Errol, Humphrey,Phoenix, Femi, Shayl, Adi, Cachi, Salek, Dart, Gremlin, Imbet, Jag, or Moolis, HK-51, T7-Ak, R8-Q1


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Crewperson’s Clothing, Everyday Clothing, Flashy Clothing, Uniform Clothing


DEMEANOR
Choose one: Arrogant, Quiet, Professional, or Friendly


STATS (Distribute an additional 2 to these)
Canny 1, Cool 1, Deep -1, Rugged 0, Suave -1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You get Devil In The Cockpit and one other Ace move.


BONDS
Fill in as many as you like with at least one per other player's characters:
● I think _______________ is a half-decent pilot. With my help, they can become a great one.
● _______________ damaged my starship and I still haven't forgiven them for it.
● I don't know why, but _______________ unsettles me.
● I've been through thick and thin with _______________; I trust them.
● _______________ and I have made out before, nothing came of it but it's cool.
● I love exchanging jokes with _______________.


GEAR
● One starship from the Ace's list. Detail it.
● One handy weapon from the Ace's list.
● 2 creds


STARSHIP
● Speeder car with weapon suite (2 harm, tiny, atmospheric)
● Shuttle (2 harm, small, spacious, hyperdrive)
● Starfighter (3 harm, tiny, hyperdrive)
● Space transport (2 harm, small, hyperdrive, cargo)
● Bomber (2 harm, tiny, hyperdrive, 2 size ratings vs capital ships)


HANDY WEAPONS
● Holdout blaster (2 harm, near, reload, loud, energy, concealable)
● Blaster pistol (2 harm, near, loud, energy)
● Blaster carbine (2 harm, near, area, loud, energy)
● Vibro-knife (2 harm, hand, powered)
● Heavy blaster pistol (3 harm, near, reload, loud, energy)


ACE MOVES
Devil In The Cockpit: When piloting a vehicle in a high-stress situation, roll+Canny. On a 10+, hold 3. On a 7-9, hold 2. You can spend hold, 1 for 1, to do the following:
▫ Ignore all harm from an incoming attack
▫ Pull off a death-defying stunt
▫ Quickly close the gap between yourself and a target
▫ Pull someone’s ass out of the fire

On a miss, hold 1 anyway but something goes terribly wrong before this is all over.

Jump First, Think Second: When you go straight into danger without hedging your bets, you get +1 armor. If you happen to be leading a squad or convoy, they get +1 armor too.

Can’t Have Just One: You get 2 additional ships from the Ace's list. Detail them.

Jacked-Up Senses: When you are piloting a vehicle and trust your feelings, you may roll+Canny instead of +Deep.

The Best There Is: When you read a person just after talking yourself up, you may treat a miss as a 7-9, and a 7-9 as a 10+.


DRAMA MOVES
● When you die, if you're piloting a vehicle, destroy the vehicle and deal 4 harm piercing to a target you choose. If you're not piloting a vehicle, or for any remaining ships you own, choose one character and give your ship(s) to that character. They gain +1 to all piloting rolls made in those ships.

● When you open up to someone, ask them a question about your relationship; they must answer it honestly.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Pilot a vehicle into or out of danger
▫ Brag to someone about one of your ships or your own capabilities
▫ Take a stupid risk
▫ Express genuine concern for someone you consider a shipmate or squad mate

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Rugged (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get Moonlighting and 2 Gigs from the Scoundrel playbook
☐ Get a space dock (see Workspace from the Gearhead playbook) and a crew (see the Scoundrel playbook)
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance 2 basic moves
☐ Advance 2 basic moves
☐ Advance 2 basic moves
Jan 5, 2020 7:26 am
The Adept
Sure, you don't have the regimented and traditional training of the Jedi. But the Force is nevertheless strong in you, and you have developed your own ways to manipulate the Force around you by channeling it through your talisman.
NAME
Alexis, Alice, Gabriel, Little, Malachai, Mirror, Priscilla, Revelation, Shining, Sinjun, Vanir, Wisher, Ashen, Cassilda, Damien, Doubt, Grady, Hali, Hecate, Isaac, Naysay, Nix, Samara, Slander, Venice, Hazel.


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Plain Clothing, Primitive Clothing, Mismatched Clothing, Ceremonial Clothing


DEMEANOR
Choose one: Volatile, Calm, Savage, Despondent


STATS (Distribute an additional 2 to these)
Canny 0, Cool -1, Deep 1, Rugged 1, Suave -1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with The Force, Force Talisman, and one Adept move.


BONDS
Fill in as many as you like with at least one per other player’s characters:
● _______________ and I have been traveling companions in the past.
● _______________ seems interested in the ways of my people and our customs.
● I am keeping a close eye on _______________ because I feel threatened by them.
● _______________ has earned my undying loyalty.
● I have shared my bed with _______________ before.
● _______________ is strong in the Force and doesn't know it yet.


GEAR
● Two simple weapons from the Adept's list
● Your Force talisman. Detail it.
● 1 cred


SIMPLE WEAPONS
● Spear (3 harm, close, reach)
● Bow (2 harm, near, reload)
● Ceremonial dagger (2 harm, hand, ornate, valuable)
● Throwing knives (2 harm, hand, thrown, near, infinite)
● Holdout blaster (2 harm, near, reload, loud, energy, concealable)
● Blaster pistol (2 harm, near, loud, energy)
● Vibro-knife (2 harm, hand, powered)


THE FORCE
When you call on the Force, suffer 1 harm piercing and gain 3 force points. If you call on the force in anger, frustration, fear or hubris, you instead suffer no harm but the GM will make a hard move. While you hold force points, you cannot heal from this harm.

When you do something new or interesting with the Force, tell the GM what you're hoping to accomplish, spend 1 force point, and roll+Deep. On a 10+, you do it, or near enough. On a 7-9, it's incomplete, lacking, flawed or costs you. On a miss, it's not at all how you expected or the costs are severe, GM's choice.

Telekinesis: While you hold force points, you can use the Force to move and manipulate simple unattended objects (you may still be acting under pressure, though). You can spend 1 force point to move something large, move people harmlessly, propel yourself up to a great height or forward at great speed, or use telekinesis as a weapon (1 harm piercing, close, reach, area).

Mind Trick: You can spend 1 force point to trick or deceive a weak-minded person for a few moments.

Force Senses: When you read a person or check out the scene, you can spend 1 force point to ask an additional question from the list, even on a miss.


FORCE TALISMAN
Choose one and detail it:
Defence: +1 to all rolls made to defend yourself from a Force-based attack.
Reserve: Once per session, you may ignore the harm inflicted on you when you call on the Force.
Clarity: While you hold force points, you are able to understand and speak any spoken language.


ADEPT MOVES
Untapped Fury: When you use the Force as a weapon, take +1 to your roll and inflict +1 harm.

Force Illusion: You can spend 1 force point to implant an illusion in the minds of others. When you do, roll+Deep. On a 10+, choose two. On a 7-9, choose one:
▫ It extends broadly across many minds
▫ It extends deeply, holding up against close scrutiny
▫ It will last for some time after you stop maintaining it

On a miss, choose one anyway but someone inconvenient is aware of what you're doing.

Hardened Survivalist: When in wild and untamed lands and you act under pressure or check out the scene, you can roll+Deep instead of +Cool or +Canny. You can never lose your way in the wilderness.

Beast Charmer: When you use the Force to befriend an animal, spend 1 force point and roll+Deep. On a 10+, hold 2. On a 7-9, hold 1. You can spend hold, 1 for 1, to do the following with the friendly animal:
▫ Carry on a short conversation, conveying only rudimentary ideas and thoughts
▫ Send them into danger on your behalf
▫ Have them fight alongside you in battle

On a miss, hold 1 anyway but something gets lost in translation.


DRAMA MOVES
● When you die, you can become a Force Spirit. You can appear as your Adept character to anyone trusting their feelings to give them advice and guidance, and tell them what you honestly think their best course is. If they do it, they and your new character both mark experience.

● When you open up to someone, tell them how your people customarily honor moments such as these. If they join you in practicing the custom, they mark experience.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Say something weird and/or cryptic
▫ Do something that reinforces that you’re an outsider
▫ Use the Force in an overt way
▫ Let someone see your softer side

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Rugged (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get +1 Suave (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get Moonlighting and 2 Gigs from the Scoundrel playbook
☐ Get a move from another playbook
☐ Get a move from another playbook
When you’ve taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 5, 2020 9:15 am
The Bounty Hunter
You have a very particular set of skills - skills that you've acquired over your career. Skills that make you a nightmare for people on the run and with bounties on their heads. Nothing personal.
NAME
Tor, Ork, Doule, Blag, Mega, Dent, Deg, Frog, Summit, Trench, Zuto, Kray, Momo, Gigg, Meat, Stomp, Tahiri, Lorn, Kaia, Ric, Jeanida, Arlan, Maki, Amaza, Locke, Xuenti, Kam, Jango, Sera, Zan, Fianna, Aeris, N4-V1, L9-X1, G8-K8.


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Simple Clothing, Fancy Clothing, Everyday Clothing, Uniform Clothing


DEMEANOR
Choose one: Arrogant, Intense, Professional, Friendly


STATS (Distribute an additional 2 to these)
Canny 0, Cool -1, Deep 1, Rugged 1, Suave -1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with two Bounty Hunter moves.


BONDS
Fill in as many as you like with at least one per other player's characters:
● I've hunted _______________ in the past but they slipped through my fingers.
● _______________ is well regarded by the Guild.
● I want to get to know _______________ better but I am always nervous around them.
● I don't like _______________ one bit; they just get on my nerves.
● _______________ scares me. Few others do.
● _______________ knows their way around a fire-fight, and I feel I can depend on them when things get dangerous.


GEAR
● One serious weapon from the Bounty Hunter's list
● One versatile weapon from the Bounty Hunter's list
● One backup weapon from the Bounty Hunter's list
● Light armor (1 armor) and a jet pack OR heavy armor (2 armor, clumsy)
● A space shuttle (2 harm, small, spacious, hyperdrive). Detail it.
● 1 cred


SERIOUS WEAPONS
● Sporting blaster rifle (2 harm, far, loud)
● Blaster carbine (2 harm, near, area, loud, energy)
● Heavy blaster pistol (3 harm, near, reload, loud, energy)
● Grenade tube (4 harm, near, area, reload, messy, forceful)
● Vibro-sword (3 harm, close, messy, powered)


VERSATILE WEAPONS
● Ion gun (stun, near, loud, energy, 2 harm piercing to droids)
● Holdout blaster (2 harm, near, reload, loud, energy, concealable)
● Stun grenades (stun, thrown, near, area, energy)
● Flamethrower (2 harm, near, area, fire)
● Whipcord launcher (stun, near, reload)


BACKUP WEAPONS
● Blaster pistol (2 harm, near, loud, energy)
● Vibro-knife (2 harm, hand, powered)
● Many knives (2 harm, hand, infinite)
● Stun grenades (stun, thrown, near, area, energy)


BOUNTY HUNTER MOVES
I Wouldn't Do That: When you successfully interfere with someone, impose -3 to their roll (instead of -2) and mark experience.

No Good To Me Dead: When you inflict harm, you can choose to inflict any amount of harm you like, less than or up to the normal harm of your attack, including stun. Decide at the moment you would inflict harm.

Unstoppable: When you suffer wounds, treat a 10+ as a 7-9, and a 7-9 as a miss. When you heal up, you choose the options, not the GM.

Moth To The Flame: At the beginning of the session, roll+Rugged. On a 10+, hold 2. On a 7–9, hold 1. At any time during the session, you or the GM can spend 1 hold to have you appear in a scene where violence is about to break out (or has broken out). On a miss, the GM holds 1 and can spend it at any time to put you in a very bad spot.

Membership Has Its Perks: When you search the guild's database for info on someone, roll+Deep. On a 10+, ask two. On a 7-9, ask one:
▫ Where can I most likely find them?
▫ Who is close to them, someone they trust?
▫ Is there a bounty on their head? If so, for how much?
▫ Who is one of their known rivals?
▫ Who will retaliate if I act against them?

On a miss, their file has been deleted and you've triggered a fail-safe of some kind.


DRAMA MOVES
● When you die, you can choose to trigger a dead-man switch and set off an explosion (4 harm, near, area) around yourself.

● When you open up to someone, you may tell them a secret fear you hold, a vulnerability of yours, or about a meaningful moment from your past. If you do, they must do the same.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Escalate a situation through the use of violence or force
▫ Recount the tale of a former hunt
▫ Protect someone with or without their knowledge
▫ Tell someone off

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Rugged (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get Salary from the Officer playbook and a base. Detail your base.
☐ Get Moonlighting and 2 Gigs from the Scoundrel playbook
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 5, 2020 9:28 am
The Gearhead
You are a master at engineering and technology. If it involves gears, moving parts and electricity, you're bound to understand it and manipulate it. When your starship's lost power, you become the most important member of the crew.
NAME
Leia, Joshua, Tai, Ethan, Bran, Jeremy, Amanuel, Koon, Dro, Eliza, Dylan, Adnan, Alan, Nils, Ellen, Lee, Kim, Adele, Leone, Burdick, Pedric, Tornik, Whiting, Fauci, Hossfield, Lemma, Morrell, Ozair, Salm, Moss, Whitmont, Cullen, Spector, J7-GA, Y1-T3, L8-VA.


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Casual Clothing, Mismatched Clothing, Technological Clothing, Uniform Clothing


DEMEANOR
Choose one: Distant, Volatile, Awkward, Calculating


STATS (Distribute an additional 2 to these)
Canny 1, Cool -1, Deep 1, Rugged -1, Suave 0


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with two Gearhead moves.


BONDS
Fill in as many as you like with at least one per other player's characters:
● I'm working on an important piece of tech for _______________.
● _______________ seems to understand me where few others do.
● When I'm in trouble, I usually turn to _______________ for help.
● I may have a small crush on _______________.
● _______________ doesn't know a hydro-spanner from a helicoil.
● I've sliced _______________'s personal files and found something dangerous there.


GEAR
● Workspace (see below). Detail it.
● One personal piece OR two of normal gear or weaponry
● 3 creds


WORKSPACE
Choose three of the following which your workspace includes: a starship dock, a controlled growing environment, skilled labor, a junkyard of raw materials, a space transport, holo-consoles, machining tools, transmitters & receivers, a proving range, high security.

When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of something, decide what and tell the GM. The GM will tell you "sure, no problem, but…" and then one to four of the following:

● It's going to take hours/days/weeks/months of work;
● First you'll have to get/build/fix/figure out ___;
● You're going to need ___ to help you with it;
● It's going to cost you a lot of cred;
● The best you'll be able to do is a crap version, weak and unreliable;
● It's going to mean exposing yourself (plus colleagues) to serious danger;
● You're going to have to add ___ to your workplace first;
● It's going to take several/dozens/hundreds of tries;
● You're going to have to take ___ apart to do it.

The GM might connect them all with "and", or might throw in a merciful "or". Once you've accomplished the necessaries, you can go ahead and accomplish the thing itself. The GM will stat it up, or spill, or whatever it calls for.


GEARHEAD MOVES
Technical Savant: You have an inherent knowledge of machines and tech. When you spend some time studying a piece of equipment, roll+Canny. On a 10+, ask two. On a 7-9, ask one:
▫ For what purpose was this created?
▫ How can I safely dismantle or replicate this?
▫ Who or what created this?
▫ Is something wrong with this? If so, how can I fix or exploit it?
▫ What is this, really?
▫ What is its true worth?

On a miss, something unexpected goes wrong with your study or the equipment.

Durasteel Wingman: You have a faithful droid companion. When you act under pressure with the help of your droid, roll+Canny instead of +Cool.

I've Got Your Back: When you help someone, treat a miss result as a 7-9 and a 7-9 as a 10+.

Craftsperson: You can ignore one requirement set by the GM while using your Workspace.

Tech Wiz: When you put your technical know-how to use in the field, roll+Canny. On a 10+, choose both. On a 7-9, choose one:
▫ You create a golden opportunity for yourself and/or others
▫ Take definite hold of something vulnerable or exposed

On a miss, you make a mistake or false assumption that gets you or someone you're working with into a tight spot.


DRAMA MOVES
● When you die, pick a character. When they next visit your workspace, they will find a message waiting for them and a gift, something you've made just for them. Tell them the message and detail the gift.

● When you open up to someone, offer them a piece of advice for the future. If they follow through with your advise, they take +1 forward in doing so and you mark experience.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Create or work on something using your Workspace
▫ Use techno jargon to explain something
▫ Show enthusiasm for a piece of tech
▫ Share something meaningful about yourself

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get +1 Rugged (max +3)
☐ Get +1 Suave (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get the Infirmary from the Medic playbook and detail it
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 5, 2020 10:09 am
The Medic
They think these warriors know how to draw blood - they have no idea. You are the real master of blood and sinew. You are trained to bring the body together just as you can tear it apart. Anybody hurt? They call your name.
NAME
Dou, Bon, Abe, Boo, Kal, Bai, Char, Jav, Ruth, Wei, Jay, Nee, Kim, Lan, Di, or Dez, Doc, Core, Buzz, Key, Gabe, Biz, Bish, Line, Inch, Grip, or Setter, U7-C1, 0B-VZ, I4-B0.


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Medical Clothing, Professional Clothing, Formal Clothing, Vintage Clothing


DEMEANOR
Choose one: Professional, Crude, Caring, Distant


STATS (Distribute an additional 2 to these)
Canny 1, Cool 1, Deep 0, Rugged -1, Suave -1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with two Medic moves.


BONDS
Fill in as many as you like with at least one per other player's characters:
● _______________ needs to take better care of themselves.
● I sometimes get the feeling _______________ doesn't take me seriously.
● _______________ and I enable each other's addiction.
● I just can't help it; _______________ is usually the butt of my jokes.
● _______________ has a rare disease or condition that only I know about.
● I'm in love with _______________ but don't know what to do about it.


GEAR
● Your med-kit
● One small practical weapon from the Medic's list
● 1 cred


SMALL PRACTICAL WEAPON
● Hold-out blaster (2 harm, near, reload, loud, energy, concealable)
● Blaster pistol (2 harm, near, loud, energy)
● Vibro-knife (2 harm, hand, powered)
● Blaster carbine (2 harm, near, area, loud, energy)
● Ion gun (stun, near, reload, energy, 2 harm piercing to droids)


MED-KIT
Your med-kit has all kinds of medical stuff in it: vibro-scissors, gauze, tape, hyper-needles, clamps, gloves, chill coils, wipes, alcohol, injectable tourniquets & blood-slower, instant blood packets, tubes of synthflesh, bone-pins & site injectors, bio-stabs, chemo-stabs, narco-stabs (chill-stabs) in quantity, and a roll of heart jump-shock patches for when it comes to that. It's big enough to fill the trunk of a speeder.

Your med-kit has 6 stock. You can replenish any spent stock for 1 cred per 2 stock, if your circumstances let you purchase or barter for medical supplies.

When you use you med-kit to speed the recovery of someone with vitality damage, spend 1 stock to heal up to 3 vitality. A character can be healed by your med-kit in this way only once every 24 hours.

When you use your med-kit to stabilize and heal someone who has suffered 1 or 2 wounds, spend its stock; you can spend 0–3 of its stock per use. Roll+the amount of stock spent. On a hit, they will stabilize and heal all wounds. On a 10+, the GM chooses one. On a 7-9, the GM chooses two.
● They need to be physically stabilized before you can move them
● Even sedated, they fight you; you're Acting Under Pressure
● They'll be in and out of consciousness for 24 hours
● Stabilizing them eats up your stock; spend 1-stock more
● They'll be bedridden, out of action, for a few days
● They'll need constant monitoring and care for 36 hours

On a miss, they suffer 1 wound instead.

When you use it to revive someone who's dead or dying (at 3 wounds), spend up to 3 stock and roll+the amount of stock spent. On a 10+, they recover 2 wounds. On a 7–9, they recover 1 wound. On a miss, you've done everything you can for them, but they're gone.


MEDIC MOVES
Prognosis? Positive!: When you spend time examining a patient, alive or dead, roll+Canny. On a 10+, ask three. On a 7–9, ask one:
▫ How and when did this happen?
▫ What's wrong with them, and how might I fix it?
▫ What is their emotional state right now?
▫ What's the best thing I can do for them?
▫ What is one of their secret weaknesses?
▫ What trait do they most identify with?

On a miss, you find something terrible and frightening.

Med Bay: You get an infirmary: a workspace with life support, a drug lab and a crew (if you want them). Get patients into it and you can work on them like a Gearhead on a piece of tech.

Battlefield Grace: While you are caring for people during battle but not fighting, you get +2 armor.

Seen Too Much: When you act under pressure from mental or emotional strain, roll+Canny instead +Cool.

De Facto Counselor: When someone comes to you for advice or agrees to accept your advice, tell them what you honestly think they should do. If they take your advice, they get +1 ongoing to do it and you mark experience.


DRAMA MOVES
● When you die, your allies heal all vitality damage and reach safety no matter the odds.

● When you open up to someone, give them a piece of solid advice you know they won't follow. If they don't follow the advice like you expected, you both mark experience.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Use your Med-Kit on someone
▫ Give someone advice
▫ Talk about medicine, biology, or anatomy
▫ Enter a dangerous situation to help someone

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get +1 Rugged (max +3)
☐ Get +1 Suave (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get Moonlighting and two Gigs from the Scoundrel playbook
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 5, 2020 10:29 am
The Noble
You were born into nobility and high society - politics and social grace come to you naturally. Your very presence demands respect and adoration.
NAME
October, Venus, Mercury, Dune, Heron, Plum, Orchid, Sword, Midnight, Hide, Frost, Lawn, June, Icicle, Tern, Lavender, Spice, Gazelle, Lion, Peacock, or Grace, CP-39, SP-22, LP-P0.


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Expensive Clothing, Formal Clothing, Elaborate Clothing, Uniform Clothing


DEMEANOR
Choose one: Diplomatic, Ruthless, Volatile, Commanding


STATS (Distribute an additional 2 to these)
Canny 1, Cool -1, Deep 0, Rugged -1, Suave 1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with two Noble moves.


BONDS
Fill in as many as you like with at least one per other player's characters:
● _______________ has worked for me before, I trust them well enough.
● I’ve slept with _______________ a few times. They called it off but I still miss them.
● _______________ has given me plenty of reasons to not trust them.
● I know that _______________ can be bought with the right amount of credits.
● _______________ seems to have strong feelings for me, but I don’t share them.
● I’ve proven to _______________ that I can handle myself under pressure.


GEAR
● One elegant weapon from the Noble's list
● Two deluxe gear items from the Noble's list
● 3 creds


ELEGANT WEAPON
● Holdout blaster (2 harm, near, reload, loud, energy, concealable)
● Ornate dagger (2 harm, hand, ornate, valuable)
● Hidden knives (2 harm, hand, concealable, infinite)
● Sword (3 harm, close, messy)


DELUXE GEAR
● Government stipend (+3 creds)
● Spectacular tattoos (+implanted)
● A pet (valuable, alive). Detail it.
● A space shuttle with a crew and a pilot
● A speeder car and a driver
● A bodyguard who knows his job (3 harm, hand, close, 1 armor)


NOBLE MOVES
Inspirational: When you help someone, add +2 to their roll instead of +1. When someone helps you, they mark experience.

We Have Powerful Friends: When you reach out to your influential friends for a favor, declare what you're after and roll+Suave. On a 10+, they grant it to you, no strings attached. On a 7-9, it'll either be something close or it'll come with serious strings attached, your choice. On a miss, you've pissed someone off or attracted very unwanted attention, GM's choice.

Grace Under Fire: When you go in blazing with an elegant weapon, roll+Suave instead of +Rugged.

Natural Leader: When you give another player's character an order that puts them at risk and they follow it, they mark experience.

Crime Lord: You run a criminal organization - detail it with the GM. When you place demands on your organization, roll+Suave. On a 10+, they obey with little to no backlash. On a 7-9, you'll need to make a sacrifice first; victimize a member, drop creds from your personal account, attract unwanted heat, or your reputation suffers. On a miss, someone makes a public or secret play against you, GM's choice.


DRAMA MOVES
● When you die, you can put the word out posthumously as if you rolled a 10+.

● When you open up to someone, you inspire them and take 1 hold on them. Spend your hold to help them from any distance; you still have to roll.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Bribe or threaten someone
▫ Take charge and issue orders
▫ Talk about your wealth and/or reputation
▫ Commend someone for their actions

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get +1 Rugged (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get Salary and and your choice of base or capital ship from the Officer playbook. Detail your choices.
☐ Get Moonlighting and two Gigs from the Scoundrel playbook
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 5, 2020 10:59 am
The Officer
Others are born into positions of power. Not you - you have been trained into it. The battlefield is a chessboard and you are the chess master. When you command them to jump, they ask "how high?".
NAME
Herron, Aeon, Daniel, Jitto, Kehel, Lesa, Noval, Kelan, Mel, Gean, Vuul, Li, Mya, Ellona, Nils, Rhynna, Hiram, Miko, Rundo, Galvin, Ori, Ryan, Hawke, Jana, Lyra, Broc, Noah, Zanatos, 8B-H1, F1-R3, P9-HK.


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Uniform Clothing, Expensive Clothing, Aristocratic Clothing


DEMEANOR
Choose one: Arrogant, Commanding, Calculating, Distant


STATS (Distribute an additional 2 to these)
Canny 1, Cool -1, Deep -1, Rugged 0, Suave 1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with Leadership and Salary.


BONDS
Fill in as many as you like with at least one per other player's characters:
● _______________ has served under my command before.
● I owe my life to _______________, a debt I wish to repay soon.
● _______________ is my second-in-command.
● I find the ways of _______________ strange and they concern me.
● _______________ and I have a sordid history that is best left behind us.
● I'm starting to gain a great deal of respect for _______________.


GEAR
● One personal piece OR two of normal gear or weaponry
● Your capital ship and crew. Detail them.
● 2 creds


CAPITAL SHIP & CREW
By default, your ship and crew include the following:
● A frigate (1 armor, 3 harm, medium)
● A crew of 30 to 50
● A squad of 10 or so marines (2 harm, 1 armor, squad, small, unruly)

Surplus
● Income for your crew and ship maintenance (Surplus: +1 cred)
● __________
● __________
● __________

Wants
● Your ship and crew belong to a military hierarchy (Want: +Obligation)
● Your crew have everyday worries and concerns (Want: +Anxiety)
● __________
● __________


SHIP/CREW ADD-ONS
Choose two:
☐ You command a cruiser (3 harm, large, hyperdrive), instead of a frigate.
☐ Heavy garrison: your squad is medium instead of small, about 20 - 30 troops.
☐ Your marines are a well-disciplined and experienced squad. Drop +undisciplined.
☐ You and your crew have served together for many years and they trust your command. Drop +anxiety.
☐ Your ship includes a squadron of starfighters and their pilots (+1 harm).
☐ Your command crew includes skilled advisors who are not afraid to speak their mind when asked. Surplus +insight.
☐ Your government's funding is very generous. Surplus: +1 cred.
☐ You and your ship are free of any government or military bodies. Drop +obligation.

Your ship and crew suffers from:(Choose 1)
☐ A violent and brutish crew. Surplus: +violence.
☐ Your ship is old and should have been retired a long, long time ago. Add +unreliable.
☐ Your marines are poorly equipped. They get -1 harm and -1 armor.
☐ Your marines are a pack of cutthroats, murderers and outlaws. Add +savage.
☐ You and your crew are newly-assigned together. Want: +judgement.
☐ Your government funding is inadequate at best. Surplus: -1 cred.


OFFICER MOVES
Leadership: When your squad fights for you, roll+Suave. On a 10+, hold 3. On a 7–9, hold 1. Over the course of battle, you can spend hold, 1 for 1, to command your squad to:
▫ Make a hard advance
▫ Stand strong against a hard advance
▫ Make an organized retreat
▫ Show mercy to their defeated enemies
▫ Fight and die to the last

On a miss, your squad turns on you, tries to hand you over to your enemy, panics/flees, or surrenders.

Salary: If your ship and crew are functional and your rank held, at the beginning of the session, roll+Canny. On a 10+, you have surplus at hand and available for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your ship or crew is disabled, your ship and crew is in want. The precise values of your surplus and want depend on your ship and crew options chosen. When surplus lists cred (e.g. 1 cred or 2 creds), that's your personal share.


DRAMA MOVES
● When you die, choose a character and give them 2 hold. They may spend this hold to have your old ship and crew, or the remnants thereof, on hand and ready for action, with our without any clear explanation why.

● When you open up to someone, ask them what they admire or despise about you. If you acknowledge and agree with them, you both mark experience. If you refuse to acknowledge or if you disagree with them, you mark experience.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Give an order to your crew
▫ Tell a war story
▫ Put yourself or people under your command in danger
▫ Chastise someone in front of others

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get +1 Rugged (max +3)
☐ Get +1 Suave (max +3)
☐ Choose a new option for your ship/crew
☐ Choose a new option for your ship/crew
☐ Remove an option for your ship/crew
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 5, 2020 11:34 am
The Operative
You're that smooth operator who can talk your way past security just as well as you can shoot your way through. You are both licensed to kill and licensed to charm.
NAME
Snow, Crimson, Shadow, Azure, Midnight, Scarlet, Violetta, Amber, Rouge, Damson, Sunset, Emerald, or Ruby, Raksha, Kickskirt, Kite, Monsoon, Smith, Beastie, Baaba, Melody, Mar, Tavi, Absinthe, or Honeytree, Y7-B3, 0B-8B, K7-B1


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Everyday Clothing, Dark Clothing, Professional Clothing, Concealing Clothing


DEMEANOR
Choose one: Detached, Charming, Professional, Angry


STATS (Distribute an additional 2 to these)
Canny 0, Cool 1, Deep -1, Rugged -1, Suave 1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with two Operative moves.


BONDS
Fill in as many as you like with at least one per other player's characters:
● I've been tracking the movements of _______________ for sometime now.
● _______________ and I worked a spec ops job together in the past.
● I've slept with _______________ before; but it was only to get intel.
● _______________ has my back, no matter what goes down.
● I shot/stabbed _______________ in the back and they never found out it was me.
● _______________ keeps trying to make me respectable; they have a lot to learn.


GEAR
● Two custom weapons, built from the options in the Operative's list
● 2 creds


CUSTOM BLASTERS
Base (choose 1):
● Blaster pistol (2 harm, near, loud, energy)
● Blaster carbine (2 harm, near, area, loud, energy)
● Blaster rifle (2 harm, far, loud, energy)

Options (choose 2):
● Ornate (+ornate, +valuable)
● Antique (+antique, +valuable)
● Three-round burst (+near/far)
● Automatic (+area)
● High-powered (+1 harm)
● Scoped (+far, or +1 harm at far)
● Big (+1 harm)
● Silencer (remove loud)


CUSTOM HAND WEAPONS
Base (choose 1):
● Staff (1 harm, close, reach)
● Haft (1 harm, close)
● Handle (1 harm, hand)
● Chain (1 harm, area, reach)

Options (choose 2):
● Ornate (+ornate, +valuable)
● Antique (+ornate, +valuable)
● Head (+1 harm)
● Spikes (+1 harm)
● Blade (+1 harm)
● Long blade* (+2 harm)
● Heavy blade* (+2 harm, messy)
● Multiple blades* (+2 harm)
● Hidden (+infinite)
● Vibro (+1 harm, powered)
*counts as 2 options


OPERATIVE MOVES
Merciless: When you inflict harm, you may choose to inflict +1 harm.

Methodical: When you layout your plan for a mission with others, roll+Canny. On a 10+, hold 3. On a 7-9, hold 2. During the mission, you can spend hold, 1 for 1, to do the following:
▫ Have someone show up with or without warning
▫ Reveal an escape route where none existed previously
▫ Supply someone with a vital piece of equipment or intel when the need arises

On a miss, hold 1 anyway, but the GM will introduce a serious complication during the mission.

See All The Angles: When you case a joint and check out the scene or trust your feelings, roll+Cool instead of +Canny or +Deep.

Impossible Reflexes: While you're not wearing armor, you have 1 armor.

Infiltration Specialist: When you infiltrate a place of power, roll+Cool. On a 10+, choose two. On a 7-9, choose one.
▫ You discover an important secret or item
▫ You arrive in a superior position
▫ You leave no trace of your entry

On a miss, you are caught off-guard, pinned down or surrounded, GM's choice.

Savvy Combatant: When you stand in defense while in a superior position, treat a miss as a 7-9, and a 7-9 as a 10+.


DRAMA MOVES
● When you die, tell one world-shattering secret to another player's character. That player gains 1 juggling, the Moonlighting move from the Scoundrel playbook, and the obligation gig "Protect the secret (no one learns about it / someone dangerous learns about it)".

● When you open up to someone, you can request some favor from them as though you had rolled 10+ to apply leverage, requiring no real leverage.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Break into somewhere you don't belong
▫ Share a moment of camaraderie with someone
▫ Charm someone to get something from them
▫ Attack someone who isn't expecting it

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get +1 Rugged (max +3)
☐ Get +1 Suave (max +3)
☐ Get a move from your playbook.
☐ Get a move from your playbook.
☐ Get Moonlighting and two Gigs from the Scoundrel playbook
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 5, 2020 11:53 am
The Scoundrel
Ever heard of the saying: "Rules are meant to be broken"? Well, you're the personification of that. What sets you apart from the common criminal and riff-raff is that you're good at bending rules and skirting the law.
NAME
Berg, Kurn, Lafferty, Ebbs, Pressin, Marshall, Dolarhyde, Anea, Bendrix, Proust, Steed, Nero, Amalia, Katinka, Dagny, Fox, Faaloo, Clover, Olympias, Illeana, Draff, Sway, Raith, Bail, J7-L9, B2-B1, C3-L6


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Everyday Clothing, Flashy Clothing, Casual Clothing, Dirty Clothing


DEMEANOR
Choose one: Charming, Professional, Arrogant, Playful


STATS (Distribute an additional 2 to these)
Canny 1, Cool 1, Deep -1, Rugged -1, Suave 0


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with Moonlighting and one more Scoundrel move.


BONDS
Fill in as many as you like with at least one per other player's characters:
● _______________ is a member of my crew and I trust them.
● _______________ is a member of my crew and I do not trust them.
● I've worked a few jobs in the past with _______________; we're solid.
● I once screwed _______________ out of a deal; I guess that means I owe them one.
● _______________ goes on and on about hokey religions and ancient weapons as if I'm supposed to care.
● _______________ is someone I rely on for steady income.


GEAR
● One blaster pistol (2 harm, near, loud, energy) OR one signature weapon (detail it with the GM)
● A space transport (2 harm, small, hyperdrive, cargo). Name and detail it.
● 2 creds


CREW / CONTACTS
Your crew or contacts can consist entirely of PCs, or entirely of the NPCs, or any mix. If they include any NPCs, sketch them out - names (e.g. Gabble, Jaim, Pe, Wasted) and one-line descriptions - with the GM. Make sure they're competent and suited to the gigs you've chosen.


GIG
Choose 3 paying gigs. Their pay-off and possible catastrophe are listed alongside:
● Body guarding (Pay-off:1 cred, Catastrophe: embattled)
● Brokering deals (Pay-off: 1 cred, Catastrophe: indebted)
● Cargo hauling (Pay-off: 1 cred, Catastrophe: bushwhacked)
● Entourage (Pay-off: 1 cred, Catastrophe: entangled)
● Honest work (Pay-off: 1 cred, Catastrophe: indebted)
● Infiltration (Pay-off: 1 cred, Catastrophe: discovered)
● Scavenging (Pay-off: 1 cred, Catastrophe: indebted)
● Smuggling (Pay-off: 1 cred, Catastrophe: discovered)
● Surveillance (Pay-off: 1 cred, Catastrophe: deceived)
● Technical work (Pay-off: 1 cred, Catastrophe: indebted)
● Treasure hunting (Pay-off: 1 cred, Catastrophe: stranded)
● Bounty hunting (Pay-off: 2 cred, Catastrophe: embattled)
● Piracy / raiding (Pay-off: 2 cred, Catastrophe: embattled)
● Planetary defence (Pay-off: 2 cred, Catastrophe: infiltrated/embattled)
● Politicking (Pay-off: 2 cred, Catastrophe: exposed)


SCOUNDREL MOVES
Moonlighting: You get 2 juggling. Whenever there's a stretch of downtime in play, or between sessions, choose a number of your gigs to work (up to your juggling), and roll+Cool. On a 10+, you get profit from all the gigs you chose. On a 7–9, you get profit from one, and if you chose more, you get catastrophe from the others. On a miss, catastrophe all around. The gigs you aren't working give you neither profit nor catastrophe. Whenever you get a new gig, you also get +1 juggling.

Friends In Low Places: When you visit a new place, you can declare that you have criminal friends there and roll+Cool. On a hit, your friends are well-positioned to help you out with something. On a 10+, their help comes cheap. On a 7-9, their help will cost you something big. On a miss, your old friends have become new enemies.

Eye on the Door: When you're in a tight spot and need to make a quick getaway, roll+Cool. On a 10+, POOF! - you're gone. On a 7-9, you get away but leave something important behind or take something unexpected with you, your choice. On a miss, you're stuck with no clear way out.

Stone-Faced: Whenever someone uses read a person on you, you may answer one of their questions any way you like.

Reputation: When you meet someone important (your call), roll+Cool. On a hit, they've heard of you, and you say what they've heard; they'll respond accordingly. On a 10+, take +1 forward with them. On a miss, they've heard of you, but the GM decides what they've heard.


DRAMA MOVES
● When you die, choose a character and leave them your ship. When someone important (their call) associates them with your ship, they may roll as if they had the Reputation move.

● When you open up to someone, hold 1 on them. When they're next in trouble, you can spend the hold to show up in the nick of time.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Tell someone you have a bad feeling about what's to come
▫ Strike a deal with someone
▫ Take your ship into danger
▫ Show loyalty toward your crew

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Rugged (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Add a new gig and +1 juggling
☐ Add a new gig and +1 juggling
☐ Get a move from another playbook
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 5, 2020 12:27 pm
The Trooper
You have been bred and trained for war. You are more weapon than man, finding an eerie calm in the heat of battle. If ever a fight breaks out, you are known to turn the tide.
NAME
Vonk, Batty, Jonker, A.T., Rue Wakeman, Navarre, Kargin, Kartak, Barbarossa, Keeler, Grekkor, Crille, Doom, XIII, Chaplain. Rex, Gracus, Noor, Boxer, Raek, Trey, Nangle, Huwall, Morano, Tal, Duke, Bogen, Imsatad, Asyr, or Tren, DD-94, LJ-78, HK-37, Y1-NL


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Uniform Clothing, Everyday Clothing, Combat Fatigues, Exotic Clothing


DEMEANOR
Choose one: Intense, Volatile, Friendly, Serious


STATS (Distribute an additional 2 to these)
Canny -1, Cool 1, Deep 0, Rugged 1, Suave -1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with Armored and two other Trooper moves.


BONDS
Fill in as many as you like with at least one per other player's characters:
● _______________ and I have fought shoulder to shoulder; they have my respect.
● I've always found _______________ to be attractive but have never told them.
● _______________ helps me keep my demons at bay.
● I once wronged _______________ greatly and still feel indebted to them.
● _______________ lives by a different code than I do; I'm certain we will clash soon.
● I've served under _______________ in the past and disobeyed one of their orders.


GEAR
● One really big gun from the Trooper's list
● One serious gun from the Trooper's list
● One backup weapon from the Trooper's list
● Heavy armor (2 armor, clumsy). Detail it.
● 1 cred


REALLY BIG GUNS
● High-powered sporting blaster rifle (3 harm, far, energy)
● Auto cannon (3 harm, near/far, area, messy, energy)
● Blaster rifle (3 harm, near, loud, autofire, energy)
● Grenade launcher (4 harm, near, area, messy, forceful)


SERIOUS GUNS
● Sporting blaster rifle (2 harm, far, loud)
● Blaster carbine (2 harm, near, area, loud, energy)
● Heavy blaster pistol (3 harm, near, reload, loud, energy)
● Grenade tube (4 harm, near, area, reload, messy, forceful)
● Flamethrower (3 harm, near, area, fire)


BACKUP WEAPONS
● Blaster pistol (2 harm, near, loud, energy)
● Vibro-knife (2 harm, hand, powered)
● Vibro-sword (3 harm, close, messy, powered)
● Many knives (2 harm, hand, infinite)
● Frag grenades (4 harm, thrown, near, area, messy, forceful)
● Stun grenades (stun, thrown, near, area, energy)


TROOPER MOVES
Squad Commander: You get a small squad (2 harm, 1 armor, small, unruly). When your squad fights for you, roll+Rugged. On a 10+, hold 3. On a 7–9, hold 1. Over the course of battle, spend your hold, 1 for 1, to make your squad:
▫ Make a hard advance
▫ Stand strong against a hard advance
▫ Make an organized retreat
▫ Show mercy to their defeated enemies
▫ Fight and die to the last

On a miss, your squad turns on you, tries to hand you over to your enemy, panics/flees, or surrenders to your enemy, GM's choice.

Battlefield Instincts: In combat, when you check out the scene, roll+Rugged instead of +Canny.

Combat Medic: You have a well-stocked and high-quality first-aid kit. It counts as the Medic's Med-Kit, with a capacity of 2 stock.

Ruthless: When you inflict harm, you may choose to inflict +1 harm.

Elite Trooper: When you successfully stand in defence or go in blazing, choose an additional option from the list.

Commanding Presence: When you apply leverage with physical threats or intimidation, roll+Rugged instead of +Suave.

Armored: Remove the clumsy tag on armor you wear.


DRAMA MOVES
● When you die, your friends and comrades will hold a warrior's funeral for you. All characters who attend mark experience, and you choose which of them receives your weapons and armor.

● When you open up to someone, you take +1 forward. At your option, they take +1 forward too.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Get into a fight
▫ Tell a war story
▫ Show protectiveness for someone
▫ Talk about your code of honour

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get +1 Rugged (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get Salary from the Officer playbook and a base (detail it).
☐ Get Moonlighting and two Gigs from the Scoundrel playbook.
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 6, 2020 7:20 am
The Jedi Consular
You are trained in the ways of the Force, and you seek diplomatic measures in spreading peace and harmony across the galaxy. You would draw your lightsaber (usually colored green) only as a last resort. Instead of battling, you spend a great deal of time studying the mysteries of the Force.
NAME
Vision, Dust, Plono, Sorol, Dom, Ganner, Naroon, Mace, Min, Ewted, Gem, Valin, Forma, Jaster, Marl, Leo, Torc, Deel, Aari, Nomar, Cab, Gades, Yana, Esven, Kael, Ralla.


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Jedi Clothing, Ceremonial Clothing, Dark Clothing, Everyday Clothing


DEMEANOR
Choose one: Professional, Diplomatic, Caring, Distant


STATS (Distribute an additional 2 to these)
Canny 0, Cool -1, Deep 1, Rugged -1, Suave 1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with The Force and its related moves, and one more Consular move.


BONDS
Fill in as many as you like with at least one per other player's characters:
● _______________ is strong in the Force and I will guide them to this knowledge.
● I respect _______________ a great deal for their work.
● I can always count on _______________ to keep their cool when things get hairy.
● I sense a dangerous power within _______________ that I need to better understand.
● _______________ is a mystery to me.
● I sense a kindred spirit in _______________, I hope they feel the same way.


GEAR
● Your lightsaber. Detail it.
● 2 creds


LIGHTSABER
The base weapon is: Lightsaber (3 harm piercing, close).
Choose one extra for your lightsaber:
● Double-bladed: Versatile and impressive.
● Collection: You have a few spare. They're absolutely standard, but there's a handful of them.
● Legendary: Its plasma blade has a very distinctive color and people know that the weapon has a history.
● Masterwork: It's a superb piece of craftsmanship.
● Dual-phase: It's capable of rapid changes in length.


THE FORCE
When you call on the Force, suffer 1 harm piercing and gain 3 force points. If you call on the force in anger, frustration, fear or hubris, you instead suffer no harm but the GM will make a hard move. While you hold force points, you cannot heal from this harm.

When you do something new or interesting with the Force, tell the GM what you're hoping to accomplish, spend 1 force point, and roll+Deep. On a 10+, you do it, or near enough. On a 7-9, it's incomplete, lacking, flawed or costs you, GM's choice. On a miss, it's not at all how you expected or the costs are severe, GM's choice.

Telekinesis: While you hold force points, you can use the Force to move and manipulate simple, unattended objects (you may still be acting under pressure, though). You can spend 1 force point to move something large, move people harmlessly, propel yourself up to a great height or forward at great speed, or use telekinesis as a weapon (1 harm piercing, close, near, area). You might need to spend additional force points to expand or extend any of these effects.

Mind Trick: You can spend a force point to trick or deceive a weak-minded person for a few moments.

Force Senses: When read a person or check out the scene, you can spend 1 force point to ask an additional question from the list.


CONSULAR MOVES
Force Healer: When you touch a wounded person, you may heal them using force points, 1 for 1, as if you were spending stock from a med-kit.

When you enter a healing trance, you can spend force points, 1 for 1, to heal wounds you’ve suffered. For each 1 wound healed in this way, you must maintain the trance for one hour.

Defender of the Faith: When you stand in defence of a place or thing that relates to or represents the discipline or tenets of your order, roll+Deep instead of +Rugged.

Telepathy: When you communicate with someone you know across a vast distance, spend 1 force point and roll+Deep. On a 10+, you understand each other clearly. On a 7-9, you can only get across vague imagery and ideas.

Trained Diplomat: When you apply leverage (political or financial), treat a miss as a 7-9, a 7-9 as a 10+, and a 10+ as a 12+.

Farseeing: At the beginning of the session, roll+Deep. On a 10+, hold 2. On a 7–9, hold 1. At any time during the session, you or the GM can spend 1 hold to have you appear in a scene where someone might need your help. On a miss, the GM holds 1 and can spend it at any time to have whomever they like show up in a scene, probably at the worst possible moment.


DRAMA MOVES
● When you die, you can become a Force Spirit. You can appear as your Jedi character to anyone trusting their feelings to give them advice and guidance, and tell them what you honestly think their best course is. If they follow your advice, they and your new character both mark experience.

● When you open up to someone, tell them about something you find beautiful in the galaxy. If they agree with you, you both mark experience.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Try to peacefully disarm a charged situation
▫ Share your insights into the Force
▫ Protect someone; from others or themselves
▫ Recite a line of the Jedi Code

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get +1 Rugged (max +3)
☐ Get +1 Suave (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get Moonlighting and two Gigs from the Scoundrel playbook.
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 6, 2020 7:46 am
The Jedi Guardian
Trained in the ways of the Force, your exceptional skills and talents lie in battle, a light-side mirror of the Sith warrior. When you unleash your lightsaber (usually colored blue), you do so with deadly purpose. You are the defender of the body, just as you are of the spirit.
NAME
Connor, Doyle, Fisher, Sterling, Liluum, Aawaia, Tresk, Caer, Dorn, Luke, Simone, Tara, Emma, Natasha, Modesty, Lana, Mallory.


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Jedi Clothing, Ceremonial Clothing, Uniform Clothing, Everyday Clothing


DEMEANOR
Choose one: Calculating, Friendly, Overbearing, Distant


STATS (Distribute an additional 2 to these)
Canny -1, Cool 0, Deep 1, Rugged 1, Suave -1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with The Force and its related moves, and one more Guardian move.


BONDS
Fill in as many as you like with at least one per other player's characters:
● _______________ is a fellow warrior and I respect them.
● I don't understand _______________ and don't really want to.
● _______________ seems like they'll need my help in battle. I will watch out for them.
● I have strong feelings for _______________ but do not let myself dwell on them.
● I have tried talking to _______________ about the Force but they just don't seem interested.
● I've seen a darkness in _______________ that scares me.


GEAR
● Your lightsaber. Detail it.
● 2 creds


LIGHTSABER
The base weapon is: Lightsaber (3 harm piercing, close).
Choose one extra for your lightsaber:
● Double-bladed: Versatile and impressive.
● Collection: You have a few spare. They're absolutely standard, but there's a handful of them.
● Legendary: Its plasma blade has a very distinctive color and people know that the weapon has a history.
● Masterwork: It's a superb piece of craftsmanship.
● Dual-phase: It's capable of rapid changes in length.


THE FORCE
When you call on the Force, suffer 1 harm piercing and gain 3 force points. If you call on the force in anger, frustration, fear or hubris, you instead suffer no harm but the GM will make a hard move. While you hold force points, you cannot heal from this harm.

When you do something new or interesting with the Force, tell the GM what you're hoping to accomplish, spend 1 force point, and roll+Deep. On a 10+, you do it, or near enough. On a 7-9, it's incomplete, lacking, flawed or costs you, GM's choice. On a miss, it's not at all how you expected or the costs are severe, GM's choice.

Telekinesis: While you hold force points, you can use the Force to move and manipulate simple, unattended objects (you may still be acting under pressure, though). You can spend 1 force point to move something large, move people harmlessly, propel yourself up to a great height or forward at great speed, or use telekinesis as a weapon (1 harm piercing, close, near, area). You might need to spend additional force points to expand or extend any of these effects.

Mind Trick: You can spend a force point to trick or deceive a weak-minded person for a few moments.

Force Senses: When read a person or check out the scene, you can spend 1 force point to ask an additional question from the list.


GUARDIAN MOVES
Dissipate Energy: When you suffer harm from an energy attack, spend 1 force point and roll+Deep. On a 10+, you avoid harm. On a 7-9, reduce it by 1. On a miss, you suffer the full harm and find yourself in a tight spot.

Echani Expert: You've mastered a style of deadly unarmed combat (2 harm, hand). When you employ it against an unarmed opponent, you get +1 armor.

Battlefield Mastery: When you help someone in the heat of battle, you don't need to roll - you are always treated as if you rolled a 10+.

Jedi Ace: When acting under pressure while piloting a starship, you may choose to roll+Deep instead +Cool.

Lightsaber Duelist: When you go into battle with your lightsaber ignited, spend 1 force point and roll+Rugged. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1, but take -1 ongoing. Spend your hold, 1 for 1, during the battle to:
▫ Name an enemy blasting at you or at someone within your reach. You redirect the bolt back to the shooter, to someone else within range or to anywhere else (including nowhere - the ground, a wall, the sky).
▫ Reduce harm that you or someone near you is about to suffer by 1.
▫ Name an enemy in the scene, but outside your reach. You immediately cross the distance to them before they have time to adjust or react.


DRAMA MOVES
● When you die, you can become a Force Spirit. You can appear as your Jedi character to anyone trusting their feelings to give them advice and guidance, and tell them what you honestly think their best course is. If they follow your advice, they and your new character both mark experience.

● When you open up to someone, you form a bond with them; you take +1 ongoing to protect them or to see them to safety. You may only have this bond with one person at a time.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Ignite your lightsaber with a purpose
▫ Tell someone what you really think of them
▫ Protect someone from harm
▫ Recite a line of the Jedi Code

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get +1 Rugged (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get Squad Commander and a squad from the Trooper playbook
☐ Get Salary and a capital ship from the Officer playbook.
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves
Jan 6, 2020 8:04 am
The Jedi Sentinel
Trained in the ways of the Force, you find a balance between the martial power and the spiritual essence of the Force. You also amplify your Force training with mundane disciplines, such as engineering and medicine. You might rely on your wits and skills just as you might on your lightsaber (usually colored yellow). While a Guardian might tear down a locked door and a Consular might simply knock, you would use ingenuity and cunning to pick or disable the lock.
NAME
Zack, Dane, Gades, Duke, Aerex, Kasari,Shir, Nobuu, Pacer, Liza, Hermit, Volu, Hala, Killric, Lorah, Coyt, Anolo, Feris, K’avel, Sage, Dagmar, Mon, Lucia.


LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Jedi Clothing, Ceremonial Clothing, Ceremonial Clothing, Casual Clothing


DEMEANOR
Choose one: Charming, Reflective, Insidious, Professional


STATS (Distribute an additional 2 to these)
Canny 1, Cool 0, Deep 1, Rugged -1, Suave -1


VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐


STARTING MOVES
You begin with The Force and its related moves, and one more Sentinel move.


BONDS
Fill in as many as you like with at least one per other player's characters:
● I've had a dark vision about the future of _______________.
● _______________ has a secret only I know about.
● I'm working on uncovering an ancient mystery/secret with the help of _______________.
● _______________ is strong in the Force, but I sense a great struggle in their future if they learn of it.
● I once cleared _______________ of a crime they did not commit; they owe me one.
● _______________ is a trusted friend.


GEAR
● Your lightsaber. Detail it.
● 2 creds


LIGHTSABER
The base weapon is: Lightsaber (3 harm piercing, close).
Choose one extra for your lightsaber:
● Double-bladed: Versatile and impressive.
● Collection: You have a few spare. They're absolutely standard, but there's a handful of them.
● Legendary: Its plasma blade has a very distinctive color and people know that the weapon has a history.
● Masterwork: It's a superb piece of craftsmanship.
● Dual-phase: It's capable of rapid changes in length.


THE FORCE
When you call on the Force, suffer 1 harm piercing and gain 3 force points. If you call on the force in anger, frustration, fear or hubris, you instead suffer no harm but the GM will make a hard move. While you hold force points, you cannot heal from this harm.

When you do something new or interesting with the Force, tell the GM what you're hoping to accomplish, spend 1 force point, and roll+Deep. On a 10+, you do it, or near enough. On a 7-9, it's incomplete, lacking, flawed or costs you, GM's choice. On a miss, it's not at all how you expected or the costs are severe, GM's choice.

Telekinesis: While you hold force points, you can use the Force to move and manipulate simple, unattended objects (you may still be acting under pressure, though). You can spend 1 force point to move something large, move people harmlessly, propel yourself up to a great height or forward at great speed, or use telekinesis as a weapon (1 harm piercing, close, near, area). You might need to spend additional force points to expand or extend any of these effects.

Mind Trick: You can spend a force point to trick or deceive a weak-minded person for a few moments.

Force Senses: When read a person or check out the scene, you can spend 1 force point to ask an additional question from the list.


SENTINEL MOVES
There is no Passion, There is Serenity: When someone uses read a person on you, you choose the questions they ask you. But you must still answer truthfully.

Skilled Interrogator: When you question a suspect, roll+Canny. On a 10+, ask two. On a 7-9, ask one. They must answer your questions honestly:
▫ Where were you during ______?
▫ Were you involved in ______?
▫ Who can prove/disprove your alibi?
▫ What do you stand to gain from ______?
▫ Which authority do you fear?

On a miss, you completely misread the situation.

Blade of the Heart: When you stand in defence of people, roll+Canny instead of +Rugged.

Underworld Contacts: When you hit up a contact to get what you need, name whom you're going to and roll+Canny. On a hit, they're available and have the stuff. On a 7-9, choose one:
▫ They're juggling their own problems
▫ Whatever you need is more costly than anticipated

On a miss, they've set you up, they're in serious danger, or what they have for you is highly troublesome, GM's choice.

Jedi Spy: When you infiltrate a place of power, roll+Canny. On a 10+, choose two. On a 7-9, choose one:
▫ You discover an important secret
▫ You find someone you're looking for
▫ You have a clear escape route open to you

On a miss, you're caught off-guard, pinned down, or surrounded, GM's choice.


DRAMA MOVES
● When you die, you can become a Force Spirit. You can appear as your Jedi character to anyone trusting their feelings to give them advice and guidance, and tell them what you honestly think their best course is. If they follow your advice, they and your new character both mark experience.

● When you open up to someone, ask them what secret they're hiding from someone other than you; they must answer honestly.


EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Discover a secret or solve a mystery
▫ Infiltrate somewhere new
▫ Behave like a Jedi shouldn't
▫ Recite a line of the Jedi Code

Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get +1 Rugged (max +3)
☐ Get +1 Suave (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get Moonlighting and two Gigs from the Scoundrel playbook
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves

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