TEXT: THIS ONE IS MINE BASE ABILITY
  Once per game session, when piloting a starship or vehicle, the character may spend 2 Destiny Points to challenge another starship or 
  vehicle in the battle with equal silhouette. For 2 rounds, the two ships are locked in a duel. For the duration of the duel, the two duelling 
  ships can only make attacks targeting each other and no other starships or characters can target the dueling ships with attacks.
  UNMATCHED SURVIVABILITY BASE ABILITY
  Once per game session, when piloting a starship or vehicle with a silhouette of 3 or less that is crippled (has hull trauma in excess of 
  its hull trauma threshold), the character may spend 2 Destiny Points as an incidental. The starship or vehicle operates as if it is not 
  crippled for the next 3 rounds, acting as if its hull trauma is equal to its hull trauma threshold.
  CHANGE SILHOUETTE
  This One is Mine can target 
  ships or vehicles with a sil-
  houette 1 higher or lower.
  CHANGE SILHOUETTE
  This One is Mine can target 
  ships or vehicles with a sil-
  houette 1 higher or lower.
  CHANGE SILHOUETTE
  Unmatched Survivability 
  affects ships and vehicles 
  with 1 greater silhouette.
  CHANGE SILHOUETTE
  Unmatched Survivability 
  affects ships and vehicles 
  with 1 greater silhouette.
  DURATION
  This One is Mine lasts for 
  1 additional round.
  DURATION
  This One is Mine lasts for 
  1 additional round.
  FREQUENCY
  Unmatched Survivability 
  may be used twice per 
  game session.
  FREQUENCY
  This One is Mine may be 
  used twice per game  
  session.
  DESTINY
  Unmatched Survivability 
   costs 1 Destiny Point 
  instead of 2.
  DURABILITY
  Reduce Critical Hits suffered 
  by the ship or vehicle by 10 
  while Unmatched Survivabil-
  ity is active.
  DURABILITY
  Reduce Critical Hits suffered 
  by the ship or vehicle by 10 
  while Unmatched Survivabil-
  ity is active.
  DESTINY
  This One is Mine costs 1 
  Destiny Point instead of 2.
  DURATION
  Unmatched Survivability 
  lasts until the end of the 
  encounter.
  EVASION
  Upgrade the difficulty of all 
  incoming attacks once while 
  This One is Mine is active.
  EVASION
  Upgrade the difficulty of all 
  incoming attacks once while 
  This One is Mine is active.
  REINFORCEMENT
  The Critical Rating of all 
  weapons targeting the ship 
  or vehicle counts as 1 higher 
  while active.
  COST 30
  COST 30
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  CAREER
  ACE
  Career Skills:  Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), 
  Piloting (Space), Ranged (light)
  BASE ABILITY
  UPGRADE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  IMPROVED 
  FULL THROTTLE
  Suffer 1 strain to attempt 
  Full Throttle as a maneuver 
  and decrease its difficulty 
  to d d.
  TRICKY TARGET
  Count vehicle or starship 
  piloted as having a 
  silhouette 1 lower when 
  being attacked.
  SKILLED JOCKEY
  Remove b  per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  DEFENSIVE DRIVING
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving.
  NATURAL DRIVER
  Once per session, may re-roll 
  any 1 Piloting (Planetary) or 
  Gunnery check.
  SUPREME 
  FULL THROTTLE
  When performing Full 
  Throttle, top speed 
  increases by 2 instead of 1.
  FULL STOP
  When piloting a ship or 
  vehicle, take a Full Stop 
  maneuver to reduce speed 
  to zero. Suffer system 
  strain equal to the speed 
  reduced.
  MASTER DRIVER
  Once per round when 
  driving a vehicle, may 
  suffer 2 strain to perform 
  any action as a maneuver.
  FULL THROTTLE
  Take a Full Throttle action; 
  make a d d d  Piloting 
  check to increase a vehicle’s 
  top speed by 1 for a number 
  of rounds equal to Cunning.
  ALL-TERRAIN DRIVER
  Do not suffer usual penal-
  ties for driving through 
  difficult terrain when using 
  Piloting (Planetary).
  FINE TUNING
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 
  1 additional strain per rank 
  of Fine Tuning.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  FINE TUNING
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 
  1 additional strain per rank 
  of Fine Tuning.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  SKILLED JOCKEY
  Remove b  per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  ACE
  DRIVER
  Spec Bonus Career Skills: Cool, Gunnery, Mechanics, Piloting (Planetary)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  ENDURING
  Gain +1 soak value.
  ENDURING
  Gain +1 soak value.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  EXHAUST PORT
  Before attacking a starship 
  or vehicle, may spend 1 
  Destiny Point to ignore the 
  effects of the Massive rule 
  for the attack.
  GRIT
  Gain +1 strain threshold.
  OVERWHELM 
  DEFENSES
  Upon unsuccessful attack 
  with a starship or vehicle 
  weapon, spend a a  per 
  rank of talent to reduce the 
  defense in the targeted zone 
  by 1 for each a a  spent.
  OVERWHELM 
  DEFENSES
  Upon unsuccessful attack 
  with a starship or vehicle 
  weapon, spend a a  per 
  rank of talent to reduce the 
  defense in the targeted zone 
  by 1 for each a a  spent.
  DEBILITATING SHOT
  Upon successful attack 
  with a starship or vehicle 
  weapon, may spend a a 
  to reduce the target’s 
  maximum speed by 1 until 
  the end of the next round.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 
  per rank of Durable to a 
  minimum of 1.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 
  per rank of Durable to a 
  minimum of 1.
  SPARE CLIP
  Cannot run out of ammo 
  due to y. Items with 
  Limited Ammo quality run 
  out of ammo as normal.
  TRUE AIM
  Once per round, may 
  perform a True Aim 
  maneuver to gain benefits 
  of aiming and upgrade 
  combat check once per 
  rank of True Aim.
  TRUE AIM
  Once per round, may 
  perform a True Aim 
  maneuver to gain benefits 
  of aiming and upgrade 
  combat check once per 
  rank of True Aim.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  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 
  while it remains in use.
  HEROIC FORTITUDE
  May spend 1 Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  encounter.
  ACE
  GUNNER
  Spec Bonus Career Skills: Discipline, Gunnery, Ranged (Heavy), Resilience
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  NATURAL PILOT
  Once per session, may re-
  roll any 1 Piloting (Space) 
  or Gunnery check.
  DEAD TO RIGHTS
  Spend 1 Destiny Point to 
  add additional damage equal 
  to half Agility (round up) 
  to one hit of a successful 
  attack made with ship- or 
  vehicle-mounted weaponry.
  IMPROVED 
  DEAD TO RIGHTS
  Spend 1 Destiny Point to 
  add additional damage 
  equal to Agility to one hit 
  of a successful attack 
  made with ship- or vehicle-
  mounted weaponry. 
  BRILLIANT EVASION
  Once per encounter may 
  take Brilliant Evasion action. 
  Select 1 opponent and 
  make an Opposed Piloting 
  check to stop opponent 
  from attacking character 
  for rounds equal to Agility.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  IMPROVED 
  FULL THROTTLE
  Suffer 1 strain to attempt 
  Full Throttle as a maneuver 
  and decrease its difficulty 
  to d d.
  TRICKY TARGET
  Count vehicle or starship 
  piloted as having a 
  silhouette 1 lower when 
  being attacked.
  SKILLED JOCKEY
  Remove b  per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  SKILLED JOCKEY
  Remove b per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  DEFENSIVE DRIVING
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving.
  SUPREME 
  FULL THROTTLE
  When performing Full 
  Throttle, top speed 
  increases by 2 instead of 1.
  MASTER PILOT
  Once per round when 
  driving a starship, may 
  suffer 2 strain to perform 
  any action as a maneuver.
  FULL THROTTLE
  Take a Full Throttle action; 
  make a d d d  Piloting 
  check to increase a vehicle’s 
  top speed by 1 for a number 
  of rounds equal to Cunning.
  LET’S RIDE
  Once per round, may mount 
  or dismount a vehicle or 
  beast, or enter a cockpit 
  or weapon station on a 
  vehicle, as an incidental.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GALAXY MAPPER
  Remove b  per rank 
  of Galaxy Mapper from 
  Astrogation checks. 
  Astrogation checks take 
  half normal time.
  GALAXY MAPPER
  Remove b  per rank 
  of Galaxy Mapper from 
  Astrogation checks. 
  Astrogation checks take 
  half normal time.
  TOUGHENED
  Gain +2 wound threshold.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  ACE
  PILOT
  Spec Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  EXPERT HANDLER
  Remove b per rank of 
  Expert Handler from 
  Survival checks made to 
  ride beasts.
  EXPERT HANDLER
  Remove b per rank of 
  Expert Handler from 
  Survival checks made to 
  ride beasts.
  IMPROVED SPUR
  Suffer 1 strain to attempt 
  Spur as a maneuver and de- 
  crease its difficulty to dd.
  SPUR
  Take a Spur action; make 
  a d d d  Survival check 
  to increase a beast’s top 
  speed by 1. The beast 
  suffers 2 strain every 
  round it stays spurred.
  SUPREME SPUR
  When activating and 
  maintaining Spur, the 
  beast only suffers 1 strain 
  instead of 2.
  SOOTHING TONE
  Take a Soothing Tone action; 
  make a dd  Knowledge 
  (Xenology) check to allow 
  a beast to recover strain 
  equal to s.
  BEAST WRANGLER
  Add b per rank of Beast 
  Wrangler to checks to 
  tame or wrangle creatures.
  BEAST WRANGLER
  Add b per rank of Beast 
  Wrangler to checks to 
  tame or wrangle creatures.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  LET’S RIDE
  Once per round, may mount 
  or dismount a vehicle or 
  beast, or enter a cockpit 
  or weapon station on a 
  vehicle, as an incidental.
  FORAGER
  Remove up to b b from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time.
  OUTDOORSMAN
  Remove b  per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  OUTDOORSMAN
  Remove b per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  NATURAL  
  OUTDOORSMAN
  Once per session, may 
  re-roll any 1 Resilience or 
  Survival check.
  ACE
  BEAST RIDER
  Spec Bonus Career Skills: Athletics, Knowledge (Xenology), Perception, Survival
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  SECOND CHANCES
  Once per encounter, choose 
  a number of positive dice 
  equal to ranks in Second 
  Chances and re-roll them.
  SECOND CHANCES
  Once per encounter, choose 
  a number of positive dice 
  equal to ranks in Second 
  Chances and re-roll them.
  CORELLIAN SENDOFF
  Take a Corellian Sendoff 
  action targeting two ships 
  or vehicles at Close range; 
  make a d d d  Cool 
  check to cause the targets 
  to suffer a minor collision.
  KOIOGRAN TURN
  When an opponent has 
  gained the advantage on a 
  starship or vehicle being 
  piloted, may perform a 
  Koiogran Turn maneuver to 
  remove the effects.
  IMPROVED 
  CORELLIAN SENDOFF
  When performing a 
  Corellian Sendoff, the 
  targets suffer a major 
  collision instead.
  SHOWBOAT
  When making a check in 
  a starship or vehicle, may 
  suffer 2 strain to gain x 
  on success or y  on failure.
  HIGH-G TRAINING
  When a starship or vehicle 
  being piloted would suffer 
  system strain, may suffer 
  strain up to ranks in High-G 
  Training to prevent an equal 
  amount of system strain.
  HIGH-G TRAINING
  When a starship or vehicle 
  being piloted would suffer 
  system strain, may suffer 
  strain up to ranks in High-G 
  Training to prevent an equal 
  amount of system strain.
  HIGH-G TRAINING
  When a starship or vehicle 
  being piloted would suffer 
  system strain, may suffer 
  strain up to ranks in High-G 
  Training to prevent an equal 
  amount of system strain.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SHORTCUT
  During a chase, add b 
  per rank in Shortcut to any 
  checks made to catch or 
  escape an opponent.
  SHORTCUT
  During a chase, add b 
  per rank in Shortcut to any 
  checks made to catch or 
  escape an opponent.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  DEAD TO RIGHTS
  Spend 1 Destiny Point to 
  add additional damage equal 
  to half Agility (round up) 
  to one hit of a successful 
  attack made with ship- or 
  vehicle-mounted weaponry.
  IMPROVED 
  DEAD TO RIGHTS
  Spend 1 Destiny Point to 
  add additional damage 
  equal to Agility to one hit 
  of a successful attack 
  made with ship- or vehicle-
  mounted weaponry. 
  SKILLED JOCKEY
  Remove b  per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  INTENSE PRESENCE
  Spend 1 Destiny Point to 
  recover strain equal to 
  Presence rating.
  ACE
  HOTSHOT
  Spec Bonus Career Skills: Cool, Coordination, Piloting (Planetary), Piloting (Space)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  OVERSTOCKED  
  AMMO
  Increase the value of the 
  Limited Ammo quality of any 
  weapons mounted on the 
  Signature Vehicle by 1 per 
  rank of Overstocked Ammo.
  TUNED  
  MANEUVERING 
  THRUSTERS
  Increase the handling of 
  the Signature Vehicle 
  by 1 per rank of Tuned 
  Maneuvering Thrusters.
  TUNED  
  MANEUVERING 
  THRUSTERS
  Increase the handling of 
  the Signature Vehicle 
  by 1 per rank of Tuned 
  Maneuvering Thrusters.
  BOLSTERED ARMOR
  Increase the armor value 
  of the Signature Vehicle 
  by 1 per rank of Bolstered 
  Armor.
  FANCY PAINT JOB
  Upgrade all Charm, 
  Deception, and Negotiation 
  checks made in the 
  presence of the Signature 
  Vehicle once. 
  SIGNATURE VEHICLE
  Choose one starship or 
  vehicle with a silhouette of 
  3 or lower as a Signature 
  Vehicle. Upgrade all 
  Mechanics checks made 
  on that vehicle.
  CUSTOMIZED  
  COOLING UNIT
  Increase the system strain 
  threshold of the Signature 
  Vehicle by 2 per rank of 
  Customized Cooling Unit.
  FORTIFIED  
  VACUUM SEAL
  Increase the hull trauma 
  threshold of the Signature 
  Vehicle by 1 per rank of 
  Fortified Vacuum Seal.
  NOT TODAY
  Once per session, spend a 
  Destiny Point to save the 
  Signature Vehicle from 
  destruction.
  REINFORCED FRAME
  The Signature Vehicle 
  gains Massive 1 (attacks 
  targeting the Signature 
  Vehicle count their Critical 
  Rating of the weapon used 
  as 1 higher). 
  LARGER PROJECT
  Signature Vehicle can have 
  a silhouette 1 larger per 
  rank of Larger Project.
  LARGER PROJECT
  Signature Vehicle can have 
  a silhouette 1 larger per 
  rank of Larger Project.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  BLACK MARKET 
  CONTACTS
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank, increasing 
  cost by 50% of base cost 
  per reduction.
  BLACK MARKET 
  CONTACTS
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank, increasing 
  cost by 50% of base cost 
  per reduction.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  ACE
  RIGGER
  Spec Bonus Career Skills: Gunnery, Knowledge (Underworld), Mechanics, Resilience
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  ROUSING ORATORY BASE ABILITY
  Once per game session, the character may perform a Rousing Oratory action, spend 2 Destiny Points, and make a d d d  Leader-
  ship check to inspire a group to take action in a military situation about which members were previously hesitant. 
  UNMATCHED AUTHORITY BASE ABILITY
  Once per game session, as an action during an encounter in structured time, the character may spend 2 Destiny Points to gain the 
  following ability for the remainder of the current round and two additional rounds. As an out of turn incidental, the character may suf-
  fer 2 strain to downgrade the difficulty of an ally’s skill check once. 
  CHANGE SKILL
  May make a Discipline 
  check instead of a Leader-
  ship check to activate.
  DURATION
  Unmatched Authority lasts 
  one additional round.
  BOOST ALLIES
  Add b  per Boost Allies 
  upgrade to all Discipline 
  and Cool checks that 
  targets make until the end 
  of the encounter.
  DESTINY
  Unmatched Authority costs 
  1 Destiny Point instead of 2.
  REDUCE SETBACK
  Remove b  from skill 
  check to activate Rousing 
  Oratory.
  FIRM RESOLVE
  Increase strain threshold 
  by 2 while Unmatched 
  Authority is active.
  REDUCE DIFFICULTY
  Reduce the difficulty of the 
  activating skill check to 
  d d.
  ENDURANCE
  Reduce the strain cost to 
  modify an ally’s skill check 
  with Unmatched Authority 
  by 1.
  RECOVER STRAIN
  Friendly targets of Rousing 
  Oratory recover strain equal 
  to ranks in Leadership.
  DURATION
  Unmatched Authority lasts 
  one additional round.
  TURNING POINT
  During a mass combat, 
  may activate create a 
  turning point or boost allies 
  already taking part in one.
  INCREASE EFFECT
  May remove b from an 
  ally’s skill check instead of 
  downgrading the difficulty.
  CHANGE SKILL
  May make a Cool check 
  instead of a Leadership 
  check to activate.
  MASS COMBAT
  The character can spend 
  strain to modify Mass 
  Combat checks with Un-
  matched Authority.
  DESTINY
  Rousing Oratory cost 1 
  Destiny Point instead of 2.
  INCREASE EFFECT
  May reduce the difficulty of 
  an ally’s skill check instead 
  of downgrading the difficulty.
  COST 30
  COST 30
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  CAREER
  COMMANDER
  Career Skills: Coercion, Cool, Discipline, Knowledge (Warfare), Leadership, Perception, Ranged (Light), Vigilance
  BASE ABILITY
  UPGRADE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  COMMANDING 
  PRESENCE
  Remove b  per rank of 
  Commanding Presence 
  from Leadership and Cool 
  checks.
  COMMANDING 
  PRESENCE
  Remove b  per rank of 
  Commanding Presence 
  from Leadership and Cool 
  checks.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  FIRE CONTROL
  Take the Fire Control 
  action; all combat checks 
  made from this starship or 
  vehicle count their target’s 
  silhouette as one higher 
  until beginning of next turn. 
  Does not stack.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b to Discipline checks 
  for the next 24 hours.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b to Discipline checks 
  for the next 24 hours.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  GALAXY MAPPER
  Remove b  per rank 
  of Galaxy Mapper from 
  Astrogation checks. 
  Astrogation checks take 
  half normal time.
  GALAXY MAPPER
  Remove b  per rank 
  of Galaxy Mapper from 
  Astrogation checks. 
  Astrogation checks take 
  half normal time.
  GALAXY MAPPER
  Remove b  per rank 
  of Galaxy Mapper from 
  Astrogation checks. 
  Astrogation checks take 
  half normal time.
  KNOWN SCHEMATIC
  Once per session, may 
  perform the Known 
  Schematic maneuver; make 
  a d d d  Knowledge 
  (Education) check to gain 
  familiarity with a building 
  or ship’s design.
  FAMILIAR SUNS
  Once per session, may 
  perform a Familiar Suns 
  maneuver; make a d d d 
  Knowledge (Outer Rim) 
  check to reveal the current 
  type of environment and 
  other useful information.
  HOLD TOGETHER
  Spend 1 Destiny Point to 
  perform a Hold Together 
  incidental immediately 
  after vehicle or starship 
  takes damage to turn it to 
  system strain.
  MASTER STARHOPPER
  Once per round, suffer 
  2 strain to decrease 
  the difficulty of next 
  Astrogation check by 1 to 
  a minimum of d.
  COMMANDER
  COMMODORE
  Spec Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Knowledge (Outer Rim)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  SITUATIONAL 
  AWARENESS
  Allies within short range of 
  the vehicle add b  to their 
  Perception and Vigilance 
  checks. Allies within short 
  range add b b instead.
  FORM ON ME
  Allies equal to ranks in 
  Leadership in close range 
  gain the benefits of the 
  Gain the Advantage action.
  MASTER LEADER
  Once per round, suffer 
  2 strain to decrease 
  difficulty of next 
  Leadership check by one, 
  to a minimum of d.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  QUICK STRIKE
  Add b  per rank of Quick 
  Strike to combat checks 
  against targets that 
  have not acted yet this 
  encounter.
  QUICK STRIKE
  Add b  per rank of Quick 
  Strike to combat checks 
  against targets that 
  have not acted yet this 
  encounter.
  LET’S RIDE
  Once per round, may mount 
  or dismount a vehicle or 
  beast, or enter a cockpit 
  or weapon station on a 
  vehicle, as an incidental.
  DEFENSIVE DRIVING
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving.
  DEFENSIVE DRIVING
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving.
  FIELD COMMANDER
  Take the Field Commander 
  action; make a d d 
  Leadership check. A 
  number of allies equal to 
  Presence may immediately 
  suffer 1 strain to perform 
  1 free maneuver.
  IMPROVED 
  FIELD COMMANDER
  Field Commander action 
  affects allies equal to 
  double Presence, and may 
  spend x  to allow allies to 
  suffer 1 strain to perform 
  1 action instead.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b to Discipline checks 
  for the next 24 hours.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b to Discipline checks 
  for the next 24 hours.
  FULL STOP
  When piloting a ship or 
  vehicle, take a Full Stop 
  maneuver to reduce speed 
  to zero. Suffer system 
  strain equal to the speed 
  reduced.
  TRICKY TARGET
  Count vehicle or starship 
  piloted as having a 
  silhouette 1 lower when 
  being attacked.
  BRILLIANT EVASION
  Once per encounter may 
  take Brilliant Evasion action. 
  Select 1 opponent and 
  make an Opposed Piloting 
  check to stop opponent 
  from attacking character 
  for rounds equal to Agility.
  COMMANDER
  SQUADRON LEADER
  Spec Bonus Career Skills: Gunnery, Mechanics, Piloting (Planetary), Piloting (Space)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  COORDINATED 
  ASSAULT
  Take a maneuver to add 
  a  to combat checks for 
  a number of engaged allies 
  equal to Leadership until 
  beginning of next turn. 
  Increase range per rank.
  NATURAL LEADER
  Once per session, may 
  re-roll any 1 Cool or 
  Leadership check.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  COMMANDING 
  PRESENCE
  Remove b  per rank of 
  Commanding Presence 
  from Leadership and Cool 
  checks.
  COMMANDING 
  PRESENCE
  Remove b  per rank of 
  Commanding Presence 
  from Leadership and Cool 
  checks.
  FIELD COMMANDER
  Take the Field Commander 
  action; make a d d 
  Leadership check. A 
  number of allies equal to 
  Presence may immediately 
  suffer 1 strain to perform 
  1 free maneuver.
  IMPROVED 
  FIELD COMMANDER
  Field Commander action 
  affects allies equal to 
  double Presence, and may 
  spend x  to allow allies to 
  suffer 1 strain to perform 
  1 action instead.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  OUTDOORSMAN
  Remove b per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  OUTDOORSMAN
  Remove b per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  SIDE STEP
  Once per round, as a man-
  euver suffer a number of 
  strain up to ranks in Side 
  Step to upgrade difficulty of 
  all incoming ranged attacks 
  by an equal number for the 
  next round.
  SIDE STEP
  Once per round, as a man-
  euver suffer a number of 
  strain up to ranks in Side 
  Step to upgrade difficulty of 
  all incoming ranged attacks 
  by an equal number for the 
  next round.
  BODY GUARD
  Once per round, perform 
  a maneuver to guard an 
  engaged ally. Suffer strain 
  up to ranks to upgrade 
  difficulty of attacks against 
  them by that number until 
  the start of next turn.
  BODY GUARD
  Once per round, perform 
  a maneuver to guard an 
  engaged ally. Suffer strain 
  up to ranks to upgrade 
  difficulty of attacks against 
  them by that number until 
  the start of next turn.
  NATURAL  
  OUTDOORSMAN
  Once per session, may 
  re-roll any 1 Resilience or 
  Survival check.
  QUICK DRAW
  Once per round, draw or 
  holster a weapon or item 
  as an incidental.
  SWIFT
  Do not suffer usual 
  penalties for moving 
  through difficult terrain.
  COMMANDER
  TACTICIAN
  Spec Bonus Career Skills: Brawl, Discipline, Leadership, Ranged (Heavy)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  CALM COMMANDER
  May use ranks in Cool to 
  upgrade Mass Combat 
  checks instead of Leadership.
  IMPROVED  
  CONFIDENCE
  May spend x  on fear 
  checks to give allies in 
  short range additional s 
  on the same fear check.
  IMPROVED 
  COMMANDING 
  PRESENCE
  Once per session, as an 
  action; make an opposed 
  Cool vs Discipline check to 
  force target to leave the 
  encounter.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  IMPROVED 
  INSPIRING RHETORIC
  Each ally affected by 
  Inspiring Rhetoric gains 
  b  on all skill checks for a 
  number of rounds equal to 
  ranks in Leadership.
  INSPIRING RHETORIC
  Take an Inspiring Rhetoric 
  action; make a d d 
  Leadership check. One ally 
  for each s, in short range, 
  recovers 1 strain. Spend 
  a for 1 affected ally to 
  recover 1 additional strain.
  INTENSE PRESENCE
  Spend 1 Destiny Point to 
  recover strain equal to 
  Presence rating.
  POSITIVE SPIN
  When any character’s 
  Duty would increase, it 
  increases by an additional 
  1 per rank of Positive Spin.
  NATURAL LEADER
  Once per session, may 
  re-roll any 1 Cool or 
  Leadership check.
  COMMANDING 
  PRESENCE
  Remove b per rank of 
  Commanding Presence 
  from Leadership and Cool 
  checks.
  COMMANDING 
  PRESENCE
  Remove b  per rank of 
  Commanding Presence 
  from Leadership and Cool 
  checks.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b  to Discipline checks 
  for the next 24 hours.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b to Discipline checks 
  for the next 24 hours.
  RESOLVE
  When a character 
  involuntarily suffers strain, 
  he suffers 1 less strain per 
  rank of Resolve, minimum 1. 
  RESOLVE
  When a character 
  involuntarily suffers strain, 
  he suffers 1 less strain per 
  rank of Resolve, minimum 1. 
  COMMANDER
  FIGUREHEAD
  Spec Bonus Career Skills: Cool, Leadership, Negotiation, Knowledge (Core Worlds)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  MASTER  
  INSTRUCTOR
  Once per round, as an out 
  of turn incidental, may 
  suffer 2 strain to allow ally 
  to use character’s ranks 
  in Discipline for the next 
  Discipline check they make.
  IMPROVED 
  BODY GUARD
  Once per session, when an 
  ally protected by the Body 
  Guard maneuver suffers 
  a hit, suffer the hit instead.
  ENCOURAGING 
  WORDS
  After an engaged ally fails 
  a check, may suffer 1 
  strain to assist that ally’s 
  next check this encounter 
  as an out of turn incidental.
  THAT’S HOW  
  IT’S DONE
  May suffer 1 strain on a 
  successful skill check to add 
  a  to the same skill check 
  made during the next round 
  by a number of allies in short 
  range equal to Willpower.
  NATURAL  
  INSTRUCTOR
  Once per session, may 
  re-roll one Discipline or 
  Leadership check.
  CONDITIONED
  Remove b per rank of 
  Conditioned from Athletics 
  and Coordination checks. 
  Reduce damage and strain 
  suffered from falling by 1 
  per rank of Conditioned.
  CONDITIONED
  Remove b  per rank of 
  Conditioned from Athletics 
  and Coordination checks. 
  Reduce damage and strain 
  suffered from falling by 1 
  per rank of Conditioned.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  PHYSICAL TRAINING
  Add b per rank of Physical 
  Training to Athletics and 
  Resilience checks.
  PHYSICAL TRAINING
  Add b per rank of Physical 
  Training to Athletics and 
  Resilience checks.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  STIMPACK  
  SPECIALIZATION
  Stimpacks heal 1 additional 
  wound per rank of 
  Stimpack Specialization. 
  STIMPACK  
  SPECIALIZATION
  Stimpacks heal 1 additional 
  wound per rank of 
  Stimpack Specialization. 
  FIELD COMMANDER
  Take the Field Commander 
  action; make a d d 
  Leadership check. A 
  number of allies equal to 
  Presence may immediately 
  suffer 1 strain to perform 
  1 free maneuver.
  IMPROVED 
  FIELD COMMANDER
  Field Commander action 
  affects allies equal to 
  double Presence, and may 
  spend x  to allow allies to 
  suffer 1 strain to perform 
  1 action instead.
  BODY GUARD
  Once per round, perform 
  a maneuver to guard an 
  engaged ally. Suffer strain 
  up to ranks to upgrade 
  difficulty of attacks against 
  them by that number until 
  the start of next turn.
  BODY GUARD
  Once per round, perform 
  a maneuver to guard an 
  engaged ally. Suffer strain 
  up to ranks to upgrade 
  difficulty of attacks against 
  them by that number until 
  the start of next turn.
  COMMANDER
  INSTRUCTOR
  Spec Bonus Career Skills: Discipline, Medicine, Ranged (Heavy), Knowledge (Education)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  MASTER 
  STRATEGIST
  Once per phase during 
  mass combat, may suffer 
  2 strain to decrease the 
  difficulty of a Mass Combat 
  check once. 
  WELL READ
  Choose any 3 Knowledge 
  skills. They permanently 
  become career skills.
  IMPROVED READY 
  FOR ANYTHING
  When making Cool or 
  Vigilance checks to deter-
  mine initiative order, may 
  spend x  to add s  equal to 
  ranks in Ready for Anything.
  READY FOR 
  ANYTHING
  Remove b  per rank of 
  Ready for Anything on 
  Mass Combat checks and 
  Cool or Vigilance checks to 
  determine initiative order.
  READY FOR 
  ANYTHING
  Remove b  per rank of 
  Ready for Anything on 
  Mass Combat checks and 
  Cool or Vigilance checks to 
  determine initiative order.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  RESEARCHER
  Remove b per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  RESEARCHER
  Remove b  per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  COORDINATED 
  ASSAULT
  Take a maneuver to add 
  a  to combat checks for 
  a number of engaged allies 
  equal to Leadership until 
  beginning of next turn. 
  Increase range per rank.
  CLEVER COMMANDER
  May use ranks in Knowledge 
  (Warfare) to upgrade Mass 
  Combat checks instead of 
  Leadership.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b  to Discipline checks 
  for the next 24 hours.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b  to Discipline checks 
  for the next 24 hours.
  CAREFUL PLANNING
  Once per session, may 
  introduce a “fact” into the 
  narrative as if a Destiny 
  Point had been spent.
  IMPROVED  
  RESEARCHER
  On a successful Knowledge 
  check, character and allies 
  gain automatic a  per rank 
  of Researcher on checks to 
  act on those facts until the 
  end of the next turn. 
  THOROUGH 
  ASSESSMENT
  Once per session, as an 
  action make a d d d 
  Knowledge check to gain 
  b equal to s  that can 
  be distributed during the 
  encounter.
  COMMANDER
  STRATEGIST
  Spec Bonus Career Skills: Computers, Cool, Vigilance, Knowledge (Warfare)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  DIPLOMATIC SOLUTION BASE ABILITY
  Once per game session, when a combat encounter against one or more sentient creatures is about to begin, the character may 
  spend 2 Destiny Points and make a d d d d  Charm check to turn the encounter to a social encounter instead.
  UNMATCHED INSIGHT BASE ABILITY
  Once per game session, during an encounter or scene involving one or more other sentient creatures, the character may spend 2 
  Destiny Points. The character immediately becomes aware of the emotional states and basic histories of up to 3 chosen participants 
  in the scene.
  CHANGE SKILL
  May make a Coercion check 
  instead of a Charm check to 
  activate Diplomatic Solution.
  DISCERN MOTIVES
  The character realizes the 
  motivations of each affected 
  participant in the scene.
  ACTIVATION
  May activate Diplomatic 
  Solution at the start of any 
  combat turn instead of only 
  at the start of combat.
  LEVERAGE
  Upgrade all social checks 
  once per Leverage upgrade 
  against one affected  
  participant until the end  
  of the encounter.
  REDUCE SETBACK
  Remove b  from the  
  skill check to activate  
  Diplomatic Solution.
  INCREASE NUMBER
  Increase the number of par-
  ticipants affected by 2 per 
  Increase Number upgrade.
  REDUCE DIFFICULTY
  Reduce the difficulty of the 
  skill check to activate Diplo-
  matic Solution to d d d.
  DESTINY
  Unmatched Insight costs 1 
  Destiny Point instead of 2.
  BOOST ALLIES
  Other friendly characters 
  gain b on social checks un-
  til the end of the encounter 
  per Boost Allies upgrade.
  INCREASE NUMBER
  Increase the number of par-
  ticipants affected by 2 per 
  Increase Number upgrade.
  DESTINY
  Diplomatic Solution costs 1 
  Destiny Point instead of 2.
  LEVERAGE
  Upgrade all social checks 
  once per Leverage upgrade 
  against one affected  
  participant until the end  
  of the encounter.
  CHANGE SKILL
  May make a Leadership 
  check instead of a Charm 
  check to activate  
  Diplomatic Solution.
  FREQUENCY
  Unmatched Insight may 
  be used twice per game 
  session.
  BOOST ALLIES
  Other friendly characters 
  gain b on social checks un-
  til the end of the encounter 
  per Boost Allies upgrade.
  SECRET
  Notice one important detail 
  that a chosen character 
  would prefer to conceal.
  COST 30
  COST 30
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  CAREER
  DIPLOMAT
  Career Skills:  Charm, Deception, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim),  
  Knowledge (Xenology), Leadership, Negotiation
  BASE ABILITY
  UPGRADE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  WORKS LIKE A CHARM
  Once per session, make 
  one skill check using 
  Presence rather than the 
  characteristic linked to 
  that skill.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  NATURAL CHARMER
  Once per session, may 
  re-roll any 1 Charm or 
  Deception check.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  INDISTINGUISHABLE
  Upgrade difficulty of 
  checks to identify char-
  acter once per rank of 
  Indistinguishable.
  INDISTINGUISHABLE
  Upgrade difficulty of 
  checks to identify char-
  acter once per rank of 
  Indistinguishable.
  KILL WITH KINDNESS
  Remove b  per rank of 
  Kill with Kindness from 
  all Charm and Leadership 
  checks.
  KILL WITH KINDNESS
  Remove b per rank of 
  Kill with Kindness from 
  all Charm and Leadership 
  checks.
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  IMPROVED 
  INSPIRING RHETORIC
  Each ally affected by 
  Inspiring Rhetoric gains 
  b on all skill checks for a 
  number of rounds equal to 
  ranks in Leadership.
  INSPIRING RHETORIC
  Take an Inspiring Rhetoric 
  action; make a d d 
  Leadership check. One ally 
  for each s, in short range, 
  recovers 1 strain. Spend 
  a for 1 affected ally to 
  recover 1 additional strain.
  SUPREME  
  INSPIRING RHETORIC
  Suffer 1 strain to perform 
  Inspiring Rhetoric as a 
  maneuver, not an action.
  STEELY NERVES
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Willpower or 
  Presence checks until the 
  end of the encounter.
  INTENSE PRESENCE
  Spend 1 Destiny Point to 
  recover strain equal to 
  Presence rating.
  SIXTH SENSE
  Gain +1 ranged defense.
  DIPLOMAT
  AMBASSADOR
  Spec Bonus Career Skills: Charm, Discipline, Knowledge (Core Worlds), Negotiation
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  INCITE REBELLION
  Once per session, may take 
  an Incite Rebellion action; 
  make a ddd  Coercion 
  check to cause a number 
  of beings up to ranks 
  in Coercion to become 
  rebellious for the encounter.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  IMPROVED 
  SCATHING TIRADE
  Each enemy affected by 
  Scathing Tirade suffers 
  b  on all skill checks for a 
  number of rounds equal to 
  ranks in Coercion.
  SCATHING TIRADE
  Take a Scathing Tirade 
  action; make a dd 
  Coercion check. One enemy 
  for each s, in short range, 
  suffers 1 strain. Spend a 
  for 1 affected enemy to 
  suffer 1 additional strain.
  SUPREME 
  SCATHING TIRADE
  Suffer 1 strain to perform 
  Scathing Tirade as a 
  maneuver, not an action.
  PLAUSIBLE 
  DENIABILITY
  Remove b per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  PLAUSIBLE 
  DENIABILITY
  Remove b  per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  CONVINCING 
  DEMEANOR
  Remove b  per rank of 
  Convincing Demeanor  
  from Deception or 
  Skulduggery checks. 
  CONVINCING 
  DEMEANOR
  Remove b per rank of 
  Convincing Demeanor  
  from Deception or 
  Skulduggery checks. 
  STREET SMARTS
  Remove b  per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  STREET SMARTS
  Remove b per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  INTIMIDATING
  May suffer a number 
  of strain up to ranks in 
  Intimidating to downgrade 
  difficulty of Coercion 
  checks or upgrade difficulty 
  when targeted by Coercion 
  checks by an equal number. 
  INTIMIDATING
  May suffer a number 
  of strain up to ranks in 
  Intimidating to downgrade 
  difficulty of Coercion 
  checks or upgrade difficulty 
  when targeted by Coercion 
  checks by an equal number. 
  INTIMIDATING
  May suffer a number 
  of strain up to ranks in 
  Intimidating to downgrade 
  difficulty of Coercion 
  checks or upgrade difficulty 
  when targeted by Coercion 
  checks by an equal number. 
  INTIMIDATING
  May suffer a number 
  of strain up to ranks in 
  Intimidating to downgrade 
  difficulty of Coercion 
  checks or upgrade difficulty 
  when targeted by Coercion 
  checks by an equal number. 
  NATURAL ENFORCER
  Once per session, may 
  re-roll any 1 Coercion or 
  Streetwise check.
  DIPLOMAT
  AGITATOR
  Spec Bonus Career Skills: Coercion, Deception, Knowledge (Underworld), Streetwise
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  BOUGHT INFO
  Instead of making a 
  Knowledge check, may take 
  a Bought Info action; spend 
  credits equal to 50 times 
  the difficulty of the check 
  to pass with one s.
  GREASED PALMS
  Before making a social 
  check, may spend up to 50 
  credits per rank of Greased 
  Palms to upgrade the ability 
  of the check once for every 
  50 credits spent.
  TOUGHNESS
  Gain +2 wound threshold.
  TOUGHNESS
  Gain +2 wound threshold.
  SOUND 
  INVESTMENTS
  At the start of each 
  session, gain 100 credits 
  for each rank of Sound 
  Investments.
  SOUND 
  INVESTMENTS
  At the start of each 
  session, gain 100 credits 
  for each rank of Sound 
  Investments.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  KNOW SOMEBODY
  Once per session, when 
  attempting to purchase 
  a legally available item, 
  reduce its rarity by 1 per 
  rank of Know Somebody.
  KNOW SOMEBODY
  Once per session, when 
  attempting to purchase 
  a legally available item, 
  reduce its rarity by 1 per 
  rank of Know Somebody.
  SMOOTH TALKER
  When first acquired, 
  choose Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend x  to 
  gain additional s  equal to 
  ranks in Smooth Talker.
  SMOOTH TALKER
  When first acquired, 
  choose Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend x  to 
  gain additional s  equal to 
  ranks in Smooth Talker.
  WHEEL AND DEAL
  When selling goods legally, 
  gain 10% more credits per 
  rank of Wheel and Deal.
  WHEEL AND DEAL
  When selling goods legally, 
  gain 10% more credits per 
  rank of Wheel and Deal.
  MASTER MERCHANT
  When buying/selling goods, 
  or paying off/taking more 
  Obligation, suffer 2 strain 
  to buy for 25% less, sell for 
  25% more, pay off 1 more 
  Obligation, or take 1 less.
  INTENSE FOCUS
  Perform an Intense Focus 
  maneuver; suffer 1 strain 
  and upgrade the ability of 
  the next skill check once.
  SUPERIOR REFLEXES
  Gain +1 melee defence.
  NATURAL NEGOTIATOR
  Once per session, may 
  re-roll any 1 Cool or 
  Negotiation check.
  DIPLOMAT
  QUARTERMASTER
  Spec Bonus Career Skills: Computers, Negotiation, Skulduggery, Vigilance
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  TWISTED WORDS
  When an incoming social 
  check generates t t  or 
  y, may suffer 1 strain 
  as an incidental to inflict 
  strain equal to ranks in 
  Coercion on speaker.
  IMPROVED 
  PLAUSIBLE 
  DENIABILITY
  As an action, make a 
  d d d  Coercion check to 
  convince one bystander per 
  rank of Plausible Deniability 
  to depart quietly.
  ENCOURAGING 
  WORDS
  After an engaged ally fails 
  a check, may suffer 1 
  strain to assist that ally’s 
  next check this encounter 
  as an out of turn incidental.
  DISCREDIT
  Once per encounter, as 
  an action make a ddd 
  Deception check to upgrade 
  the difficulty of a target’s 
  social checks once, plus 
  once for every a a, until 
  the end of the encounter
  SUPPORTING 
  EVIDENCE
  When assisting an ally 
  with a Charm, Deception, 
  Leadership, or Negotiation 
  check, add automatic a 
  per rank of Supporting 
  Evidence.
  SUPPORTING 
  EVIDENCE
  When assisting an ally 
  with a Charm, Deception, 
  Leadership, or Negotiation 
  check, add automatic a 
  per rank of Supporting 
  Evidence.
  BLACKMAIL
  When an NPC exceeds 
  his strain threshold, may 
  spend 1 Destiny Point 
  to convince that NPC to 
  perform a single task of 
  choice instead.
  INTERJECTION
  After another character 
  makes a social check, suffer 
  3 strain to take an incidental; 
  make a dd  Vigilance 
  check to add s or f equal 
  to s, and a or t equal 
  to a to the check.
  CONTINGENCY PLAN
  Spend 1 Destiny Point to 
  recover strain equal to 
  Cunning rating.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  PLAUSIBLE 
  DENIABILITY
  Remove b per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  PLAUSIBLE 
  DENIABILITY
  Remove b  per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  PLAUSIBLE 
  DENIABILITY
  Remove b per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  DIPLOMAT
  ADVOCATE
  Spec Bonus Career Skills: Coercion, Deception, Negotiation, Vigilance
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  IMPROVED  
  RESEARCHER
  On a successful Knowledge 
  check, character and allies 
  gain automatic a  per rank 
  of Researcher on checks to 
  act on those facts until the 
  end of the next turn. 
  ENCODED 
  COMMUNIQUÉ
  Upgrade the difficulty of 
  checks to decrypt this 
  character’s coded messages 
  without the proper cipher 
  a number of times equal to 
  Computers skill
  VALUABLE FACTS
  Once per encounter, as 
  an action make a d d 
  Knowledge check. If 
  successful, add x  to one 
  ally’s skill check during the 
  encounter.
  KNOW-IT-ALL
  Once per session, perfectly 
  recall an important fact 
  previously learned as if 
  a Destiny Point had been 
  spent.
  THOROUGH 
  ASSESSMENT
  Once per session, as an 
  action make a d d d 
  Knowledge check to gain 
  b  equal to s  that can 
  be distributed during the 
  encounter.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  RESEARCHER
  Remove b per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  RESEARCHER
  Remove b  per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  RESEARCHER
  Remove b  per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  SUPPORTING 
  EVIDENCE
  When assisting an ally 
  with a Charm, Deception, 
  Leadership, or Negotiation 
  check, add automatic a 
  per rank of Supporting 
  Evidence.
  NATURAL 
  PROGRAMMER
  Once per session, may 
  re-roll any 1 Computers or 
  Astrogation check.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TECHNICAL APTITUDE
  Reduce time needed to 
  complete Computer-
  related tasks by 25% per 
  rank in Technical Aptitude.
  CODEBREAKER
  Remove b  per rank in 
  Codebreaker from checks 
  to break codes or decrypt 
  communications. Decrease 
  difficulty of checks to 
  break codes or decrypt 
  communications by 1.
  CODEBREAKER
  Remove b  per rank in 
  Codebreaker from checks 
  to break codes or decrypt 
  communications. Decrease 
  difficulty of checks to 
  break codes or decrypt 
  communications by 1.
  STROKE OF GENIUS
  Once per session, make 
  one skill check using 
  Intellect rather than the 
  characteristic linked to 
  that skill.
  DIPLOMAT
  ANALYST
  Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Warfare), Perception
  ACTIVE
  PASSIVE
  RANKED
  Find more handouts at BeggingForXP.com
  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  BAD PRESS
  Once per session, choose 
  an organization and make a 
  ddd  Deception check. 
  On success members reduce 
  their wound thresholds by 1, 
  plus 1 per s s s until the 
  end of the session.
  IMPROVED 
  POSITIVE SPIN
  Once per session, if no 
  PC’s Duty triggered, make 
  a dddd Charm check, 
  reducing the difficulty by 1 
  per rank of Positive Spin, to 
  have one PC’s Duty trigger. 
  INFORMANT
  Once per session, may 
  reveal a contact who can 
  shed light on a chosen 
  subject.
  IMPROVED  
  IN-THE-KNOW
  Once per session, make 
  an opposed Deception vs 
  Vigilance check, downgrading 
  the difficulty once per rank 
  of In-the-Know, to have the 
  target believe specific false 
  intelligence.
  POSITIVE SPIN
  When any character’s 
  Duty would increase, it 
  increases by an additional 
  1 per rank of Positive Spin.
  POSITIVE SPIN
  When any character’s 
  Duty would increase, it 
  increases by an additional 
  1 per rank of Positive Spin.
  POSITIVE SPIN
  When any character’s 
  Duty would increase, it 
  increases by an additional 
  1 per rank of Positive Spin.
  IN THE KNOW
  Remove b  up to ranks in 
  In the Know from checks 
  to get information from 
  people or disseminate 
  news. Minion NPCs do not 
  realize this character’s 
  allegiance in interviews.
  IN THE KNOW
  Remove b up to ranks in 
  In the Know from checks 
  to get information from 
  people or disseminate 
  news. Minion NPCs do not 
  realize this character’s 
  allegiance in interviews.
  IN THE KNOW
  Remove b  up to ranks in 
  In the Know from checks 
  to get information from 
  people or disseminate 
  news. Minion NPCs do not 
  realize this character’s 
  allegiance in interviews.
  CUTTING QUESTION
  Once per encounter, when 
  making a Coercion check, 
  the character may use 
  Deception instead.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  WELL ROUNDED
  Choose any 2 skills. They 
  permanently become 
  career skills
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  DIPLOMAT
  PROPAGANDIST
  Spec Bonus Career Skills: Charm, Deception, Knowledge (Warfare), Perception
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  ENDURING
  Gain +1 soak value.
  BAD MOTIVATOR
  Once per session, may 
  take a Bad Motivator 
  action; make a d d d 
  Mechanics check to cause 
  one targeted device to 
  spontaneously fail.
  REDUNDANT SYSTEMS
  Once per session, as 
  an action, make a d 
  Mechanics check to 
  harvest components 
  from a functioning device, 
  without breaking it, to 
  repair a broken one.
  CONTRAPTION
  Once per session, take a 
  Contraption action; make a 
  d d d  Mechancs check 
  to fashion a device to solve 
  a current problem using 
  just the tools and parts  
  on hand. 
  NATURAL TINKERER
  Once per session, re-roll 
  any 1 Mechanics check.
  HOLD TOGETHER
  Spend 1 Destiny Point to 
  perform a Hold Together 
  incidental immediately 
  after vehicle or starship 
  takes damage to turn it to 
  system strain.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  FINE TUNING
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 
  1 additional strain per rank 
  of Fine Tuning.
  FINE TUNING
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 
  1 additional strain per rank 
  of Fine Tuning.
  GEARHEAD
  Remove b per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  HARD HEADED
  When staggered or disor-
   iented, perform the Hard 
  Headed action to make 
  a d d d d  Discipline 
  check to remove the 
  status. Difficulty reduced 
  by 1 per rank.
  IMPROVED  
  HARD HEADED
  When incapacitated due to 
  strain exceeding threshold, 
  take a ddddd  Disc- 
  ipline check (–d  per rank 
  of Hard Headed) to reduce 
  strain to 1 below threshold.
  ENGINEER
  MECHANIC
  Spec Bonus Career Skills: Brawl, Mechanics, Piloting (Space), Skulduggery
  ACTIVE
  PASSIVE
  RANKED
  Find more handouts at BeggingForXP.com
  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  RESOLVE
  When the character invol-
   untarily suffers strain, he 
  suffers 1 less strain per 
  rank or Resolve (min 1).
  RESOLVE
  When the character invol-
   untarily suffers strain, he 
  suffers 1 less strain per 
  rank or Resolve (min 1).
  HARD HEADED
  When staggered or disor-
   iented, perform the Hard 
  Headed action to make 
  a d d d d  Discipline 
  check to remove the 
  status. Difficulty reduced 
  by 1 per rank.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  MASTER GRENADIER
  Decrease the a  cost to 
  activate the Blast quality 
  on any weapon used by 1 
  to a minimum of 1.
  POWERFUL BLAST
  Increase Blast damage 
  dealt by explosives, 
  explosive weapons, and 
  grenades by +1 per rank of 
  Powerful Blast.
  POWERFUL BLAST
  Increase Blast damage 
  dealt by explosives, 
  explosive weapons, and 
  grenades by +1 per rank of 
  Powerful Blast.
  SELECTIVE  
  DETONATION
  When using a weapon with 
  the Blast quality, spend a 
  to exclude 1 target that 
  would be affected by the 
  explosion, up to ranks in 
  Selective Detonation.
  SELECTIVE  
  DETONATION
  When using a weapon with 
  the Blast quality, spend a 
  to exclude 1 target that 
  would be affected by the 
  explosion, up to ranks in 
  Selective Detonation.
  IMPROVED 
  TIME TO GO
  When activating Time to 
  Go, allow 1 engaged ally 
  to perform an out of turn 
  Move maneuver as an inci-
  dental to move into cover 
  or out of a blast range.
  TIME TO GO
  The character may spend 
  1 Destiny Point to perform 
  a Move maneuver as an 
  incidental to attempt to 
  move into cover or out 
  of the blast range of a 
  weapon or explosion.
  IMPROVED  
  HARD HEADED
  When incapacitated due to 
  strain exceeding threshold, 
  take a ddddd  Disc- 
  ipline check (–d  per rank 
  of Hard Headed) to reduce 
  strain to 1 below threshold.
  ENGINEER
  SABOTEUR
  Spec Bonus Career Skills: Coordination, Mechanics, Skulduggery, Stealth
  ACTIVE
  PASSIVE
  RANKED
  Find more handouts at BeggingForXP.com
  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  CAREFUL PLANNING
  Once per session, may 
  introduce a “fact” into the 
  narrative as if a Destiny 
  Point had been spent.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x  when rolling that skill to 
  gain s  equal to ranks in 
  Knowledge Specialization.
  RESPECTED SCHOLAR
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning 
  by one level per rank of 
  Respected Scholar.
  RESPECTED SCHOLAR
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning 
  by one level per rank of 
  Respected Scholar.
  RESEARCHER
  Remove b  per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  RESEARCHER
  Remove b per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  SPEAKS BINARY
  When directing NPC 
  droids, may grant them b 
  per rank of Speaks Binary 
  on checks.
  SPEAKS BINARY
  When directing NPC 
  droids, may grant them b 
  per rank of Speaks Binary 
  on checks.
  HIDDEN STORAGE
  Gain hidden storage in 
  vehicles or equipment that 
  holds items with total 
  encumbrance equal to 
  ranks in Hidden Storage.
  MENTAL FORTRESS
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Intellect or 
  Cunning checks until end of 
  encounter.
  INVENTOR
  When constructing new 
   items or modifying attach-
  ments, add b or remove 
  b per rank of Inventor.
  INVENTOR
  When constructing new 
   items or modifying attach-
  ments, add b or remove 
  b per rank of Inventor.
  TINKERER
  May add 1 additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may only be 
  modified once.
  TINKERER
  May add 1 additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may only be 
  modified once.
  UTILITY BELT
  Spend 1 Destiny Point 
  to perform a Utility Belt 
  incidental; produce a 
  previously undocumented 
  item or weapon (with 
  restrictions) from a tool 
  belt or a satchel.
  NATURAL SCHOLAR
  Once per session, may 
  re-roll any 1 Knowledge 
  skill check.
  INTENSE FOCUS
  Perform an Intense Focus 
  maneuver; suffer 1 strain 
  and upgrade the ability of 
  the next skill check once.
  STROKE OF GENIUS
  Once per session, make 
  one skill check using 
  Intellect rather than the 
  characteristic linked to 
  that skill.
  ENGINEER
  SCIENTIST
  Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Lore), Medicine
  ACTIVE
  PASSIVE
  RANKED
  Find more handouts at BeggingForXP.com
  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  UNSTOPPABLE
  If a Critical Injury roll is 
  1 or reduced to 1, do not 
  received the Critical Injury.
  PHYSICAL TRAINING
  Add b per rank of Physical 
  Training to Athletics and 
  Resilience checks.
  PHYSICAL TRAINING
  Add b per rank of Physical 
  Training to Athletics and 
  Resilience checks.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  STRONG ARM
  Treat thrown weapons as if 
  they had 1 greater range.
  POINT BLANK
  Add 1 damage per rank 
  of Point Blank to damage 
  of one hit of successful 
  Ranged (Heavy) or (Light) 
  attacks made while at 
  short range or engaged.
  ARMOR MASTER
  When wearing armor, inc-
  rease total soak value by 1.
  IMPROVED 
  ARMOR MASTER
  When wearing armor with 
  a soak value of 2 or higher, 
  increase defense by 1.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 per 
  rank of Durable.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 per 
  rank of Durable.
  NATURAL  
  OUTDOORSMAN
  Once per session, may 
  re-roll any 1 Resilience or 
  Survival check.
  BLOODED
  Add b per rank of Blooded 
  to all checks to resist or 
  recover from poisons, 
  venoms, or toxins. Reduce 
  duration of ongoing poisons 
  by one round per rank of 
  Blooded to a minimum of 1.
  HEROIC FORTITUDE
  May spend 1 Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  encounter.
  FERAL STRENGTH
  Add 1 damage per rank of 
  Feral Strength to one hit 
  of a successful Melee or 
  Brawl attack.
  FERAL STRENGTH
  Add 1 damage per rank of 
  Feral Strength to one hit 
  of a successful Melee or 
  Brawl attack.
  KNOCKDOWN
  After hitting with a melee 
  attack, may spend x  to 
  knock the target prone.
  SOLDIER
  COMMANDO
  Spec Bonus Career Skills: Brawl, Melee, Resilience, Survival
  ACTIVE
  PASSIVE
  RANKED
  Find more handouts at BeggingForXP.com
  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  TOUGHENED
  Gain +2 wound threshold.
  IT’S NOT THAT BAD
  Once per session when an 
  ally would suffer a Critical 
  Injury, may take an It’s Not 
  That Bad action; make a 
  d d d  Medicine check to 
  stop the ally from gaining 
  the Critical Injury.
  STIMPACK  
  SPECIALIZATION
  Stimpacks heal 1 additional 
  wound per rank of 
  Stimpack Specialization. 
  STIMPACK  
  SPECIALIZATION
  Stimpacks heal 1 additional 
  wound per rank of 
  Stimpack Specialization. 
  STIMPACK  
  SPECIALIZATION
  Stimpacks heal 1 additional 
  wound per rank of 
  Stimpack Specialization. 
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  STIM APPLICATION
  Take the Stim Application 
  action; make a dd 
  Medicine check. If success- 
  ful, 1 engaged ally increa-
  ses 1 characteristic by 
  1 for the encounter and 
  suffers 4 strain. 
  IMPROVED STIM 
  APPLICATION
  When performing a Stim 
  Application action, may 
  increase the difficulty to 
  d d d, and target only 
  suffers 1 strain.
  SURGEON
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional wound 
  per rank of Surgeon.
  SURGEON
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional wound 
  per rank of Surgeon.
  BACTA SPECIALIST
  Patients recover 1 addi-
  tional wound per rank of 
  Bacta Specialist when they 
  recover wounds from bacta 
  tanks or long term care.
  NATURAL DOCTOR
  Once per session, may re-
  roll any 1 Medicine check.
  ANATOMY LESSONS
  After making a successful 
  attack, may spend 1 
  Destiny Point to add 
  damage equal to Intellect 
  to one hit.
  SUPREME STIM 
  APPLICATION
  When performing the Stim 
  Application action, spend 
  x to increase an additional 
  Characteristic by 1.
  MASTER DOCTOR
  Once per round, suffer 
  2 strain to decrease the 
  difficulty of a Medicine 
  check by 1.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  WELL ROUNDED
  Choose any 2 skills. They 
  permanently become 
  career skills
  FORAGER
  Remove up to b b from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time.
  SOLDIER
  MEDIC
  Spec Bonus Career Skills: Knowledge (Xenology), Medicine, Resilience, Vigilance
  ACTIVE
  PASSIVE
  RANKED
  Find more handouts at BeggingForXP.com
  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  QUICK FIX
  Once per session, make 
  one skill check using 
  Agility rather than the 
  characteristic linked to 
  that skill.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  DEADLY ACCURACY
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill 
  to one hit of a successful 
  attack with that skill.
  DEADLY ACCURACY
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill 
  to one hit of a successful 
  attack with that skill.
  LETHAL BLOWS
  Add +10 per rank of  
  Lethal Blows to any  
  Critical Injury result 
  inflicted on opponents.
  LETHAL BLOWS
  Add +10 per rank of  
  Lethal Blows to any  
  Critical Injury result 
  inflicted on opponents.
  TARGETED BLOW
  After making a successful 
  attack, may spend 1 
  Destiny Point to add Agility 
  in damage to one hit.
  SNIPER SHOT
  Before making a non-
  thrown ranged attack, as 
  a maneuver increase the 
  weapon’s range by up to 
  1 band per rank. Upgrade 
  the attack’s difficulty by 1 
  per range increase.
  SNIPER SHOT
  Before making a non-
  thrown ranged attack, as 
  a maneuver increase the 
  weapon’s range by up to 
  1 band per rank. Upgrade 
  the attack’s difficulty by 1 
  per range increase.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TRUE AIM
  Once per round, may 
  perform a True Aim 
  maneuver to gain benefits 
  of aiming and upgrade 
  combat check once per 
  rank of True Aim.
  TRUE AIM
  Once per round, may 
  perform a True Aim 
  maneuver to gain benefits 
  of aiming and upgrade 
  combat check once per 
  rank of True Aim.
  NATURAL MARKSMAN
  Once per session, may re-
  roll any 1 Ranged (Light) or 
  Ranged (Heavy) check. 
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  CRIPPLING BLOW
  Increase the difficulty of 
  next combat check by 1. If 
  check deals damage, target 
  suffers 1 strain whenever 
  he moves for the remainder 
  of the encounter.
  SOLDIER
  SHARPSHOOTER
  Spec Bonus Career Skills: Cool, Perception, Ranged (Light), Ranged (Heavy)
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  CLEVER SOLUTION
  Once per session, make 
  one skill check using 
  Cunning rather than the 
  characteristic linked to 
  that skill.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  NATURAL BRAWLER
  Once per session, may 
  reroll any 1 Melee or Brawl 
  check.
  TOUGHENED
  Gain +2 wound threshold.
  FRENZIED ATTACK
  When making a Melee or 
  Brawl attack, suffer strain 
  up to ranks in Frenzied 
  Attack to upgrade the 
  attack by an equal amount.
  FRENZIED ATTACK
  When making a Melee or 
  Brawl attack, suffer strain 
  up to ranks in Frenzied 
  Attack to upgrade the 
  attack by an equal amount.
  KNOCKDOWN
  After hitting with a melee 
  attack, may spend x  to 
  knock the target prone.
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  MASTER OF 
  SHADOWS
  Once per round, suffer 
  2 strain to decrease 
  difficulty of next Stealth or 
  Skulduggery check by 1.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  JUMP UP
  Once per round, may stand 
  from seated or prone as 
  an incidental.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  STUNNING BLOW
  When making Melee 
  checks, may inflict damage 
  as strain instead of wounds. 
  This does not ignore soak.
  SOFT SPOT
  After making a successful 
  attack, may spend 1 
  Destiny Point to add 
  damage equal to Cunning 
  to one hit.
  IMPROVED 
  STUNNING BLOW
  When dealing strain 
  damage with Melee or 
  Brawl checks, may spend 
  x  to stagger target for 1 
  round per x .
  NATURAL ROGUE
  Once per session re-roll 
  any 1 Skulduggery or 
  Stealth check.
  SPY
  INFILTRATOR
  Spec Bonus Career Skills: Deception, Melee, Skulduggery, Streetwise
  ACTIVE
  PASSIVE
  RANKED
  Find more handouts at BeggingForXP.com
  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  NATURAL HUNTER
  Once per session, may 
  re-roll any 1 Perception or 
  Vigillance check.
  FAMILIAR SUNS
  Once per session, as a 
  maneuver make a d d d 
  Knowledge (Outer Rim) 
  or (Core Worlds) check 
  to reveal the current type 
  of environment and other 
  useful information.
  LET’S RIDE
  Once per round, may mount 
  or dismount a vehicle or 
  beast, or enter a cockpit 
  or weapon station on a 
  vehicle, as an incidental.
  DISORIENT
  After hitting with a combat 
  check, may spend a a 
  to disorient target for a 
  number of rounds equal to 
  ranks in Disorient.
  DISORIENT
  After hitting with a combat 
  check, may spend a a 
  to disorient target for a 
  number of rounds equal to 
  ranks in Disorient.
  UTILITY BELT
  Spend 1 Destiny Point 
  to perform a Utility Belt 
  incidental; produce a 
  previously undocumented 
  item or weapon (with 
  restrictions) from a tool 
  belt or a satchel.
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  SHORTCUT
  During a chase, add b 
  per rank in Shortcut to any 
  checks made to catch or 
  escape an opponent.
  SHORTCUT
  During a chase, add b 
  per rank in Shortcut to any 
  checks made to catch or 
  escape an opponent.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  GRIT
  Gain +1 strain threshold.
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  FORAGER
  Remove up to b b from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time.
  HEIGHTENED 
  AWARENESS
  Allies within short range 
  add b  to Perception or 
  Vigilance checks. Engaged 
  allies add b b.
  QUICK STRIKE
  Add b per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  QUICK STRIKE
  Add b per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  SPY
  SCOUT
  Spec Bonus Career Skills: Athletics, Medicine, Piloting (Planetary), Survival
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  DEFENSIVE SLICING
  When defending computer 
  systems, add b per rank 
  of Defensive Slicing to 
  opponents’ checks.
  DEFENSIVE SLICING
  When defending computer 
  systems, add b  per rank 
  of Defensive Slicing to 
  opponents’ checks.
  DEFENSIVE SLICING
  When defending computer 
  systems, add b per rank 
  of Defensive Slicing to 
  opponents’ checks.
  NATURAL 
  PROGRAMMER
  Once per session, may 
  re-roll any 1 Computers or 
  Astrogation check.
  IMPROVED 
  DEFENSIVE SLICING
  Defensive Slicing now 
  upgrades opponents; 
  difficulty once per rank 
  of Defensive Slicing; this 
  replaces the usual benefits.
  SKILLED SLICER
  When making a Computers 
  check may spend x  to 
  make further Computers 
  checks within this system 
  as maneuvers.
  MASTER SLICER
  Once per round, may take 
  a Master Slicer incidental 
  to suffer 2 strain and 
  decrease difficulty of 
  Computers or other slicing 
  checks by 1, minimum d.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TECHNICAL APTITUDE
  Reduce time needed to 
  complete Computer-
  related tasks by 25% per 
  rank in Technical Aptitude.
  TECHNICAL APTITUDE
  Reduce time needed to 
  complete Computer-
  related tasks by 25% per 
  rank in Technical Aptitude.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  BYPASS SECURITY
  Remove b  per rank of 
  Bypass Security from 
  checks made to disable a 
  security device or open a 
  locked door.
  BYPASS SECURITY
  Remove b  per rank of 
  Bypass Security from 
  checks made to disable a 
  security device or open a 
  locked door.
  BYPASS SECURITY
  Remove b  per rank of 
  Bypass Security from 
  checks made to disable a 
  security device or open a 
  locked door.
  CODEBREAKER
  Remove b per rank in 
  Codebreaker from checks 
  to break codes or decrypt 
  communications. Decrease 
  difficulty of checks to 
  break codes or decrypt 
  communications by 1.
  CODEBREAKER
  Remove b  per rank in 
  Codebreaker from checks 
  to break codes or decrypt 
  communications. Decrease 
  difficulty of checks to 
  break codes or decrypt 
  communications by 1.
  MENTAL FORTRESS
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Intellect or 
  Cunning checks until end of 
  encounter.
  RESOLVE
  When a character 
  involuntarily suffers strain, 
  he suffers 1 less strain per 
  rank of Resolve, minimum 1. 
  SPY
  SLICER
  Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth
  ACTIVE
  PASSIVE
  RANKED
  Find more handouts at BeggingForXP.com
  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  VEHICLE COMBAT 
  TRAINING
  Gunnery and Piloting 
  (Planetary) become  
  career skills.
  WELL TRAVELED
  Knowledge (Core Worlds) 
  and Knowledge (Outer Rim) 
  become career skills.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  CREATIVE KILLER
  Reduce the crit rating of 
  improvised weapons by 2 
  (to a minimum of 1).
  DYNAMIC FIRE
  When making a ranged 
  attack while engaged with 
  an opponent, may suffer 
  2 strain to reduce the 
  ranged modifier by 1.
  ENDURING
  Gain +1 soak value.
  BASIC COMBAT 
  TRAINING
  Brawl and Ranged (Light) 
  become career skills.
  TACTICAL COMBAT 
  TRAINING
  Melee and Ranged (Heavy) 
  become career skills.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  OUTDOORSMAN
  Remove b  per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  QUICK DRAW
  Once per round, draw or 
  holster a weapon or item 
  as an incidental.
  SPARE CLIP
  Cannot run out of ammo 
  due to y. Items with 
  Limited Ammo quality run 
  out of ammo as normal.
  JUMP UP
  Once per round, may stand 
  from seated or prone as 
  an incidental.
  UNIVERSAL
  RECRUIT
  Spec Bonus Career Skills: Athletics, Discipline, Survival, Vigilance
  ACTIVE
  PASSIVE
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  SLEIGHT OF MIND
  Add b  to all Stealth 
  checks unless the 
  opposition is immune to 
  Force powers.
  SLEIGHT OF MIND
  Add b  to all Stealth 
  checks unless the 
  opposition is immune to 
  Force powers.
  INVIGORATE
  Once per encounter, may 
  add C  to a check using 
  Brawn or Agility made by 
  an ally in short range. F 
  add s  and z  add t. 
  FORCE OF WILL
  Once per session, make 
  one skill check using 
  Willpower rather than the 
  characteristic linked to 
  that skill.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SENSE DANGER
  Once per session, remove 
  b b from any 1 check.
  BALANCE
  When the character heals 
  strain at the end of the 
  encounter, he may add 
  C  per Force Rating. He 
  recovers additional strain 
  equal to F  generated.
  TOUCH OF FATE
  Once per session, add 
  b b to any 1 check. 
  FORCE RATING
  Gain +1 Force Rating.
  UNCANNY SENSES
  Add b  per rank of 
  Uncanny Senses to all 
  Perception checks.
  UNCANNY SENSES
  Add b  per rank of 
  Uncanny Senses to all 
  Perception checks.
  INSIGHT
  Perception and Discipline 
  become career skills.
  UNCANNY 
  REACTIONS
  Add b  per rank of 
  Uncanny Reactions to all 
  Vigilance checks,
  UNCANNY 
  REACTIONS
  Add b  per rank of 
  Uncanny Reactions to all 
  Vigilance checks,
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  INDISTINGUISHABLE
  Upgrade difficulty of 
  checks to identify char-
  acter once per rank of 
  Indistinguishable.
  INDISTINGUISHABLE
  Upgrade difficulty of 
  checks to identify char-
  acter once per rank of 
  Indistinguishable.
  UNIVERSAL
  FORCE-SENSITIVE EMERGENT
  Gain: Force Rating 1
  ACTIVE
  PASSIVE
  RANKED
  FORCE TALENT
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  CONTROL
  The Force user can hurl objects to damage targets, by making 
  a Discipline check combined with a Move Power check, dealing 
  damage equal to 10 times silhouette.
  STRENGTH
  Spend F  to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F  to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F  to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F  to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  CONTROL
  The Force user can pull 
  objects out of secure 
  mountings or out of an 
  opponent’s grasp.
  CONTROL
  The character can perform fine manipulation of items, allowing 
  him to do whatever he would normally with his hands via this 
  power at this power’s range.
  MOVE BASIC POWER
  The Force user can move small objects via the power of the Force.
  The user may spend F  to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum 
  range is short range.
  COST 10
  COST 5
  COST 10
  COST 10
  COST 5
  COST 10
  COST 5
  COST 5
  COST 10
  COST 15
  COST 5
  COST 15
  COST 10
  COST 20
  COST 15
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  FORCE POWER
  MOVE
  Prerequisites: Force Rating 1+
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  CONTROL
  When performing a Force Leap, the user can jump vertically in 
  addition to horizontally.
  CONTROL
  The user can perform a Force Leap as a maneuver instead of 
  an action.
  RANGE
  Spend F  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  CONTROL
  Enhance can be used with 
  the Coordination skill.
  CONTROL
  Enhance can be used with 
  the Piloting (Planetary) skill.
  CONTROL
  Enhance can be used with 
  the Piloting (Space) skill.
  CONTROL
  Enhance can be used with 
  the Resilience skill.
  CONTROL
  Enhance can be used with 
  the Brawl skill.
  CONTROL
  Ongoing effect: Commit C. The user increases his Agility 
  characteristic by 1 (to a maximum of 6).
  CONTROL
  Take a Force leap action; make an Enhance power check. The 
  user may spend F  to jump horizontally to any location in 
  short range.
  CONTROL
  Ongoing effect: Commit C. The user increases his Brawn 
  characteristic by 1 (to a maximum of 6).
  ENHANCE BASIC POWER
  When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
  The user may spend F  to gain s  or a  (user’s choice) on the check.
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 5
  COST 5
  COST 5
  COST 5
  COST 5
  COST 10
  FORCE POWER
  ENHANCE
  Prerequisites: Force Rating 1+
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
  CONTROL
  When making a skill check to determine initiative, the Force user may roll a Foresee power check 
  as part of the pool. He may spend Z  to gain s  per point on the check.
  CONTROL
  When performing a Foresee power check as part of an initiative check, the Force user may spend 
  Z  to allow all affected targets to take one free maneuver before the first round of combat begins.
  RANGE
  Spend Z  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend Z  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend Z  to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  STRENGTH
  Spend Z  to pick out 
  specific details equal 
  to Strength upgrades 
  purchased. 
  STRENGTH
  Spend Z  to pick out 
  specific details equal 
  to Strength upgrades 
  purchased. 
  MAGNITUDE
  Spend Z  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend Z  to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  DURATION
  Spend Z  to increase days 
  into the future the user 
  may see equal to Duration 
  upgrades purchased.
  DURATION
  Spend Z  to increase days 
  into the future the user 
  may see equal to Duration 
  upgrades purchased.
  CONTROL
  Affected targets increase 
  their ranged and melee 
  defense by 2 for the first 
  round of combat.
  FORESEE BASIC POWER
  The Force user can feel the Force flowing around everything, seeing what is and what will be.
  The user may spend Z  to gain vague hints of events to come up to a day into his future.
  COST 10
  COST 10
  COST 5
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 5
  COST 5
  COST 10
  COST 5
  COST 5
  FORCE POWER
  FORESEE
  Prerequisites: Force Rating 1+
  RANKED
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  AGE OF REBELLION  •  VERSION 4  •  2016-02
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Age of Rebellion/AoR - Talent Tree v4.pdf