TEXT: CONSULAR
  CONSULAR
  CHARACTER FOLIO
  BEL A N DI
  
  Start Here: This 2-page spread contains the 
  information you need to begin your adventure.
  BRAWN
  2
  CHARACTER SHEET
  CHARACTER NAME : BELANDI
  SPECIES
  CAREER
   MIRIALAN
  CONSULAR
  CHARACTERISTICS
  SKILLS
  AGILITY
  3
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  SKILLS
  RANK
  DICE POOL
  Astrogation (Int)
  0
  π π π
  Athletics (Br)
  0
  π π
  Charm (Pr)
  0
  π π
  Coercion (Will)
  0
  π π π
  Computers (Int)
  0
  π π π
  Cool (Pr)
  1
  º π
  Coordination (Ag)
  0
  π π π
  Deception (Cun)
  0
  π π
  Discipline (Will)
  2
  º º π
  Knowledge (Int)
  1
  º π π
  Leadership (Pr)
  1
  º π
  Mechanics (Int)
  0
  π π π
  Medicine (Int)
  1
  º π π
  Negotiation (Pr)
  1
  º π
  Perception (Cun)
  0
  π π
  Piloting (Ag)
  0
  π π π
  Resilience (Br)
  0
  π π
  Skulduggery (Cun)
  0
  π π
  Stealth (Ag)
  0
  π π π
  Streetwise (Cun)
  0
  π π
  Survival (Cun)
  0
  π π
  Vigilance (Will)
  0
  π π π
  COMBAT SKILLS
  Brawl (Br)
  0
  π π
  Gunnery (Ag)
  0
  π π π
  Lightsaber (Will)
  0
  π π π
  Melee (Br)
  0
  π π
  Ranged (Light) (Ag)
  0
  π π π
  Ranged (Heavy) (Ag)
  0
  π π π
  CHARACTER SHEET 
  Your Character Sheet provides all the information you need to play 
  the game. It also provides a place to write down your current status, 
  weapons, armor, and equipment. 
  Ability
  Die π
  Proficiency 
  Die º
  Difficulty
  Die π
  Challenge
  Die º
  Boost 
   Die ∫
  Setback 
   Die ∫
  Force 
   Die º
  SYMBOLS & DICE
  Your characteristics are used to calculate many game values but 
  are rarely used directly. Whenever you attempt a task that might 
  fail, you make a skill check. The dice you roll for this check are 
  called your dice pool, and are based on your rank in that skill 
  and your characteristic. If you roll more ≥ than ∂, you succeed.
  Please reference these skills and descriptions of what they do on 
  the back of the Rulebook.
  CHARACTERISTICS & SKILLS 
  Advantage ≤ symbols indicate a positive side effect or 
  consequence, even on a failed check. They cancel and 
  are canceled by Threat ∑ symbols. 
  Threat ∑ symbols indicate a negative side effect or con-
  sequence, even on a successful check. They cancel and 
  are canceled by Advantage ≤ symbols.
  Failure ∂ symbols cancel Success ≥ symbols. If there 
  are enough Failure ∂ symbols to cancel all the Success 
  ≥ symbols, the check is a failure.
  Despair µ symbols count as Failure ∂ symbols (they 
  cancel Success ≥ symbols) and may also be spent to 
  trigger a powerful negative consequence. 
  Success ≥ symbols are canceled by Failure ∂ sym-
  bols; if there are any Success ≥ symbols left, the check 
  succeeds.
  Triumph ± symbols count as Success ≥ symbols and may 
  also be spent to trigger a powerful positive consequence.
  1
  2
  2
  1
  
  Stop Here: Don’t turn the page until 
  instructed to by the GM.
  SOAK VALUE
  CURRENT
  THRESHOLD
  WOUNDS
  CURRENT
  THRESHOLD
  STRAIN
  CRITICAL INJURIES
  WEAPONS & EQUIPMENT
  FORCE POWERS
  PHYSICIAN'S KIT
  Once per encounter, use the Medicine skill to heal an ally. The check is Easy (π) if the 
  character is equal or below half his wound threshold, Average (π π) if he is above 
  half, and Hard (π π π) if he exceeds his wound threshold. He recovers 1 wound per 
  Success ≥ symbol and 1 strain per Advantage ≤ symbol. Once per adventure, you 
  can heal a Critical Injury. The difficulty depends on the Critical Injury.
  WEAPON
  SKILL
  RANGE
  DAMAGE
  DICE POOL
  Blaster Pistol
  Ranged (Light)
  Medium
  6  
  π π π
  • You deal 6 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤.
  Fists
  Brawl
  Engaged
  2
  π π
  • You deal 2 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤≤≤.
  GEAR, EQUIPMENT & OTHER ITEMS
  3 Stimpacks
  Use as a maneuver to heal 4 wounds on a living creature. Consumed on use.
  Comlink
  Allows communication between other characters with comlinks.
  Heavy Robes
  Soak 1; already included in soak value.
  Physician's Kit
  Allows you to heal living creatures by using the Medicine skill.
  3
  13
  13
  MONEY
  FORCE RATING
  400 credits
  1
  Strain represents exhaustion, mental trauma, and being stunned. 
  You may voluntarily suffer 2 strain to perform an extra maneuver 
  on your turn. Strain comes and goes more quickly than wounds. 
  If your strain ever exceeds your Strain Threshold, you pass out. 
  Wounds represent physical damage to your body. If your 
  wounds exceed your Wound Threshold, you are knocked out 
  and suffer a Critical Injury. Wounds can be recovered through the 
  Medicine skill and stimpacks. 
  Soak value reduces incoming damage and can prevent wounds. 
  Your soak value is equal to the sum of your Brawn and the soak 
  value of your armor. 
  You might suffer Critical Injuries during your adventures, either 
  when you’re knocked out by exceeding your wound threshold or 
  as the result of an attack. Keep track of the number of Critical 
  Injuries here. For a description of the effects of your Critical Inju-
  ries, refer to the back cover of the Adventure Book. 
  When you use the Force, you choose a Force Power you know 
  and then roll 1 Force die º (for your Force Rating 1). You may 
  spend light side results ∏ as Force points Ω to activate your 
  Force power. You cannot spend dark side results ∏ unless you 
  draw upon the dark side of the Force by spending 1 Destiny and 
  suffering strain equal to the dark side results ∏ you use.
  On each turn, you can perform 1 Action and 1 Maneuver, in any 
  order. 
  You can suffer 2 strain to perform a second maneuver. 
  You cannot perform more than 2 maneuvers on your turn.
  You can also perform any number of incidental actions. 
  An Action may include:
  • Perform an attack 
  • Use a skill
  • Use the Force 
  • Exchange your 1 action for  
  an additional maneuver
   A Maneuver may include: 
  • Move  
  • Aim
  • Take cover 
  • Ready or stow a weapon or 
  item 
  • Interact with your environment 
  • Engage or disengage  
  • Stand up
  THE PLAYER'S TURN
  HEAL
  You can heal yourself and others with the Force. 
  Spend 1 Force point Ω to heal 3 wounds on yourself or one engaged living 
  creature. A creature can only be healed by this power once per encounter. 
  MOVE
  You can move small objects slowly with the Force. 
  Spend 1 Force point Ω to move an object about the size of a backpack or 
  smaller from within short range of you to within short range of you.
  3
  4
  5
  6
  5
  4
  3
  6
  7
  7
  LOCKED - YOU CANNOT USE YOUR FORCE POWERS UNTIL THE 
  GM INSTRUCTS YOU OTHERWISE
  
  Start Here: This 2-page spread contains new 
  information to help you continue your adventure.
  BRAWN
  2
  CHARACTER SHEET
  CHARACTER NAME : BELANDI
  SPECIES
  CAREER
   MIRIALAN
  CONSULAR
  CHARACTERISTICS
  SKILLS
  AGILITY
  3
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  CHARACTERISTICS
  SPECIES
  CAREER
  Grit Talent 
  You gain the Grit talent. Put a mark in the circle next to the XP 
  cost to remind you that you have taken it. Whether or not you 
  choose this upgrade, circle the correct value (13 or 14) on your 
  strain threshold. 
  Grit: Your strain threshold is increased by 1, from 13 to 14. 
  5
  XP COST
  Force Power Upgrade: Heal - Control
  Your Heal power gains a Control upgrade. Put a mark in the cir-
  cle next to the XP cost to remind you that you have taken it. Your 
  Heal power gains the following ability: 
  If you spent no dark side results ∏ on the Heal power check, the 
  target also recovers strain equal to the wounds recovered.
  5
  XP COST
  SKILLS
  RANK
  DICE POOL
  Astrogation (Int)
  0
  π π π
  Athletics (Br)
  0
  π π
  Charm (Pr)
  0 / 1
  π π / º π
  Coercion (Will)
  0
  π π π
  Computers (Int)
  0
  π π π
  Cool (Pr)
  1
  º π
  Coordination (Ag)
  0
  π π π
  Deception (Cun)
  0
  π π
  Discipline (Will)
  2
  º º π
  Knowledge (Int)
  1
  º π π
  Leadership (Pr)
  1
  º π
  Mechanics (Int)
  0
  π π π
  Medicine (Int)
  1 / 2
  º π π / º º π
  Negotiation (Pr)
  1
  º π
  Perception (Cun)
  0
  π π
  Piloting (Ag)
  0
  π π π
  Resilience (Br)
  0
  π π
  Skulduggery (Cun)
  0
  π π
  Stealth (Ag)
  0
  π π π
  Streetwise (Cun)
  0
  π π
  Survival (Cun)
  0
  π π
  Vigilance (Will)
  0
  π π π
  COMBAT SKILLS
  Brawl (Br)
  0
  π π
  Gunnery (Ag)
  0
  π π π
  Lightsaber (Will)
  0
  π π π
  Melee (Br)
  0
  π π
  Ranged (Light) (Ag)
  0
  π π π
  Ranged (Heavy) (Ag)
  0
  π π π
  UPGRADE MENU
  ADVANCEMENT!
  You have just gained 10 experience points (XP). You can spend those 
  10 experience points to purchase any of the following upgrades, 
  worth up to a total of 10 XP. 
  1
  2
  Medicine Skill
  You train your Medicine skill. You gain one skill rank in Medicine. 
  Your dice pool changes from º π π to º º π.
  Put a mark in the circle next to the XP cost to remind you that 
  you have taken it. Whether or not you choose this upgrade, 
  circle the correct rank (1 or 2) and dice pool on the skill list to 
  the right. 
  10
  XP COST
  2
  Charm Skill
  You train your Charm skill. You gain one skill rank in Charm. Your 
  dice pool changes from π π to º π.
  Put a mark in the circle next to the XP cost to remind you that 
  you have taken it. Whether or not you choose this upgrade, 
  circle the correct rank (0 or 1) and dice pool on the skill list to 
  the right. 
  5
  XP COST
  1
  3
  
  Stop Here: Don’t turn the page until 
  instructed to by the GM.
  SOAK VALUE
  CURRENT
  THRESHOLD
  WOUNDS
  CURRENT
  THRESHOLD
  STRAIN
  CRITICAL INJURIES
  WEAPONS & EQUIPMENT
  PHYSICIAN'S KIT
  Once per encounter, use the Medicine skill to heal an ally. The check is Easy (π) if the 
  character is equal or below half his wound threshold, Average (π π) if he is above 
  half, and Hard (π π π) if he exceeds his wound threshold. He recovers 1 wound per 
  Success ≥ symbol and 1 strain per Advantage ≤ symbol. Once per adventure, you 
  can heal a Critical Injury. The difficulty depends on the Critical Injury.
  CRITICAL INJURIES
  3
  13
  MONEY
  FORCE RATING
  400 credits
  1
  /
  13 14
  Ability
  Die π
  Proficiency 
  Die º
  Difficulty
  Die π
  Challenge
  Die º
  Boost 
   Die ∫
  Setback 
   Die ∫
  Force 
   Die º
  WEAPON
  SKILL
  RANGE
  DAMAGE
  DICE POOL
  Blaster Pistol
  Ranged (Light)
  Medium
  6  
  π π π
  • You deal 6 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤.
  Fists
  Brawl
  Engaged
  2
  π π
  • You deal 2 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤≤≤.
  GEAR, EQUIPMENT & OTHER ITEMS
  3 Stimpacks
  Use as a maneuver to heal 4 wounds on a living creature. Consumed on use.
  Comlink
  Allows communication between other characters with comlinks.
  Heavy Robes
  Soak 1; already included in soak value.
  Physician's Kit
  Allows you to heal living creatures by using the Medicine skill.
  Threat ∑ symbols indicate a negative side effect or con-
  sequence, even on a successful check. They cancel and 
  are canceled by Advantage ≤ symbols.
  Despair µ symbols count as Failure ∂ symbols (they 
  cancel Success ≥ symbols) and may also be spent to 
  trigger a powerful negative consequence. 
  Failure ∂ symbols cancel Success ≥ symbols. If there 
  are enough Failure ∂ symbols to cancel all the Success 
  ≥ symbols, the check is a failure.
  Advantage ≤ symbols indicate a positive side effect or 
  consequence, even on a failed check. They cancel and 
  are canceled by Threat ∑ symbols. 
  Triumph ± symbols count as Success ≥ symbols and may 
  also be spent to trigger a powerful positive consequence.
  Success ≥ symbols are canceled by Failure ∂ sym-
  bols; if there are any Success ≥ symbols left, the check 
  succeeds.
  On each turn, you can perform 1 Action and 1 Maneuver, in any 
  order. 
  An Action may include:
  • Perform an attack 
  • Use a skill 
  • Use the Force
  • Exchange your 1 action for  
  an additional maneuver
   A Maneuver may include: 
  • Move  
  • Aim
  • Take cover 
  • Ready or stow a weapon or 
  item 
  • Interact with your environment 
  • Engage or disengage  
  • Stand up
  You can suffer 2 strain to perform a second maneuver. 
  You cannot perform more than 2 maneuvers on your turn.
  You can also perform any number of incidental actions. 
  SYMBOLS & DICE
  THE PLAYER'S TURN
  3
  FORCE POWERS
  HEAL
  You can heal yourself and others with the Force. 
  Spend 1 Force point Ω to heal 3 wounds on yourself or one engaged living 
  creature. A creature can only be healed by this power once per encounter.  
  MOVE
  You can move small objects slowly with the Force. 
  Spend 1 Force point Ω to move an object about the size of a backpack or 
  smaller from within short range of you to within short range of you.
  
  BRAWN
  2
  CHARACTER SHEET 
  CHARACTER NAME : BELANDI
  SPECIES
  CAREER
   MIRIALAN
  CONSULAR
  CHARACTERISTICS
  SKILLS
  AGILITY
  3
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  CRITICAL INJURIES
  SOAK VALUE
  CURRENT
  THRESHOLD
  WOUNDS
  CURRENT
  THRESHOLD
  STRAIN
  1
  CRITICAL INJURIES
  FORCE POWERS
  XP
  HEAL
  You can heal yourself and others with the Force.
  Spend 1 Force point Ω to heal 3 wounds on yourself or one engaged living 
  creature. A creature can only be healed by this power once per encounter.
  MOVE
  You can move small objects slowly with the Force.
  Spend 1 Force point Ω to move an object about the size of a backpack or 
  smaller from within short range of you to within short range of you.
  SKILLS
  CAREER
  RANK
  DICE POOL
  Astrogation (Int)
  Athletics (Br)
  Charm (Pr)
  •
  Coercion (Will)
  Computers (Int)
  Cool (Pr)
  •
  Coordination (Ag)
  Deception (Cun)
  Discipline (Will)
  •
  Knowledge (Int)
  •
  Leadership (Pr)
  •
  Mechanics (Int)
  Medicine (Int)
  •
  Negotiation (Pr)
  •
  Perception (Cun)
  Piloting (Ag)
  Resilience (Br)
  Skulduggery (Cun)
  Stealth (Ag)
  Streetwise (Cun)
  Survival (Cun)
  Vigilance (Will)
  COMBAT SKILLS
  Brawl (Br)
  Gunnery (Ag)
  Lightsaber (Will)
  Melee (Br)
  Ranged (Light) (Ag)
  Ranged (Heavy) (Ag)
  WEAPON
  SKILL
  RANGE
  DAMAGE
  DICE POOL
  GEAR, EQUIPMENT & OTHER ITEMS
  WEAPONS & EQUIPMENT
  MONEY
  FORCE RATING
  1
  
  CONSULAR: CAREER TREE
  Career Skills: Charm, Cool, Discipline, Knowledge, Leadership, Medicine, Negotiation
  Success
  Triumph
  Advantage
  Failure
  Despair
  Threat
  Ability
  Die π
  Proficiency 
  Die º
  Difficulty
  Die π
  Challenge
  Die º
  Boost 
   Die ∫
  Setback 
   Die ∫
  Force 
   Die º
       
  Gain +1 strain threshold.
  GRIT
  COST 5
       
  Add 1 Boost ∫ die to all 
  Charm, Coercion, and De-
  ception checks unless the 
  target is immune to Force 
  powers.
  SENSE EMOTIONS
  COST 10
       
  When an opponent targets 
  you with a Force power, re-
  duce the Force points Ω 
  generated by 1. 
  CALMING AURA
  COST 15
       
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional wound 
  per rank of Surgeon.
  SURGEON
  COST 5
       
  Once per encounter, perform 
  Valuable Facts action; make 
  an Average (π π) Knowl-
  edge check. If successful, 
  add Triumph ± symbol to 
  one ally’s skill check during 
  the encounter.
  VALUABLE FACTS
  COST 10
       
  Gain +1 Force rating.
  FORCE RATING
  COST 15
       
  Your Heal power gains the 
  following ability: 
  If you spent no dark side 
  results ∏ on the Heal 
  power check, the target 
  also recovers an amount of 
  strain equal to the wounds 
  recovered.
  HEAL - CONTROL
  COST 5
       
  Your Heal power gains the 
  following ability: 
  Spend 1 Force point Ω to 
  increase the range of your 
  Heal power to short.
  HEAL - RANGE
  COST 10
       
  Your Heal power gains the 
  following ability: 
  Spend 1 Force point Ω to 
  restore 1 additional wound 
  on the target. You may ac-
  tivate this upgrade multiple 
  times, increasing the num-
  ber of wounds healed by 1 
  each time.
  HEAL - STRENGTH
  COST 15
       
  Your Move power gains the 
  following ability: 
  Spend 1 Force point Ω to 
  increase the range of your 
  Move power to medium.
  MOVE - RANGE
  COST 5
       
  You gain the ability to per-
  form fine manipulations 
  with the Force. You can do 
  anything with the Force you 
  could do with your hands, 
  within the power's range.
  MOVE - CONTROL
  COST 10
       
  Your Move power gains the 
  following ability: 
  Spend 1 Force point Ω to 
  increase the number of 
  targets you can move by 
  one. You may activate this 
  upgrade multiple times, 
  increasing the number of 
  targets by one each time.
  MOVE - 
  MAGNITUDE
  COST 15
  ACQUIRING TALENTS & FORCE POWER UPGRADES
  Talents and Force power upgrades are acquired from your career tree. 
  This career tree provides a unique format for purchasing talents and 
  upgrades that comes with several special rules and restrictions. 
  Your career tree has four columns and three rows. The cost of each 
  talent or upgrade depends on the row it occupies. The topmost row 
  of talents and upgrades are the cheapest, costing 5 experience points 
  each. The next row’s choices cost 10 experience points each, and the 
  third and final row’s choices cost 15 experience each.
  Note that the choices on the tree are connected by a series of lines 
  that link some talent or upgrade choices with others. When purchasing 
  talents and upgrades, you may only purchase talents or upgrades you 
  are eligible for. You are eligible to select any talents or upgrades in the 
  first, topmost row, plus any talents or upgrades that are connected via 
  one of the aforementioned links to one you have already acquired. 
  Each entry on the career tree may only be acquired once. Some trees 
  have multiple entries for a single talent. This is because several of the 
  talents may be learned repeatedly. When you learn a talent for the 
  second—or later—time, you gain an additional rank of the ability.
  SKILL TRAINING
  The cost for training skills falls into one of two categories: career skills 
  and non-career skills. Each skill has five ranks of training available.  
  Training a career skill costs five times the value of the next highest 
  rank. For example, training a career skill from rank 0 (untrained) to 
  rank 1 requires 5 experience points. Improving a rank 1 career skill to 
  rank 2 requires 10 experience points. Each rank must be purchased 
  separately. This means that training a career skill from rank 0 to rank 
  2 costs 15 experience points (5 for raising it from rank 0 to rank 1, 
  then 10 more for raising it from rank 1 to rank 2).
  You can also purchase ranks in your non-career skills. Each rank of 
  a non-career skill costs 5 additional experience points. For example, 
  training a non-career skill from rank 0 (untrained) to rank 1 requires 
  10 experience points. Improving a rank 1 non-career skill to rank 2 
  requires 15 experience points, and so on.
  INVESTING EXPERIENCE POINTS
  As you continue to play, you will occasionally receive experience points from the GM that you can spend to improve your character. You may spend 
  this XP to increase your skills or to advance along your career tree. See page 11 of the Beginner game Rulebook for more detailed information.
  1
  2
  2
  
  STORY
  Belandi Feearr was a member of a Mirialan religious order on a Mirialan 
  colony world in the Outer Rim, dwelling in a temple complex that dominated 
  her home city and serving as a healer in the community. Belandi was a 
  member of a movement within her order that called itself the Pacifists, 
  preaching peace and mercy above all other virtues (as opposed to the 
  Benedictors, the Revelers, and the Contemplators, among others, who each 
  held their own interpretations of the Creed).
  When the Empire claimed control of her home planet, Belandi joined the 
  rest of the Pacifists in counseling non-interference with the political ebb 
  and flow of the galaxy. The Benedictors objected, staged a protest of the 
  new Imperial governor, and were exterminated by stormtroopers. It was the 
  beginning of a long period of oppression and division among the followers 
  of the Creed, some of whom continued to preach political non-involvement 
  and others who objected to the Empire’s policy. Those who objected 
  vanished one by one. Some were publicly arrested or killed. Others simply 
  disappeared, with no explanation.
  After almost two years of Imperial rule, Belandi was called upon to heal the 
  chief of the local security forces: the governor’s enforcer, the one responsible 
  for the death or disappearance of many of Belandi’s colleagues and friends. 
  The woman was dying of an infected wound, a stubborn ailment easily mended 
  by Belandi’s arts but resistant to more traditional therapies. Belandi could 
  have easily saved the woman’s life. Instead, she let her die.
  Wanted for murder on her home world and racked with guilt over her 
  decision, Belandi was smuggled off the planet by Hethan Romund, an old 
  friend of her order who had several times visited her temple’s libraries. 
  Belandi became a recluse, meditating on the past and vowing to never again 
  give in to fear, hatred, or revenge.
  Now, Romund herself is in trouble, and it is time for Belandi to leave her 
  isolation and repay the favor… 
  © LFL © FFG
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Force and Destiny/Force and Destiny - (SWF01a) Character Folio - Belandi Feearr.pdf