TEXT: THE JEDI –  
  A DYING LIGHT 
   
  or over a thousand generations, the Jedi Knights were the 
  guardians of peace and justice in the Republic. Their skills were 
  legendary: Athletics, Coordination, Discipline, Leadership, 
  Perception, Vigilance, Lightsaber, Knowledge (Education). 
  They were adept at much and had the ever-present, mystical Force 
  to guide them. But that was before the Empire. Jedi player 
  characters at the Edge of the Empire will find just living to be a 
  daunting prospect. The player chooses 3 of the career skills, 
  each in which to train a single rank at character creation. Jedi 
  must start with Force Rating 1. At character creation, they may 
  either buy into the Force-Sensitive Exile specialization or 
  spend 10 XP to attain Force Rating 1. Playing a Jedi in Edge of 
  the Empire requires express GM permission, and is especially 
  inappropriate for Rebellion-Era games. 
   
  THE ROLE OF  
  THE JEDI 
  Jedi these days spend most of their time simply trying to survive. 
  Refugees by necessity, they have few friends and many hunters. 
  This has led some to put away their lightsabers and eschew their 
  connection to the Force, though some might prefer to stand and 
  fight the dominant Sith power. Still others try to walk the line, 
  holding true to their Jedi ideals but with the realization that to live, 
  you’ve got to be smarter than those trying to kill you. 
  Many erstwhile “Jedi” now live as exiles; these characters 
  should start generally start in a different career—whatever fits their 
  new lifestyle—and begin play with access to the Force-Sensitive 
  Exile talent tree rather than the Jedi career.  
  The true Jedi will always fight for justice 
  and peace, and each Jedi refugee 
  attempts to find his or her own way 
  in which to do this. Many will 
  latch onto powerful crime lords 
  or smuggler organizations, 
  playing their part and 
  biding their time until 
  action is called for. 
  Whatever their choice 
  of safe haven, they live 
  under the constant 
  threat of annihilation, 
  and as such do well 
  in 
  keeping 
  their 
  identities a closely-
  guarded secret.  
   
   
   
   
  JEDI  
  SPECIALIZATIONS 
  The three traditional archetypes of Jedi are presented here. 
  Some may well choose to branch into other careers in order to 
  expand their skillfulness and abilities, but their rather unique 
  abilities make for some interesting characters. 
   
  GUARDIAN – THE FIRST LINE OF DEFENSE 
  Concentrating on martial training, Guardians engage in combat 
  more than other Jedi. Descended from the Order's founders whose 
  role in the galaxy was to defend the weak and uphold the laws of 
  the Galactic Republic, the Guardians were often seen as 
  representatives of the Order and the classic Jedi weapon: the 
  lightsaber. 
  The Guardian focuses on what skills can give him an edge in 
  combat: Leadership, Lightsaber, Melee, Pilot (Space).  This 
  means that he can start out with two ranks in Lightsaber for free. 
  The Guardian talent tree reflects the physical acuity and 
  conditioning for which Jedi are known, as well as reliance on the 
  Force that is central to the Jedi code.  
   
  SENTINEL – THE JEDI SPECIALIST 
  In a galaxy full of Dark deceit, the Sentinel exists as a hidden 
  champion of the Light. Trained in various jobs for which most Jedi 
  would be ill-equipped, a Sentinel has a bag of tricks and techniques 
  that can make him an expert at just about anything. Sentinels are 
  masterful infiltrators, stealthy Shadows, investigators, and 
  Watchmen. 
  The Sentinel’s bonus career skills Mechanics, Stealth, 
  Streetwise, and Knowledge (Underworld) make him well-suited 
  for life on the Edge. He’s true to the Jedi code, yes, but he has been 
  trained to work deep under cover—he can handle many a tasteless 
  job and won’t get squeamish along the way. 
   
  CONSULAR – A FORCE FOR GOOD 
  The Jedi Consular is a scholar, researcher, meditator, healer, and 
  student of the Force. Seeking harmony in all matters, the Consular 
  is rarely seen drawing or igniting his lightsaber. He prefers to arm 
  himself with knowledge and diplomacy, protecting himself and 
  others by physical means only as a last resort.  
  A Consular might focus his learning on Discipline and use of 
  the Force, or he might spend his time learning the art of Medicine. 
  Negotiate can help the diplomatic Consular get ahead in sticky 
  situations, and Knowledge (Lore) is a staple of any scholar.  
   
   
  FFFF    
   
   
   
  A JEDI’S LIGHTSABER 
   
  More than a tool or weapon iconic of the Jedi; the lightsaber is a 
  symbol of light and life. But for a Jedi at the Edge of the Empire, it is 
  a liability and a beacon for agents of evil. The player and GM should 
  discuss lightsabers at character creation, including whether it would 
  be appropriate for the Jedi player character to have one.    
  
  Jedi: Guardian Talent Tree 
  Prerequisite: Force Rating 1+ 
   
  Career Skills: Athletics, Cool, Coordination, Discipline, Perception, Vigilance, Lightsaber, Knowledge (Education) 
  Guardian Bonus Skills: Leadership, Lightsaber, Melee, Pilot (Space) 
   
   
   
   
  PASSIVE FORCE ABILITY 
   
  ACTIVATED FORCE ABILITY 
   
  PASSIVE ABILITY 
   
  ACTIVATED ABILITY 
   Deflection 
  Your lightsaber gains a 
  Deflection rating equal to 
  ranks in Deflection. 
   Jump Up 
  Once per round, may 
  stand from seated or 
  prone as an incidental. 
   Confidence 
  May decrease difficulty of 
  any Discipline check to 
  avoid fear by 1 per rank 
  of Confidence. 
   Guardian 
  Perform a Guardian action to 
  protect a single engaged ally. 
  Until your next turn, any combat 
  checks target you instead of 
  that ally. 
   Second Wind 
  Once per encounter use 
  Second Wind incidental 
  to recover strain equal 
  to ranks in Second 
  Wind.  
   Natural Duelist 
  Once per session reroll any 
  one Lightsaber check. 
   Inspiring Rhetoric 
  Take an Inspiring Rhetoric Action; 
  make an Average (
  ) 
  Leadership check. Each s causes 
  1 ally in close range to recover 1 
  strain. Spend a to cause 1 
  affected ally to recover 1 additional 
  strain. 
   Redirection 
  Suffer 2 strain when targeted by 
  a blaster attack to engage in a 
  competitive check, adding 
   to 
  your Lightsaber pool.  
   Force Body 
  Once per session, spend 1 
  Destiny Point and suffer 4 strain 
  to ignore the effects of strain for 
  a number of rounds equal to 
  twice the character’s Force 
  Rating. 
   Deflection 
  Your lightsaber gains a 
  Deflection rating equal to 
  ranks in Deflection. 
   Improved Guardian 
  Suffer 1 strain to perform the 
  Guardian action as a 
  maneuver.  
   Force Rating 
  Gain +1 Force Rating. 
   Lightsaber Focus 
  Add 1 damage per rank of 
  Lightsaber Focus to damage 
  inflicted while using the 
  Lightsaber skill. 
   Defense 
  Your lightsaber gains a 
  Defensive rating equal to ranks 
  in Defense. 
   Disciplined Strike 
  Perform a Disciplined Strike 
  maneuver to remove b per 
  rank of Disciplined Strike from 
  Lightsaber checks. 
   Command 
  Add 
   to Leadership checks 
  (or other skill checks used to 
  inspire, rally, or lead others). 
  Allies affected by this skill add 
   to their Discipline checks to 
  avoid fear effects. 
   Defense 
  Your lightsaber gains a 
  Defensive rating equal to 
  ranks in Defense. 
   Toughness 
  Gain +1 wound 
  threshold. 
   Dedication 
  Gain +1 to 1 
  characteristic. This 
  cannot bring a 
  characteristic above 6.  
   Armor Master 
  When wearing armor, 
  increase total soak value 
  by 1.  
  
  Jedi: Sentinel Talent Tree 
  Prerequisite: Force Rating 1+ 
   
  Career Skills: Athletics, Cool, Coordination, Discipline, Perception, Vigilance, Lightsaber, Knowledge (Education) 
  Sentinel Bonus Skills: Mechanics, Stealth, Streetwise, Knowledge (Underworld) 
   
   
   
   
   
  PASSIVE FORCE ABILITY 
   
  ACTIVATED FORCE ABILITY 
   
  PASSIVE ABILITY 
   
  ACTIVATED ABILITY 
   Quick Draw 
  Once per round, may 
  draw or holster a weapon 
  or accessible item as an 
  incidental. 
   Disciplined Strike 
  Remove b per rank of 
  Disciplined Strike from 
  Lightsaber checks. 
   Indistinguishable 
  Upgrade difficulty of checks 
  to identify character once per 
  rank of Indistinguishable. 
   Grit 
  Gain +1 strain 
  threshold. 
   Quick Strike 
  Add 
   per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet. 
   Stalker 
  Add 
   per rank of Stalker 
  to all Stealth and 
  Coordination checks. 
   Sentinel 
  Skill checks with 
   made 
  against the character are 
  upgraded once per rank of 
  Sentinel. 
   Rapid Reaction 
  Suffer a number of strain to 
  add an equal number of s 
  to initiative checks. Strain 
  suffered this way cannot 
  exceed ranks in Rapid 
  Reaction. 
   Balance 
  When the character recovers 
  strain at the end of an 
  encounter, he may roll 
   per 
  Force Rating. He regains 
  additional strain equal to 
   
  generated. 
   Shortcut 
  During a chase, add 
   
  per ranks in Shortcut to 
  any checks made to 
  catch or escape an 
  opponent. 
   Well Rounded 
  Choose any 2 Skills. They 
  permanently become 
  Career Skills. 
   Sense Emotions 
  Add 
   to all Charm, 
  Coerce, and Deceit checks 
  unless the target is immune 
  to Force powers. 
   Defense 
  Your lightsaber gains a 
  Defensive Rating equal to 
  ranks in Defense. 
   Intense Focus 
  Perform an Intense Focus 
  maneuver; suffer 1 strain 
  and upgrade the ability of 
  next skill check once. 
   Deflection 
  Your lightsaber gains a 
  Deflection rating equal to 
  ranks in Deflection. 
   Street Smarts 
  Remove b per rank of 
  Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
   Force Rating 
  Gain +1 Force Rating. 
   Dedication 
  Gain +1 to 1 
  characteristic. This 
  cannot bring a 
  characteristic above 6.  
   Sentinel 
  Skill checks with 
   made 
  against the character are 
  upgraded once per rank of 
  Sentinel. 
   Utility Belt 
  Spend 1 Destiny Point as an 
  incidental; produce a previously 
  undocumented tool from a 
  utility belt or satchel, with a 
  rarity no greater than 3. This 
  may not be a weapon. 
  
  Jedi: Consular Talent Tree 
  Prerequisite: Force Rating 1+ 
   
  Career Skills: Athletics, Cool, Coordination, Discipline, Perception, Vigilance, Lightsaber, Knowledge (Education) 
  Consular Bonus Skills: Discipline, Medicine, Negotiate, Knowledge (Lore) 
   
   
   
  PASSIVE FORCE ABILITY 
   
  ACTIVATED FORCE ABILITY 
   
  PASSIVE ABILITY 
   
  ACTIVATED ABILITY 
   Force Healer 
  A character is always 
  considered to have 
  all the benefits of a 
  medpac. 
   Resolve 
  When a character involuntarily 
  suffers strain, he suffers 1 less 
  strain per rank of Resolve, to a 
  minimum of 1. 
   Skilled Advisor 
  When assisting a skill 
  check, add 
   in addition 
  to the normal benefits. 
   Grit 
  Gain +1 strain 
  threshold. 
   
   Surgeon 
  When making a Medicine 
  check to help a character 
  recover wounds, the target 
  recovers 1 additional 
  wound per rank of 
  Surgeon. 
   Overwhelm 
  Emotions 
  May add 
   per Force rating 
  to Charm, Coerce, or Deceit 
  checks. 
   and z add s to 
  some checks and f to others. 
   Sense Emotions 
  Add 
   to all Charm, 
  Coerce, and Deceit checks 
  unless the target is immune 
  to Force powers. 
   Force Rating 
  Gain +1 Force 
  Rating. 
   Dedication 
  Gain +1 to 1 
  characteristic. This 
  cannot bring a 
  characteristic above 
  6.  
   Skillful Power 
  Spend x when making a 
  Force power check to 
  perform the same Force 
  power again as a 
  maneuver.  
   Consular 
  Remove b per rank of 
  Consular from all checks 
  with 
   present.  
   Knowledge 
  Specialization 
  When first acquired, choose 
  one Knowledge skill. The 
  character can spend x to 
  gain additional s on that 
  Knowledge check equal to 
  ranks in Knowledge 
  Specialization. 
   Nobody’s Fool 
  May upgrade difficulty 
  of incoming Charm, 
  Coerce, or Deceit 
  checks once per rank 
  of Nobody’s Fool. 
   Consular 
  Remove b per rank 
  of Consular from all 
  checks with 
   
  present. 
   Grit 
  Gain +1 strain 
  threshold. 
   
   Absorption 
  Spend a Destiny Point after 
  taking damage to turn it into 
  Strain damage instead. 
   Confidence 
  May reduce the 
  difficulty of any fear 
  check by 1 per rank in 
  Confidence. 
   Natural 
  Control 
  Once per session, reroll 
  one Discipline or 
  Leadership check. 
   Knowledge 
  Specialization 
  When first acquired, choose 
  one Knowledge skill. The 
  character can spend x to 
  gain additional s on that 
  Knowledge check equal to 
  ranks in Knowledge 
  Specialization. 
   Surgeon 
  When making a Medicine 
  check to help a character 
  recover wounds, the target 
  recovers 1 additional 
  wound per rank of 
  Surgeon. 
  
  TALENT DESCRIPTIONS 
  ABSORPTION 
  Activation: Active (Incidental, out of turn) 
  Ranked: No 
  Trees: Consular 
  The character may spend a Destiny Point when taking damage 
  from an attack to turn any wound damage from the attack into strain 
  damage. 
   
  CONSULAR 
  Activation: Passive 
  Ranked: Yes 
  Trees: Consular 
  The character may remove b per rank of Consular from any skill 
  check where 1 or more 
   are included in the pool. 
   
  DEFENSE 
  Activation: Passive 
  Ranked: Yes 
  Trees: Guardian, Sentinel 
  When the character wields a lightsaber, it gains a Defensive rating 
  equal to ranks in the Defense talent (see page 106 of Edge of the 
  Empire Beta). 
   
  DEFLECTION 
  Activation: Passive 
  Ranked: Yes 
  Trees: Guardian, Sentinel 
  When the character wields a lightsaber, it gains a Deflection rating 
  equal to ranks in the Deflection talent (see page 106 of Edge of the 
  Empire Beta). 
   
  DISCIPLINED STRIKE 
  Activation: Active (Maneuver) 
  Ranked: Yes 
  Trees: Guardian, Sentinel 
  The character can perform a Disciplined Strike maneuver, 
  removing b per rank of Disciplined Strike from the next Lightsaber 
  check. 
   
  FORCE BODY 
  Activation: Active (Incidental) 
  Ranked: No 
  Trees: Guardian 
  Once per session, as an incidental the character may suffer 4 strain 
  and spend a Destiny Point to ignore the effects of strain for a 
  number of minutes, or rounds in combat, equal to twice his Force 
  rating. During this time, the character can still suffer strain, but 
  cannot be incapacitated by it. 
  FORCE HEALER 
  Activation: Passive 
  Ranked: No 
  Trees: Consular 
  The character is always considered to have the benefits of a 
  medpac: he can make Medicine checks without penalty, adds 
   
  to all Medicine checks to heal wounds, and can grant the benefits 
  of a stimpack once per scene to any 1 target. 
   
  GUARDIAN 
  Activation: Active (Action) 
  Ranked: No 
  Trees: Guardian 
  The character may spend a Guardian action to protect one ally he 
  is engaged with. For the rest of the turn, the ally cannot be targeted 
  by ranged combat checks as long as he remains engaged with the 
  character. 
   
  IMPROVED GUARDIAN 
  Activation: Passive 
  Ranked: No 
  Trees: Guardian 
  The character may suffer one strain to perform the Guardian talent 
  as a maneuver.  
   
  LIGHTSABER FOCUS 
  Activation: Passive 
  Ranked: Yes 
  Trees: Guardian 
  The character deals +1 damage on all successful Lightsaber 
  checks per rank of Lightsaber Focus. 
   
  MASTER DUELIST 
  Activation: Active (Incidental) 
  Ranked: No 
  Trees: Guardian 
  Once per round, the character may voluntarily suffer two strain to 
  decrease the difficulty of the next Lightsaber check by one, to a 
  minimum of Easy (
  ). 
   
  NATURAL CONTROL 
  Activation: Active (Incidental) 
  Ranked: No 
  Trees: Consular 
  Once per game session, the character may reroll any 1 Discipline 
  or Leadership check. 
   
   
  
  NATURAL DUELIST 
  Activation: Active (Incidental) 
  Ranked: No 
  Trees: Guardian 
  Once per game session, the character may reroll any 1 Lightsaber 
  check. 
   
  REDIRECTION 
  Activation: Active (Incidental, Out of Turn) 
  Ranked: No 
  Trees: Guardian 
  When the character is armed with a lightsaber and is the target of 
  a combat check from a blaster weapon, the character may attempt 
  to redirect the blaster attack at any other enemy within range. The 
  character suffers 2 strain to turn the combat check into a 
  competitive check (see page 21 of the Edge of the Empire Beta). 
  The character uses his Lightsaber skill to form a competitive pool, 
  applying the required difficulty for ranged combat and adding 
  . 
  The attack is considered to be originating from the winner of the 
  competitive check, but retains the base damage, range, and critical 
  rating of the blaster weapon.  
   
  SENTINEL  
  Activation: Passive 
  Ranked: Yes 
  Trees: Sentinel 
  When targeted by a skill check in which 
   are present, or by a 
  Force power, the character may upgrade the difficulty of the skill 
  check once per rank of Sentinel. 
  SKILLED ADVISOR 
  Activation: Passive 
  Ranked: Yes 
  Trees: Consular 
  When the character performs the assist maneuver, he may add an 
  additional 
   per rank of Skilled Advisor. 
   
  SKILLFUL POWER 
  Activation: Passive 
  Ranked: No 
  Trees: Consular 
  When making a skill check to activate a Force power as an action, 
  the character can spend x to activate the same Force power as a 
  maneuver in the same round. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Misc/FFG - Jedi Career.pdf