TEXT: A new gang 
  By default your squad consists of about 10-15 fighters with basic weapons and armor (2-harm squad small undisciplined 1-armor). 
  Choose 2: 
  __ your squad consists of 30 or so fighters. Medium instead of small. 
  __ your squad‘s well-armed. +1harm. 
  __ your squad’s well-armoured. +1armour. 
  __ your squad’s well-disciplined. Drop undisciplined. 
  __ your squad’s used to spending long tours in the field, and able to maintain and repair its own gear without a home base. It gets 
  +mobile. 
  __ your squad’s self-sufficient, able to provide for itself by working odd jobs and mercenary work. It gets +rich. 
  Choose 1: 
  __ your squad’s armory is subpar. It gets -1harm. 
  __ your squad disdains armor. It gets -1armour. 
  __ your squad is a pack of frickin’ hyenas and opportunists. It gets +savagery. 
  __ your squad’s loose-knit, with members coming and going as they choose. It gets +desertion. 
  __ your squad is in significant debt to someone powerful or a government organization. It gets +obligation. 
  __ your squad is filthy and unwell. It gets +disease. 
  __ your squad is lax about security and likes to drink and brag. It gets + reprisals. 
   
  Equipment 
   
  Blasters: 
  • hi-powered sporting blaster rifle (3-harm far energy) 
  • auto cannon (3-harm close/far area messy energy) 
  • blaster rifle (3-harm close loud autofire energy) 
  • sporting blaster rifle (2-harm far reload loud energy) 
  • blaster carbine (2-harm close area loud energy) 
  • heavy blaster pistol (3-harm close reload loud energy) 
  • blaster pistol (2-harm close loud energy) 
  • hold-out blaster (2-harm close reload loud energy concealable) 
  • ion gun (s-harm/2-harm* hand reload energy) *only affects droid 
    
  Ballistics: 
  • grenade launcher (4-harm close area messy) 
  • grenade tube (4-harm close area reload messy) 
  • frag grenades (4-harm hand area reload messy) 
  • stun grenades (s-harm hand area reload energy) 
  • antique slugthrower (2-harm close reload loud valuable) 
    
  Hand Weapons: 
  • force pike (2-harm/s-harm hand/close powered) 
  • ornate dagger (2-harm hand valuable) 
  • hidden knives (2-harm hand infinite) 
  • vibro knife (2-harm hand powered) 
  • big knife (2-harm hand) 
  • vibro sword (3-harm hand messy powered) 
  • many knives (2-harm hand infinite) 
  • lightsaber (3-harm ap hand). Choose 1: 
  • master crafted: a superb piece of craftsmanship. Add +precious. 
               • double bladed: versatile and impressive 
               • collection: you have a few spare. They’re absolutely standard, but there’s a handful of them. 
               • legendary: its blade has a very distinctive color and people know that blade has history. 
               • dual-phase blade: you can double the length of your lightsaber blade with the simple flick of a switch. (hand/close) 
   
  Size categories are 
  Small (air-car, fighter, shuttle, transport, 15 or so warriors) 
  medium (corvette, gunship, heavy tank, 30 or so warriors) 
  large (frigate, cargo ship, passenger vessel, 60 or so warriors) 
  huge (cruiser, colony ship, 150 or so warriors) 
  massive (dreadnaught, space station, 300 or so warriors) 
  
   
  Ships 
  Choose one of these profiles: 
  __ Speeder car and bike (power +1, maneuverability +2, 1-armour, weakness +0, 2-harm, tiny, +atmospheric) 
  Shields --- Hull [__][__][__] 
  __ Shuttle (power +1, maneuverability +1, 2-armour, weakness +1, 2-harm, small, +spacious +hyperdrive) 
  Shields [__][__] Hull [__][__][__] 
  __ Starfighter (power+2, maneuverability +1, 1-armour, weakness+2, 3-harm, small, +hyperdrive) 
  Shields [__][__][__] Hull [__][__] 
  __ Space transport (power+1, maneuverability +1, 1-armour, weakness+2, 3-harm, small, +hyperdrive +cargo) 
  Shields [__][__] Hull [__][__][__][__] 
  __ Bomber (power+1, maneuverability +0, 1-armour, weakness+2, 2-harm, small, +hyperdrive +1-harm ap vs. capital ships) 
  Shields [__][__][__] Hull [__][__][__] 
   
  Repair-kit 
  Your repair-kit has all kinds of crap in it: hydro-spanners, adhesive tapes, eye-wear, plasteel wires, anti-grav whisks, inciter, imager, 
  kilo-scanner, laser caliper, magclamps, demagnetizers, micropoints, energy tethers, holo-probe, voxwriter, plastent, hydrogrip, gas 
  binders, repulsor hitch, drilling tools, jumper bypass, and riveting gun. It’s big enough to fill the trunk of a speeder. 
   
  When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it for 1-cred per 2-stock, if your 
  circumstances let you purchase or barter for technical supplies and spare parts. It begins play holding 6-stock. 
   
  To use it to repair a vehicle that has lost 1 or more hull points (not it’s maximum hull): roll+stock spent. On a hit, the systems are 
  stabilized and heal all hull damage, but the MC will choose 1 (on a 10+) or 2 (on a 7–9): 
  • the vehicle will need to be grounded or docked before it can be flown again. 
  • the fuel systems or reactor will require delicate repairs. you’re acting under fire. 
  • the vehicle’s system will require 24 hours of re-syncing but can be flown. -1 to vehicle’s power, maneuverability and harm. 
  • repairing the vehicle eats up your stock; spend 1-stock more. 
  • the vehicle will have to be grounded or docked for at least a week to finish the repairs. 
  • one of the core systems, shields, weapons, life support, engines or scanners will have to be taken offline for 36 hours.. 
  On a miss, the vehicle takes 1-harm to hull instead. 
   
  To use it to speed the recovery of shielding, don’t roll. Spend 1-stock to heal 2-shield points. This can only be used on a ship once 
  every 24 hours. 
   
  To use it to salvage a wrecked ship (at maximum hull damage or beyond): roll+stock spent. On a 10+, the vehicle is repaired to 2-hull 
  points. On a 7–9, the vehicle is repaired by 1-wound. On a miss, you’ve done everything you can for to save the ship, but it’s too far 
  gone. 
   
  Dark Temptations 
  If you have the jedi knight move, you can wield the force and as such are always tempted by the dark side and the power it offers you. 
  You can give into the dark side, by allowing your anger, fear, frustration or hatred to influence you. You can give the dark side a String 
  on you to do one of the following: hold force-2 if you use Jedi knight and miss, add 2 to your next roll, add an extra harm to an attack, 
  heal all your Vitality damage, use the force as a weapon (2-harm ap close). The MC can spend dark side Strings to manipulate you 
  down a dark path as if they rolled a 10+.  
  
  Basic Moves 
  Do something under Fire (+Cool) 
  When you do something under fire, or dig in to endure fire, roll+cool. 
  On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the MC can 
  offer you a worse outcome, a hard bargain, or an ugly choice. 
   
  Threaten (+Hard) 
  When you threaten someone, roll+hard. On a 10+, they have to 
  choose: force your hand and suck it up, or cave and do what you want. 
  On a 7–9, they can instead choose 1: 
  • get the hell out of your way 
  • barricade themselves securely in 
  • give you something they think you want 
  • back off calmly, hands where you can see 
  • tell you what you want to know (or what you want to hear) 
   
  Assault (+Hard) 
  When you assault, roll+hard. On a hit, inflict and receive harm. On a 
  10+ choose 3. On a 7-9 choose 2. On a miss, choose 1. 
  • suffer one less harm 
  • inflict one additional harm 
  • you take something from your opponent (physical or metaphorical)  
  • frighten or scatter your enemy 
   
  Seduce or Manipulate (+Hot) 
  When you try to seduce or manipulate someone, tell them what you 
  want and roll+hot. For NPCs: on a hit, they ask you to promise 
  something first, and do it if you promise. On a 10+, whether you keep 
  your promise is up to you, later. On a 7–9, they need some concrete 
  assurance right now. For PCs: on a 10+, both. On a 7–9, choose 1: 
  • if they do it, they mark experience 
  • if they refuse, erase one of their stat highlights for the remainder of 
  the session, 
  What they do then is up to them. 
   
  Observe a Person (+Sharp) 
  When you observe a person in a charged interaction, roll+sharp. On a 
  10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, 
  spend your hold to ask their player questions, 1 for 1: 
  • is your character telling the truth? 
  • what’s your character really feeling? 
  • what does your character intend to do about __? 
  • what does your character wish I’d do? 
  • how could I get your character to __? 
   
  Help or Interfere (+HX) 
  When you help or interfere with someone who’s making a roll, roll+Hx. 
  On a hit, they take +1 (help) or -2 (interfere) now. On a 7–9, you also 
  expose yourself to fire, danger, retribution or cost. 
   
  Read a Charged Situation (+Sharp) 
  When you read a charged situation, roll+sharp. On a hit, you can ask 
  the MC questions. Whenever you act on one of the MC’s answers, 
  take 
  +1. On a 10+, ask 3. On a 7–9, ask 1: 
  • where’s my best escape route / way in / way past? 
  • who/what here is not what they seem? 
  • which enemy is most vulnerable to me? 
  • what is the biggest threat to me? 
  • what should I be on the lookout for? 
  • what’s my enemy’s true position? 
  • who’s in control here? 
  • what happened here recently? 
   
  Trust Your Instincts (+Attuned) 
  When you trust your instincts, roll +attuned. On a hit, take +1forward 
  and the MC will tell you something new and interesting about the 
  current situation, and might ask you a question or two; answer them; 
  On a 10+, the MC will give you good detail. On a 7–9, the MC will give 
  you an impression. If you already know all there is to know, the MC will 
  tell you that. 
   
  Session End 
  At the end of every session, choose a character who knows you better 
  than they used to. If there’s more than one, choose one at your whim. 
  Tell that player to add +1 to their Hx with you on their sheet. If this 
  brings them to Hx+4, they reset to Hx+1 (and therefore mark 
  experience) and you must tell them something new about your 
  character; a secret, a vulnerability, or a meaningful moment from your 
  past. 
   
  Harm and Healing moves 
  When you run out of vitality and suffer harm, roll+your current 
  wounds.  
  On a 10+, the MC chooses 1:  
  •you’re out of action: unconscious, trapped, incoherent or panicked. 
  • it’s worse than it seemed, take an additional 1-wound. 
  • Choose 2 from below. 
  On a 7-9, the MC chooses 1: 
  • you lose your footing. 
  • you lose your grip on whatever you’re holding. 
  • you lose track of someone or something you’re attending to. 
  • you miss noticing something important. 
   
  When you inflict harm on another player’s character, the other 
  character gets +1Hx with you (on their sheet) for every segment of 
  harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as 
  usual, and therefore mark experience 
   
  When you heal another player’s character’s harm, you get +1Hx 
  with them (on your sheet) for every wound you heal or for every 2 
  vitality  you heal. If this brings you to Hx+4, you reset to Hx+1 as usual, 
  and therefore mark experience. 
  Cred Moves 
  When you give 1-cred to someone, but with strings attached, it 
  counts as manipulating NPC’s as a +10 or PC’s as a 7-9. no roll 
  required. 
   
  When you make known that you want a thing and spend cred to 
  speed it on its way, roll+cred spent (max roll+3). It has to be a thing 
  you could legitimately get this way. On a 10+ it comes to you, no 
  strings attached. On a 7–9 it comes to you, or something pretty close. 
  On a miss, it comes to you, but with strings very much attached. 
   
  When you go into a city’s bustling market, looking for some 
  particular thing to buy, and it’s not obvious whether you should be able 
  to just go buy one like that, roll+sharp. On a 10+, yes, you can just go 
  buy it like that. On a 7–9, the MC chooses one of the following: 
  • it costs 1-cred more than you’d expect. 
  • it’s available, but only if you meet with a guy who knows a guy. 
  • damn, I had one, I just sold it to this guy named _______, maybe you 
  can go get it off him? 
  • sorry, I don’t have that, but maybe this will do instead? 
   
  Peripheral Moves 
  When you call upon the Dark Side of the Force and you have the 
  Force-trained or Force-tradition move, by allowing your anger, fear, 
  frustration or hatred to influence you. You can give the dark side a hold on 
  you to do one of the following: hold force-2 if you use Force-trained and 
  miss, add 2 to your next roll, add an extra harm to an attack, heal all your 
  Vitality damage, use the Force as a weapon (2-harm ap close). The MC 
  can spend dark side hold to manipulate you down a dark path as if they 
  rolled a 10+. 
   
  Insight 
  When you use your people for insight, ask your people what they think 
  your best course is, and the MC will tell you. If you pursue that course, 
  take +1 to any rolls you make in the pursuit. If you pursue that course but 
  don’t accomplish your ends, you mark experience. 
   
  Gangs 
  You can use gangs to Assault, Threaten, or other designated fight 
  moves, Roll dice as normal however they receive and do the harm, not 
  you. If there is a difference in size, add +1 damage and +1 armor for each 
  size difference in the gang. 
   
  Healing  
  Healing requires the use of Bacta in some form. When you’re not in danger 
  you can use 1 Bacta to heal all your vitality without a roll. On wounds heal 
  per Bacta used then Roll+Bacta Used (max roll +3). On a 10+ choose 1:   
  • The procedure cures a Debility 
  • Your quick thinking teaches you something, mark experience 
  • Choose 2 from below 
  On a 7-9 choose 1: 
  • The patient will not require rest when the action is over. 
  • The patient feels stimulated, they get a +1 till the action is over 
  • The procedure is uncomplicated and you save 1 use of Bacta 
  On a miss complications occur and you spend 1 more Bacta than needed 
  
  Ship                                         _ 
  Choose one of these profiles 
  ☐  Speeder car and bike (power +1, maneuverability +2, 1-armour, 
  weakness +0, 2-harm, tiny, +atmospheric)  
  Shields --- Hull ☐ ☐ ☐ 
  ☐  Shuttle (power +1, maneuverability +1, 2-armour, weakness +1, 2-harm, 
  small, +spacious +hyperdrive)  
  Shields ☐ ☐ Hull ☐ ☐ ☐ 
  ☐  Starfighter (power+2, maneuverability +1, 1-armour, weakness+2, 3-
  harm, small, +hyperdrive)  
  Shields ☐ ☐ ☐ Hull☐ ☐ 
  ☐ Space transport (power+1, maneuverability +1, 1-armour, weakness+2, 
  3-harm, small, +hyperdrive +cargo)  
  Shields ☐ ☐ Hull ☐ ☐ ☐ ☐ 
  ☐  Bomber (power+1, maneuverability +0, 1-armour, weakness+2, 2-harm, 
  small, +hyperdrive +1-harm ap vs. transports & capital ships)  
  Shields ☐ ☐ ☐ Hull ☐ ☐ ☐ 
   
  Choose its strength or strengths: (choose as many as its power and 
  maneuverability) 
  • Fast, rugged, aggressive, tight, huge, responsive, uncomplaining, 
  capacious, workhorse, easily repaired. 
  Choose its weakness(es): (choose as many as its weakness) 
  • Slow, fragile, sloppy, lazy, cramped, picky, guzzler, unreliable, easily-
  detected, rabbity. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        The Ace     _   
  I’m with Rogue Squadron. Impossible is our stock in trade, and success is 
  what we deliver. 
   
   
  Ace Dying Move 
  When you die, if you’re piloting a vehicle, destroy the vehicle and deal 4-
  harm ap to a target you choose. If you’re not piloting a vehicle, or for any 
  remaining ships you own, choose one character and give your ship(s) to 
  that character. That character gains +1 to all flying rolls while piloting your 
  vehicle(s). 
  HX                    ____________________ 
  Everyone introduces their characters by name, look and outlook. Take your 
  turn. List the other characters’ names. 
   
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
   
  Go around again for Hx. On your turn, choose 1 or both: 
  _____________________...has been with you for days on your ship. Tell 
  that player Hx+2. 
  _____________________...once got you out of some serious trouble. Tell 
  that player Hx+2. 
  Tell everyone else Hx+1. Everybody knows a bit about who you are and 
  where you’ve been. 
   
  On the others’ turns: 
  • You aren’t naturally inclined to get too close to too many people. 
  Whatever number they tell you, give it -1 and write it next to their 
  character’s name. 
   
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too. 
   
   
  The Ace 
   
   
  
   
  Name (Pick one) 
  Lauren, Audrey, Farley, Sammy, Inisa, Forim, Crev, Bridget, Dace, Annette, 
  Kaleb, Melvar, Marlon, Kim, Errol, or Humphrey. 
  Phoenix, Femi, Shayl, Adi, Cachi, Salek, Dart, Gremlin, Imbet, Jag, or 
  Moolis. 
   
  Look 
  • Male, female, ambiguous, or transgressing. 
  • Vintage wear, casual wear, utility wear, showy wear or scrounge wear. 
  • Handsome face, gorgeous face, stern face, fine-boned face, worn face, 
  crooked face, scaly face, or fuzzy face 
  • Cool eyes, hooded eyes, hard eyes, sad eyes, cold eyes, or pale eyes. 
  • Slim body, pudgy body, stocky body, solid body, tall body, or strong body. 
   
  Stats (choose one set) 
  • Attuned +1 Cool =0 Hard -1 Hot +1 Sharp +2 
  • Attuned -1 Cool +1 Hard =0 Hot +1 Sharp +2 
  • Attuned -1 Cool =0 Hard +1 Hot =0 Sharp +2 
  • Attuned +1 Cool +1 Hard -1 Hot =0 Sharp +2 
   
  Gear 
  You get: 
  • 1 handy weapon 
  • 2-cred  
  • fashion suitable to your look (you detail) 
   
  Handy weapons (choose 1): 
  ☐ hold-out blaster (2-harm close reload loud energy concealable) 
  ☐ blaster pistol (2-harm close loud energy) 
  ☐ big knife (2-harm hand) 
  ☐ blaster carbine (2-harm close area loud energy) 
  ☐ vibro sword (3-harm hand messy energy) 
  ☐ heavy blaster pistol (3-harm close reload loud energy) 
   
   
   
   
   
   
   
  Available at the beginning of play 
  ☐ +1 Cool(max +2) 
  ☐ +1 Hot (max +2) 
  ☐ +1 Sharp (max +2) 
  ☐ +1 Attuned (max +2)  
  ☐ A new Ace move 
  ☐ A new Ace move 
  ☐ Get 2 gigs (detail), and Moonlighting 
  ☐ Get a Space Dock(Workspace, detail), 
  and a crew 
  ☐ Get a move from another playbook 
  ☐ Get a move from another playbook 
  After 5 advances you may select 
  ☐ +1 to any stat (max +3) 
  ☐ Retire your character to safety  
  ☐ Create a second Character 
  ☐ Advance 3 basic moves 
  ☐ Advance the other 4 moves 
  ☐ Change to a new archetype 
   
   
   
  Ace Moves___________________            
  You get these: 
  ☑  An expert pilot: when in the cockpit... 
  …if you do something under fire, add your ship’s maneuverability to 
  your roll. 
  …if you try to assault, add your ship’s power to your roll. 
  …if you threaten, add your ship’s maneuverability to your roll. 
  …if you help or interfere with someone, add your ship’s power to your 
  roll. 
  …if someone interferes with you, add your ship’s weakness to their roll. 
   
  Choose One: 
  ☐  Daredevil: if you go straight into danger without hedging your bets, 
  you get +1armour. If you happen to be leading a squad or convoy, it gets 
  +1armour too. 
   
  ☐  Mechanic: you have a well-stocked and high quality tool kit. It counts 
  as a repair-kit with a capacity of 2-stock. 
   
  ☐ Collector: you get 2 additional ships. 
   
  ☐ Fastest ship in the galaxy: you get an addition to your ship. Choose 2 
  to add to it ☐ quad cannons +1 harm ☐  hull reinforcements +1 armour   
  ☐ boosted engines +1 power ☐ increased stabilizers +1 maneuverability. 
   
  ☐ Out of the way!: roll+hard to smash your way through scenery to get 
  to or away from something. 10+, the scenery is moved or smashed and 
  you get what you want. On a 7–9 you get what you want and smash or 
  move the scenery, but take 1-harm (ap), and are disoriented and must 
  act under fire in follow-up actions, leave something behind, or take 
  something with you. (Think smashing through durasteel walls or pushing 
  through a crowded street on Coruscant.) 
   
  ☐ As one: when you are piloting a vehicle and you trust the force you 
  may roll+sharp instead of +attuned. 
   
  ☐ Wing Commander:  you get a wing of 12 or so pilots to command and 
  squad commander. (2-harm squad small 1-armour +space). Choose 
  whether they are squadron of ☐ starfighters (+1 harm) or ☐ bombers 
  (+1harm ap vs. capital ships) 
  
   
  Weapons                                          _ 
  Serious weapons (choose 1): 
  ☐ ​ ​sporting blaster rifle (2-harm far loud) 
  ☐ ​ ​blaster carbine (2-harm close area loud energy) 
  ☐ ​ ​heavy blaster pistol (3-harm close reload loud energy) 
  ☐ ​grenade tube (4-harm close area reload messy) 
  ☐ ​ ​vibro sword (3-harm hand messy powered) 
  Versatiles weapons (choose 1): 
  ☐ ​ ​ion gun (s-harm/2-harm-ap* close loud energy) *only affects droid 
  ☐ ​ ​hold-out blaster (2-harm close reload loud energy concealable) 
  ☐ ​ ​stun grenades (s-harm hand area reload energy) 
  ☐​  ​flame thrower (2-harm close area fire) 
  ☐ ​ whip-cord (s-harm close reload)  
  Backup weapons (choose 1): 
  ☐ ​ ​blaster pistol (2-harm close loud energy) 
  ☐ ​ ​vibro knife (2-harm hand powered) 
  ☐ ​many knives (2-harm hand infinite) 
  ☐ ​ ​stun grenades (s-harm hand area reload energy) 
   
   
   
   
   
   
   
   
   
   
   
   The Bounty Hunter ​_ 
  Blaster for hire. That’s You. You’re still young at this game, but you’ve killed 
  23 people. The galaxy stinks, but you’ve gotta make a living. 
   
   
  Bounty Hunter Dying Move 
  When you die, you can choose to trigger a dead-man switch and set off an 
  explosion (4-harm close area) in an area around yourself. 
  HX                    ____________________ 
  Everyone introduces their characters by name, look and outlook. Take your 
  turn. List the other characters’ names. 
   
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
   
  Go around again for Hx. On your turn, choose 1 or both: 
  ____________________...is too trusting in your eyes. Tell that player Hx-1. 
  ____________________...helped you do something terrible once. Tell that 
  player Hx+2. 
   
  Tell everyone else​ ​Hx+1. Your guild is well known and word spreads 
  quickly of its members. 
   
  On the others’ turns: 
  _____________________...has, or has had, an active bounty on them. 
  Whatever number that player tells you, ignore it and write Hx+3 next to the 
  character’s name. 
  • ​For everyone else, whatever number they tell you, write it next to the 
  character's name.  
   
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too. 
   
   
  The Bounty 
  Hunter 
   
  
   
   
  Name ​(Pick one) 
  Hunk, Tor, Ork, Doule, Blag, Mega, Dent, Deg, Frog, Summit, Trench, Zuto, 
  Kray, Momo, Gigg, Meat, Stomp,  Tahiri,  Lorn, Kaia, Ric, Jeanida, Arlan, 
  Maki, Amaza, Locke, Xuenti, Kam, Jango, Sera, Zan, Fianna, Aeris 
   
  Look​ (pick as many as apply) 
  • ​Man, woman, concealed, or transgressing. 
  • ​Showy armor, scrounged mismatched armor, battered old armor, custom 
  homemade armor, or powered armor. 
  • ​Scarred face, blunt face, bony face, dull face, worn face, blasted face, 
  scaly face. 
  • ​Hard eyes, blank eyes, merciless eyes, dead eyes, or calculating eyes, 
  reptilian eyes. 
  • ​Hard body, stocky body, stringy body, battered body, compact body, or 
  huge body, scaled body, or furry body. 
   
  Stats ​(choose one set) 
  • ​Attuned =0 Cool +1 Hard +2 Hot -1 Sharp +1 
  • ​Attuned +1 Cool =0 Hard +2 Hot +1 Sharp -1 
  • ​Attuned -1 Cool =0 Hard +2 Hot -1 Sharp +2 
  • ​Attuned +1 Cool +1 Hard +2 Hot -1 Sharp =0 
   
  Gear 
  You get: 
  • ​1 serious weapon 
  • ​1 versatile weapon 
  • ​1 backup weapon 
  • ​1-armour and a jet-pack or 2-armour +clumsy (you detail).  
  • ​1-cred  
  • ​space shuttle (power +1, maneuverability +1, 2-armour, weakness +1, 
  2-harm, small, +spacious +hyperdrive) 
  Shields ​☐☐​ ​ Hull ​☐☐☐ 
   
   
   
   
   
   
   
   
  Available at the beginning of play 
  ☐ ​+1 Hot (max +2) 
  ☐ ​+1 Sharp (max +2) 
  ☐ ​+1 Attuned (max +2)  
  ☐ ​A new ​Bounty Hunter ​move 
  ☐ ​A new ​Bounty Hunter ​move 
  ☐ ​A new ​Bounty Hunter ​move 
  ☐ ​Get 2 gigs (detail), and ​Moonlighting 
  ☐ ​Get a Squad (detail), and ​Squad 
  Commander 
  ☐​ ​Get a move from another playbook 
  ☐​ ​Get a move from another playbook 
  After 5 advances you may select 
  ☐ ​+1 to any stat (max +3) 
  ☐ ​Retire your character to safety  
  ☐ ​Create a second Character 
  ☐ ​Advance 3 basic moves 
  ☐ ​Advance the other 4 moves 
  ☐ ​Change to a new archetype 
   
  Bounty Hunter Moves 
  You get these: 
  ☑ ​ ​Guild contacts:​ when you are not pursuing a bounty and wish to, 
  roll+attuned to contact your guild and learn of a target in your sector. On 
  a 10+, they let you know of a high-value target in the sector that pays 
  2-cred. On a 7-9, they let you know of a low-value target in the sector 
  that pays 1-cred. 
  Choose Two: 
  ☐ ​ Never forgive, never forget: ​whenever you take a debility, name the 
  person you hold most responsible. Take +1 ongoing to all rolls versus 
  them, forever. (All rolls with them directly as a target count, of course. 
  Rolls against their family and friends, minions, or property may count, in 
  the MC’s judgment. MCs, remember your job is to make Star Wars World 
  full of adventure and keep the characters’ lives interesting, not deny the 
  PCs bonuses.) 
   
  ☐ ​Infamous:​ when you announce to a target that you’re here to collect 
  on their bounty, roll+hard. On a hit, they choose: 
  • They freeze. 
  • They run but leave something important behind. 
  • They back away, hands where you can see them. 
  • They attack you. 
  On a 10+, you take +1 ongoing against them until they’re captured or 
  dead. On a 7-9, take +1forward against them. On a miss, they do what 
  they like and you take -1forward against them. 
   
  ☐ ​No good to me dead: ​ when you inflict harm, you can choose to inflict 
  any amount of harm you like, less than or up to your harm as 
  established, including s-harm. Decide at the moment you inflict the harm; 
  you need not tell anyone in advance how much harm you intend to inflict.  
   
  ☐ ​Unstoppable:​ when you ​suffer wounds​, take -2 to your roll. 
   
  ☐ ​Out of the way!: ​roll+hard to smash your way through scenery to get 
  to or away from something. 10+, the scenery is moved or smashed and 
  you get what you want. On a 7–9 you get what you want and smash or 
  move the scenery, but take 1-harm (ap), and are disoriented and must 
  act​ ​under fire​ in follow-up actions, leave something behind, or take 
  something with you. (Think smashing through durasteel walls or pushing 
  through a crowded street on Coruscant.) 
   
  ☐ ​Like a moth to the flame:​ at the beginning of the session, 
  roll+attuned. On a 10+ hold 1+1. On a 7–9 hold 1. At any time, you or the 
  MC can spend your hold to have you at the scene of a battle (a real 
  battle, not intimate violence between a couple people). On a miss, the 
  MC holds 1, and can spend it to have you there and pinned down. 
   
  ☐​ ​Best in the galaxy:​ you get +1hard (max hard+3).  
   
  
  Force Powers                                        _ 
  • Telekinesis: while you have Hold, you can use the force to move and 
  manipulate simple unattended objects (it may still be doing something 
  dangerous, though). You may spend Hold to move something massive, 
  move people harmlessly, propel yourself up to a great height or forward at 
  great speed, or use telekinesis as a weapon (1-harm ap close area) 
  • Mind Trick: while you have Hold, you can use the force as leverage when 
  manipulating the weak minded (MC's call). You may spend your hold to 
  implant an illusion in the minds of others. When you do, choose 2: 
  ● 
  It extends broadly across many minds 
  ● 
  It extends deeply, holding up against close scrutiny 
  ● 
  It will last for some time after you stop maintaining it 
  • Empathy: While you have Hold, when you read a person you gain one 
  extra question. You may spend hold instead to ask questions as if you'd 
  rolled a 10+ without rolling. 
  • Force Senses: While you have Hold, when you read a charged situation 
  you gain one extra question. You may spend hold instead to ask questions 
  as if you'd rolled a 10+ without rolling.  
   
   
   
   
   
   
   
   
   
   
   
   
   The Jedi Consular _ 
  A Consular is a specialized kind of Jedi. They focus more on cerebral Force 
  skills. They’re our healers, our researchers, our seers.  
   
   
  Jedi Consular Dying Move 
  When you die, you can become a Force Spirit. You can appear as your Jedi 
  character to anyone trusting in the force and can give them advice, tell 
  them what you honestly think their best course is. If they do it, their 
  character and your new character both mark experience. 
  HX                    ____________________ 
  Everyone introduces their characters by name, look and outlook. Take your 
  turn. List the other characters’ names. 
   
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
   
  Go around again for Hx. On your turn, choose 1 or both: 
  _____________________...helped you do something meaningful. Tell 
  them Hx+2 
  • If any of them are members of the Jedi order, tell them Hx+2 
  • Tell everyone else Hx+1. You are easy to get to know. 
   
  On the others’ turns: 
  The force is strong with _____________________. Whatever number the 
  player tells you, ignore it and write +3 instead. 
  • Whatever number everyone else tells you, give it +1 and write it next to 
  their character’s name. You see through lies and deceit easily. 
   
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too. 
   
   
  The Jedi 
  Consular 
   
   
  
   
  Name (Pick one) 
  Vision, Dust, Plono, Sorol, Dom, Ganner, Naroon, Mace, Min, Ewted, Gem, 
  Valin, Forma, Jaster, Marl, Leo, Torc, Deel, Aari, Nomar, Cab, Gades, 
  Yana, Esven, Kael, Ralla 
   
  Look 
  • Male, female, ambiguous, or transgressing. 
  • Casual wear, utility wear, leather wear, showy wear, old robes, clean 
  robes. 
  • Handsome face, gorgeous face, stern face, fine-boned face, worn face, or 
  crooked face. 
  • Cool eyes, hooded eyes, hard eyes, sad eyes, cold eyes, or pale eyes. 
  • Slim body, pudgy body, stocky body, solid body, tall body, or strong body. 
   
  Stats (choose one set) 
  • Attuned +2 Cool =0 Hard -1 Hot -1 Sharp +2 
  • Attuned +2 Cool -1 Hard -1 Hot +2 Sharp =0 
  • Attuned +2 Cool -1 Hard =0 Hot +1 Sharp +1 
  • Attuned +2 Cool +1 Hard =0 Hot +1 Sharp -1 
   
  Gear 
  You get:  
  • 1 lightsaber (detail) 
  • 2 cred  
   
  Your lightsaber starts with this profile: (3-harm ap hand). It’s a buzzing laser 
  sword, bright blue or green, that cuts through pretty much anything. Choose 
  one option: 
  ☐master crafted: a superb piece of craftsmanship. Add +precious. 
  ☐collection: you have a few spare. They’re absolutely standard, but there’s 
  a handful of them. 
  ☐legendary: its blade has a very distinctive color and people know that 
  blade has history. 
  ☐dual-phase blade: you can double the length of your lightsaber blade with 
  the simple flick of a switch. (hand/close) 
   
   
   
   
   
   
   
  Available at the beginning of play 
  ☐ +1 Cool (max +2) 
  ☐ +1 Hot (max +2) 
  ☐ +1 Sharp (max +2) 
  ☐ +1 Hard (max +2)  
  ☐ A new Jedi Consular move 
  ☐ A new Jedi Consular move 
  ☐ A new Jedi Consular move 
  ☐ Get a retinue (detail), and Fortunes  
  ☐Get a move from another playbook 
  ☐Get a move from another playbook 
  After 5 advances you may select 
  ☐ +1 to any stat (max +3) 
  ☐ Retire your character to safety  
  ☐ Create a second character 
  ☐ Advance 3 basic moves 
  ☐ Advance the other 4 moves 
  ☐ Change to a new archetype 
   
   
   
  Jedi Consular Moves_________               
  You get these: 
  ☑  Force-trained: when you call upon the force, take 1-harm and 
  roll+attuned. On a 10+, Hold force-3. On a 7-9, Hold force-1. On a miss, 
  you may Hold force-2 by giving into your fear, anger or hatred, along with 
  the usual consequences of a missed roll. 
   
  Choose one: 
  ☐  Force healing: when you touch a wounded person skin to skin, you 
  may heal them using your force-hold 1-for-1 as med-kit stock. 
   
  ☐ There is no chaos, there is serenity: you get +1attuned (attuned+3). 
   
  ☐ There is no passion, there is peace: when you help or interfere with 
  someone, roll+attuned instead of roll+Hx. 
   
  ☐ Defender of the republic: when you go into battle with your lightsaber 
  ready, roll +attuned. On a 10+ hold 3, on a 7-9 hold 1. On a miss, hold 1, 
  but you’re the prime target now and take -1ongoing. Spend your hold 
  during the battle, 1 for 1, to: 
  • name a character blasting at you or at someone within your reach. You 
  redirect the bolt back to the shooter, to someone within your reach or to 
  anything around (including nowhere - the ground, a wall, the sky) 
  • ignore any harm to yourself from an incoming attack. 
  • name a character on the scene, but outside your reach. You cross the 
  distance between you before they have time to adjust or react. 
  • name a character within your reach. While you keep fighting, you 
  intercept any attack directed at them and they suffer no harm. 
   
  ☐ Force Mastery: when you tap into the deepest parts of the force, tell 
  the GM what you want to achieve. The MC will tell you if it’s possible and 
  then 1 to 4 of the following: 
  • first you must ____; 
  • you’ll need help from ____; 
  • the best you can do is a lesser version, unreliable and limited; 
  • it’s going to take minutes/hours/days/weeks of meditation; 
  • first you’ll have to get/build/fix/figure out ___; 
  • you’re going to need ___ to help you with it; 
  • it’s going to mean exposing yourself (plus colleagues) to serious 
  danger; 
  • it’s going to take several/dozens/hundreds of tries; 
  • you’re going to have to take ___ apart to do it; 
  • it’s going to cost you ___ to do it; 
  • you must travel to ___; 
   
   
  
  Force Powers                                        _ 
  • Telekinesis: while you have Hold, you can use the force to move and 
  manipulate simple unattended objects (it may still be doing something 
  dangerous, though). You may spend Hold to move something massive, 
  move people harmlessly, propel yourself up to a great height or forward at 
  great speed, or use telekinesis as a weapon (1-harm ap close area) 
  • Mind Trick: while you have Hold, you can use the force as leverage when 
  manipulating the weak minded (MC's call). You may spend your hold to 
  implant an illusion in the minds of others. When you do, choose 2: 
  ● 
  It extends broadly across many minds 
  ● 
  It extends deeply, holding up against close scrutiny 
  ● 
  It will last for some time after you stop maintaining it 
  • Empathy: While you have Hold, when you read a person you gain one 
  extra question. You may spend hold instead to ask questions as if you'd 
  rolled a 10+ without rolling. 
  • Force Senses: While you have Hold, when you read a charged situation 
  you gain one extra question. You may spend hold instead to ask questions 
  as if you'd rolled a 10+ without rolling.  
   
   
   
   
   
   
   
   
   
   
   
   
   The Jedi Guardian _ 
  We Guardians are the Republics first line of defense against the thousand 
  enemies who seek to destroy it. 
   
   
  Jedi Guardian Dying Move 
  When you die, you can become a Force Spirit. You can appear as your Jedi 
  character to anyone trusting in the force and can give them advice, tell 
  them what you honestly think their best course is. If they do it, their 
  character and your new character both mark experience. 
  HX                    ____________________ 
  Everyone introduces their characters by name, look and outlook. Take your 
  turn. List the other characters’ names. 
   
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
   
  Go around again for Hx. On your turn, choose 1 or both: 
  _____________________...once followed your orders even though they 
  thought it was a bad idea. Tell that player Hx+2. 
  _____________________...has openly mocked the Jedi code in front of 
  you. Tell that player Hx-1. 
  • Tell everyone else Hx+0. You’re neither open or closed off. 
   
  On the others’ turns: 
  _____________________...has proven themselves to be honourable in 
  your eyes. Whatever number that player tells you, add 1 to it and write it 
  next to the character’s name. 
  • For everyone else, whatever number they tell you, write it next to the 
  character's name. 
   
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too. 
   
  The Jedi 
  Guardian 
   
   
  
   
  Name (Pick one) 
  Connor, Doyle, Fisher, Sterling, Liluum, Aawaia, Tresk, Caer, Dorn, Luke, 
  Simone, Tara, Emma, Natasha, Modesty, Lana, or Mallory. 
  Look (pick as many as apply) 
  • Male, female, ambiguous, or transgressing. 
  • Casual wear, utility wear, worn Jedi robes, new Jedi robes, or showy 
  scrounge wear. 
  • Handsome face, gorgeous face, stern face, fine-boned face, worn face, or 
  crooked face. 
  • Cool eyes, hooded eyes, hard eyes, sad eyes, cold eyes, or pale eyes. 
  • Slim body, pudgy body, stocky body, solid body, tall body, or strong body. 
   
  Stats (choose one set) 
  • Attuned +1 Cool =0 Hard +2 Hot =0 Sharp =0 
  • Attuned +1 Cool +1 Hard +2 Hot -1 Sharp =0 
  • Attuned +1 Cool -1 Hard +2 Hot =0 Sharp +1 
  • Attuned +2 Cool =0 Hard +2 Hot -2 Sharp =0 
   
  Gear 
  You get:  
  • 1 lightsaber (detail) 
  • 2 cred  
   
  Your lightsaber starts with this profile: (3-harm ap hand). It’s a buzzing laser 
  sword, bright blue or green, that cuts through pretty much anything. Choose 
  one option: 
  ☐double bladed. Versatile and impressive. 
  ☐collection: you have a few spare. They’re absolutely standard, but there’s 
  a handful of them. 
  ☐legendary: its blade has a very distinctive color and people know that 
  blade has history. 
  ☐dual-phase blade: you can double the length of your lightsaber blade with 
  the simple flick of a switch. (hand/close) 
   
   
   
   
   
   
   
  Available at the beginning of play 
  ☐ +1 Cool (max +2) 
  ☐ +1 Hot (max +2) 
  ☐ +1 Sharp (max +2) 
  ☐ +1 Attuned (max +2)  
  ☐ A new Jedi Guardian move 
  ☐ A new Jedi Guardian move 
  ☐ Get 2 gigs (detail), and Moonlighting 
  ☐ Get a Squad (detail), and Squad 
  Commander 
  ☐ Get a move from another playbook 
  ☐ Get a move from another playbook 
  After 5 advances you may select 
  ☐ +1 to any stat (max +3) 
  ☐ Retire your character to safety  
  ☐ Create a second character 
  ☐ Advance 3 basic moves 
  ☐ Advance the other 4 moves 
  ☐ Change to a new archetype 
   
   
   
  Jedi Guardian Moves                                
  You get these: 
  ☑  Force-trained: when you call upon the force, take 1-harm and 
  roll+attuned. On a 10+, Hold force-3. On a 7-9, Hold force-1. On a miss, 
  you may Hold force-2 by giving into your fear, anger or hatred, along with 
  the usual consequences of a missed roll. 
   
  Choose one: 
  ☐  Dissipate energy: while you have force-hold, you have +1 armour vs 
  energy attacks. You may spend force-hold to stop an energy attack 
  altogether, aimed at you or another nearby 
   
  ☐ Jedi reflexes: the force warns you of incoming dangers and you can 
  see things a split second before they happen. If you’re wearing non-
  armour fashion, you have 1-armour. If you’re wearing armour, use it 
  instead. 
   
  ☐ Lightsaber duelist: when you go into battle with your lightsaber ready, 
  roll +hard. On a 10+ hold 3, on a 7-9 hold 1. On a miss, hold 1, but take -
  1ongoing. Spend your hold during the battle, 1 for 1, to: 
  • name an NPC within your reach. You kill, disable or disarm that NPC. 
  • name a character blasting at you or at someone within your reach. You 
  redirect the bolt back to the shooter, to someone within your reach or to 
  anything around (including nowhere - the ground, a wall, the sky). 
  • ignore any harm to yourself from an incoming attack. 
  • name a character on the scene, but outside your reach. You cross the 
  distance between you before they have time to adjust or react. 
   
  ☐ Sword of the Jedi: you get +1hard (hard+3).  
   
  
  Force Powers                                        _ 
  • Telekinesis: while you have Hold, you can use the force to move and 
  manipulate simple unattended objects (it may still be doing something 
  dangerous, though). You may spend Hold to move something massive, 
  move people harmlessly, propel yourself up to a great height or forward at 
  great speed, or use telekinesis as a weapon (1-harm ap close area) 
  • Mind Trick: while you have Hold, you can use the force as leverage when 
  manipulating the weak minded (MC's call). You may spend your hold to 
  implant an illusion in the minds of others. When you do, choose 2: 
  ● 
  It extends broadly across many minds 
  ● 
  It extends deeply, holding up against close scrutiny 
  ● 
  It will last for some time after you stop maintaining it 
  • Empathy: While you have Hold, when you read a person you gain one 
  extra question. You may spend hold instead to ask questions as if you'd 
  rolled a 10+ without rolling. 
  • Force Senses: While you have Hold, when you read a charged situation 
  you gain one extra question. You may spend hold instead to ask questions 
  as if you'd rolled a 10+ without rolling.  
   
   
   
   
   
   
   
   
   
   
   
   
   The Jedi Sentinel _ 
  This Jedi ferrets out deceit and injustice, bringing it to light 
   
   
  Jedi Sentinel Dying Move 
  When you die, you can become a Force Spirit. You can appear as your Jedi 
  character to anyone trusting in the force and can give them advice, tell 
  them what you honestly think their best course is. If they do it, their 
  character and your new character both mark experience. 
  HX                    ____________________ 
  Everyone introduces their characters by name, look and outlook. Take your 
  turn. List the other characters’ names. 
   
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
   
  Go around again for Hx. On your turn, choose 1 or both: 
  _____________________...has helped you solve a crime or ancient 
  mystery. Tell that player Hx+2. 
  _____________________...is involved in criminal activities I have let them 
  off the hook more than once. Tell that player Hx+1. 
  • Tell everyone else Hx-1. You life is secrets and deceit. 
   
  On the others’ turns: 
  _____________________...is an old friend. Whatever number the player 
  tells you, ignore it and write +3 instead. 
  • Whatever number everyone else tells you, give it +1 and write it next to 
  their character’s name. You’re an expert at reading people and predicting 
  their actions. 
   
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too. 
   
   
  The Jedi 
  Sentinel 
   
   
  
   
  Name (Pick one) 
  Zack, Dane, Gades, Duke, Aerex, Kasari,Shir, Nobuu, Pacer, Liza, Hermit, 
  Volu, Hala, Killric, Lorah, Coyt, Anolo, Feris, K’avel, Sage, Dagmar, Mon, 
  Lucia. 
   
  Look 
  • Male, female, ambiguous, or transgressing. 
  • Casual wear, utility wear, showy wear, old robes, clean robes, formal 
  wear. 
  • Handsome face, gorgeous face, stern face, smooth face, sweet face, 
  sharp face, girlish face, boyish face, striking face. 
  • Laughing eyes, dark eyes, shadowed eyes, troubled eyes, arresting eyes, 
  bright eyes, or cool eyes. 
  • Slim body, muscular body, rangy body, full body, energetic body, or sturdy 
  body. 
   
  Stats (choose one set) 
  • Attuned +2 Cool =0 Hard -1 Hot -1 Sharp +2 
  • Attuned +1 Cool =0 Hard +1 Hot -1 Sharp +2 
  • Attuned +1 Cool -1 Hard +1 Hot =0 Sharp +2 
  • Attuned +1 Cool =0 Hard -1 Hot +1 Sharp +2 
   
  Gear 
  You get:  
  • 1 lightsaber (detail) 
  • 2 cred  
   
  Your lightsaber starts with this profile: (3-harm ap hand). It’s a buzzing laser 
  sword, bright blue or green, that cuts through pretty much anything. Choose 
  one option: 
  ☐double bladed. Versatile and impressive. 
  ☐collection: you have a few spare. They’re absolutely standard, but there’s 
  a handful of them. 
  ☐legendary: its blade has a very distinctive color and people know that 
  blade has history. 
  ☐master crafted: a superb piece of craftsmanship. Add +precious. 
   
   
   
   
   
   
  Available at the beginning of play 
  ☐ +1 Cool (max +2) 
  ☐ +1 Hot (max +2) 
  ☐ +1 Hard (max +2) 
  ☐ +1 Hard (max +2) 
  ☐ +1 Attuned (max +3)  
  ☐ A new Jedi Sentinel move 
  ☐ A new Jedi Sentinel move 
  ☐ Get 2 gigs (detail), and Moonlighting 
  ☐ Get a move from another playbook 
  ☐ Get a move from another playbook 
  After 5 advances you may select 
  ☐ +1 to any stat (max +3) 
  ☐ Retire your character to safety  
  ☐ Create a second character 
  ☐ Advance 3 basic moves 
  ☐ Advance the other 4 moves 
  ☐ Change to a new archetype 
   
   
   
  Jedi Sentinel Moves                                   
  You get these: 
  ☑  Force-trained: when you call upon the force, take 1-harm and 
  roll+attuned. On a 10+, Hold force-3. On a 7-9, Hold force-1. On a miss, 
  you may Hold force-2 by giving into your fear, anger or hatred, along with 
  the usual consequences of a missed roll. 
  Choose one: 
  ☐ Battle meditation: When near or amidst a battle, roll +attuned and 
  mark experience. On a 10+, choose 3. On a 7-9, choose 2. On a miss, 
  choose 1 but lose all your Vitality and are stunned when coming out of 
  your meditation. These effects will last as long as you maintain your 
  focus or until the battle is over. 
  • Your allies take +1 ongoing. 
  • Your allies inflict an additional harm. 
  • Your allies will fight on till the bloody end. No matter how much harm an 
  allied squad suffers they will not break or flee. 
  • Your enemies inflict one less harm. 
  • Your enemies lose their nerve easily. Treat the wounds of enemy 
  squads as one higher for the purposes of whether they continue to fight 
  or break. 
   
  ☐ There is no passion: when someone uses observe a person on you 
  and asks what you intend to do or what you’re really feeling, your answer 
  is always ‘nothing’. 
   
  ☐Dark side hunter: when you asses a situation, on a hit, in addition to 
  your other questions, you may ask this: 
  • Are there any dark side presences here? if so, where? 
  When you observe a person, on a hit, in addition to your other 
  questions, you may ask this: 
  • Is your character force sensitive? If so, does the dark side have any 
  hold on you? 
  ☐ There is no ignorance, there is knowledge: you get +1sharp 
  (sharp+3). 
  ☐ Blade of the heart: when you go into battle with your lightsaber 
  ready, roll +sharp. On a 10+ hold 3, on a 7-9 hold 1. On a miss, hold 1, 
  but you’re the prime target now and take -1ongoing. Spend your hold 
  during the battle, 1 for 1, to: 
  • name an NPC within your reach. You disable or disarm that NPC. 
  • name a character blasting at you or at someone within your reach. You 
  redirect the bolt back to the shooter, to someone within your reach or to 
  anything around (including nowhere - the ground, a wall, the sky). 
  • ignore any harm to yourself from an incoming attack. 
  • name a character on the scene, but outside your reach. You cross the 
  distance between you before they have time to adjust or react. 
  • name a character within your reach. While you keep fighting, you 
  intercept any attack directed at them and take the harm instead 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      The Noble  _ 
   It was only later in my life that I discovered my true heritage, a legacy of 
  power and pedigree that was far too intimidating for the Council to accept. 
   
   
  Noble Dying Move 
  When you die, you can spend 3-cred, even if you don’t have them, to make 
  known that you want a thing and spend cred to speed it on its way.  
   
  HX                    ____________________ 
  Everyone introduces their characters by name, look and outlook. Take your 
  turn. List the other characters’ names.  
   
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
   
  Go around again for Hx. On your turn, choose 1, 2 or all 3: 
  _____________________...is your friend. Tell that player Hx+2. 
  _____________________...is in love with you, or the idea of you. Tell that 
  player Hx-1. 
  •  Any of them who are members of your retinue or security team, tell their 
  players Hx+2. 
  • Tell everyone else Hx+1. You’re a public figure and everyone knows your 
  face. 
   
  On the others’ turns: 
  _____________________...is your favourite character; ignore the number 
  that player tells you and write Hx+3 instead. 
  • Everyone else, whatever number they tell you, give it +1 or -1. You 
  understand people and what makes them tick. 
   
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too. 
   
   
  The Noble 
   
   
  
   
  Name (Pick one) 
  October, Venus, Mercury, Dune, Heron, Plum, Orchid, Sword, Midnight, 
  Hide, Frost, Lawn, June, Icicle, Tern, Lavender, Spice, Gazelle, Lion, 
  Peacock, or Grace. 
   
  Look 
  • Male, female, ambiguous, transgressing, or androgyne. 
  • Display wear, showy scrounge wear, luxe wear, or casual wear. 
  • Striking face, sweet face, strange face, cute face, or beautiful face. 
  • Laughing eyes, dark eyes, shadowed eyes, troubled eyes, arresting eyes, 
  bright eyes, or cool eyes. 
  • Strong hands, expressive hands, quick hands, calloused hands, or steady 
  hands. 
  • Slim body, toned body, fat body, young body, or lush body. 
   
  Stats (Choose one set) 
  • Attuned =0 Cool +1 Hard -1 Hot +2 Sharp +1 
  • Attuned +1 Cool =0 Hard =0 Hot +2 Sharp =0 
  • Attuned -1 Cool -1 Hard =0 Hot +2 Sharp +2 
  • Attuned =0 Cool +1 Hard +1 Hot +2 Sharp -1 
   
  Gear 
  You get: 
  • 1 gracious weapon 
  • 2 deluxe gear 
  • 3-cred  
  • fashion suitable to your look (you detail) 
   
  Gracious weapons (choose 1): 
  ☐ hold-out blaster (2-harm close reload loud energy concealable) 
  ☐ ornate dagger (2-harm hand valuable) 
  ☐ hidden knives (2-harm hand infinite) 
   
  Deluxe gear (choose 2): 
  ☐ gorgeous wardrobe (worn valuable) 
  ☐ government stipend (3-cred) 
  ☐ spectacular tattoos (implanted) 
  ☐ a pet (valuable alive) Your choice and yours to detail. 
  ☐ a space shuttle (2-armour, 2-harm, small, +spacious +hyperdrive) with 
  crew and pilot.  Shields ☐☐ Hull ☐☐☐ 
  ☐ a speeder car (1-armour, 2-harm, tiny, +atmospheric) and driver. 
  Shields --- Hull ☐☐☐ 
  ☐ a bodyguard who knows his biz (3-harm 1-armor). 
   
   
   
   
   
   
   
  Available at the beginning of play 
  ☐ +1 Hot (max +2) 
  ☐ +1 Sharp (max +2) 
  ☐ +1 Attuned (max +2)  
  ☐+1 Attuned (max +2)  
  ☐+1 Cool (max +2)  
  ☐ A new Noble move 
  ☐ A new Noble move 
  ☐ Get 2 gigs (detail), and Moonlighting 
  ☐ Get a move from another playbook 
  ☐ Get a move from another playbook 
  After 5 advances you may select 
  ☐ +1 to any stat (max +3) 
  ☐ Retire your character to safety  
  ☐ Create a second Character 
  ☐ Advance 3 basic moves 
  ☐ Advance the other 4 moves 
  ☐ Change to a new archetype 
   
   
   
  Noble Moves___________________         
   
  Choose Two: 
  ☐  Provocative: when you have time and solitude with someone, they 
  become fixated upon you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. 
  They can spend your hold, 1 for 1, by: 
  • giving you something you want 
  • acting as your eyes and ears 
  • fighting to protect you 
  • doing something you tell them to 
  For NPCs, while you have hold over them they can’t act against you. For 
  PCs, instead, any time you like you can spend your hold, 1 for 1: 
  • they distract themselves with the thought of you. They’re acting under 
  fire. 
  • they inspire themselves with the thought of you. They take +1 right now. 
  On a miss, they hold 2 over you, on the exact same terms. 
   
  ☐ Inspiring: when another player’s character rolls+Hx to help you, they 
  mark experience. 
   
  ☐ Breathtaking: you get +1hot (hot+3). 
   
  ☐ Intelligence network: when you want to know something about 
  someone important (your call), roll+hot. On a hit, you can ask the MC 
  questions. On a 10+, ask 3. On a 7-9, ask 1: 
  • how are they doing? what’s up with them? 
  • who do they know, like and/or trust? 
  • when next should I expect to see them? 
  • how could I get to them, physically or emotionally? 
   
  ☐ Powerful presence: when you interfere with someone who’s rolling, 
  roll+hot instead of roll+Hx. 
   
  ☐ Political connections: put out the word that you want a thing - could 
  be a person, could be somethin' somethin', could even be just a thing - 
  and roll+hot. On a 10+, it shows up in your offices like magic. On a 7-9, 
  well, your people make an effort and everybody wants to please you and 
  close is close, right? On a miss, it shows up in your offices for you with 
  strings wicked attached. 
   
  .  
   
  
  Moonlighting                                   _ 
  Gigs (Profit/ Catastrophe) 
  Choose 3 paying gigs: 
  ☐  Surveillance (1-cred / deceived) 
  ☐  Bodyguarding (1-cred / embattled) 
  ☐  Honest work (1-cred / impoverished) 
  ☐  Entourage (1-cred / entangled) 
  ☐  Cargo hauling (1-cred / bushwhacked) 
  ☐  Infiltration (1-cred / discovered) 
  ☐  Scavenging (1-cred / impoverished) 
  ☐  Smuggling (1-cred / discovered) 
  ☐  Brokering deals (1-cred / shut out) 
  ☐  Politicking (2-cred / exposed) 
  ☐  Piracy / raiding (2-cred / embattled) 
  ☐  Planetary defence (2-cred / infiltrated) 
  ☐  Technical work (2-cred / shut out) 
  ☐  Hunting bounty (2-cred / embattled) 
  And choose 1 obligation gig : 
  ☐  Avoiding someone (you keep well clear / they catch you in a bad spot) 
  ☐  Paying debts (you keep up with them / they come due) 
  ☐  Revenge (you victimize someone / they humiliate you) 
  ☐  Protecting someone (nothing bad happens to them / they’re gone) 
  ☐  Pursuing luxury (beauty in your life / you wind up in a bad spot) 
  ☐  Maintaining your honour (you keep your word / you cross a line) 
  ☐  Seeking answers (you get a clue / you chase a red herring) 
   
   
   
   The Scoundrel _ 
  Never Tell me the odds 
   
   
  Scoundrel Dying Move 
  When you die, choose one character and give your ship to that character. 
  When someone important (your call) associates them with your ship, they 
  may roll the reputation move as if they had the move. 
  HX                    ____________________ 
  Everyone introduces their characters by name, look and outlook. Take your 
  turn. List the other characters’ names.  
   
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
   
  Go around again for Hx. On your turn, choose 1 or both: 
   
  _____________________...once faced down dedicated violence to get you 
  out of a fix. Tell that player Hx+2. 
  _____________________...once let you down when you needed them 
  most. Tell that player Hx-1. 
  Tell everyone else Hx+1. A lot of people talk about you. 
   
  On the others’ turns: 
  • Whatever number everyone tells you, give it +1 and write it next to their 
  character’s name. Knowing people has kept you alive. 
   
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too. 
   
   
  The 
  Scoundrel 
   
   
  
   
  Name (Pick one) 
  Berg, Kurn, Lafferty, Ebbs, Pressin, Marshall, Dolarhyde, Anea, Bendrix, 
  Proust, Steed, Nero, Amalia, Katinka, Dagny, Fox, Faaloo, Clover, 
  Olympias, Illeana, Draff, Sway, Raith, Bail 
   
  Look 
  • Man, woman, ambiguous, or transgressing. 
  • Casual wear, utility wear, vintage wear, signature wear, or scrounge wear. 
  • Worn face, pretty face, honest face, rough face, hard face, or open face. 
  • Calculating eyes, warm eyes, sharp eyes, guarded eyes, cold eyes, or 
  weary eyes. 
  • Muscular body, rangy body, full body, energetic body, or sturdy body. 
   
  Stats (choose one set) 
  • Attuned -1 Cool +2 Hard =0 Hot -1 Sharp +2 
  • Attuned -1 Cool +2 Hard +1 Hot +1 Sharp =0 
  • Attuned =0 Cool +2 Hard -1 Hot +1 Sharp +1 
  • Attuned =0 Cool +2 Hard =0 Hot =0 Sharp +1 
   
  Gear 
  You get: 
  • blaster pistol (2-harm close loud energy) or a signature weapon (detail 
  with the MC) _____________ 
  • 2-cred  
  • fashion suitable to your look, including at your option a piece worth 1-
  armor (you detail) 
  • space transport (power+1, maneuverability +1, 1-armour, weakness+1, 2-
  harm, small, +hyperdrive +cargo) 
  Shields ☐☐  Hull ☐☐☐☐ 
   
  Crew/Contacts  
  Your crew or contacts can consist entirely of the other players’ characters, 
  or entirely of the MC’s characters, or any mix. If they include any of the 
  MC’s characters, sketch them out - names (ie Gabble, Jaim, Pe, Wasted) 
  and 1-line descriptions - with the MC. Make sure they’re competent and 
  suited to the gigs you’ve chosen. 
  ___________________________________________________________ 
  ___________________________________________________________ 
  ___________________________________________________________ 
  __________________________________________________________ 
  __________________________________________________________ 
  __________________________________________________________ 
   
   
   
   
   
   
   
   
  Available at the beginning of play 
  ☐ +1 Hot (max +2) 
  ☐ +1 Sharp (max +2) 
  ☐ +1 Cool (max +3)  
  ☐ A new Scoundrel move 
  ☐ A new Scoundrel move 
  ☐ Add a Gig and you may change crew 
  ☐ Add a Gig and you may change crew 
  ☐ Abandon or resolve your obligation gig 
  for good. 
  ☐ Get a move from another playbook 
  ☐ Get a move from another playbook 
  After 5 advances you may select 
  ☐ +1 to any stat (max +3) 
  ☐ Retire your character to safety  
  ☐ Create a second Character 
  ☐ Advance 3 basic moves 
  ☐ Advance the other 4 moves 
  ☐ Change to a new archetype 
   
   
   
  Scoundrel Moves_____________             
  You get these: 
  ☑  Moonlighting: you get 3-juggling. Whenever there’s a stretch of 
  downtime in play, or between sessions, choose a number of your gigs to 
  work. Choose no more than your juggling. Roll+cool. On a 10+, you get 
  profit from all the gigs you chose. On a 7–9, you get profit from at least 1; 
  if you chose more, you get catastrophe from 1 and profit from the rest. 
  On a miss, catastrophe all around. The gigs you aren’t working give you 
  neither profit nor catastrophe. Whenever you get a new gig, you also get 
  +1juggling. 
   
  Choose One: 
  ☐  Bring ‘em on!: when another player’s character rolls+Hx to interfere 
  with you, you mark experience. 
   
  ☐ Eye on the door: name your escape route and roll+cool. On a 10+ 
  you’re gone. On a 7–9, you can go or stay, but if you go it costs you: 
  leave something behind, or take something with you, the MC will tell you 
  what. On a miss, you’re caught vulnerable, half in and half out. 
   
  ☐ Con man: whenever someone uses read a person on you and asks 
  you if you're telling the truth or how you’re really feeling, the answer is 
  always 'yes'. 
   
  ☐ Reputation: when you meet someone important (your call), roll+cool. 
  On a hit, they’ve heard of you, and you say what they’ve heard; the MC 
  will have them respond accordingly. On a 10+, you take +1forward for 
  dealing with them as well. On a miss, they’ve heard of you, but the MC 
  will decide what they’ve heard.  
   
   
  
  Workspace                                       _ 
  Choose which of the following your workspace includes. Choose 3: a 
  starship dock, a controlled growing environment, skilled labor, a junkyard of 
  raw materials, a space transport (power+1 1-armor weakness+1 2-harm 
  small +hyperdrive +cargo), holo-consoles, machining tools, transmitters & 
  receivers, a proving range, high security. 
   
  When you go into your workspace and dedicate yourself to making a thing, 
  or to getting to the bottom of something, decide what and tell the MC. The 
  MC will tell you “sure, no problem, but…” and then 1 to 4 of the following: 
  • it’s going to take hours/days/weeks/months of work; 
  • first you’ll have to get/build/fix/figure out ___; 
  • you’re going to need ___ to help you with it; 
  • it’s going to cost you a lot of cred; 
  • the best you’ll be able to do is a crap version, weak and unreliable; 
  • it’s going to mean exposing yourself (plus colleagues) to serious danger; 
  • you’re going to have to add ___ to your workplace first; 
  • it’s going to take several/dozens/hundreds of tries; 
  • you’re going to have to take ___ apart to do it. 
  The MC might connect them all with “and,” or might throw in a merciful “or.” 
  Once you’ve accomplished the necessaries, you can go ahead and 
  accomplish the thing itself. The MC will stat it up, or spill, or whatever it calls 
  for. Also detail your personal fashion. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   The Tech Specialist _ 
   
   
  Tech Specialist Dying Move 
  When you die, pick a character. When they next visit your 
  workspace, they will find a message waiting for them and a gift, 
  something you’ve made just for them. Tell them the message and 
  detail the gift. 
   
  HX                    ____________________ 
  Everyone introduces their characters by name, look and outlook. Take your 
  turn. List the other characters’ names.  
   
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
   
  Go around again for Hx. On your turn: 
  _____________________...is the character you find most strange. Tell that 
  player Hx+1. 
  • Tell everyone else Hx-1. You’re kind of strange yourself. 
   
  On the others’ turns: 
  _____________________...you figure will be the biggest potential problem. 
  Whatever number that player tells you, give it +1 and write it next to the 
  character’s name. 
  • Everyone else, whatever number they tell you, give it -1 and write it next 
  to their character’s name. You’ve got other stuff to do and other stuff to 
  learn. 
   
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too 
   
  The Tech 
  Specialist 
   
   
  
   
  Name (Pick one) 
  Leia, Joshua, Tai, Ethan, Bran, Jeremy, Amanuel, Koon, Dro, Eliza, Dylan, 
  Adnan, Alan, Nils, Ellen, Lee, Kim, Adele, Leone, Burdick, pedric, Tornik, 
  Whiting, Fauci, Hossfield, Lemma, Morrell, Ozair, Salm, moss, Whitmont, 
  Cullen, Spector. 
   
  Look 
  • Male, female, ambiguous, or transgressing. 
  • Utility wear plus tech, scrounge wear plus tech, vintage wear plus tech, 
  tech wear. 
  • Plain face, pretty face, open face, scaly face, furry or expressive face. 
  • Squinty eyes, calm eyes, dancing eyes, quick eyes, or appraising eyes. 
  • Fat body, slight body, hunched body, wiry body, stumpy body, or strange 
  body. 
   
  Stats (choose one set) 
  • Attuned +2 Cool -1 Hard =0 Hot +1 Sharp +1 
  • Attuned +2 Cool =0 Hard -1 Hot -1 Sharp +2 
  • Attuned +2 Cool +1 Hard -1 Hot =0 Sharp +1 
  • Attuned +2 Cool +1 Hard +1 Hot -1 Sharp =0 
   
  Gear 
  • workspace (detail) 
  • 3-cred  
  • repair kit 
  • any personal piece or three of normal gear or weaponry. 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
   
   
   
   
   
   
   
   
   
  Available at the beginning of play 
  ☐ +1 Cool (max +2) 
  ☐ +1 Sharp (max +2) 
  ☐ +1 Hard (max +2)  
  ☐ A new Tech Specialist move 
  ☐ A new Tech Specialist move 
  ☐ Add life support to your workspace 
  (you can work on people there too) 
  ☐ Get 2 gigs (detail), and Moonlighting 
  ☐ Get a Squad (detail), and Squad 
  Commander 
  ☐ Get a move from another playbook 
  ☐ Get a move from another playbook 
  After 5 advances you may select 
  ☐ +1 to any stat (max +3) 
  ☐ Retire your character to safety  
  ☐ Create a second Character 
  ☐ Advance 3 basic moves 
  ☐ Advance the other 4 moves 
  ☐ Change to a new archetype 
   
   
   
  Tech Specialist Moves__________           
  Choose Two: 
  ☐  Things speak: whenever you handle or examine something 
  interesting, roll+attuned. On a hit, you can ask the MC questions. On a 
  10+, ask 3. On a 7–9, ask 1: 
  • who handled this last before me? 
  • who made this? 
  • what strong emotions have been most recently nearby this? 
  • what words have been said most recently nearby this? 
  • what has been done most recently with this, or to this? 
  • what’s wrong with this, and how might I fix it? 
  Treat a miss as though you’ve used trust your instincts and missed the 
  roll. 
   
  ☐ Right where I’m needed: at the beginning of the session, roll+attuned. 
  On a 10+, hold 1+1. On a 7–9, hold 1. At any time, either you or the MC 
  can spend your hold to have you already be there, with the proper tools 
  and knowledge, with or without any clear explanation why. If your hold 
  was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend 
  it to have you already be there, but somehow pinned, caught or trapped. 
   
  ☐ Well-travelled: when a character comes to you for advice, tell them 
  what you honestly think the best course is. If they do it, they take +1 to 
  any rolls they make in the doing, and you mark an experience circle. 
   
  ☐ Insightful: you get +1attuned (max attuned+3). 
   
  ☐ Droid companion: you got a droid companion to assist you in your 
  workspace or when you travel around the galaxy. Choose your droid’s 
  stats from the profiles below; 
    ☐Tech +2 power +0 1-armor, weakness +2 
    ☐ Tech +1 power +1 1-armor, weakness +1 
   ☐Tech +0 power +2 1-armor, weakness +2 
  when working in conjunction with your droid... 
  ...if you do something under fire involving technology, add your droid’s 
  tech to your roll. 
  ...if you shoot first or seize by violence, add your droid’s power to harm 
  dealt. 
  ...if you help or interfere with someone using technology, add your droid’s 
  tech to your roll. 
  ...if someone interferes with you, add your droid’s weakness to their roll. 
   
   
  
  Weapons                                          _ 
  Really Big Blasters (choose 1): 
  ☐  hi-powered sporting blaster rifle (3-harm far energy) 
  ☐  auto cannon (3-harm close/far area messy energy) 
  ☐  blaster rifle (3-harm close loud autofire energy) 
  ☐ grenade launcher (4-harm close area messy) 
  Serious Guns (choose 1): 
  ☐  sporting blaster rifle (2-harm far loud) 
  ☐  blaster carbine (2-harm close area loud energy) 
  ☐  heavy blaster pistol (3-harm close reload loud energy) 
  ☐  flame thrower (2-harm close area fire) 
  ☐  grenade tube (4-harm close area reload messy) 
  Backup weapons (choose 1): 
  ☐  blaster pistol (2-harm close loud energy) 
  ☐  vibro knife (2-harm hand powered) 
  ☐  vibro sword (3-harm hand messy powered) 
  ☐  many knives (2-harm hand infinite) 
  ☐  frag grenades (4-harm hand area reload messy) 
  ☐  stun grenades (s-harm hand area reload energy) 
   
   
   
   
   
   
   
   
   
   
   
   
   
     The Trooper _ 
  The Empire has a legion of loyal soldiers that are in endless supply 
   
   
  Trooper Dying Move 
  When you die, your friends and comrades will hold you a warrior’s funeral, 
  all characters who attend mark experience and you choose which one(s) of 
  them receives your weapons and armour. 
   
  HX                    ____________________ 
  Everyone introduces their characters by name, look and outlook. Take your 
  turn. List the other characters’ names. 
   
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
  _____________________________________ 
   
  Go around again for Hx. On your turn, choose 1, 2 or all 3: 
  _____________________...has fought shoulder to shoulder with you. Tell 
  that player Hx+2. 
  _____________________...once left you bleeding and did nothing for you. 
  Tell that player Hx-2. 
  _____________________...is the prettiest character. Tell that player Hx+2. 
  Tell everyone else Hx=0. 
   
  On the others’ turns: 
  _____________________...is the smartest character. Whatever number 
  that player tells you, ignore it and write Hx+3 next to the character’s name. 
  • For everyone else, whatever number they tell you, write it next to the 
  character's name. 
   
  At the end, find the character with the highest Hx on your sheet. Ask that 
  player which of your stats is most interesting, and highlight it. The MC will 
  have you highlight a second stat too. 
   
   
  The 
  Trooper 
   
   
  
   
  Name (Pick one) 
  Vonk, Batty, Jonker, A.T., Rue Wakeman, Navarre, Kargin, Kartak, 
  Barbarossa, Keeler, Grekkor, Crille, Doom, XIII,  Chaplain. Rex, Gracus, 
  Noor, Boxer, Raek, Trey, Nangle, Huwall, Morano, Tal, Duke, Bogen, 
  Imsatad, Asyr, or Tren. 
   
  Look 
  • Male, female, ambiguous, transgressing, or concealed. 
  • Scrounged mismatched armor, battered old armor, custom homemade 
  armor, powered armor, or hi-tech armor. 
  • Scarred face, blunt face, bony face, dull face, worn face, blasted face, 
  scaly face. 
  • Mad eyes, raging eyes, wise eyes, sad eyes, scary, or cunning eyes. 
  • Hard body, stocky body, stringy body, battered body, overbuilt body, 
  compact body, or huge body. 
   
  Stats (choose one set) 
  • Attuned =0 Cool +1 Hard +2 Hot -1 Sharp +1 
  • Attuned +2 Cool -1 Hard +2 Hot -2 Sharp +1 
  • Attuned -1 Cool +1 Hard +2 Hot -2 Sharp +2 
  • Attuned =0 Cool +2 Hard +2 Hot -2 Sharp =0 
   
  Gear 
  You get: 
  • 1 really big blaster 
  • 1 serious blaster 
  • 1 backup weapon 
  • armor worth 2-armor (you detail), give it +clumsy 
  • 1-cred 
   
   
   
   
   
   
   
   
   
  Available at the beginning of play 
  ☐ +1 Cool (max +2) 
  ☐ +1 Sharp (max +2) 
  ☐ +1 Attuned (max +2) 
  ☐ +1 Attuned (max +2)  
  ☐ A new Trooper move 
  ☐ A new Trooper move 
  ☐ A new Trooper move 
  ☐ Get 2 gigs (detail), and Moonlighting 
  ☐ Get a move from another playbook 
  ☐ Get a move from another playbook 
  After 5 advances you may select 
  ☐ +1 to any stat (max +3) 
  ☐ Retire your character to safety  
  ☐ Create a second Character 
  ☐ Advance 3 basic moves 
  ☐ Advance the other 4 moves 
  ☐ Change to a new archetype 
   
   
   
  Trooper Moves_______________            
   
  Choose Two: 
  ☐  Squad Commander: you get a small squad (detail). when your squad 
  fights for you, roll+hard. On a 10+, hold 3. On a 7–9, hold 1. Over the 
  course of the fight, spend your hold 1 for 1 to make your squad: 
  • make a hard advance 
  • stand strong against a hard advance 
  • make an organized retreat 
  • show mercy to their defeated enemies 
  • fight and die to the last 
  On a miss, your squad turns on you, tries to hand you over to your 
  enemy, panics/flees, or surrenders to your enemy. 
  Squad stats: ___-harm, squad-size _________, ___-armour, tags 
  __________________________________ 
   
  ☐  Battlefield instincts: when you trust your instincts, roll+hard 
  instead of roll+attuned, but only during an armed conflict. 
   
  ☐  Battle-hardened: you get +1hard (hard+3). 
   
  ☐  Combat medic: you have a well-stocked and high quality first aid kit. 
  It counts as a med-kit with a capacity of 2-stock. 
   
  ☐  Ruthless: whenever you inflict harm, inflict +1harm. 
   
  ☐  A god of war: in battle, you count as a squad (3-harm squad small), 
  with armor according to the circumstances. If you’re leading a squad into 
  battle, instead increase the squad’s size by +1. 
   
   
   
  
SOURCE: textdata/thevault/Star Wars [multi]/Star Wars World (PbtA)/Star Wars World.pdf