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THE FFG STAR WARS RPG BOOK OF TALENTS

THE BOOK OF TALENTS


VERSION 1.0

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THE FFG STAR WARS RPG BOOK OF TALENTS

LIGHSABER (CHARACTERISTIC) CHECKS


Several talents require the character to make a Lightsaber skill check with a specific characteristic – a Lightsaber
(Cunning) check, for example. The character must already have a talent allowing him to use the alternative
characteristic with the Lightsaber skill in order to make this check.

THE BOOK OF TALENTS


ACKLAY’S SCYTHING STRIKE Coercion check to radically change a previously agreed
upon deal or bargain to a version much more
Passive; Force. The character’s Brawl attacks gain the advantageous to the character. The player must
Pierce quality with a rating equal to their Force rating, narratively explain what happened, including the
or increase their existing Pierce quality by that details of how the character arranged for the deal to
amount. be changed as well as the specifics of the new deal.
ADVERSARY AMBUSH
Passive; Ranked. Upgrade the difficulty of any combat Active (Maneuver). Once per round while benefiting
check targeting this character once per rank of from cover, the character may perform the AMBUSH
ADVERSARY. maneuver. The character may add additional damage
AGAINST ALL ODDS equal to his ranks in Stealth to one hit of the next
successful combat check with a non-starship/vehicle
Active (Action); Force. Once per session, if the weapon he makes against a target within short range
character is incapacitated due to exceeding his wound before the end of his turn.
threshold, he may perform the AGAINST ALL ODDS action
(this action may be performed even though characters ANATOMY LESSONS
are normally barred from performing actions when Active (Incidental). After a successful attack with a
incapacitated). The character makes a Hard (ddd) non-starship/vehicle weapon, the character may
Resilience check, rolling a number of C equal to his spend one Destiny Point to add damage equal to his
Force rating as part of the check. If successful, the Intellect to one hit of the attack.
character heals wounds equal to s. The character
may spend Force points Y to add s to the result. ANIMAL BOND
AGGRESSIVE NEGOTIATIONS Passive; Force. Through the Force, the character
creates a bond with a single animal with which he is
Active (Action); Force. Once per session, the character currently interacting. This cannot be done during
may perform the AGGRESSIVE NEGOTIATIONS actions, structured encounters. This animal must have a
making a Hard (ddd) Lightsaber check. If the silhouette equal to or smaller than half the character’s
character succeeds, he decreases the difficulty of all Force rating when the bond is created, rounded down
Negotiation checks he makes for the remainder of the (this means a character with Force rating 1 could only
encounter by 2 to a minimum of 0. bond with a silhouette 0 animal). The bond persists as
long as the character chooses it to, although at the
ALCHEMICAL ARTS GM’s discretion, the bond may also be broken due to
Active (Incidental); Ranked; Force. After making a abusive treatment or other extenuating
crafting check to create a potion or talisman, the circumstances.
character may choose to suffer strain no greater than
As long as the bond persists, the animal remains near
twice their ranks in ALCHEMICAL ARTS. For every two
the character and the controlling player dictates the
strain, they may add Z or z to the results. If they animal’s overall behavior (although, since the animal is
choose to add z, they also suffer 1 Conflict per z. only bonded with the character, not dominated, it may
ALL-TERRAIN DRIVER still perform certain inconvenient actions such as
scratching furniture, consuming rations, and marking
Passive. When piloting a vehicle using the Piloting territory). Once per round in structured encounters,
(Planetary) skill, the character does not suffer the the character may spend one maneuver to direct his
penalties for driving through difficult terrain. animal in performing one action and one maneuver.
The animal must be within hearing and visual range of
ALTERED DEAL
the character (generally medium range) to do this.
Active (Action). Once per session the character may Otherwise, the animal does not contribute to the
take the ALTERED DEAL action and make a Hard (ddd)

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THE FFG STAR WARS RPG BOOK OF TALENTS

encounter. The specifics of its behavior are up to the BAD MOTIVATOR


player and GM.
Active (Action). Once per game session, the character
ANIMAL BOND (IMPROVED) may take a BAD MOTIVATOR action to make a Hard
(ddd) Mechanics check. If successful, one device
Passive; Force. When spending a maneuver to direct a
(subject to the GM’s approval) spontaneously fails due
bonded animal, the character may suffer 1 strain to
to the character's involvement, or because it was
add b to the animal’s next check.
about to fail anyway and the character noticed it (this
ANIMAL EMPATHY is the character’s decision).

Passive; Force. When making checks to handle, tame, BAD PRESS


or control animals, the character may add a number of
Active (Action). Once per session, the character may
C no greater than his Force rating to the check. The
take the BAD PRESS action by choosing a specific
character may spend Y to add s or a (character’s
organization and making a Hard (ddd) Deception
choice) to the result.
check. If he succeeds, members of this organization
ARMOR MASTER have their wound thresholds reduced by 1, plus 1 per
additional sss (to a minimum of 1), until the end
Passive. When wearing armor, the character increases of the session.
his total soak value by 1.
When he does this, the player must explain how the
ARMOR MASTER (IMPROVED) PC disseminated the propaganda such that it has
Passive. When wearing armor with a soak value of 2 or affected his targets. The chosen organization must be
higher, the character increases his defense by 1. narrow and cohesive enough to be affected by bad
publicity – for example, the Imperial Navy or the
ARMOR MASTER (SUPREME) Gorensla Kajidic. The Bad Press action cannot affect all
members of a single group as broad as the entire
Active (Incidental, Out of Turn). Once per round, when
Empire or one as a fractious as the Hutts. The PC must
the character suffers a Critical Injury, he may suffer 3
have time and means to spread misinformation and
strain to take the ARMOR MASTER (SUPREME) incidental. If
cannot use this action during a combat encounter.
he does, he reduces the Critical Injury result that he
suffers by 10 per point of his soak, to a minimum of 1. BALANCE
AS THE FORCE WILLS IT Active (Maneuver); Force. When the character
recovers form strain at the end of each encounter, he
Passive. The character may make an Easy (d)
may roll C no greater than his Force rating. He
Knowledge (Lore) check (instead of Discipline or Cool)
recovers additional strain equal to the Y generated.
to heal strain at the end of an encounter. x can be
spent to heal all strain. BALEFUL GAZE
ATARU TECHNIQUE Active (Incidental, Out of Turn); Force. When targeted
by a combat check made by an enemy within medium
Passive; Force. When making a Lightsaber skill check,
range, the character may spend a Destiny Point to
the character may use Agility instead of Brawn.
upgrade the difficulty of the check a number of times
BACTA SPECIALIST equal to his ranks in Coercion. A character who has
purchased this talent automatically gains 1 Conflict at
Passive; Ranked. Patients under the character’s the beginning of each session.
supervision regain one additional wound per rank of
BACTA SPECIALIST each time they recover a wound while BARRAGE
recovering in a Bacta tank or under supervised medical
Passive; Ranked. Add one damage per rank of BARRAGE
conditions or long-term care.
to one hit of successful Ranged (Heavy) or Gunnery
BAD COP attacks with non-starship/vehicle weapons at long or
extreme range.
Passive; Ranked. The character may spend aa from
a Deception or Coercion check to upgrade the ability BASIC COMBAT TRAINING
of a single ally’s subsequent Social Interaction skill
Passive. Brawl and Ranged (Light) become career skills.
check against the same target in the same encounter.
Upgrade the ability a number of times equal to the BEAST WRANGLER
character’s ranks in BAD COP. A single check may only
benefit from one use of BAD COP. Passive; Ranked. The character adds b per rank of
BEAST WRANGLER to all his checks made to tame or
wrangle creatures.

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THE FFG STAR WARS RPG BOOK OF TALENTS

BETTER LUCK NEXT TIME BLIND SPOT


Active (Action). Once per session during a race or Passive. The character and allies within short range
chase, the character may perform the BETTER LUCK NEXT add automatic a to combat checks they make while
TIME action. He makes a Hard (ddd) Cool check. If benefiting from cover.
he succeeds, something terrible happens to one of his
competitors. This could be a high speed collision, BLOODED
having to dodge into a dead end to avoid an obstacle, Passive; Ranked. Add b per rank of BLOODED to all
or even an attack by engaged fans or spectators, as checks to resist or recover from the effects of poisons,
long as the GM approves it. At minimum, the venoms, and other toxins. Reduce the duration of any
competitor should suffer a major collision with an related ongoing effects or damage from toxins,
obstacle. venoms, or poisons by one round per rank of BLOODED
to a minimum of one.
BIGGEST FAN
Active (Action). Once per session, the character may BLOODED (IMPROVED)
take a BIGGEST FAN action to make a Hard (ddd) Active (Action). The character may take the IMPROVED
Charm check. If successful, one NPC of the character’ s BLOODED action, making a Hard (ddd) Resilience
choice in the current encounter turns out to be the check. If they succeed, they immediately recover from
character’s self-proclaimed “biggest fan”. The exact the effects of all poisons and the side effects or
effects of this vary depending on the NPC and the aftereffects of all drugs. Reduce the difficulty of the
situation. They can include drastically decreasing in check once per rank of BLOODED, to a minimum of
difficulty of Social Interaction skill checks the character Simple (-).
makes targeting his biggest fan, the fan being willing
to perform minor or even significant favors for the BODYGUARD
character, or the character even becoming a Active (Maneuver); Ranked. Once per round on the
reoccurring ally in the narrative. character’s turn, the character may perform a BODY
At the GM’s discretion, this talent may not be able to GUARD maneuver to protect one ally he is engaged
target certain NPC’s whose adversarial nature is vital with. He then suffers a number of strain no greater
to the plot, or NPCs who would be unable to than his ranks in BODY GUARD. Until the start of the
appreciate the character’s work such as non-sentient character’s next turn, upgrade the difficulty of all
creatures, labor droids, and Imperial Stormtroopers. combat checks targeting the protected ally a number
of times equal to the strain suffered by the character.
BLACK MARKET CONTACTS
BODYGUARD (IMPROVED)
Active (Incidental); Ranked. When looking to purchase
illegal, exotic, or black market goods, the character Active. Once per session, when an ally protected by a
may decrease an item’s rarity by one level per rank in BODYGUARD maneuver suffers a hit, suffer the hit
BLACK MARKET CONTACTS. For each level an item’s rarity instead.
is decreased, its cost increases by 50% of its base cost.
BODYGUARD (SUPREME)
BLACKMAIL Passive. When the character uses the BODY GUARD
Active (Incidental, Out of Turn). When an NPC exceeds maneuver, he may protect a number of engaged
his strain threshold by any means other than a combat characters up to his ranks in Resilience instead of just
check, the character may spend 1 Destiny Point to one.
compel the NPC to immediately perform one simple
task before becoming incapacitated. The character
BOLSTERED ARMOR
must be able to communicate with the NPC to activate Passive; Ranked. The character increases the armor
this talent, and the player must explain how he is value of his Signature Vehicle by 1 per rank of
blackmailing the NPC. Bolstered Armor.
In structured gameplay, the task must be something BOUGHT INFO
the NPC can accomplish in a single turn. The task can
be something the NPC does not wish to do (such as Active (Action). When required to make a Knowledge
lying to a friend, stealing something, or aiding an skill check, the character can instead make a BOUGHT
enemy), but it cannot be seriously suicidal or INFO action. He spends a number of credits equal to 50
otherwise betray the NPCs most core principles. Any times the difficulty of the check and counts as
task a character attempts to compel this way is succeeding on the check with one uncanceled s. At
ultimately subject to the GM’s discretion. the GM’s discretion, the character may not be able to
use this ability if the information sought is particularly
esoteric or hard to find, or if the character is in a

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THE FFG STAR WARS RPG BOOK OF TALENTS

situation where he could not purchase information of the enemy force), the character may use ranks in
(such as marooned on a planet with no access to the Cool instead of in Leadership.
HoloNet).
CALMING AURA
BRACE
Passive; Force. When an opponent targets the
Active (Maneuver); Ranked. As a maneuver, the character with a Force power, after the opponent
character may BRACE himself. This allows a character to generates Y, reduce the total Y generated by 1, to a
remove b per rank of BRACE from the next skill check minimum of 0.
based on changing conditions, inclement weather,
unstable surfaces, zero gravity, heavy gravity, or other CALMING AURA (IMPROVED)
disruptive physical obstacles that would make a skill Active (Maneuver); Force. The character may spend a
check more difficult. maneuver and suffer 2 strain to extend the effects of
CALMING AURA to a number of allies within short range
BRILLIANT EVASION
equal to his Willpower. This lasts until the beginning of
Active (Action). The character may make the BRILLIANT his next turn.
EVASION action when piloting a vehicle or starship. The
character selects one opponent and makes an CAREFUL PLANNING
Opposed Piloting (Planetary) or (Space) check. If he Active (Action). Once per session, the character can
succeeds, the opponent’s vehicle or starship cannot choose to introduce a “fact” or additional context
make any attacks against the character’s vehicle for a directly into the narrative as if he had spent a Destiny
number of rounds equal to the character’s Agility. Point.
BRILLIANT EVASION can only be performed once per
encounter. CENTER OF BEING
BRING IT DOWN Active (Maneuver); Ranked; Force. Once per round,
when wielding a Lightsaber, the character can make a
Active (Incidental). The character may spend 1 Destiny Center Of Being maneuver. Until the beginning of his
Point to add damage to a single hit equal to his next turn, whenever an enemy makes a melee attack
target's Brawn value. This ability may only be activated targeting the character, the critical rating of the
once per attack. enemy’s weapon counts as one higher per rank of
CENTER OF BEING.
BURLY
Passive; Ranked. The character reduces any wielded or CENTER OF BEING (IMPROVED)
carried weapon’s Cumbersome quality and Passive; Force. The character may voluntarily suffer 1
Encumbrance rating by a number equal to ranks in strain to perform CENTER OF BEING as an Incidental
BURLY to a minimum of 1. instead of a maneuver.
BY THE BOOK CHANNEL AGONY
Active (Incidental); Ranked. Once per encounter, Active (Incidental); Ranked; Force. After rolling C, the
before making a combat check, the character may character may choose to suffer wounds no greater
suffer two strain to add automatic a to the results than twice their ranks in CHANNEL AGONY. For every two
equal to his ranks in BY THE BOOK. wounds, they add z to the results. A character who
has purchased this talent automatically gains 1
BYPASS SECURITY
Conflict per rank purchased at the beginning of a game
Passive; Ranked. Remove b equal to the character’s session.
ranks in BYPASS SECURITY from Skulduggery or
Computers skill checks made to disable a security CIRCLE OF SHELTER
device or open a locked door. Passive; Force. When an ally engaged with the
character suffers a hit from a combat check, the
CALL ‘EM
character may use a Parry or Reflect incidental to
Passive. This character does not add any b to his reduce the damage the hit deals (even though he is
combat checks due the use of the Aim maneuver. not the target of the combat check).

CALM COMMANDER CLEVER COMMANDER


Passive. When upgrading the ability of a Mass Combat Passive. When upgrading the ability of a Mass Combat
check in a mass combat in which the character is the check in a mass combat in which the character is the
commander of the acting force (or when upgrading commander of the acting force (or when upgrading
the difficulty pool, if the character is the commander the difficulty pool, if the character is the commander
of the enemy force), the character may use ranks of

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THE FFG STAR WARS RPG BOOK OF TALENTS

Knowledge (Warfare) instead of ranks in the The COMMANDING PRESENCE action can be used in
Leadership. narrative encounters. The specific details of its effect
are at the GM’s discretion, but could include
CLEVER SOLUTION commanding a guard to let the PCs pass or causing
Active (Incidental). Once per session, the character can political opponents to remove themselves from a
choose to make one skill check using Cunning rather debate.
than the characteristic linked to that skill. When he
COMPREHEND TECHNOLOGY
does this, he must explain how, in this particular
instance, his wiliness helps overcome this challenge. Active (Action); Force. Once per session, the character
may take the COMPREHEND TECHNOLOGY action, making
CODEBREAKER an Average (dd) Knowledge (Education) check to
Passive; Ranked. The character removes b from any intuitively understand one weapon, armor set, or
attempt to break codes or decrypt communications other piece of personal gear. Success means that for
equal to his ranks in CODEBREAKER. In addition, the the remainder of the encounter, when the character
character decreases the difficulty of Computers or makes any skill checks to use or repair the item, he
Intellect checks made to break codes or decrypt may count his ranks in the applicable skill as equal to
communications by one. This does not increase with his current Force rating.
additional ranks of CODEBREAKER. For example, a character may use COMPREHEND
COMBAT PROGRAMMING TECHNOLOGY to count his ranks in Mechanics as equal to
his Force rating when repairing a broken lightsaber, or
Active (Action). Once per encounter when working on he can count his ranks in Ranged (Light) as equal to his
a droid, the character may make a Hard (ddd) Force rating when firing a blaster pistol.
Computers check. If successful, for the remainder of
the encounter the droid gains two different combat COMRADES IN ARMS
skills at rank 1, or 1 additional rank in two different Active (Action). Once per encounter, the character
existing combat skills (to a maximum of 5), as chosen may take a COMRADES IN ARMS action to make a Hard
by the character. If the character is a droid, it may (ddd) Discipline check. If successful, the character
perform this action on itself. plus one ally per s within medium range gains +1
COMBAT VETERAN defense for the remainder of the encounter. Should an
ally move outside of medium range, that ally loses this
Passive; Ranked. The character adds b to his Brawl benefit.
and Discipline checks equal to his rank in COMBAT
VETERAN. COMRADES IN ARMS (IMPROVED)
COMMAND Passive. Whenever the character takes the COMRADES
IN ARMS action, he may spend aaa or x to also
Passive; Ranked. Gain b when making Leadership gain +1 soak or to give one affected ally +1 soak.
checks (or other checks to inspire, lead, or rally an
audience) per rank of COMMAND. Inspired targets also CONDITIONED
add b per rank to any subsequent Discipline checks Passive; Ranked. Remove b per rank of CONDITIONED
they make over the next twenty-four hours. This does from Athletics and Coordination checks. Reduce
not increase with additional ranks of COMMAND. damage and strain suffered from falling by 1 per rank
COMMANDING PRESENCE of Coordination.

Passive; Ranked. The character removes b per rank of CONFIDENCE


COMMANDING PRESENCE from his Leadership and Cool Passive; Ranked. The character may decrease the
checks. difficulty of any Discipline check to avoid the effects of
COMMANDING PRESENCE (IMPROVED) fear by one level per rank of CONFIDENCE. If he
decreases the difficulty to zero, he does not have to
Active (Action). Once per session, the character can make a Discipline check.
take the COMMANDING PRESENCE action to choose a
target minion, minion group, or rival and make a Cool CONFIDENCE (IMPROVED)
check opposed by the target’s Discipline. If the check Passive. May spend x on a fear check to steady the
is successful, the target adversary or group removes nerves of other allies making the same fear check. If
itself from the encounter for the duration of the the character does so, each ally within short range
encounter. The target will not attack or otherwise who makes the fear check adds automatic s equal to
engage the PCs, nor perform any hostile or overt the character’s ranks in CONFIDENCE to the results of
action. However, it will defend itself if attacked. the check.
Attacking the target ends the effect.

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THE FFG STAR WARS RPG BOOK OF TALENTS

CONGENIAL Point to add f equal to his ranks in Coordination to


the check.
Active (Incidental, Out of Turn); Ranked. When
attempting a Charm or Negotiation check, the CORELLIAN SENDOFF
character may suffer a number of strain to downgrade
Active (Action). When piloting a starship or vehicle, the
the difficulty of the check a number of times equal to
character may take a CORELLIAN SENDOFF action
the strain suffered. This number cannot exceed his
targeting two enemy starships or vehicles at close
ranks in CONGENIAL. When the character is the target of
range that are both of equal or smaller silhouette to
a Charm or Negotiation check, the character may
the character’s ship. The character makes a Hard
suffer a number of strain to upgrade the difficulty of
(ddd) Cool check. If he succeeds, the targeted ships
the check a number of times equal to the strain
immediately suffer a minor collision with each other.
suffered. This number cannot exceed his ranks in
CONGENIAL. CORELLIAN SENDOFF (IMPROVED)
CONSTANT VIGILANCE Passive. When the character performs a CORELLIAN
SENDOFF action, the target suffers a major collision
Passive. The character may always choose to use the
instead of a minor one.
Vigilance skill when making checks to determine
Initiative. COUNTERSTRIKE
CONSTRUCTION SPECIALIST Passive; Force. Whenever an attack misses the
character, the character may spend tt or y to
Passive; Ranked. The character removes b per rank of
upgrade the next Lightsaber (Cunning) combat check
CONSTRUCTION SPECIALIST from checks made to construct
he makes against he attacker during his next turn
bases, defense works, positions, fortifications, tunnels,
once.
bunkers, and similar combat engineering projects.

CONTINGENCY PLAN CREATIVE DESIGN


Passive; Ranked. As part of resolving a successful
Active (Incidental, Out of Turn). The character may
crafting check, the character may also apply a result
spend one Destiny Point to recover strain equal to his
Cunning rating. equivalent to spending a number of a equal to his
ranks in CREATIVE DESIGN. The GM may then apply a
CONTRAPTION result equivalent to spending that same number of t.
Active (Action). Once per game session, the character CREATIVE KILLER
can take a CONTRAPTION action. With a successful Hard
(ddd) Mechanics check, the character can fashion Passive. The character reduces the critical rating of all
a device to solve a current problem using the tools and improvised weapons he is wielding by 2 (to a minimum
parts on hand. This device must be approved by the of 1).
GM and functions for the duration of the current CRIPPLING BLOW
encounter only. Those tools are destroyed in the
process. x may be spent to allow the tools to be Active. The character may voluntarily increase the
recovered to be reused later. difficulty of a combat check by one to deal a CRIPPLING
BLOW. If he succeeds and deals damage to the target’s
CONVINCING DEMEANOR wound threshold, the target suffers one strain
whenever he moves for the remainder of the
Passive; Ranked. Remove b per rank of CONVINCING
encounter.
DEMEANOR from any Deception or Skulduggery check.

COORDINATED ASSAULT CRUCIAL POINT


Active (Incidental). Once per session during ongoing
Active (Maneuver); Ranked. The character may make a
negotiations, the character may perform the CRUCIAL
COORDINATED ASSAULT maneuver. If he does so, a
POINT incidental to introduce one potential concession
number of allies engaged with him equal to his ranks
that an opponent will do nearly anything to obtain.
in in Leadership gain a on combat checks they make
This can only take place during an encounter featuring
until the beginning of the character’s next turn. The
the Negotiation skill. Such encounters can range from
range of this maneuver increases by one band per
a high-level diplomatic conference to the negotiation
rank of COORDINATED ASSAULT.
payment for a job, but should not include social
COORDINATION DODGE interactions featuring other social skills such as Charm,
Coercion, or Deception.
Active (Incidental, Out of Turn). When targeted by a
combat check, the character may spend one Destiny What the concession is should be up to the player and
GM. It should be something that one party is willing to

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THE FFG STAR WARS RPG BOOK OF TALENTS

give up or exchange, and it should be something CYBERNETICIST


concrete (such as a new trade deal or the offer of a
used speeder to get a deal on a new one). The lengths Passive; Ranked. The character removes b per rank of
the other party is willing to go to are dependent on CYBERNETICIST from his checks to build, repair, and
the scenario, and may range from offering a drastic install cybernetic implants. In addition, cybernetics
decrease in price to agreeing to an immediate cease- and any materials used to craft cybernetics cost the
fire in an ongoing conflict. At minimum, the difficulty character 50% less (this does not decrease with
of further Negotiation checks should be decreased. additional ranks of CYBERNETICIST.

At the GM’s discretion, there may be some things that DEAD TO RIGHTS
no reasonable sentient will do. Killing oneself to obtain
Active (Incidental). The character may spend one
a concession, selling a planet into slavery, and
Destiny Point to add additional damage equal to half
surrendering the Rebel Alliance to the Empire are all
his Agility rating (rounded up) to one hit of a
examples of this.
successful attack made by ship or vehicle-mounted
CUNNING SNARE weaponry.

Active (Action). Once per encounter, the character DEAD TO RIGHTS (IMPROVED)
may take the CUNNING SNARE action to use materials in
Active (Incidental). The character may spend one
his environment to assemble a trap within short range.
Destiny Point to add additional damage equal to his
Each time another character moves to engaged range
Agility rating to one hit of a successful attack made by
of the trap, he must make an Opposed Vigilance vs.
ship or vehicle- mounted weaponry. This replaces the
Survival check against the character who placed the
normal ability for DEAD TO RIGHTS.
trap. If the character who triggers the trap fails, he
suffers wounds (these ignore soak) equal to the DEADLY ACCURACY
trapper’s Cunning characteristic, plus 1 additional
Passive; Ranked. Each time the character gains a rank
wound per f. The trapper may spend t generated
of DEADLY ACCURACY, he must choose one combat skill.
by the check to disorient the character for 1 round per
The character may add his basic training ranks in that
t spent, ttt or y to immobilize the character
combat skill as additional damage to one hit of a
for 1 round, and y to stagger the character for 1
successful attack made with that skill with non-
round.
starship/vehicle weapons. He cannot choose the same
Once a character springs the trap, it is expended at the combat skill twice.
GM’s discretion; the trapper may spend y from the
check to have it remain functional for one extra use.
DEATHBLOW
A trapper may disarm the trap with an action. Any Passive. After making a successful attack when using a
other character who is aware of the trap may spend non-starship/vehicle weapon, the character may
several minutes to attempt to disarm it with a Hard spend one Destiny Point to add damage equal to the
(ddd) Survival check. If he fails, he suffers the character’s Willpower to one hit of the successful
damage and negative effects in the same manner as if attack.
he had triggered it. DEBILITATING SHOT
CUSTOM LOADOUT Active (Incidental). Upon making a successful attack
Passive. The character increases the hard points of his with a starship or vehicle weapon, the character may
Signature Vehicle by two. spend aa to reduce the maximum speed of the
target by 1 (to a minimum of 1) until the end of the
CUSTOMIZED COOLING UNIT next round. If the starship or vehicle was traveling at
its maximum speed, it has its current speed reduced to
Passive; Ranked. The character increases the system
the new maximum.
strain threshold of his Signature Vehicle by 2 per rank
of CUSTOMIZED COOLING UNIT. DECEPTIVE TAUNT
CUTTING QUESTION Active. Once per session, the character may make a
DECEPTIVE TAUNT action. The character makes an
Active (Incidental). Once per encounter, the character
opposed Deception check targeting one NPC within
may make one Coercion skill check using his Deception
medium range. If he succeeds, the NPC must attack
skill. The character’s Deception skill is combined with
him during its next turn. If the NPC cannot do so, it
his Willpower characteristic to form the dice pool.
must spend all subsequent turns maneuvering into
When the character takes the CUTTING QUESTION
position until it can make a melee or ranged attack
incidental, the player must explain how, in this
against the character. Once it has made a melee or
particular instance, his Deception skill is helping to
ranged attack against the character, the NPC is no
erode his foe’s resolve.

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THE FFG STAR WARS RPG BOOK OF TALENTS

longer affected by DECEPTIVE TAUNT. If the character is weapon gains ranks in the Defensive item quality
incapacitated or leaves the encounter, the NPC is no equal to the character’s ranks in DEFENSIVE TRAINING
longer affected by Deceptive Taunt. (this replaces any ranks in Defensive the weapon
already has).
If used outside of combat, at the GM’s discretion the
NPC can choose to perform a non-lethal attack if the DEFT MAKER
situation warrants it. If the encounter takes place at a
party, for example, the NPC may choose to punch the Passive; Ranked. The character removes b per rank of
character rather than using a knife or blaster. DEFT MAKER from his checks to repair, modify,
construct, and program droids. In addition, materials
DEDICATION to craft droids cost the character 50% less (this does
not decrease with additional ranks of DEFT MAKER.
Passive; Ranked. Each rank permanently increases a
single characteristic of the player’s choice by one DESPERATE REPAIRS
point. This cannot bring a characteristic above six.
Active (Action). Once per session, the character may
DEFENSIVE CIRCLE make a Hard (ddd) Mechanics check targeting one
Active (Action); Force. When wielding a Lightsaber, the engaged droid. If the character succeeds, the droid
character may make the DEFENSIVE CIRCLE action, becomes staggered and immobilized until the end of
its next turn. At the end of its next turn, the droid
making a Hard (ddd) Lightsaber (Intellect) check. If
heals all strain and one Critical Injury with a severity
successful, the character plus one ally per s within
rating no greater than Hard (ddd). If the character
short range gains ranged and melee defense X until
is a droid, it may perform this action on itself.
the beginning of the character’s next turn. X equals 1,
plus 1 for every aa. DESIGN FLAW
DEFENSIVE DRIVING Active (Incidental); Ranked. When making a combat
check with a personal scale weapon against a droid,
Passive; Ranked. Any vehicle the character pilots has
the character adds a equal to his ranks of DESIGN
its defense rating on all zones increased by one per
FLAW.
rank of DEFENSIVE DRIVING.

DEFENSIVE SLICING DISCIPLE OF LORE


Active (Incidental); Ranked. Once per round, the
Passive; Ranked. When attempting to defend a
character may suffer one strain to decrease the
computer system against intrusion (or when an
difficulty of his next Knowledge (Lore) check to a
opponent attempts to slice a computer owned or
number of times equal to ranks in DISCIPLE OF LORE, to a
programmed by the character), the character adds b
minimum of Simple (-).
equal to his rank of DEFENSIVE SLICING to his opponent’s
checks. DISCIPLINED SOUL
DEFENSIVE SLICING (IMPROVED) Active (Incidental). The character may spend one
Destiny Point after making a Discipline check to spend
Passive. When attempting to defend a computer
a number of t not exceeding the character’s ranks in
system against intrusion, the character upgrades the
difficulty of an opponent’s dice pool a number of Knowledge (Lore) as a.
times equal to his rank of DEFENSIVE SLICING. This DISARMING SMILE
replaces the usual benefits from DEFENSIVE SLICING.
Active (Action); Ranked. The character can take the
DEFENSIVE STANCE DISARMING SMILE action to make an opposed Charm
check against one target within short range. If he
Active (Maneuver); Ranked. Once per round on the
succeeds, decrease the target’s defense (melee and
character’s turn, the character may perform a
DEFENSIVE STANCE maneuver to assume a defensive ranged) by a number equal to the character’s ranks in
stance against incoming melee attacks. He then suffers DISARMING SMILE (to a minimum of 0) until the end of
a number of strain no greater than his ranks in the encounter.
DEFENSIVE STANCE. Until the start of the character’s next DISCREDIT
turn, upgrade the difficulty of all melee combat checks
targeting the character a number of times equal to the Active (Action). Once per encounter, the character
strain suffered by the character in this way. may take the DISCREDIT action by making a Hard
(ddd) Deception check. If he succeeds, one chosen
DEFENSIVE TRAINING character upgrades the difficulty of social checks once,
Passive. When the character wields a Lightsaber and one additional time for every aa on the
weapon, Melee weapon, or Brawl weapon, that Deception check until the end of the encounter.

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THE FFG STAR WARS RPG BOOK OF TALENTS

DISORIENT DOCKYARD EXPERTISE to a minimum of 100 credits and


one day.
Passive; Ranked. After hitting with a combat check,
the character may spend aa to DISORIENT his foe. DODGE
Disoriented targets add b to all skill checks. The Active (Incidental, Out of Turn); Ranked. When
target is disoriented for a number of rounds equal to targeted by a combat check (ranged or melee) the
the attacker’s ranks in DISORIENT. character may choose to immediately perform a
DISORIENTED STRIKE DODGE incidental to suffer a number of strain, then
upgrade the difficulty of the combat check by that
Passive. After missing an opponent with a Lightsaber number. The number of strain suffered cannot exceed
combat check, the character may choose to spend his ranks in DODGE.
aa or x to disorient his foe for 3 rounds.
Disoriented opponents add b to all skill checks. DODGE (IMPROVED)
DISRUPTIVE STRIKE Active (Incidental). When the character performs the
DODGE incidental, the character may make a Move
Action (Action); Force. The character may take a maneuver as an out-of-turn incidental after the
DISRUPTIVE STRIKE action, making a Lightsaber (Cunning) triggering attack has been resolved.
combat check against one engaged target and adding
C no greater than his Force rating to the check. The DON’T SHOOT!
character may spend Y to add f to the target’s next Active (Action). Once per session, the character can
combat check made during this encounter. take the DON’T SHOOT! action to make a Hard (dd)
DISTRACTING BEHAVIOR Charm check. If he succeeds, he cannot be the target
of a combat check until the end of the encounter or
Active (Maneuver); Ranked. The character may make a until he makes a combat check. This player must
DISTRACTING BEHAVIOR maneuver and suffer a number of explain how he talks his way out of being associated
strain no greater than his ranks in Cunning. If he does with his party’s combatants, and the GM has final say
so, an equal number of adversaries or NPCs he is on whether his ruse succeeds.
engaged with suffer t on checks they make until the
beginning of the character’s next turn. The range of DOUBLE OR NOTHING
this maneuver increases by one band per rank of Active (Incidental). Once per check, the character may
Distracting Behavior. suffer two strain to increase the difficulty of the check
The character selects who is affected by DISTRACTING by one. Then, after canceling opposing symbols, he
BEHAVIOR and can choose to have this talent not affect doubles the number of remaining a.
NPC allies. It may be that he explains his tactics to the
DOUBLE OR NOTHING (IMPROVED)
NPCs beforehand, or that hey know him well enough
to be used to his antics. Passive. When performing the DOUBLE OR NOTHING
incidental, after canceling opposing symbols, the
DISTRACTING BEHAVIOR (IMPROVED) character also doubles the number of remaining s.
Passive. When affected by DISTRACTING BEHAVIOR, NPCs
DOUBLE OR NOTHING (SUPREME)
suffer tt when making checks targeting the
character’s allies, instead of t. Passive. When performing the DOUBLE OR NOTHING
incidental, the character also doubles the number of
DJEM SO DEFLECTION x and y.
Active (Incidental, Out of Turn); Force. After using the
DOUBLE TALK
REFLECT incidental, the character may spend one
Destiny Point to perform a Move maneuver as an out Passive. The character may spend aa or x from a
of turn incidental to move closer to or engage an successful Charm or Deception check to disorient a
opponent. This incidental may be performed once per number of opponents within short range equal to his
round. rating in Presence for the remainder of the current
round and the next two rounds. Disoriented
DOCKYARD EXPERTISE opponents add b to all skill checks
Active (Action); Ranked. The character may make an
DRAW CLOSER
Average (dd) Knowledge (Education) check when at
a dry dock with suitable personnel and equipment to Active (Action); Force. The character may take a DRAW
conduct repairs to a starship, or to add attachments or CLOSER action, making a Lightsaber (Willpower) melee
modifications to one. If successful, the cost and time combat check against one silhouette 1 (or smaller)
for repairs is reduced by 20% for each rank of target within medium range and adding a number of

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THE FFG STAR WARS RPG BOOK OF TALENTS

C no greater than Force rating to the check. The ENCOURAGING WORDS


character may spend Y before resolving the success
or failure of the check to move the target one range Active (Incidental, Out of Turn). When an ally within
band closer to the character (including from short to short range fails a check, the character may suffer 1
strain. If so, the character may assist the next check
engaged). He may also spend Y to add s to the
that anally makes this encounter as an out-of-turn
combat check. If the character cannot move his target
incidental (rather than as a maneuver). The GM has
to engage him, the combat check automatically
final say as to which actions can benefit from such
misses.
assistance if the character is farther than engaged
DUELIST’S TRAINING range.

Passive. The character adds b to his Melee and ENDURING


Lightsaber checks when engaged with only a single
Passive; Ranked. The character gains + 1 soak value
opponent. A single minion group counts as multiple
per rank of ENDURING.
opponents.

DURABLE ENERGY TRANSFER


Active (Maneuver). The character may suffer 1 strain
Passive; Ranked. The character may reduce a Critical
to perform the ENERGY TRANSFER maneuver; when he
Injury result he suffers by 10 per rank of DURABLE, to a
does, he can power up an appropriate unpowered
minimum of one.
device (such as a datapad, a droid. or a door) until the
DYNAMIC FIRE end of the encounter. Alternatively, he can restore
ammunition to an energy-based weapon, allowing a
Active (Incidental). When making a ranged attack character to ignore an "out of ammo y result. The
while engaged with an opponent, the character may character must have at least one cybernetic installed
suffer 2 strain to reduce the ranged modifier added for to perform this maneuver.
being engaged by 1 for the attack. So, when firing a
Ranged (Heavy) weapon, the character only increases ENGINEERED REDUNDANCIES
the difficulty by 1 when engaged, and when firing a
Passive. The character benefits from emergency repair
Ranged (Light) weapon, he doesn’t increase the
patches as if he were a droid. The character still
difficulty at all.
benefits from stim packs as usual, but can only benefit
EMBRACE YOUR HATE from a total of 5 stim packs and/or emergency repair
patches per day. Additionally, the character can be
Active (Incidental); Ranked. After making a successful healed with the Mechanics skill in the same manner as
Brawl, Lightsaber, or Melee combat check, the a droid.
character may spend one Destiny Point and then gain
Conflict equal to the number of dark side Destiny ENHANCED LEADER
Points in the Destiny Pool to add an equal amount of
Passive; Force. When making a Leadership check, the
damage to one hit of the attack. The character may
use this ability once per encounter for each rank of character may add C no greater than his Force rating
EMBRACE YOUR HATE. A character who has purchased to the check. The character may spend Y to add s or
one or more ranks of this talent automatically gains 1 a (character’s choice) to the result.
Conflict at the Beginning of a game session. ESSENTIAL KILL
EMPTY SOUL Passive; Force. When making a combat check that
Passive; Force. If a character is carrying items that does not involve either using the Gunnery skill or
total 2 encumbrance of less (after factoring reductions operating a non-starship weapon, the character may
such as for armor being worn), whenever he makes a add C no greater than his Force rating to the check.
Force power check, he adds zZ to the results. The character may spend Y to add a or YYY to
add x (character’s choice) to the result. a gained in
If a character normally carries items that total more this way cannot used to recover strain.
than 2 encumbrance, but discards or otherwise loses
those items temporarily, the GM can rule that the EXHAUST PORT
character still does not gain the benefits of EMPTY SOUL.
Active (Incidental). Before attacking a starship or
ENCODED COMMUNIQUÉ vehicle, the character may spend 1 Destiny Point to
ignore the effects of the Massive rule for the attack.
Passive. Upgrade the difficulty of checks to decrypt the
character’s coded messages without the proper cipher
a number of times equal to the character’s ranks in
Computers.

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THE FFG STAR WARS RPG BOOK OF TALENTS

EXPERT HANDLER check. The character may spend Y to increase the


range of the attack by one range band per Y pent, to
Passive; Ranked. The character removes b per rank of a maximum of long. If the target is at medium range or
EXPERT HANDLER from his Survival checks made to ride further, the character must both sufficiently increase
beasts. the range of the attack and succeed on the check to
EXPERT TRACKER hit the target.

Passive; Ranked. Remove b per rank of EXPERT TRACKER FEAR THE SHADOWS
from checks to find or follow tracks. Survival checks Active (Action); Force. The character may perform the
made to track targets take 50% less time than normal. FEAR THE SHADOWS action. He makes a Hard (ddd)
This does not decrease with additional ranks of Expert Deception check targeting a single minion group or
Tracker. rival within long range. If he succeeds, that minion
EXTENDED REACH group or rival flees the encounter. At the GM’s
discretion, these NPCs may not flee due to
Active (Incidental). While armed with a two-handed extenuating circumstances (such as if there is no
melee weapon, the character may suffer 1 strain to realistic path of means to leave the encounter, or if
make a Melee combat check with that weapon the only way to leave the encounter may result in
targeting an enemy at up to short range (rather than their deaths from a dangerous fall or lethal
engaged range). The difficulty of the check remains atmosphere). A character who has purchased this
Average (dd). talent automatically gains 1 Conflict at the beginning
of a session.
EYE FOR DETAIL
Active (Incidental); Ranked. After rolling the dice pool
FEARSOME
for a Mechanics or Computers check, but before Passive; Ranked. When an adversary becomes
interpreting the results, the character may voluntarily engaged with the character, the character may force
suffer a number of strain no greater than his ranks in the adversary to make a Fear check with the difficulty
EYE FOR DETAIL. If he does, he may convert that many s equal to the character’s ranks in FEARSOME. At the
into a. (The character must stilt have at least s in GM’s discretion, some adversaries may be immune to
the results at the end to succeed on the check.) this talent based on the type of adversary or the
ongoing circumstances.
FALLING AVALANCHE
FEARSOME REP
Active (Incidental); Force. Once per round the
character may suffer 2 strain to add additional damage Passive; Ranked. The character adds automatic a to
equal to Brawn to one hit of a successful Lightsaber the results of his Coercion checks equal to his ranks in
combat check. FEARSOME REP.
FAMILIAR SUNS FEINT
Active (Maneuver). Once per session the character Passive; Ranked. Upon missing an opponent with a
may spend a maneuver to make a Hard (ddd) Lightsaber, Brawl, or Melee combat check, the
Knowledge (Outer Rim) or Knowledge (Core Worlds) character may spend y or aaa to upgrade the
check. If successful, the character is familiar with the difficulty of the opponent’s next combat check
type of planetary environment he finds himself in. He targeting the character during this encounter by the
knows whether the planet is likely to be inhabited and, character’s ranks in FEINT.
if so, where habitation could be found. He also knows
about unusual environmental effects, hostile FERAL STRENGTH
predators, potential base locations, or sources of Passive; Ranked. The character deals + 1 damage to
potential profit. one hit on all successful Brawl and Melee checks per
FANCY PAINT JOB rank of FERAL STRENGTH.

Passive. The character can upgrade the ability of all of FIELD COMMANDER
his Charm, Deception, and Negotiation checks made in Active (Action); Ranked. The character may take a FIELD
the presence of his Signature Vehicle once. COMMANDER action. By successfully passing an Average
FAR STRIKE (dd) Leadership check, a number of allies equal to
his Presence may immediately suffer one strain to
Active (Action); Force. The character may take the FAR perform one maneuver. This does not count against
STRIKE action making a Brawl combat check as a ranged the number of maneuvers they may perform in their
attack at one target at short range or further, adding turn. If there are any questions as to the order in
C no greater than the character’s Force rating to the

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THE FFG STAR WARS RPG BOOK OF TALENTS

which allies act, the character using FIELD COMMANDER is FORCE OF WILL
the final arbiter.
Active (Incidental). Once per session, the character can
FIELD COMMANDER (IMPROVED) choose to make one skill check using Willpower rather
than the characteristic linked to that skill. When he
Passive. When taking a FIELD COMMANDER action, the
does this, he must explain how, in this particular
character may affect allies equal to twice his Presence.
instance, his willpower is helping him overcome this
In addition, he may spend x generated on his
challenge.
Leadership checks to allow one ally to suffer one strain
to perform an action, rather than a maneuver. FORCE PROTECTION
FINE TUNING Active (Maneuver); Ranked; Force. The character may
take the FORCE PROTECTION maneuver, suffering 1 strain
Passive; Ranked. Whenever a character reduces the
and committing a number of C no greater than Force
amount of strain a starship or vehicle suffers, he
rating or ranks of Force Protection. The character then
reduces one additional strain per rank of FINE TUNING.
increases his soak value by an equal amount. The
FIRE CONTROL character suffers 1 strain at the beginning of each of
his turns in which he keeps these dice committed.
Active (Maneuver). When in a starship or vehicle, the
character can make a FIRE CONTROL maneuver. If he FORCE RATING
does so, all combat checks from the starship or vehicle
Passive; Ranked; Force. Each rank permanently
count the silhouette of the target as one higher than
increases Force rating by one.
normal until the beginning of the character’s next
turn. This effect does not stack with multiple uses of FOREWARNING
the FIRE CONTROL maneuver.
Active (Action); Force. The character may take the
FONT OF POWER FOREWARNING action. All allies within medium range
increase their melee and ranged defense by a number
Active (Action); Force. Once per game session, the
equal to the character’s Force rating until they take
character may perform the FONT OF POWER action. For
their first turn during an encounter. If they have
the remainder of the encounter, if the character is a
already taken their first turn, FOREWARNING has no
light side Force user, whenever another Force user
effect.
within medium range rolls C, add automatic Z to
the results. If the character is a dark side Force user, FORM ON ME
whenever another Force user rolls C, add automatic
Passive. When the character performs the Gain the
z to the results.
Advantage action, a number of allied vehicles equal to
FORAGER his ranks in Leadership and within close range also
gain the benefits of the action on the target. These
Passive. Remove up to bb from skill checks to find allied vehicles maintain the benefits until they leave
food, water, or shelter. Survival checks to forage take close range with the character or the character loses
half the time. the benefits of Gain the Advantage.
FORCE ASSAULT FORMATION TACTICS
Passive; Force. Upon missing an opponent with a Active (Action). The character may take the FORMATION
Lightsaber (Willpower) combat check, the character TACTICS action by making a Hard (ddd) Leadership
may spend x or aaa to perform a Move Force check. If successful, he may choose a number of allies
power action as a maneuver this turn (the character within short range equal to s generated. The difficulty
must still be able to perform maneuvers and still may of attacks against these allies is upgraded once until
not perform more than two maneuvers in a turn). The the end of his next round. The effects of this action do
character must have already purchased the Move not stack.
Force power to use it as part of this ability.
FORMATION TACTICS (IMPROVED)
FORCE CONNECTION
Active (Maneuver). The difficulty of t taking the
Passive; Force. When the character performs a FORMATION TACTICS action is reduced to Average (dd)
Survival or Knowledge (Xenology) skill check, he may
instaed of Hard (ddd). The character may also
roll a number of C no greater than his Force rating.
spend x or aaaaaa to have the effect last
The character may spend Y to add s or a until the end of the encounter.
(character’s choice) to the result.

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THE FFG STAR WARS RPG BOOK OF TALENTS

FORTIFIED VACUUM SEAL FULL THROTTLE (SUPREME)


Passive. The character increases the hull trauma Passive. When the character successfully performs
threshold of his Signature Vehicle by 1 per rank of FULL THROTTLE, the ship's top speed increases by two
FORTIFIED VACUUM SEAL. for a number of rounds equal to his Cunning instead of
one.
FORTUNE FAVORS THE BOLD
GALAXY MAPPER
Active (Incidental, Out of Turn). Once per game
session, as an out of turn incidental, the character may Passive; Ranked. Remove b per rank of GALAXY MAPPER
suffer two strain to flip one dark side Destiny Point to from all Astrogation checks. In addition, Astrogation
a light side Destiny Point (this cannot be used to checks take 50% less time. This does not increase with
interrupt the spending of a Destiny Point). multiple ranks of GALAXY MAPPER.
FREERUNNING GEARHEAD
Active (Incidental). Once per round before performing Passive; Ranked. Remove b per rank of GEARHEAD
a Move maneuver, the character may suffer 1 strain. If from all Mechanics checks. In addition, the credit cost
he does so, he may use his Move maneuver to move to add mods to attachments decreases by 50%. This
to any location within short range (even straight up) as does not increase with multiple ranks of GEARHEAD.
long as there is some sort of object to move across or
a path to move along. GO WITHOUT
FREERUNNING (IMPROVED) Active (Incidental). Once per session, the character
may perform the GO WITHOUT incidental. If he does, he
Active (Incidental). Once per round, before performing counts as having the right tools for the job when
a Move maneuver, the character may suffer 4 strain. If performing the next skill check this turn.
he does so, he may use his Move maneuver to move
to any location within medium range (even straight GREASED PALMS
up) as long as there is some sort of object to move Active (Maneuver); Ranked. Before making a Social
across or a path to move along. Interaction check, the character may perform a
FRENZIED ATTACK GREASED PALMS maneuver and spend up to 50 credits
per rank of GREASED PALMS. For every 50 credits spent,
Active (Incidental); Ranked. When making a Melee or the character upgrades the ability of the skill check
Brawl combat check, the character may suffer a once. How the money accomplishes this can be up to
number of strain, then upgrade the ability of his the player and GM, but could take the form of bribes,
combat check by that number. The number cannot buying gifts, or even purchasing information that gives
exceed his ranks in FRENZIED ATTACK. the character an advantage in the ensuing interaction.
FULL STOP GOOD COP
Active (Maneuver). When piloting a ship or vehicle, the Passive; Ranked. The character may spend aa from
character may take the full-stop maneuver to a Charm or Negotiation check to upgrade the ability of
immediately reduce the speed of the vehicle to zero. a single ally’s subsequent Social Interaction skill check
The ship or vehicle then suffers one point of system against the same target in the same encounter.
strain for every point of speed it had before stopping. Upgrade the ability a number of times equal to the
character’s ranks in GOOD COP. A single check may only
FULL THROTTLE benefit from one use of GOOD COP.
Active (Action). The character may push a ship or
vehicle past its limits of speed. He may perform the
GRAPPLE
FULL THROTTLE action, attempting a Hard (ddd) Active (Maneuver). Once per round, the character may
Piloting check. With success, the ship’s top speed perform the GRAPPLE maneuver. Until the beginning of
increases by one for a number of rounds equal to his next turn, enemies must spend two maneuvers
Cunning. The ship still cannot perform actions or instead of one maneuver to move from engaged range
maneuvers it could not perform normally (i.e. actions to short range of him.
that have a minimum speed requirement).
GRIT
FULL THROTTLE (IMPROVED)
Passive. Each rank of GRIT increases a character’s strain
Active (Maneuver). The character may voluntarily threshold by one.
suffer one strain to attempt FULL THROTTLE as a
maneuver. In addition, the difficulty of FULL THROTTLE is
reduced to Average (dd).

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THE FFG STAR WARS RPG BOOK OF TALENTS

GUNS BLAZING HEADBUTT


Active (Incidental). When making a combined combat Active (Incidental). Once per encounter, the character
check with two Ranged (Light) weapons, the character may perform the HEADBUTT incidental. The character
may suffer two strain in order to refrain from suffers 2 wounds and selects one engaged non-vehicle
increasing the difficulty of the check for attacking with target with a silhouette of up to one higher than the
two weapons. character’s. The target is knocked prone and is
disoriented until the end of the next round.
HARASS
HEALING TRANCE
Active (Incidental). Whenever the character’s bonded
animal makes a successful combat check, the Active (Action); Force. The character may commit C.
character may choose to have the attack deal no For every full encounter C remains committed, the
damage. If so, the target upgrades the difficulty of the character heals 1 wound he is suffering per rank of
next check once. This can stack should multiple HEALING TRANCE. This is in addition to wounds healed
creatures perform this action on the same target. due to natural rest or other abilities. If in a situation
without defined encounters, the GM can have HEALING
HARD-BOILED TRANCE take effect every 12 hours.
Passive; Ranked. When making a check to recover
strain at the end of an encounter, the character may
HEALING TRANCE (IMPROVED)
spend a to recover 1 wound. a spent this way Passive; Force. Whenever the character heals wounds
cannot exceed his ranks in HARD-BOILED. as a result of HEALING TRANCE, if the character is
suffering from a Critical Injury, he makes a Resilience
HARD HEADED check with the difficulty equal to the Critical Injury’s
Active (Action); Ranked. The character may perform severity rating. On a successful check, the character
the HARD HEADED action. On any turn in which the recovers from the Critical Injury. If the character is
character is staggered or disoriented, he may perform suffering from multiple Critical Injuries, he chooses
the Hard Headed action (this action may be specifically which one to attempt to recover from.
performed even though he is normally barred from
HEAVY HITTER
performing actions when staggered). He makes a
Daunting (dddd) Discipline check. If he succeeds, Active (Incidental). Once per session, the character
he is no longer staggered or disoriented. The difficulty may spend x on a successful Ranged (Heavy) or
of this check decreases by one per additional rank of Gunnery check to add the Breach 1 quality to the
HARD HEADED, to a minimum of Easy (d). attack, or increase an existing Breach rating by 1.

HARD HEADED (IMPROVED) HEIGHTENED AWARENESS


Active (Action). The character may use his HARD HEADED Passive. Allies within close range of the character add
action to recover from being incapacitated due to b to their Perception and Vigilance checks. Allies
exceeding his strain threshold. On his next turn after engaged with him add bb instead.
being incapacitated, he may make a Formidable
(ddddd) Discipline check as his Hard Headed HEROIC FORTITUDE
action (this action can specifically be performed even Active (Incidental). The character may spend one
though he is normally barred from performing Destiny Point to ignore the effects of ongoing Critical
actions). If he succeeds, decrease his strain to one Injuries on any Brawn or Agility related checks until
below his strain threshold. The difficulty of this check the end of the encounter. He still suffers from the
decreases by one per rank of HARD HEADED, to a injury itself.
minimum of Easy (d).
HEROIC RESILIENCE
HAWK BAT SWOOP
Active (Incidental, Out of Turn). Immediately after
Active (Action); Force. The character may take a HAWK being hit by a successful combat check but before
BAT SWOOP action, performing a Lightsaber (Agility) damage is calculated, the character may spend one
melee combat check against one target within short Destiny Point to increase his soak by a number equal
range and adding C no greater than Force rating to to his ranks in Resilience.
the pool. The character may spend Y before resolving
the success or failure of the check to engage the target HIDDEN STORAGE
immediately as an incidental, and may spend Y to Passive; Ranked. Any large equipment, vehicle, or
add a to the check. If the character cannot move to droid that the character owns has one or more hidden
engage the target, the attack automatically misses. compartments for smuggling appropriately sized gear.
The number of compartments is up to the player, but

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THE FFG STAR WARS RPG BOOK OF TALENTS

cannot be enough to hold a total encumbrance value HUNTER’S QUARRY (IMPROVED)


of items more than the character’s ranks in Hidden
Storage. The size of the compartments is proportional Passive. The character can choose to suffer 2 strain to
to the size of the vehicle or droid in question. Most perform the HUNTER'S QUARRY action as a maneuver
humanoid droids can only hold items equivalent in size instead.
to a one-handed weapon, whereas a silhouette 4 IDENTIFY INGREDIENTS
starship could conceal humanoids within its
compartments. Any checks to detect these Active (Incidental, Out of Turn); Force. After being
compartments have a Formidable (ddddd) exposed to any unknown substance, as an out of turn
difficulty. incidental, the character may roll C no greater than
their Force rating. They may spend YY to
HIGH-G TRAINING immediately identify the composition and any effects
Active (Incidental, Out of Turn); Ranked. When a of the substance. At the GM’s discretion, this might
starship or vehicle the character is currently piloting provide b to the character’s later attempts to
would suffer system strain (either voluntary or recreate this substance.
involuntary), the character may suffer a number of IMBUE ITEM
strain up to his ranks in HIGH-G TRAINING. If he does, the
amount of system strain the starship or vehicle suffers Active (Maneuver); Force. The character may take the
is reduced by that amount (to a minimum of 0). IMBUE ITEM maneuver, suffering 1 strain and
committing C. He then grants one weapon or item
HINDERING SHOT within short range a temporary enhancement chosen
Active (Incidental). The character may voluntarily from the following options: increase weapon’s
increase the difficulty of a Gunnery combat check once damage by 1, decrease the a cost for its Critical Hit
to inflict a HINDERING SHOT on a vehicle. If he succeeds or for any other single effect by 1, to a minimum of 1,
and deals damage to the target vehicle’s hull trauma or increase a piece of armor’s ranged or melee
threshold, the vehicle suffers system strain equal to its defense by 1. Alternatively, the character can decrease
current speed whenever it moves until the end of the an item’s encumbrance by 2, to a minimum of 1. The
encounter. character suffers 1 strain at the beginning of each of
his turns in which he keeps this die committed.
HOLD TOGETHER
IMPOSSIBLE FALL
Active (Incidental, Out of Turn). The character may
spend one Destiny Point to make a HOLD TOGETHER Active (Incidental, Out of Turn); Force. Once per
incidental immediately after a vehicle or starship he session, when the character is falling, he may perform
has repaired this encounter takes damage. The the IMPOSSIBLE FALL incidental. He makes a Force power
character explains why the apparently serious damage check and may spend Y to land somewhere safe,
was in fact superficial, and the damage from the such as on a pile of empty boxes in a street or a
attack becomes system strain instead. muddy spot in the middle of a lava field. The character
may then spend additional Y to reduce the effects of
HOLISTIC NAVIGATION the fall by one range band and may do so multiple
Active (Incidental); Force. When making an Astrogation times.
skill check, the character may spend one Destiny Point IMPROVISED CONCOCTION
to remove y, or to remove t equal to his ranks in
Perception. Active (Action); Force. Once per encounter, as an
action, the character may make a Hard (ddd)
HUNTER Knowledge (Xenology) check, adding C no greater
Passive; Ranked. The character adds b per rank of than their Force rating. If the character succeeds, they
HUNTER to all skill checks when interacting with wild create 1 dose of any potion, poison, or drug (such as
beasts and animals, including combat checks. Add +10 the ones found on page 81 or page 181 of the FORCE
per rank to all Critical Injury rolls against animals per AND DESTINY Core Rulebook) out of available materials.
rank of HUNTER. The rarity of this item must be lower than or equal to
the characters Intellect +s +Y spent.
HUNTER’S QUARRY
IMPROVISED DEFENSES
Active (Action). The character may take the HUNTER'S
QUARRY action against an opponent within long range, Active (Action). The character may attempt an
making a Hard (ddd) Survival check. If the check Average (dd) Survival check to fashion small
succeeds, upgrade the ability of all attacks made defenses using scavenged materials. If the check is
against the target by one until the end of the successful, the structure can provide cover for up to 4
character's next turn. characters for the rest of the encounter. The character

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THE FFG STAR WARS RPG BOOK OF TALENTS

may spend aa or x from the check to increase the already believes that misinformation and is unaware
ranged defense the structure provides to 2. that it originated from the character.

IMPROVISED DETONATION The misinformation must be a false statement of fact


and relatively simple (such as a false location of a
Active (Action). Once per session, the character may Rebel Alliance base, the name of a supposed “traitor”,
make a Hard (ddd) Mechanics check to perform or the overview of a fake battle plan). When the
the IMPROVISED DETONATION action and build an character does this, he must explain how he leaked
explosive device out of available materials. The device this falsified information to the NPC who has come to
can be detonated via any logical means (timed delay, believe it.
pressure-activated, or even a fuse) and when it
explodes deals damage equal to the character’s ranks INCITE REBELLION
in Intellect plus ranks in Mechanics plus s on the Active (Action). Once per session, the character can
initial check, and possesses the Blast quality at an take an INCITE REBELLION action to make a Hard
equal value. The character can spend x to increase (ddd) Coercion check. If successful, a number of
the damage by an additional 2. A y causes the device beings up to his ranks in Coercion become unhappy
to detonate immediately in the owner’s face. If the and try to take action against an organization or
check would have been otherwise successful, the authority with power over them until the end of the
premature detonation does damage based on the encounter. This could be due to something the
successful check (and has an equivalent Blast quality). character did or said, or just because the beings were
If the check would have failed, the premature already unhappy with their position.
detonation only does damage equal to ranks in
Mechanics plus ranks in Intellect. INDISTINGUISHABLE
IMPROVISED DETONATION (IMPROVED) Passive; Ranked. The character’s appearance is so
common that people have a hard time identifying
Passive. Reduce the difficulty of IMPROVISED distinguishing traits. Opposing characters upgrade the
DETONATION’s check to Average (dd) and increase the difficulty of any checks made to identify him once per
damage dealt by the explosive to ranks in Intellect plus rank of INDISTINGUISHABLE.
twice the character’s ranks in Mechanics plus s on
the initial check (this includes the damage dealt on INDOMITABLE WILL
premature detonation triggered by y). Active (Maneuver); Force. Once per encounter, the
IMPROVISED POSITION character may perform the INDOMITABLE WILL
maneuver, suffering 3 strain to commit a number of
Active (Action). The character may make a Hard C up their Force rating. While C remain committed,
(ddd) Mechanics check and spend 12 hours reduce all damage the character suffers by an amount
constructing a secure position that can contain the equal to the committed C, and the character suffers
group and its vehicles. The sum of its vehicles’ 1 strain at the beginning of each of their turns.
silhouettes must be 4 or less. The position provides
cover and can have additional narrative benefits at the INFORMANT
GM’s discretion. The character may spend aa or x Active (Incidental). Once per game session, the
from the check to increase the ranged defense the character may reveal a contact that possesses
position provides to 2. information on a particular subject of his choice.
IN THE KNOW When the character does this, he must explain how he
knows this contact and how the contact can shed light
Passive; Ranked. The character removes b per rank of on the matter in question. The contact should be
IN THE KNOW from checks to get information from available to the PCs, but the GM decides what the
people or disseminate news to others. Further, the contacts expertise might cost.
character does not state or display his affiliation,
minion NPCs do not realize the character’s allegiance INNER PEACE
when he questions them. Active (Incidental); Ranked. Once per encounter, the
IN THE KNOW (IMPROVED) character may convert a number of dark side Destiny
Points equal to the character’s ranks in INNER PACE to
Active (Action). Once per session, the character may light side Destiny Points. The character reduces the
take the IN THE KNOW action by making an Opposed amount of Conflict they gain at the end of the session
Deception vs Vigilance check against a chosen NPC by 1 plus 1 per Destiny Point converted.
(who need not be present), with the difficulty
downgraded once per rank of IN THE KNOW. If the
character succeeds, he invents one piece of
misinformation that he has been spreading; the NPC

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THE FFG STAR WARS RPG BOOK OF TALENTS

INSIGHT equal to the strain suffered. This number cannot


exceed his ranks in INTIMIDATING.
Passive; Force. Perception and Discipline become
career skills. INTUITIVE EVASION
INSPIRING LEADERSHIP Active (Maneuver); Ranked; Force. When piloting a
vehicle of silhouette 5 or smaller, the character may
Active (Action). The character may take the Inspiring take the INTUITIVE EVASION maneuver, suffering 1 strain
Leadership action by making an Average (dd) and committing a number of C no greater than his
Leadership check. If successful, a number of allies not Force rating or his ranks of INTUITIVE EVASION. He then
exceeding his rating in Presence within short range upgrades the difficulty of combat checks targeting his
add automatic s to their next skill check. vehicle by an equal amount. The character suffers 1
INSPIRING RHETORIC strain at the beginning of each of his turns in which
these dice remain committed.
Active (Action). The character may take the INSPIRING
RHETORIC action; making an Average (dd) Leadership INTUITIVE IMPROVEMENTS
check. For each s one ally within close range recovers Passive; Force. When making a check to repair or craft
one strain. For each a one ally benefiting from a non-starship or vehicle item, the character may add
INSPIRING RHETORIC recovers one additional strain. C no greater than Force rating to the check. The
character may spend YY to permanently increase
INSPIRING RHETORIC (IMPROVED)
the number of hard points the item has by 1, to a
Passive. Each ally affected by INSPIRING RHETORIC gains maximum of 2 additional hard points. An item may
b on all skill checks for a number of rounds equal to only be improved in this way once.
the character’s ranks in Leadership; this does not stack
with itself. INTUITIVE NAVIGATION
Passive; Force. When performing an Astrogation or
INSPIRING RHETORIC (SUPREME)
Knowledge (Outer Rim) skill check, the character may
Active (Incidental). The character may voluntarily roll a number of C no greater than his Force rating.
suffer 1 strain to perform INSPIRING RHETORIC as a The character may spend Y to add s or a
maneuver instead of an action. (character’s choice) to the result.
INTENSE FOCUS INTUITIVE SHOT
Active (Maneuver). Before making a skill check, the Passive; Force. When making a Ranged (Heavy) or
character may perform the INTENSE FOCUS maneuver. Ranged (Light) combat check, the character may add
The character suffers one strain to upgrade the ability C no greater than his Force rating to the check. The
of the skill check once. character may spend Y to add s or a (character’s
choice) to the result.
INTENSE PRESENCE
Active (Incidental, Out of Turn). The character may INTUITIVE STRIKE
spend one Destiny Point to recover strain equal to his Passive; Force. When making a combat check with a
Presence rating. vehicle weapon, the character may add C no greater
than his Force rating to the check. The character may
INTERJECTION
spend YY to add s or a (character’s choice) to
Active (Incidental, Out of Turn). After another the result.
character makes a social check, the character may
suffer 3 strain and make an Average (dd) Vigilance INVENTOR
check. The character may add s or f to the results Passive; Ranked. When constructing new items or
of the chosen check equal to s on the Vigilance check modifying existing attachments, the character may
and a or t equal to a on the Vigilance check. choose to add b or remove b from the check per
rank of INVENTOR.
INTIMIDATING
Active (Incidental, Out of Turn); Ranked. When INVIGORATE
attempting a Coercion check, the character may suffer Active (Incidental); Force. Once per encounter, when
a number of strain to downgrade the difficulty of the an ally within short range attempts a skill check using
check a number of times equal to the strain suffered. the Brawn or Agility characteristic, the character may
This number cannot exceed his ranks in INTIMIDATING. roll C. Each Z adds s to the target’s check;
When the character is the target of a Coercion check, however, each z adds t to the target’s check.
the character may suffer a number of strain to
upgrade the difficulty of the check a number of times

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THE FFG STAR WARS RPG BOOK OF TALENTS

IRON BODY character may spend one Destiny Point to convert a


single y generated on the check to f. When he does
Passive; Ranked. The character removes b per rank of this, he must explain what he says or does to smooth
IRON BODY from their Coordination and Resilience things over after the verbal misstep.
checks. The critical rating of the character’s unarmed
attacks is reduced by one per rank of IRON BODY, to a JUYO SAVAGERY
minimum of 1.
Passive; Force. When the character inflicts a Critical
IT’S NOT THAT BAD Injury with a Lightsaber combat check, add +5 to the
Critical Injury roll for each dark side Destiny Point in
Active (Incidental, Out of Turn). Once per game the Destiny pool. A character who has purchased this
session, when an ally is about to suffer a critical injury, talent automatically gains 1 Conflict at the beginning
the character can take an IT’S NOT THAT BAD incidental of each game session.
to make a Hard (ddd) Medicine check. If
successful, the ally does not gain the Critical Injury and KEEN EYED
does not suffer any of its normal effects (although the
Passive; Ranked. The character removes b per rank of
attack that caused the Critical Injury still deals damage
KEEN EYED from his Perception and Vigilance checks.
as normal).
Checks made to search a specific area take 50% less
IRON BODY time than normal. This does not decrease with
additional ranks of KEEN EYED.
Passive; Ranked. The character removes b per rank of
IRON BODY from his Coordination or Resilience checks. KILL WITH KINDNESS
The critical rating of the character’s unarmed attacks is
Passive; Ranked. Remove b per rank of KILL WITH
reduced by 1 per rank of IRON BODY, to a minimum of 1.
KINDNESS from all Charm and Leadership checks the
IRON SOUL character attempts.

Passive. If a character is carrying items that total 2 KNOCKDOWN


encumbrance or less (after factoring in reductions
Passive. After hitting with a melee attack, the
such as for armor being worn), at the end of the
character may knock the target prone by spending x.
encounter he heals all strain that he is currently
If the target is larger than the acting character, it
suffering. If a character normally carries items that
requires one additional x for each silhouette larger.
total more than 2 encumbrance but discards or
otherwise loses those items temporarily, the GM can KNOW-IT-ALL
rule that the character still does not gain the benefits
of IRON SOUL. Active (Incidental). Once per session, the character
may, as if he had spent a Destiny Point, perfectly recall
JUMP UP one important fact he previously learned. If the
character’s controlling player does not remember the
Active (Incidental). Once per round on the character’s
specifics of the fact the player wishes to have the
turn, the character may stand up from prone or a
character recall, the GM should remind him of the
seated position as an Incidental.
relevant facts (provided the character has actually
JURY RIGGED encountered the information).
Passive; Ranked. The character chooses one personal KNOW SOMEBODY
weapon or piece of armor per rank of JURY RIGGED. He
Active (Incidental); Ranked. Once per game session,
may increase the damage of the weapon by one;
when attempting to purchase a legally available item,
decrease the Advantage cost on its Critical, or any
the character may reduce its rarity by one step per
single other effect by one to a minimum of one; or
rank of KNOW SOMEBODY.
increase armor’s ranged or melee defense by one.
Alternatively, he can decrease the encumbrance of the KNOW THE ENEMY
item by two to a minimum of one. The bonus only
applies so long as the character is using the item. If the Passive. The character may choose to use the
item is ever lost or destroyed, the character may apply Knowledge (Warfare) skill when making checks to
JURY RIGGED to a new personal weapon or piece or determine initiative.
armor. KNOWLEDGE IS POWER
JUST KIDDING! Active (Incidental); Force. Once per session, when
Active (Incidental, Out of Turn). Once per round as an making a single check, the character may treat his
incidental, when the character or any of his allies in Force rating as being equal to his ranks in Knowledge
short range generates y on a social skill check, the (Lore).

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THE FFG STAR WARS RPG BOOK OF TALENTS

KNOWLEDGE SPECIALIZATION LETHAL BLOWS


Passive; Ranked. When the character first acquires this Passive; Ranked. The character adds + 10 per rank of
talent, he may choose one Knowledge skill. When LETHAL BLOWS to any Critical Injury rolls inflicted on
making checks with that skill, he may spend x to gain opponents.
additional s equal to his ranks in KNOWLEDGE
SPECIALIZATION.
LOOM
Passive. When an ally engaged with the character
KNOWLEDGEABLE HEALING makes a successful Charm, Deception, or Negotiation
Passive. When the character performs a successful check, the character adds a per rank in Coercion to
Medicine check to heal an ally, the character may the ally’s check.
spend one Destiny Point to allow the target to heal
additional wounds equal to the character’s ranks in MACHINE MENDER
Knowledge (Xenology). Passive; Ranked. When this character makes a
Mechanics check to help a character heal wounds, the
KNOWN SCHEMATIC
target heals one additional wound per rank of MACHINE
Active (Maneuver). Once per game session, the MENDER. (Typically, only droids can be healed with
character may spend a maneuver to make a Hard Mechanics checks).
(ddd) Knowledge (Education) check. Success
means the character is familiar with a building or
MAKASHI FINISH
capital ship’s design. He now knows the location of Active (Action); Force. The character may take the
critical components or facilities within the ship or MAKASHI FINISH action, making a Lightsaber (Presence)
vehicle, as well as his own location. He can also plan combat check against an engaged target, adding C no
unconventional routes around obstacles. Additional greater than his Force rating to the check. The
s, a, or x results can reveal other useful character may spend Y to add +10 to any Critical
information at the GM’s discretion. Injury roll resulting from the check.
KNOWS THE ROPES MAKASHI FLOURISH
Passive. Whenever the character is in binders or other Active (Action); Force. Once per encounter, the
personal restraints, he adds b to checks made to free character may take the MAKASHI FLOURISH action,
himself equal to his ranks in Knowledge (Underworld). making an Average (dd) Lightsaber (Presence)
x on the check can be spent to free all other bound check. If it is successful, one engaged opponent suffers
characters within short range. strain equal to s (ignoring soak), and the character
recovers an equal amount of strain. The character may
KOIOGRAN TURN
also spend aaa or x generated on the check to
Active (Maneuver). When the character is piloting a stagger the opponent until the end of the target’s next
starship or vehicle on which an opponent has gained turn.
the advantage, the character may suffer 2 strain to
perform a KOIOGRAN TURN maneuver, immediately MAKASHI TECHNIQUE
removing the effects of Gain the Advantage any Passive; Force. When making a check using the
opponents have on the character's starship or vehicle. Lightsaber skill, the character may use Presence
This maneuver can only be performed in a starship or instead of Brawn.
vehicle with a speed of 4 or higher.
MARKED FOR DEATH
LARGER PROJECT
Active (Maneuver); Force. The character may take the
Passive; Ranked. The character can choose a Signature MARKED FOR DEATH maneuver, selecting one target and
Vehicle with a silhouette value 1 higher than normal committing C. The character adds automatic aa
per rank of Larger Project. to combat checks against the target while C remains
LET’S RIDE committed, but cannot use the MARKED FOR DEATH
talent again until the character uncommits C, the
Active (Incidental). Once per round on the character’s original target is incapacitated, or the session ends. a
turn, the character may mount or dismount from a gained in this way cannot be used to recover strain.
vehicle or beast, or slide into the cockpit or weapon
station aboard a starship, as an incidental instead of a MARTIAL GRACE
maneuver. Active (Incidental). Once per round, the character may
suffer 2 strain to add additional damage equal to his
ranks in Coordination to one hit of a successful Brawl
combat check.

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THE FFG STAR WARS RPG BOOK OF TALENTS

MASTER ARTISAN the next Stealth or Skulduggery check by 1, to a


minimum of Easy (d).
Active (Incidental). Once per round, the character may
suffer 2 strain to decrease the difficulty of his next MASTER PILOT
Mechanics check (or his next check to build or mod an
Active (Incidental). Once per round when piloting a
item) by 1, to a minimum of Easy (d).
starship (a ship piloted using the Piloting (Space) skill),
MASTER DEMOLITIONIST the character may voluntarily suffer 2 strain to
perform any action as a maneuver instead.
Active (Incidental). When resolving an attack from a
personal (non-starship/vehicle) explosive or ordnance MASTER SLICER
weapon, the character may spend a or x to have
Active (Incidental). Once per round, the character may
the weapon’s Blast quality affect all characters within
perform a MASTER SLICER incidental to suffer 2 strain
short range (rather than engaged). If the weapon
and decrease the difficulty of the next Computers or
normally affects all characters within short range, then
other slicing-related check by 1, to a minimum of Easy
the range of effect is increase to medium instead.
(d).
MASTER DOCTOR
MASTER STARHOPPER
Active (Incidental). Once per round, the character may
Active (Incidental). Once per round, the character may
suffer 2 strain to decrease the difficulty of his next
suffer 2 strain to decrease the difficulty of his next
Medicine check by 1 to a minimum of Easy (d).
Astrogation check by 1, to a minimum of Easy (d).
MASTER DRIVER
MASTER STRATEGIST
Active (Incidental). Once per round when piloting a
Active (Incidental, Out of Turn). Once per phase during
vehicle using the Piloting (Planetary) skill, the
a mass combat, the character may suffer 2 strain to
character may voluntarily suffer 2 strain to perform
decrease the difficulty of the next Mass Combat check
any action as a maneuver instead.
once.
MASTER GRENADIER MEDITATIVE TRANCE
Passive. The character decreases the a cost to
Passive; Force. When suffocating, the character suffers
activate the Blast quality of any weapon he uses by 1
1 strain each round instead of 3. When exposed to
to a minimum of 1. This includes the cost to activate
vacuum, the character suffers 1 wound each round
the Blast quality if the weapon misses.
instead of 3.
MASTER LEADER MENACE
Active (Incidental). Once per round, the character may
Active (Maneuver). Once per round on the character’s
suffer 2 strain to decrease the difficulty of his next
turn, the character may spend a maneuver to allow
Leadership check by 1, to a minimum of Easy (d).
any suitably threatening creature linked through the
MASTER INSTRUCTOR Animal Bond talent and of Silhouette 2 or greater to
perform the MENACE maneuver when the creature is at
Active (Incidental, Out of Turn). Once per round as an short range with an enemy. The enemy gains b on his
out of turn incidental, the character may suffer 2 next combat check against the character in the
strain to allow an ally within short range to count as encounter. Enemy characters who are immune to the
having the same number of ranks in the Discipline skill effects of Fear are also immune to this ability. The GM
as the character for the next Discipline check the ally also has final determination, as to if a creature can
makes. threaten an enemy, based on relative size and natures.
MASTER MERCHANT MENTAL BOND
Active (Incidental). Before making a check when Active (Action); Force. The character may take the
buying or selling items, or undertaking or paying off MENTAL BOND action, committing C. As long as C
Obligation, the character may choose to suffer two remains committed, he may communicate mentally
strain. If the check succeeds, he sells the item for 25% with an animal bonded to him via the ANIMAL BOND
more than base cost, buys it for 25% less, pays off an talent. He can see and hear what it sees and hears,
additional one Obligation point, or undertakes one and in structured encounters, he may direct his animal
less Obligation point. (see ANIMAL BOND talent) at up to extreme range.
MASTER OF SHADOWS MENTAL FORTRESS
Active (Incidental). Once per round, the character may Active (Incidental). The character may spend one
voluntarily suffer 2 strain to decrease the difficulty of Destiny Point to ignore the effects of ongoing Critical

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THE FFG STAR WARS RPG BOOK OF TALENTS

Injuries on any Intellect or Cunning related checks NATURAL ATHLETE


until the end of the encounter. He still suffers from the
injury itself. Active (Incidental). Once per session, the character
may reroll any one Athletics or Coordination check.
MENTAL TOOLS
NATURAL BLADEMASTER
Passive; Force. The character always counts as having
the right tools for the job when performing Mechanics Active (Incidental). Once per session, the character
checks. may reroll any one Lightsaber or Melee check.

MIND BLEED NATURAL BRAWLER


Active (Incidental, Out of Turn); Force. If a character is Active (Incidental). Once per session, the character
carrying items that total 2 encumbrance or less (after may reroll any one Brawl or Melee check.
factoring in reductions such as for armor being worn), NATURAL CHARMER
he may choose to perform the MIND BLEED incidental
after a combat check targeting the character has been Active (Incidental). Once per session, the character
resolved. The character suffers a number of strain may reroll any one Charm or Deception check.
equal to the number of wounds suffered from the
attack. If the character does so, the attacker suffers a
NATURAL DOCTOR
number of wounds equal to the strain suffered. A Active (Incidental). Once per session, the character
character who has purchased this talent automatically may reroll any one Medicine check.
gains 1 Conflict at the beginning of a session.
NATURAL DRIVER
MIND OVER MATTER
Active (Incidental). Once per session, the character
Active (Incidental). The character may spend 1 Destiny may reroll any one Piloting (Planetary) or Gunnery
Point to recover strain equal to his Willpower rating. check.
MORE MACHINE THAN MAN NATURAL ENFORCER
Passive; Ranked. Each rank of MORE MACHINE THAN MAN Active (Incidental). Once per session, the character
increases the character’s cybernetic implant cap by 1. may reroll any one Coercion or Streetwise check.
MOST IMPRESSIVE NATURAL HUNTER
Active (Incidental). The character may spend x from Active (Incidental). Once per session, the character
any skill check to allow a number of allies not may reroll any one Perception or Vigilance check.
exceeding his ranting in Presence within short range to
add automatic a to their next skill check. NATURAL INSTRUCTOR
Active (Incidental). Once per session, the character
MOVING TARGET
may reroll any one Discipline or Leadership check.
Passive; Ranked. If the character has already acted this
round, increase his ranged defense by 1 per rank of NATURAL LEADER
MOVING TARGET. Active (Incidental). Once per session, the character
may reroll any one Cool or Leadership check.
MULTIPLE OPPONENTS
Passive. The character adds b to his Brawl, Melee,
NATURAL MARKSMAN
and Lightsaber combat checks when engaged with Active (Incidental). Once per session, the character
multiple opponents. This includes single groups of may reroll any one Ranged (Light) or Ranged (Heavy)
multiple minions. check.
MUSEUM WORTHY NATURAL MERCHANT
Active (Action). Once per game session, the character Active (Incidental). Once per session, the character
may take an action to make a Hard (ddd) may reroll any one Streetwise or Negotiation check.
Knowledge (Education) check regarding a single relic,
ruin, or piece of galactic history (subject to the GM's NATURAL MYSTIC
approval). If successful, the character knows an Active (Incidental); Force. Once per session, the
amount of information about the item based on the character may reroll any one Force power check.
number of s rolled.

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THE FFG STAR WARS RPG BOOK OF TALENTS

NATURAL NEGOTIATOR NOW THE MASTER


Active (Incidental). Once per session, the character Active (Incidental). Once per session, the character
may reroll any one Cool or Negotiation check. may choose any other character in the current
encounter and one talent or Force power that the
NATURAL OUTDOORSMAN target character possesses. For the remainder of the
Active (Incidental). Once per session, the character encounter, the character counts as having that talent
may reroll any one Resilience or Survival check. or Force power. If the character selects a ranked
talent, he counts as having ranks in that talent equal
NATURAL PILOT to the number of ranks in that talent that the target
Active (Incidental). Once per session, the character possesses. If the character selects a Force power, he
may reroll any one Piloting (Space) or Gunnery check. counts as having the same number and type of
upgrades that the target possesses.
NATURAL PROGRAMMER
NOW YOU SEE ME
Active (Incidental). Once per session, the character
may reroll any one Computers or Astrogation check. Active (Action); Force. Once per session, the character
may take the NOW YOU SEE ME action, making a Hard
NATURAL ROGUE (ddd) Deception check. If successful, a number of
NPCs equal to his Cunning within medium range forget
Active (Incidental). Once per session, the character
any interactions they had with the character during
may reroll any one Skulduggery or Stealth check.
the last thirty minutes. At the GM’s discretion,
NATURAL SCHOLAR multiple t or y may give the NPCs in question
unpleasant side effects, such as confusion,
Active (Incidental). Once per session, the character nightmares, or a persistent and maddening suspicion
may reroll any one Knowledge skill check. that they’ve forgotten something important.
NATURAL TINKERER OFFENSIVE DRIVING
Active (Incidental). Once per session, the character Active (Maneuver). As a maneuver, the character may
may reroll any one Mechanics check. inflict a number of system strain on his vehicle no
NIMAN TECHNIQUE greater than its highest defense value and choose a
vehicle within close range. If the character does so,
Passive; Force. When making a Lightsaber skill check, upgrade the difficulty of the next Piloting (Planetary)
the character may use Willpower instead of Brawn. or Piloting (Space) check that vehicle’s pilot makes
before the end of the encounter once for each system
NO ESCAPE
strain inflicted on her craft this way.
Passive; Force. When making a Coercion check, the
character may spend aa to cause one enemy within ONCE A LEARNER
short range to lose his free maneuver during his next Active (Action); Force. The character may perform the
turn. When a foe within short range makes a Fear Once A Learner action. The character suffers 4 strain
check, the character may spend tt from that check and increases the Force rating of one ally within short
to cause that enemy to lose his free maneuver during range by an amount equal to the character’s current
his next turn. Force rating until the end of the character’s next turn.
The character may not make any Force power checks
NOBODY’S FOOL until after his next turn.
Passive; Ranked. The difficulty of any Charm, Coercion,
or Deception checks attempted against the character
ONE WITH NATURE
is upgraded once for each rank of NOBODY’S FOOL. Passive. When in the wilderness, the character may
make a Simple (-) Survival check (instead of Discipline
NOT TODAY or Cool) to recover strain at the end of an encounter.
Active (Incidental, Out of Turn). Once per session, if
the character's Signature Vehicle would be destroyed,
ONE WITH THE UNIVERSE
the character may spend a Destiny Point to save it. If it Active (Action); Force. Once per session, the character
would be destroyed by a Critical Hit, the Critical Hit is may spend several minutes meditating, then take the
still suffered, but the effect is ignored. If it would be ONE WITH THE UNIVERSE action, making an Average
destroyed by some other event, the details of how the (dd) Astrogation check. If successful, during the
starship or vehicle survives the near-destruction are next encounter he adds Z to all Force power checks.
up to the player and the GM. However, if he succeeded with t, he adds z to all
Force power checks instead

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THE FFG STAR WARS RPG BOOK OF TALENTS

OUTDOORSMAN on his Signature Vehicle by 1 per rank of OVERSTOCKED


AMMO.
Passive; Ranked. The character removes b per rank of
OUTDOORSMAN from checks to move through terrain or OVERWHELM DEFENSES
manage terrain or environmental effects. Decrease
Active (Incidental); Ranked. Upon making an
overland travel times by 50% (this does not decrease
unsuccessful attack with a starship or vehicle weapon,
with multiple ranks of OUTDOORSMAN).
the character may spend aa per rank of OVERWHELM
OVERBALANCE DEFENSES. Reduce the defense rating in he defense
zone targeted by the attack for the remainder of the
Passive. Whenever an enemy engaged with the encounter by 1 for every aa spent.
character makes a combat check, after the attack is
resolved, the character may spend y or ttt to OVERWHELM EMOTIONS
stagger the attacker until the end of the attacker’s
Passive. When the character performs a Charm,
next turn.
Coercion, or Deception check, he may include C
OVERCHARGE equal to his Force rating. Each Z adds s to Charm
checks. Each z adds s to Coercion or Deception
Active (Action). Once per encounter, the character
checks. However, every ZZ add f to Coercion or
may take the OVERCHARGE action by making a Hard
Deception checks, and every zz add f to Charm
(ddd) Mechanics check and choosing one of his
checks. This does not apply to targets immune to
cybernetic implants that grants him one or more of
Force powers.
the following: +1 to a characteristic rating, +1 rank to a
skill , or +1 rank of a ranked talent. If he succeeds, OVERWHELMING AURA
until the end of the encounter, the chosen cybernetic
provides an additional +1 to any characteristic ratings Active (Maneuver); Ranked; Force. The character may
(to a maximum of 7), an additional +I ranks to any take the Overwhelming Aura maneuver, suffering 1
skills (to a maximum of 5), and an additional +1 ranks strain and committing a number of C no greater than
of any ranked talents that it provides. their Force rating or ranks of OVERWHELMING AURA. The
character adds automatic a equal to C committed
The GM may spend y from the check to have the to their social checks. Opponents within short range
overcharged cybernetic short out at the end of the add automatic t equal to C committed to their
encounter; it provides no benefit until the character social checks.
spends several hours making an Average (dd)
Mechanics check to repair it. OVERWHELMING AURA (IMPROVED)
OVERCHARGE (IMPROVED) Passive; Force. While OVERWHELMING AURA is active,
characters affected by this character’s OVERWHELMING
Passive. Once per round when using the OVERCHARGE AURA talent add automatic f to fear checks the
action, the character may spend aa or x from the character causes and automatic s to fear checks not
Mechanics check to immediately take one additional caused by the character. A character who has
action. purchased this talent automatically gains 1 Conflict at
OVERCHARGE (SUPREME) the beginning of a game session.

Passive. When performing the OVERCHARGE action, the PARRY


character may choose any number of cybernetic Active (Incidental, Out of Turn); Ranked. When the
implants to attempt to overcharge instead of just one. character suffers a hit from a Brawl, Melee, or
If he does, upgrade the difficulty of the Mechanics Lightsaber combat check, after damage is calculated
check once for each additional cybernetic beyond the (but before soak is applied, the character may take a
first. Parry incidental. He suffers 3 strain and reduces the
The GM may spend y from the check to have any one damage dealt by that hit by a number equal to 2 plus
overcharged cybernetic short out at the end of the her ranks in PARRY. This talent may only be used once
encounter; each cybernetic that shorts out provides per hit and when the character is wielding a Lightsaber
no benefit until the character spends several hours or melee weapon.
making an Average (dd) Mechanics check to repair PARRY (IMPROVED)
it.
Active (Incidental, Out of Turn). When the character
OVERSTOCKED AMMO suffers a hit from a Brawl, Melee, or Lightsaber
Passive; Ranked. The character increases the value of combat check and uses the PARRY incidental to reduce
the Limited Ammo quality of any weapons mounted the damage from that hit, after the attack is resolved,
the character may spend y or ttt to
automatically hit the attacker once with a wielded

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THE FFG STAR WARS RPG BOOK OF TALENTS

Brawl, Melee, or Lightsaber weapon. This hit deals the POINT BLANK
weapon’s base damage plus any damage from
applicable talents or abilities. This talent may not be Passive; Ranked. The character adds one damage per
used if the original attack incapacitates the character. rank of Point Blank to one hit of successful Ranged
(Heavy) or Ranged (Light) attacks made while at short
PARRY (SUPREME) range or engaged.
Passive; Force. If the user did not make a combat POSITIVE SPIN
check during his previous turn, he suffers 1 strain
when taking the PARRY incidental instead of 3. Passive. When any character’s Duty would increase by
1 or more, it increases by that amount plus 1 rank of
PERSISTENT TARGETING POSITIVE SPIN instead.
Passive. After making one or more successful combat POSITIVE SPIN (IMPROVED)
checks against a target, the character adds b to
combat checks against that same target for the Active (Action). Once per session, if no PC’s Duty has
remainder of the encounter. triggered, the character may perform the POSITIVE SPIN
(IMPROVED) action by making a Daunting (dddd)
PHYSICAL TRAINING Charm check with the difficulty decreased once per
rank of POSITIVE SPIN. If the character succeeds, the
Passive; Ranked. The character adds b per rank of
other chosen PC’s Duty counts as having triggered this
PHYSICAL TRAINING to his Athletics and Resilience checks.
session. When the character does this, the player must
PHYSICIAN explain what event he engineered to highlight his
comrade’s contributions to the cause. Note that this
Passive; Ranked. When this character makes a only triggers the mechanical effects of Duty and the
Medicine check to help a character heal wounds, the GM decides what narrative impact this has, if any.
target heals one additional strain per rank of PHYSICIAN.
POWER FROM PAIN
PIN
Active (Incidental); Force. Once per session, the
Active (Action). The character may take the PIN action. character may spend a Destiny Point to gain +1 Force
By successfully passing an Opposed Athletics check rating for each Critical Injury the character is suffering,
against an engaged opponent, the character until the end of the encounter. A character who has
immobilizes that opponent until the end of the purchased this talent automatically gains 1 Conflict at
character's next turn. In addition, the character may the beginning of each game session.
spend x generated on the check to increase the
duration of the immobilization by one round. POWER OF DARKNESS
PLANET MAPPER Active (Maneuver); Force. Once per session, the
character may perform the POWER OF DARKNESS
Passive; Ranked. The character removes b per rank of maneuver. If they do so, they increase their Wound
PLANET MAPPER from his Streetwise or Survival checks Threshold and strain threshold by 1 per Dark Side
used to navigate on a world. In addition, such checks Destiny point currently in the Destiny Pool until the
take 50% less time (this does not decrease with end of the encounter. A character who has purchased
additional ranks of PLANET MAPPER). this talent automatically gains 1 Conflict at the
beginning of a game session.
PLAUSIBLE DENIABILITY
Passive; Ranked. Remove b per rank of PLAUSIBLE POWERFUL BLAST
DENIABILITY from all Coercion and Deception checks the Passive; Ranked. The character increases the damage
character attempts. dealt by the Blast quality of explosives, explosive
weapons, and grenades he uses by 1 per rank of
PLAUSIBLE DENIABILITY (IMPROVED)
POWERFUL BLAST.
Active (Action). The character may make a Hard
(ddd) Coercion check to perform the PLAUSIBLE
PRECISE AIM
DENIABILITY (IMPROVED) action. If he succeeds, he Active (Maneuver); Ranked. Once per round on the
convinces one uninvolved bystander NPC per rank of character’s turn, the character may perform a PRECISE
Plausible Deniability to leave the scene without asking AIM maneuver before attempting a combat check and
questions. If interrogated about the matter later, suffer a number of strain. The number of strain cannot
these NPCs deny having seen anything or have exceed his ranks in PRECISE AIM. He then decreases the
forgotten anything of importance. target’s defense (ranged and melee) by one per strain
suffered for that combat check.

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THE FFG STAR WARS RPG BOOK OF TALENTS

PRECISION STRIKE PREY ON THE WEAK


Active (Incidental, Out of Turn). When the character Passive; Ranked. The character deals +1 damage to
inflicts a Critical Injury with a Brawl, Melee, or one hit on all successful combat checks against
Lightsaber weapon, he may suffer 1 strain to change disoriented targets per rank of Prey ON THE WEAK.
the result to any Easy (d) Critical Injury result.
PRIDE AND JOY
Additionally, whenever the character defeats a minion
or rival NPC, he may always choose to dos so by Passive. The character chooses one starship or vehicle
nonlethal means, even if the environment or with a silhouette of 4 or higher that he owns. This
exceptional circumstances would normally make that vessel is the character’s PRIDE AND JOY vessel. He
very difficult or impossible. upgrades the ability of all social skill checks he makes
while within short range of the vessel once. If the
PRECISION STRIKE (IMPROVED) vessel is ever lost or destroyed, the character may
apply PRIDE AND JOY to a new starship or vehicle that
Active (Incidental, Out of Turn). Once per round, when
meets the requirements. The process of modifying and
the character inflicts a Critical Injury with a Brawl or
acclimating to the new vessel may take some time at
Melee weapon, he may suffer 2 strain to change the
the GM’s discretion. No two characters can have the
result to any Average (dd) Critical Injury result.
same vessel as their PRIDE AND JOY.
PRECISION STRIKE (SUPREME) PRIDE AND JOY (IMPROVED)
Active (Incidental, Out of Turn). Once per session,
Passive. While inside his PRIDE AND JOY vessel, the
when the character inflicts a Critical Injury with an
character recovers 1 additional strain whenever he
unarmed attack, he may suffer 3 strain to change the
recovers strain and may spend a on checks made to
result to any Hard (ddd) Critical Injury result.
recover strain to allow an ally also within the vessel to
Combat checks to activate this talent cannot be made
recover 1 strain.
with any weapons.
PRIDE AND JOY (SUPREME)
PREEMPTIVE AVOIDANCE
Active (Incidental). While inside his PRIDE AND JOY
Active (Incidental, Out of Turn); Force. Immediately
vessel, once per session the character may reduce this
after an opponent moves to engage the character, the
vessel’s silhouette by 2 (to a minimum of 0) for the
character may spend one Destiny Point to disengage
remainder of the round and the following round. This
from that opponent as an out-of-turn incidental.
lowered silhouette is used only for purposes of
PREPARE TO BE BOARDED! combat and movement; it does not physically reduce
the size of the vessel.
Active (Action). Once per encounter, the character
may take the PREPARE TO BE BOARDED! action by making PRIME POSITIONS
an opposed Coercion vs. Discipline check targeting an
Passive; Ranked. When the character or an ally within
enemy ship captain (not: this can be via electronic
short range takes cover, that character increases his
means; the two characters do not need to be face to
soak by 1 per rank of PRIME POSITIONS against ranged
face). If successful, the enemy suffers one strain per
attacks until he leaves that cover.
uncanceled s. The character may also spend x or
aaaa to inflict additional strain equal to his PROPHETIC AIM
ranks in Coercion. Should the enemy exceed his strain
Passive; Force. While the character is benefitting form
threshold as a result of resolving the check, the enemy
an Aim maneuver, y from his Ranged (Heavy) and
surrenders his ship to the character.
Ranged (Light) checks cannot spent to cause his
PRESCIENT SHOT attacks to hit any of his allies who are engaged with
the target.
Passive; Force. The character adds b to all Ranged
(Light) combat checks unless the target is immune to PUSH ASIDE
Force powers.
Active (Incidental). After making a successful Melee,
PRESSURE POINT Brawl, or Lightsaber combat check against an engaged
foe, the character may force the opponent to move to
Active (Incidental). When making a Brawl check short range as an out-of-turn incidental in a direction
against a living opponent, the character may choose to of the opponent’s choosing. The character may spend
forgo dealing damage as wounds, instead dealing the x to cause the opponent to fall prone after moving.
equivalent damage as strain, plus additional strain
equal to his ranks in Medicine. These checks cannot be
made with any weapons, but this strain damage is not
reduced by soak.

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THE FFG STAR WARS RPG BOOK OF TALENTS

PUSH THE SPECS RAPID REACTION


Active (Action). The character may perform the PUSH Active (Incidental, Out of Turn); Ranked. The character
THE SPECS action when in a starship or vehicle, may suffer a number of strain to add an equal number
attempting an Average (dd) Knowledge (Education) of s to any Vigilance or Cool check to determine
check. If the character succeeds, the ship’s top speed initiative order. The number may not exceed his ranks
increases by one for a number of rounds equal to the in RAPID REACTION.
character’s Intellect. The character may spend a and
have the ship suffer 2 system strain to extend this RAPID RECOVERY
effect for an additional round, and may do so multiple Passive; Ranked. When this character heals strain after
times. The ship still cannot perform actions or an encounter has concluded, he heals one additional
maneuvers it couldn’t perform normally (e.g., actions strain per rank in RAPID RECOVERY.
that have a minimum speed requirement).
READY FOR ANYTHING
QUICK DRAW
Passive; Ranked. Remove b per rank of READY FOR
Active (Incidental). Once per round on the character’s ANYTHING from mass combat made while the character
turn, he may draw or holster an easily accessible is acting on the side of the acting force and the
weapon as an incidental, not a maneuver. This talent character’s Cool or Vigilance checks to determine
also reduces the amount of time to draw or stow a Initiative order.
weapon that usually requires more than one
maneuver to properly prepare or stow, by one READY FOR ANYTHING (IMPROVED)
maneuver. Passive. When making Cool or Vigilance checks to
QUICK DRAW (IMPROVED) determine Initiative order, the character may spend x
to add additional s equal to the ranks in READY FOR
Passive. The character may activate the QUICK DRAW ANYTHING.
talent twice per round instead of just once per round.
RECONSTRUCT THE SCENE
QUICK FIX
Active (Action). Once per session, the character may
###. Once per session, the character can choose to perform the RECONSTRUCT THE SCENE action. The
make one skill check using Agility, rather than the character makes a Hard (ddd) Perception check
characteristic linked to that skill. When he does this, when present at a single crime scene (or similar
he must explain how in this particular instance his location). If the character succeeds, he identifies all
agility is helping him overcome this challenge. prominent physical characteristics of one person who
QUICK MOVEMENT was at the crime scene in the last 24 hours per s.

Active (Incidental); Force. Before making a non-Force REDUNDANT SYSTEMS


power check during structured gameplay, the Active (Action). Once per session, the character can
character may suffer 2 strain to add C no greater make a Redundant Systems action to make an Easy
than his Force rating to the check. The character may (d) Mechanics check. If successful, the character may
spend YY generated during the check to perform harvest components from a functioning device to
one free Move maneuver after the check is finished. repair a broken one, without breaking the functioning
This Move maneuver may be in addition to any other device. This allows the character to repair a broken
maneuvers performed this turn and can allow the device without having required spare parts, raw
character to perform three maneuvers in a turn. materials, or repair kits (the initial check does not
QUICK STRIKE suffer penalties for lacking repair kits, either).
However, this only works if the functioning device is at
Passive; Ranked. When performing a combat check least the same size and technological level as the
during combat, the character adds b per rank of device being repaired (it is impossible to repair a
QUICK STRIKE to combat checks against any target that starship with a blaster pistol or a lightsaber with parts
has not yet acted in the encounter. from a water wheel).
RAIN OF DEATH REFLECT
Active (Maneuver). The character may perform the Active (Incidental, Out of Turn); Ranked; Force. When
RAIN OF DEATH maneuver. If he does so, when he makes the character suffers a hit from a Ranged (Light),
an attack in the same turn he does not increase the Ranged (Pleavy), or Gunnery combat check, and after
difficulty of the attack due to the Auto-fire quality. damage is calculated (but before soak is applied), he
may take the REFLECT incidental. He suffers 3 strain and
reduces the damage dealt by that hit by a number

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THE FFG STAR WARS RPG BOOK OF TALENTS

equal to 2 plus his ranks in REFLECT. This talent may character is a droid, he may perform this action on
only be used once per hit and when the character is himself.
wielding a Lightsaber weapon.
RESEARCHER
REFLECT (IMPROVED)
Passive; Ranked. The character removes b per rank of
Active (Incidental, Out of Turn); Force. When the RESEARCHER from all Knowledge checks. Researching
character suffers a hit from a Ranged (Light), Ranged takes 50% less time (this does not increase with
(Heavy), or Gunnery combat check and uses the multiple ranks of RESEARCHER).
Reflect incidental to reduce the damage from that hit,
after the attack is resolved, the character may spend RESEARCHER (IMPROVED)
y or ttt to automatically hit one target within Passive. When the character makes a successful
medium range, dealing the same damage as the hit Knowledge check to gain information, he and his allies
from the initial ranged attack. gain automatic a per rank of RESEARCHER to checks
The ranged attack’s hit must be one that is able to be they make to act on that knowledge until the end of
reflected and redirected (generally only blaster his next turn.
weapons or other energy attacks fall into this RESIST DISARM
category; anything else is subject to GM oversight).
This talent may not be used if the original attack Active (Incidental, Out of Turn). If the character would
incapacitates the character. be disarmed or his weapon would be damaged or
destroyed, he may choose to suffer 2 strain to ignore
REFLECT (SUPREME) the effect.
Passive; Force. If the character did not make a combat RESOLVE
check during his previous turn, he suffers 1 strain
when taking the REFLECT incidental, instead of 3. Passive; Ranked. When the character suffers strain, he
suffers one less strain per rank of Resolve, to a
REINFORCED FRAME minimum of one. This does not apply to voluntary
Passive. The character add the Massive 1 rule to his strain loss.
Signature Vehicle (when making an attack targeting RESOURCEFUL REFIT
the starship or vehicle, the Critical rating of any
weapon used counts as 1 higher). Active (Action). Instead of removing an attachment to
make room for a new one, the character may upgrade
REINFORCE ITEM an old attachment into a new one. He can take the
Active (Maneuver); Force. The character may take the RESOURCEFUL REFIT action by choosing an existing
REINFORCE ITEM maneuver, committing CC. The then attachment installed in one of his items, starships, or
grants one weapon or piece of armor he is engaged vehicles and making an Average (dd) Mechanics
with the Cortosis quality while CC remain check. If he succeeds, he may destroy the chosen
committed. The character suffers 3 strain at the attachment and reduce the price of the next
beginning of each of his turns in which he keeps these attachment he purchases and installs in that item by
dice committed. the price of the attachment he destroyed (to a
minimum of 0 credits). (He must still acquire the new
REPAIR PATCH SPECIALIZATION attachment. with an appropriate check based on its
rarity, his location, and other relevant factors).
Passive; Ranked. Whenever the character uses an
emergency repair patch, the target heals an additional RESPECTED SCHOLAR
wound per rank of REPAIR PATCH SPECIALIZATION. The
sixth emergency repair patch and beyond each day Passive; Ranked. The character downgrades the
still have no effect. If the character is a droid, it may difficulty of checks to interact with institutions of
use this talent when using a patch on itself. learning equal to his ranks in RESPECTED SCHOLAR.

REROUTE PROCESSORS SABER SWARM


Active (Action). Once per encounter, the character Active (Maneuver); Force. The character may take the
may perform the REROUTE PROCESSORS action on a droid SABER SWARM maneuver, suffering 1 strain. His next
he is engaged with by making an Average (dd) Lightsaber (Agility) combat check this turn gains the
Computers check. If the character succeeds, he Linked item quality, with ranks equal to his Force
decreases one of the droid’s characteristics by 1 (to a rating.
minimum of 0) until the end of the encounter and SABER THROW
increases another of its characteristics by 1 (to a
maximum of 7) until the end of the encounter. If the Active (Action); Force. The character may take the
SABER THROW action, making a Lightsaber combat check

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THE FFG STAR WARS RPG BOOK OF TALENTS

as a ranged attack at one target within medium range, concede that using weapons like the Death Star is
adding C no greater than his Force rating to the check. barbaric).
The character must spend Y and succeed on the
check to hit his target; he may spend Y to have his
SCATHING TIRADE
weapon return to his hand after resolving the attack. Active (Action). The character may take the SCATHING
TIRADE action; making an Average (dd) Coercion
SABER THROW (IMPROVED)
check. For each s, one enemy within short range
Passive; Force. When performing the SABER THROW suffers one strain. The character can also spend a;
action, the character can choose a target within long for every a spent, one target already affected suffers
range. If the character does so, he must spend YY to 1 additional strain.
have the weapon return to his hand.
SCATHING TIRADE (IMPROVED)
SAPITH SUNDERING
Passive. Each enemy affected by SCATHING TIRADE
Active (Incidental); Force. When making a Brawl suffers b on all skill checks for a number of rounds
combat check, the character may include C up to the equal to the character's ranks in Coercion; this does
character’s Force rating. The Brawl attack gains the not stack with itself.
Sunder quality, and the character may spend Y
generated on the check as a to activate the Sunder SCATHING TIRADE (SUPREME)
quality. Active (Incidental). The character may voluntarily
suffer one strain to perform SCATHING TIRADE as a
SARLACC SWEEP
maneuver instead of an action.
Active (Action); Force. The character may take the
SARLACC SWEEP action, making a Lightsaber combat SECOND CHANCES
check with +1 difficulty against one engaged target. Active (Incidental); Ranked. Once per encounter, after
The character may spend aa generated by this the character has rolled a skill check (but before
combat check to hit one additional target he is resolving the result), he chooses a number of positive
engaged with. He may do this once per engaged dice from his dice pool up to the number of his ranks
target, paying aa for each additional hit. When in Second Chances and re-rolls them. The character
performing a SARLACC SWEEP action, the character must must accept the second result. This talent cannot be
always target the opponent with the highest difficulty used to re-roll any C.
and highest defense (if two targets have the same
difficulty and defense, the GM chooses which target is SECOND WIND
the initial target). Active (Incidental); Ranked. Once per encounter, the
SAVVY NEGOTIATOR character may use a SECOND WIND incidental to recover
an amount of strain equal to his ranks in SECOND WIND.
Passive; Ranked. The character removes b per rank of
SAVVY NEGOTIATOR from all Negotiation and Streetwise SECRET LORE
checks. Passive; Ranked. The character removes b per rank of
SAVVY NEGOTIATOR (IMPROVED) SECRET LORE from their Knowledge (Lore) checks. The
character reduces the difficulty of all Knowledge (Lore)
Active (Action). While engaged in a debate or checks they make by 1 (this does not increase with
argument, the character may take a SAVVY NEGOTIATOR additional ranks of SECRET LORE).
action to make a Hard (ddd) Negotiation check. If
the check is successful, one bystander or observer per SECRETS OF THE JEDI
rank of SAVVY NEGOTIATOR sees one of the opponent’s Passive. Lightsaber becomes a career skill. The
points (chosen by the character) as maliciously character may also decrease the difficulty of checks
unreasonable. made to construct or repair lightsaber hilts a number
The GM has the final say as to whether bystanders of times equal to half his ranks in Knowledge (Lore)
could see a point as unreasonable, based on who (rounded up), to a minimum of Easy (d). This does
those bystanders are and what the point is (for not include checks made install mods.
example, an Imperial officer would not likely see the
SECRETS OF THE JEDI (IMPROVED)
argument that the Rebel Alliance needs to be defeated
militarily as unreasonable). In this cases, the GM can Passive. Discipline becomes a career skill. SECRETS OF
suggest a modified version of that argument that THE JEDI can also be used when installing mods to
would be more believable (said Imperial officer may lightsabers.
still want to defeat the Rebel Alliance, but may

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THE FFG STAR WARS RPG BOOK OF TALENTS

SEEN A LOT OF THINGS SHARE PAIN


Passive. Whenever the character fails a Knowledge Active (Incidental, Out of Turn); Force. When an animal
check, he may spend aaa to roll the check again bonded to the character by the ANIMAL EMPATHY talent
during his next turn. suffers wounds, the character may take the SHARE PAIN
incidental. He reduces the wounds the animal suffered
SEIZE THE INITIATIVE by half (rounded up), then suffers a number of wounds
Active (Maneuver). Once per session, the character equal to the number reduced.
may leap forward to create a daring distraction on the
SHIEN TECHNIQUE
battlefield by performing the SEIZE THE INITIATIVE
maneuver. He makes a Hard (ddd) Athletics check. Passive; Force. When making a Lightsaber skill check,
If he succeeds, any number of other PCs who have yet the character may use Cunning instead of Brawn.
not acted this round may immediately take their turns
as if there were that many PC slots at the point in the
SHORTCUT
Initiative order. Each PC who acts this way counts as Passive; Ranked. During a chase, the character adds b
having acted for this round (and thus cannot act again equal to his ranks in SHORTCUT to any checks made to
this round). The Initiative order returns to its previous catch or escape an opponent.
order at the beginning of the next round.
SHORTCUT (IMPROVED)
SELECTIVE DETONATION
Active (Incidental). When engaging in a chase or race,
Active (Incidental); Ranked. When using any weapon the character may suffer 2 strain to add s equal to
with the Blast quality or explosive device, the ranks in SHORTCUT to the check.
character may spend a to exclude one target that
would normally be affected by the explosion. Multiple SHOWBOAT
targets may be excluded in this manger, but the total Active (Incidental). Once per round when piloting a
number may not exceed his ranks in Selective starship or vehicle, the character may suffer 2 strain to
Detonation. The character may also spend x to SHOWBOAT during his next check. If the check succeeds,
exclude multiple targets, as long as the total number the character adds x to the results. However, if the
of targets excluded does not exceed his ranks in check fails, heads y instead. The x and y added
SELECTIVE DETONATION. this way do not include the s or f that are usually a
SENSE ADVANTAGE part of them, only the beneficial or negative effects of
the symbol.
Active (Incidental, Out of Turn); Force. Once per
session, the character may add bb to the skill check SHROUD
of one NPC within extreme range. Active (Incidental); Force. Once per session, the
SENSE DANGER character may spend one Destiny Point to make
himself undetectable via the Force (through abilities
Active (Incidental); Force. Once per game session, the such as the Sense power) and to make his own Force
character may remove bb from any one skill check. powers unnoticeable for the remainder of the
encounter. What this entails exactly is up to the player
SENSE EMOTIONS
and the GM, and the GM may rule that some actions
Passive; Force. The character adds b to all Charm, (such as lifting an X-wing with one’s mind) are too
Coercion, and Deception checks unless the target is obvious to be ignored. However, abilities such as
immune to Force Powers. manipulating control panels, lifting small objects, or
using Force powers to affect someone physically or
SENSE THE SCENE mentally go unnoticed, or the effects are attributed to
Active (Action); Force. Once per session, the character something else.
may perform the SENSE THE SCENE action. He makes a SIDE STEP
Hard (ddd) Perception check while present at a
single crime scene (or similar location), adding C no Active (Maneuver); Ranked. Once per round on the
greater than his Force rating to the check. If he character’s turn, the character may perform a SIDE STEP
succeeds and generates Y, he may identify the maneuver to side step and try to avoid incoming
emotional state of one person involved in the crime ranged attacks. He then suffers a number of strain no
(such as the perpetrator or victim). He may spend greater than his ranks in SIDE STEP. Until the start of the
additional Y to identify the emotional state of one character’s next turn, upgrade the difficulty of all
additional person involved in the crime, and may do so ranged combat checks targeting the character a
multiple times. number of times equal to the strain suffered by the
character.

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THE FFG STAR WARS RPG BOOK OF TALENTS

SIGNATURE VEHICLE makes a Hard (ddd) Deception check. If he


succeeds, he is no longer under the effects of the
Passive. The character chooses one starship or vehicle Force power.
with a silhouette of 3 or lower that he owns. This
starship or vehicle is the character's "Signature SMART HANDLING
Vehicle." He upgrades the ability of all Mechanics
Active (Action). Once per session, while aboard a
checks made to work on the vehicle once. If the
starship of silhouette 4 or higher, the character may
starship or vehicle is ever lost or destroyed, the
take the SMART HANDLING action, making a Hard
character may apply SIGNATURE VEHICLE to a new
(ddd) Knowledge (Education) check. If the check is
starship or vehicle that meets the requirements. The
successful, until the start of the next round, the ship’s
process of modifying and acclimating to the new
vehicle may take some time, at the GM's discretion. handling increases by two plus one per a scored on
No two characters can have the same vehicle as their the check to a maximum handling of +4. x can be
SIGNATURE VEHICLE. spent to extend the effect until the end of the
encounter.
SITUATIONAL AWARENESS
SMOOTH TALKER (SKILL)
Passive. When in a starship or vehicle with functional
coms, allies with short range add b to their Active (Incidental); Ranked. When a character acquires
Perception and Vigilance checks. Allies within close this talent, he chooses one skill: Charm, Coercion,
Negotiation, or Deception. When making checks with
range add bb instead. This talent operates on
planetary scale, not personal scale. that skill, he may spend x to gain additional s equal
to his ranks in SMOOTH TALKER.
SIXTH SENSE
SNIPER SHOT
Passive. The character gains +1 ranged defense.
Active (Maneuver); Ranked. Once per round before
SKILLED JOCKEY making a non-thrown ranged attack, the character
may perform a maneuver to attempt a SNIPER SHOT.
Passive; Ranked. The character removes b per rank of SNIPER SHOT increases the maximum range of his
SKILLED JOCKEY from all Piloting (Planetary) and Piloting ranged weapon up to one range band per rank. For
(Space) checks the character attempts. each rank beyond the normal maximum of the
SKILLED SLICER weapon, upgrade the difficulty of the check by one
(this is in addition to the increased difficulty of the
Active (Incidental). When making a Computers check, shot due to longer range).
the character may spend x to gain some measure of
control over the target system. Any further Computers SOFT SPOT
checks within this system can be made as maneuvers. Active (Incidental). After making a successful attack
SKILLED TEACHER with a non-starship/vehicle weapon, the character
may spend one Destiny Point to add damage equal to
Active (Incidental, Out of Turn); Ranked. Before an ally his Cunning to one hit of the successful attack.
at short range makes a skill check, if that ally has fewer
ranks in that skill than the character does, the SOLID REPAIRS
character may choose to immediately perform a Passive; Ranked. The character repairs +1 hull trauma
SKILLED TEACHER incidental to suffer a number of strain, per rank of SOLID REPAIRS whenever he repairs a vehicle
then add an equal number of s to the ally’s next or starship.
check. The number of strain suffered cannot exceed
the character’s ranks in SKILLED TEACHER. SOOTHING TONE
SLEIGHT OF MIND Active (Action). Once per encounter when riding a
beast, the character may perform a SOOTHING TONE
Passive; Ranked; Force. The character adds b per rank action, attempting an Average (dd) Knowledge
of SLEIGHT OF MIND to his Stealth checks unless the (Xenology) check. If successful, the beast the
being attempting to detect the character is immune to character is currently riding recovers strain equal to s
Force Powers. on the check (or heals that number of wounds if it
SLIPPERY MIND does not have a strain threshold).

Active (Action); Force. On any turn in which the SORESU TECHNIQUE


character is under the effects of a Force power, he Passive; Force. When making a Lightsaber skill check,
may perform the SLIPPERY MINDED action (this action the character may use Intellect instead of Brawn.
may be specifically performed even if the Force power
would normally bar him from performing actions). He

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THE FFG STAR WARS RPG BOOK OF TALENTS

SOUND INVESTMENTS (e.g., actions that have a minimum speed


requirement).
Passive; Ranked. At the beginning of each game
session, the character gains credits equal to his ranks SPUR (IMPROVED)
in SOUND INVESTMENTS times 100. How this money is
Active (Maneuver). The character may voluntarily
earned is up the player and the GM, and could be
suffer 1 strain to attempt SPUR as a maneuver. In
actual investments, business dealings, or even a small
addition, the difficulty of Spur is reduced to Average
legal or illegal side business. The GM can also decide
(dd).
that the current events of the adventure may make
these funds temporarily unavailable. SPUR (SUPREME)
SORRY ABOUT THE MESS Passive. The beast the character is riding suffers 1
strain to maintain SPUR’s effects instead of the normal
Passive. The character decreases the critical rating of
2.
any non-starship weapon he wields by 1 (to a
minimum of 1) against targets that have not yet acted STALKER
this encounter.
Passive. The character adds b per rank of STALKER to
SPARE CLIP all Coordination and Stealth checks.
Passive. The character does not run out of ammo on a STEADY AIM
y. Items with Limited Ammo quality run out of ammo
as normal. Passive. The character does not lose the benefits of
the Aim maneuver if he performs other maneuvers
SPEAKS BINARY (including moving) or actions. He does lose the
benefits of the Aim maneuver if the encounter ends.
Passive; Ranked. The character grants b per rank of
SPEAKS BINARY to any tasks he directs a NPC droid to STEADY NERVES
perform.
Passive; Ranked. The character removes b per rank of
SPEAKS BINARY (IMPROVED) STEADY NERVES from Cool or Skullduggery checks.
Passive. When the character directs an NPC droid Lo STEELY NERVES
assist any character with a check, that droid provides
an additional b to the check for which it is assisting Active (Incidental). The character may spend one
(beyond the usual benefits of assistance). Destiny Point to ignore the effects of ongoing Critical
Injuries on any Presence or Willpower related checks
SPEAKS BINARY (SUPREME) until the end of the encounter. He still suffers from the
injury itself.
Active (Maneuver). Once per encounter, the character
may perform the SPEAKS BINARY maneuver, choosing STIM APPLICATION
one skill. Until the beginning of his next turn, a
number of NPC, non-minion droids up to his ranks in Active (Action). The character may take the STIM
SPEAKS BINARY may use the character's ranks in the APPLICATION action. To perform this action, he must
chosen skill (rather than their own ranks in that skill). have access to drugs, a medpac, or stimpacks. He
makes an Average (dd) Medicine check. If
SPITFIRE successful, one ally he is engaged with (including
himself) increases one characteristic of the character’s
Passive. After the character makes a successful
choice by one for the remainder of the encounter, and
combined check with two Ranged (Light) weapons,
suffers four strain. A single character’s individual
each additional hit generated as part of the attack can
characteristics may each only be increased once by
be allocated to any other target within range of the
STIM APPLICATION during an encounter.
weapon.

SPUR STIM APPLICATION (IMPROVED)


Active (Incidental). As an incidental, when performing
Active (Action). The character may push an animal past
the STIM APPLICATION action, the character may increase
its normal comfort level. When riding a beast, he may
the difficulty of the Medicine check to Hard (ddd)
perform the SPUR action, attempting a Hard (ddd)
as an incidental. If he does so, the target of the action
Survival check. With success, the beast's top speed
suffers one strain instead of four.
increases by 1. The character can choose to end the
effects of this at the start of any of his turns. However,
if he chooses to maintain the effects for that turn, the
beast suffers 2 strain. The beast still cannot perform
actions or maneuvers it could not perform normally

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THE FFG STAR WARS RPG BOOK OF TALENTS

STIM APPLICATION (SUPREME) STRONG ARM


Passive. When performing the STIM APPLICATION action, Passive. Characters with the STRONG ARM talent treat
each x may be spent to increase an additional thrown weapons as if they had one step greater range,
characteristic by one. to a maximum of medium range.

STIMPACK SPECIALIZATION STUDIOUS PLOTTING


Passive; Ranked. Whenever the character uses a Passive. When making a Streetwise or Survival check
stimpack, the target heals an additional wound per to navigate on a world, the character may use Intellect
rank of STIMPACK SPECIALIZATION. The sixth stimpack and instead of Cunning.
beyond each day still have no effect.
STUNNING BLOW
STRATEGIC FORM
Active (Incidental). When making Melee checks, the
Active (Action); Force. While wielding a Lightsaber character may choose to deal damage as strain instead
weapon, the character may take the STRATEGIC FORM of wounds. This does not ignore soak.
action, making a Hard (ddd) Lightsaber (Intellect)
check and rolling C no greater than his Force rating
STUNNING BLOW (IMPROVED)
as part of the check. For each s, one target within Active (Incidental). When dealing strain damage with
short range of the character may only make combat Melee or Brawl checks, the character may spend a x
checks if those combat checks target the character result to stagger his target for one round per x spent.
until the end of the following round. The character
may spend Y to cause STRATEGIC FORM to affect a SUNDER (IMPROVED)
target for one additional round. The effects of Passive. Each a a character spends to activate a
STRATEGIC FORM end if the character is incapacitated. weapon’s Sunder quality damages the target item two
STREET SMARTS steps, instead of one.

Passive; Ranked. Remove b per rank of STREET SMARTS SUM DJEM


from any Streetwise or Knowledge (Underworld) Passive; Force. When the character makes a successful
checks the character attempts. Lightsaber combat check, he may spend y or aa
STREET SMARTS (IMPROVED) to disarm his opponent (with GM’s approval). The
disarmed weapon lands anywhere within short range
Active (Action). Once per session, the character may of the engagement (character’s choice).
perform the STREET SMARTS (IMPROVED) action. He makes
a Formidable (ddddd) Streetwise or Knowledge SUPERHUMAN REFLEXES
(Underworld) check, reducing the difficulty once per Active (Incidental); Force. Once per session, when the
rank of Street Smarts. lf successful, the GM must character generates y on a Piloting (Planetary) or
reveal one vital clue pertaining to a current mystery Piloting (Space) check, he may cancel the y result and
the character is attempting to solve. add s equal to his ranks in Cool to the result.
The clue should be something that the character could
not normally find out, but does not have to be the full
SUPERIOR REFLEXES
answer to the mystery (it should be something that Passive. The character gains +1 melee defense.
cancels a false lead and otherwise helps to move the
story along]. The GM should tailor the information SUPPORTING EVIDENCE
depending on the skill used; Streetwise may mean the Passive; Ranked. When the character assists an ally
character learns about the information from an ad hoc with a Charm, Deception, Leadership or Negotiation
network of street urchins, while Knowledge check, that ally adds automatic a to the results of the
(Underworld) may mean the character draws on her check per rank of SUPPORTING EVIDENCE.
own vast knowledge about criminal enterprise to
discover a previously unseen clue. SUPPRESSING FIRE
STROKE OF GENIUS Passive; Ranked. The character and each ally within
short range may spend a on their failed combat
Active (Incidental). Once per game session, the checks to inflict one strain on the target per rank of
character can choose to make one skill check using SUPPRESSING FIRE. Each character can only activate this
Intellect, rather than the characteristic linked to that effect once per round.
skill. When he does this, he must explain how, in this
particular instance, his intelligence is helping him
overcome this challenge.

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THE FFG STAR WARS RPG BOOK OF TALENTS

SURGEON TERRIFY
Passive; Ranked. When this character makes a Active (Action); Force. The character may take a TERRIFY
Medicine check to help a character heal wounds, the action, making a Hard (ddd) Coercion check and
target heals one additional wound per rank of rolling C no greater than Force rating as part of the
SURGEON. check. If successful, one target per s within medium
range of the character is disoriented until the end of
SURVIVAL OF THE FITTEST
the next round. The character may spend aa to
Active (Incidental); Force. Once per session, when increase the duration of disorientation for all affected
making a single check, the character may threat his targets by one round, and may spend Y to immobilize
Force rating as being equal to his ranks in Survival. an affected target until the end of the next round. A
character who has purchased this talent automatically
SWIFT gains 1 Conflict at the beginning of a session.
Passive. The character does not suffer the penalties
TERRIFY (IMPROVED)
for moving through difficult terrain (he moves through
it at normal speed, without spending additional Passive; Ranked; Force. The difficulty of the TERRIFY
maneuvers). action decreases to Average (dd). In addition, the
character may spend x generated on the check to
TACTICAL COMBAT TRAINING stagger an affected target until the end of the next
Passive. Melee and Ranged (Heavy) become career round.
skills.
TERRIFYING KILL
TALK THE TALK Active (Maneuver); Force. The character may spend
Active (Incidental). When making a Knowledge skill one Destiny point to perform a TERRIFYING KILL
check, the character may spend one Destiny Point to maneuver immediately after conducting a successful
substitute Knowledge (Underworld) or Streetwise for attack where the target is incapacitated or suffers a
the required skill. Any information gathered by a Critical Injury (the character must still be able to
subsequent success on this check may be suitably perform maneuvers, and may not perform more than
embellished by the GM to reflect its criminal and two maneuvers in a turn). The character rolls C no
underworld origins. greater than his Force rating and may spend Y to
inflict 1 strain on any other character within short
TARGETED BLOW range of that target (and may do so multiple times). A
Active (Incidental). On a successful attack during character who has purchased this talent automatically
combat with a non-starship/vehicle weapon, the gains 1 Conflict at the beginning of a session.
character may spend one Destiny Point to add damage
THOROUGH ASSESSMENT
equal to his Agility to one hit of the successful attack.
Active (Action). Once per session, the character may
TARGETED FIREPOWER make a Hard (ddd) Knowledge check (the GM and
Active (Action). Once per session, the character may player should determine which Knowledge skill is most
take the TARGETED FIREPOWER action by identifying one applicable in the given situation) to perform the
detected enemy character, vehicle, starship, or THOROUGH ASSESSMENT action. If he succeeds, the
structure, and making a Hard (ddd) Knowledge character may add b to one check that another
(Warfare) check. If successful, for the remainder of character who could reasonably benefit from this
the encounter all allies within short range of the information makes before the end of the encounter.
character add automatic a to their combat attacks For every s beyond the first, he may add b to one
against that target equal to s that the character additional check this way. He cannot allocate more
gained in the check. than b to any single check this way. At the end of the
encounter, any unused b are lost.
TECHNICAL APTITUDE
THAT’S HOW IT’S DONE
Passive; Ranked. For each rank in TECHNICAL APTITUDE,
the character reduces the amount of time needed to Active (Incidental); Ranked. Upon a successful skill
complete Computer-related tasks by 25%. check, the character may suffer 1 strain. If so, a
number of allies within short range equal to the
TEMPLE TRAINING character’s Willpower add automatic a when making
Active (Incidental); Force. Before making a lightsaber the same skill check until the start of the character’s
check, the character may spend one Destiny Point to next turn. The range at which THAT’S HOW IT’S DONE can
add damage to the attack equal to his ranks in affect allies increases by one band per rank of THAT’S
Knowledge (Lore). HOW IT’S DONE beyond the first.

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THE FFG STAR WARS RPG BOOK OF TALENTS

THE FORCE IS MY ALLY TOUGHENED (IMPROVED)


Active (Incidental); Force. Once per session, the Active (Incidental). Once per session, the character
character may suffer 2 strain to perform a Force may heal a number of wounds equal to their ranks in
power action as a maneuver. TOUGHENED.

THROWING CREDITS TRANSMOGRIFY


Active. At the beginning of the session (after the GM Active (Incidental); Force. When making a crafting
has rolled to trigger Obligation), the character may check, the character may add C no greater than his
choose to spend 100 credits. If he does so, he ignores Force rating to the check. The character may spend Y
any penalties to his strain threshold due to Obligation to add s to the result, and may spend YY to add
being triggered (if his own Obligation is triggered, it a to the result.
may still have plot complications, but he ignores the
mechanical penalty). This may represent the character TRICKY TARGET
temporarily dealing with the Obligation via a few Passive Ranked. Any vehicle the character pilots
credits, or dimply indulging in some sort of diversion counts as having a silhouette one lower than normal
that takes his mind off his problems. when being attacked, to a minimum of 0.
TIME TO GO TRUE AIM
Active (Incidental, Out of Turn). The character may Active (Maneuver); Ranked. Once per round, before
spend one Destiny Point to perform a Move maneuver the character makes a ranged attack, he may perform
as an incidental. This maneuver many only be used to a TRUE AIM maneuver. By performing this maneuver,
move into cover or out of the blast radius of an the character gains all the benefits for aiming and also
explosion. This may be performed out of turn. This upgrades his attack roll once per rank of TRUE AIM.
incidental occurs after the character determines he
would be hit by the blast, but before damage is TRUST NO ONE
applied. (The GM may allow the character to use this
Active (Incidental, Out of Turn). When targeted by a
talent in other situations to get out of harm’s way, but
social check, the character may choose to suffer 1
only at his discretion).
strain to add automatic f to the check. If the check
TIME TO GO (IMPROVED) fails with y, the character may immediately perform
a maneuver as an out-of-turn incidental.
Active (Incidental, Out of Turn). When activating TIME
TO GO, the character may allow one ally he is engaged TRUST THE CAPTAIN
with to perform an out of turn Move maneuver as an
incidental. This maneuver may only be used to move Active (Action); Ranked. The character may take the
into cover or out of the blast radius of an explosion. TRUST THE CAPTAIN action by making a Hard (ddd)
This incidental occurs after the ally determines he Leadership check. If successful, for the remainder of
would be hit by the blast, but before damage is the encounter all allies within short range increase
applied. their ranks in Discipline by an amount equal to the
character’s ranks in TRUST THE CAPTAIN.
TINKERER
TUNED MANEUVERING THRUSTERS
Passive; Ranked. The character makes one piece of
equipment more modifiable. He chooses one piece of Passive; Ranked. The character increases the handling
equipment and increases its number of hard points by of his Signature Vehicle by 1 per rank of TUNED
one. He can only do this once per piece of equipment, MANEUVERING THRUSTERS.
but can modify a number of pieces of equipment TWISTED WORDS
equal to his ranks in TINKERER. If he loses a modified
piece of equipment, he may apply TINKERER to a new Active (Incidental, Out of Turn). When the character is
one. target by a social check, the character may spend
tt or y and suffer 1 strain as an incidental to
TOUCH OF FATE inflict a number of strain equal to their ranks in
Active (Incidental); Force. Once per session, the Coercion on the character who made the check.
character may add bb to any one skill check. UNARMED PARRY
TOUGHENED Passive. The character may perform the Parry
Passive; Ranked. The character increases his wound incidental while unarmed. When the character
threshold by two per rank of TOUGHENED. performs the Parry incidental while unarmed, reduce
the strain he suffers from the Parry incidental by 1 to a
minimum of 1.

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THE FFG STAR WARS RPG BOOK OF TALENTS

UNCANNY REACTIONS VAAPAD CONTROL


Passive; Ranked; Force. The character adds b per rank Active (Incidental); Force. When making a Lightsaber
of UNCANNY REACTIONS to all Vigilance checks. combat check, the character may suffer 1 strain to
downgrade the difficulty of the check a number of
UNCANNY SENSES times equal to the number of light side Destiny Points
Passive; Ranked; Force. The character adds b per rank in the Destiny pool.
of UNCANNY SENSES to all Perception checks. VALUABLE FACTS
UNITY ASSAULT Active (Action). Once per encounter, the character
Active (Maneuver); Force. Whenever the character may take a VALUABLE FACTS action, making an Average
misses an opponent with a combat check and (dd) Knowledge check (the GM and player should
generates x or aaa, the character may spend determine which Knowledge skill is most applicable in
this to perform a Force power action that targets one the given situation). If successful, the character may
or more allies as a maneuver (he must still be able to add x to any one check made by an allied character
perform maneuvers, and may not perform more than during the encounter. The subsequent check should
two maneuvers in a turn). relate in some way to the facts the character learned,
or the player should come up with an explanation for
UNRELENTED SKEPTIC why the information the character learned is
Passive. When targeted by a Deception check, the instrumental in the success of the ally’s check.
character automatically adds f to the check equal to VEHICLE COMBAT TRAINING
his ranks in Vigilance.
Passive. Gunnery and Piloting (Planetary) become
UNRELENTING SKEPTIC (IMPROVED) career skills.
Active (Incidental, Out of Turn). When targeted by a WALK THE WALK
Deception check that fails, the character may spend
one Destiny Point to retroactively add y to the pool Active (Incidental). The character may spend one
results. Destiny Point to add damage equal to his ranks in
Streetwise to one hit of a successful Brawl check.
UNSTOPPABLE
WEAK FOUNDATION
Passive. If the percentile roll made when the character
receives a Critical Injury is 1 or is reduced to 1, the Active (Action). Once per session, the character may
character does not receive the Critical Injury and identify one bunker, weapon emplacement, or other
suffers none of the effects. fixed combat structure (subject to the GM’s approval)
and then take the WEAK FOUNDATION action, making a
UP THE ANTE Hard (ddd) Knowledge (Warfare) check. If the
character succeeds, until the end of the encounter,
Passive. When the character wins at gambling, he
earns 10% more credits per rank of UP THE ANTE. the character and all allies add automatic aa or s
to all combat checks made targeting the structure
UTILITY BELT (active character’s choice).
Active (Incidental). The character may spend one WELL READ
Destiny Point to perform a UTILITY BELT incidental to
produce a previously undocumented — but essential Passive; Ranked. The character chooses any three
— small tool from his utility belt, satchel, or pockets, Knowledge skills. They permanently become career
with a rarity no greater than (4). This cannot be a skills.
weapon unless the weapon has the Limited Ammo 1 WELL ROUNDED
quality.
Passive; Ranked. The character chooses any two skills.
UTINNI! They permanently become career skills.
Passive; Ranked. The character removes b equal to WELL TRAVELED
the character's ranks in UTINNI! from checks made to
find or scavenge items or gear. These checks could Passive. Knowledge (Core Worlds) and Knowledge
include Negotiation, Perception, or other checks, (Outer Rim) become career skills.
depending on circumstances and the GM’s discretion. WHEEL AND DEAL
Such skill checks take half their normal time (this does
not decrease with multiple ranks of UTINNI!). Passive; Ranked. When he sells legal goods to a
reputable merchant or business, the character gains
an additional 10% more credits per rank of WHEEL AND

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THE FFG STAR WARS RPG BOOK OF TALENTS

DEAL (based on the original sell price of the good or incidental for the next combat check the ally makes
item). before the end of the character’s next turn.

WISE WARRIOR WORKS LIKE A CHARM


Active (Incidental). Once per round when making a Active (Incidental). Once per session, the character can
combat check, the character may perform a WISE choose to make one skill check using Presence rather
WARRIOR incidental to spend 1 Destiny Point and use than the characteristic linked to that skill. When he
any characteristic for the check. does this, he must explain how, in this particular
instance, his social ability helps him overcome this
WISE WARRIOR (IMPROVED) challenge.
Active (Incidental). When the character performs the
WISE WARRIOR incidental, one ally at short range may
use the same characteristic used in the Wise Warrior

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THE FFG STAR WARS RPG BOOK OF TALENTS

INDEX:
Acklay’s Scything Strike .........2 Bypass Security ..................... 5 Cutting Question................... 8
Adversary ...............................2 Call ‘Em .................................. 5 Cyberneticist ......................... 8
Against All Odds.....................2 Calm Commander ................. 5 Dead To Rights ...................... 8
Aggressive Negotiations ........2 Calming Aura ......................... 5 Dead To Rights (Improved) ... 8
Alchemical Arts ......................2 Calming Aura (Improved) ...... 5 Deadly Accuracy ................... 8
All-Terrain Driver ...................2 Careful Planning .................... 5 Deathblow ............................ 8
Altered Deal ...........................2 Center Of Being ..................... 5 Debilitating Shot ................... 8
Ambush..................................2 Center Of Being (Improved) .. 5 Deceptive Taunt.................... 8
Anatomy Lessons ...................2 Channel Agony ...................... 5 Dedication............................. 9
Animal Bond ..........................2 Circle Of Shelter .................... 5 Defensive Circle .................... 9
Animal Bond (Improved) .......3 Clever Commander ............... 5 Defensive Driving .................. 9
Animal Empathy ....................3 Clever Solution ...................... 6 Defensive Slicing ................... 9
Armor Master ........................3 Codebreaker.......................... 6 Defensive Slicing (Improved) 9
Armor Master (Improved) .....3 Combat Programming ........... 6 Defensive Stance .................. 9
Armor Master (Supreme) ......3 Command .............................. 6 Defensive Training ................ 9
As The Force Wills It ..............3 Commanding Presence ......... 6 Deft Maker............................ 9
Ataru Technique ....................3 Commanding Presence Desperate Repairs ................ 9
Bacta Specialist ......................3 (Improved) ............................ 6 Design Flaw ........................... 9
Bad Cop..................................3 Comprehend Technology ...... 6 Disciple Of Lore ..................... 9
Bad Motivator........................3 Comrades In Arms ................. 6 Disciplined Soul..................... 9
Bad Press ...............................3 Comrades In Arms (Improved) Disarming Smile .................... 9
Balance ..................................3 ............................................... 6 Discredit ................................ 9
Baleful Gaze ...........................3 Conditioned........................... 6 Disorient ............................. 10
Barrage ..................................3 Confidence ............................ 6 Disoriented Strike ............... 10
Basic Combat Training ...........3 Confidence (Improved) ......... 6 Disruptive Strike ................. 10
Beast Wrangler ......................3 Congenial............................... 7 Distracting Behavior ........... 10
Better Luck Next Time ...........4 Constant Vigilance................. 7 Distracting Behavior
Biggest Fan.............................4 Construction Specialist.......... 7 (Improved) .......................... 10
Black Market Contacts ...........4 Contingency Plan................... 7 Djem So Deflection ............. 10
Blackmail................................4 Contraption ........................... 7 Dockyard Expertise ............. 10
Blind Spot...............................4 Convincing Demeanor ........... 7 Dodge.................................. 10
Blooded..................................4 Coordinated Assault .............. 7 Dodge (Improved)............... 10
Blooded (Improved)...............4 Coordination Dodge .............. 7 Don’t Shoot! ....................... 10
Bodyguard .............................4 Corellian Sendoff ................... 7 Double Or Nothing.............. 10
Bodyguard (Improved) ..........4 Corellian Sendoff (Improved) 7 Double Or Nothing (Improved)
Bodyguard (Supreme)............4 Counterstrike ........................ 7 ............................................ 10
Bolstered Armor ....................4 Creative Design ..................... 7 Double Or Nothing (Supreme)
Bought Info ............................4 Creative Killer ........................ 7 ............................................ 10
Brace ......................................5 Crippling Blow ....................... 7 Double Talk ......................... 10
Brilliant Evasion .....................5 Crucial Point .......................... 7 Draw Closer ........................ 10
Bring It Down .........................5 Cunning Snare ....................... 8 Duelist’s Training ................ 11
Burly.......................................5 Custom Loadout .................... 8 Durable ............................... 11
By The Book ...........................5 Customized Cooling Unit ....... 8 Dynamic Fire ....................... 11

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THE FFG STAR WARS RPG BOOK OF TALENTS

Embrace Your Hate ............. 11 Full Throttle (Supreme) ....... 14 Inspiring Rhetoric (Improved)
Empty Soul .......................... 11 Galaxy Mapper .................... 14 ............................................ 18
Encoded Communiqué ....... 11 Gearhead............................. 14 Inspiring Rhetoric (Supreme)
Encouraging Words ............ 11 Go Without.......................... 14 ............................................ 18
Enduring ............................. 11 Greased Palms..................... 14 Intense Focus ...................... 18
Energy Transfer................... 11 Good Cop ............................ 14 Intense Presence ................ 18
Engineered Redundancies .. 11 Grit ...................................... 14 Interjection ......................... 18
Enhanced Leader ................ 11 Guns Blazing ........................ 15 Intimidating ........................ 18
Essential Kill ........................ 11 Harass .................................. 15 Intuitive Evasion ................. 18
Exhaust Port........................ 11 Hard-Boiled ......................... 15 Intuitive Improvements ...... 18
Expert Handler .................... 12 Hard Headed ....................... 15 Intuitive Navigation ............ 18
Expert Tracker..................... 12 Hard Headed (Improved) .... 15 Intuitive Shot ...................... 18
Extended Reach .................. 12 Hawk Bat Swoop ................. 15 Intuitive Strike .................... 18
Eye For Detail...................... 12 Headbutt ............................. 15 Inventor .............................. 18
Falling Avalanche ................ 12 Healing Trance .................... 15 Invigorate............................ 18
Familiar Suns....................... 12 Healing Trance (Improved) . 15 Iron Body ............................ 19
Fancy Paint Job ................... 12 Heavy Hitter ........................ 15 It’s Not That Bad ................. 19
Far Strike ............................. 12 Heightened Awareness ....... 15 Iron Body ............................ 19
Fearsome ............................ 12 Heroic Fortitude .................. 15 Iron Soul.............................. 19
Fearsome Rep ..................... 12 Heroic Resilience ................. 15 Jump Up .............................. 19
Feint .................................... 12 Hidden Storage.................... 15 Jury Rigged.......................... 19
Feral Strength ..................... 12 High-G Training ................... 16 Just Kidding!........................ 19
Field Commander ............... 12 Hindering Shot .................... 16 Juyo Savagery ..................... 19
Field Commander (Improved) Hold Together ..................... 16 Keen Eyed ........................... 19
............................................ 13 Holistic Navigation .............. 16 Kill With Kindness ............... 19
Fine Tuning ......................... 13 Hunter ................................. 16 Knockdown ......................... 19
Fire Control ......................... 13 Hunter’s Quarry .................. 16 Know-It-All .......................... 19
Font Of Power..................... 13 Hunter’s Quarry (Improved) 16 Know Somebody ................. 19
Forager................................ 13 Identify Ingredients ............. 16 Know The Enemy ................ 19
Force Assault ...................... 13 Imbue Item .......................... 16 Knowledge Is Power ........... 19
Force Connection................ 13 Impossible Fall..................... 16 Knowledge Specialization ... 20
Force Of Will ....................... 13 Improvised Concoction ....... 16 Knowledgeable Healing ...... 20
Force Protection ................. 13 Improvised Defenses........... 16 Known Schematic ............... 20
Force Rating ........................ 13 Improvised Detonation ....... 17 Knows The Ropes................ 20
Forewarning........................ 13 Improvised Detonation Koiogran Turn ..................... 20
Form On Me........................ 13 (Improved) .......................... 17 Larger Project ..................... 20
Formation Tactics ............... 13 Improvised Position ............ 17 Let’s Ride ............................ 20
Formation Tactics (Improved) In The Know ........................ 17 Lethal Blows........................ 20
............................................ 13 In The Know (Improved)...... 17 Loom ................................... 20
Fortified Vacuum Seal......... 14 Incite Rebellion ................... 17 Machine Mender ................ 20
Fortune Favors The Bold..... 14 Indistinguishable ................. 17 Makashi Finish .................... 20
Freerunning ........................ 14 Indomitable Will.................. 17 Makashi Flourish................. 20
Freerunning (Improved) ..... 14 Informant ............................ 17 Makashi Technique............. 20
Frenzied Attack ................... 14 Inner Peace ......................... 17 Marked For Death............... 20
Full Stop .............................. 14 Insight .................................. 18 Martial Grace ...................... 20
Full Throttle ........................ 14 Inspiring Leadership ............ 18 Master Artisan .................... 21
Full Throttle (Improved) ..... 14 Inspiring Rhetoric ................ 18 Master Demolitionist .......... 21

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THE FFG STAR WARS RPG BOOK OF TALENTS

Master Doctor .................... 21 Now The Master.................. 23 Prophetic Aim ..................... 26


Master Driver...................... 21 Now You See Me ................. 23 Push Aside .......................... 26
Master Grenadier ............... 21 Offensive Driving ................. 23 Push The Specs ................... 27
Master Leader .................... 21 Once A Learner.................... 23 Quick draw .......................... 27
Master Instructor................ 21 One With Nature ................. 23 Quick draw (Improved) ....... 27
Master Merchant................ 21 One With The Universe ....... 23 Quick Fix ............................. 27
Master of Shadows ............. 21 Outdoorsman ...................... 24 Quick Movement ................ 27
Master Pilot ........................ 21 Overbalance ........................ 24 Quick Strike ......................... 27
Master Slicer ....................... 21 Overcharge .......................... 24 Rain Of Death...................... 27
Master Starhopper ............. 21 Overcharge (Improved) ....... 24 Rapid Reaction .................... 27
Master Strategist ................ 21 Overcharge (Supreme) ........ 24 Rapid Recovery ................... 27
Meditative Trance .............. 21 Overstocked Ammo ............ 24 Ready For Anything ............ 27
Menace ............................... 21 Overwhelm Defenses .......... 24 Ready For Anything
Mental Bond ....................... 21 Overwhelm Emotions.......... 24 (Improved) .......................... 27
Mental Fortress .................. 21 Overwhelming Aura ............ 24 Reconstruct The Scene ....... 27
Mental Tools ....................... 22 Overwhelming Aura Redundant Systems ............ 27
Mind Bleed ......................... 22 (Improved) .......................... 24 Reflect ................................. 27
Mind Over Matter............... 22 Parry .................................... 24 Reflect (Improved) .............. 28
More Machine Than Man ... 22 Parry (Improved) ................. 24 Reflect (Supreme) ............... 28
Most Impressive ................. 22 Parry (Supreme) .................. 25 Reinforced Frame ............... 28
Moving Target .................... 22 Persistent Targeting ............ 25 Reinforce Item .................... 28
Multiple Opponents ........... 22 Physical Training.................. 25 Repair Patch Specialization. 28
Museum Worthy................. 22 Physician ............................. 25 Reroute Processors ............. 28
Natural Athlete ................... 22 Pin ....................................... 25 Researcher .......................... 28
Natural Blademaster........... 22 Planet Mapper .................... 25 Researcher (Improved) ....... 28
Natural Brawler .................. 22 Plausible Deniability ............ 25 Resist Disarm ...................... 28
Natural Charmer ................. 22 Plausible Deniability Resolve................................ 28
Natural Doctor .................... 22 (Improved) .......................... 25 Resourceful Refit ................ 28
Natural Driver ..................... 22 Point Blank .......................... 25 Respected Scholar .............. 28
Natural Enforcer ................. 22 Positive Spin ........................ 25 Saber Swarm ....................... 28
Natural Hunter.................... 22 Positive Spin (Improved) ..... 25 Saber Throw........................ 28
Natural Instructor ............... 22 Power From Pain ................. 25 Saber Throw (Improved)..... 29
Natural Leader .................... 22 Power Of Darkness .............. 25 Sapith Sundering................. 29
Natural Marksman.............. 22 Powerful Blast ..................... 25 Sarlacc Sweep ..................... 29
Natural Merchant ............... 22 Precise Aim.......................... 25 Savvy Negotiator ................ 29
Natural Mystic .................... 22 Precision Strike.................... 26 Savvy Negotiator (Improved)
Natural Negotiator ............. 23 Precision Strike (Improved) . 26 ............................................ 29
Natural Outdoorsman ........ 23 Precision Strike (Supreme) .. 26 Scathing Tirade ................... 29
Natural Pilot........................ 23 Preemptive Avoidance ........ 26 Scathing Tirade (Improved) 29
Natural Programmer........... 23 Prepare To Be Boarded! ...... 26 Scathing Tirade (Supreme) . 29
Natural Rogue ..................... 23 Prescient Shot ..................... 26 Second Chances .................. 29
Natural Scholar ................... 23 Pressure Point ..................... 26 Second Wind ....................... 29
Natural Tinkerer ................. 23 Prey On The Weak............... 26 Secret Lore .......................... 29
Niman Technique................ 23 Pride And Joy....................... 26 Secrets Of The Jedi ............. 29
No Escape ........................... 23 Pride And Joy (Improved).... 26 Secrets Of The Jedi (Improved)
Nobody’s Fool ..................... 23 Pride And Joy (Supreme) ..... 26 ............................................ 29
Not Today ........................... 23 Prime Positions ................... 26 Seen A Lot Of Things ........... 30

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THE FFG STAR WARS RPG BOOK OF TALENTS

Seize The Initiative .............. 30 Stalker ................................. 32 Time To Go.......................... 35


Selective Detonation .......... 30 Steady Aim .......................... 32 Time To Go (Improved)....... 35
Sense Advantage ................ 30 Steady Nerves ..................... 32 Tinkerer............................... 35
Sense Danger ...................... 30 Steely Nerves ...................... 32 Touch of Fate ...................... 35
Sense Emotions .................. 30 Stim Application .................. 32 Toughened .......................... 35
Sense The Scene ................. 30 Stim Application (Improved)32 Toughened (Improved) ....... 35
Share Pain ........................... 30 Stim Application (Supreme) 33 Transmogrify ....................... 35
Shien Technique ................. 30 Stimpack Specialization....... 33 Tricky Target ....................... 35
Shortcut .............................. 30 Strategic Form ..................... 33 True Aim ............................. 35
Shortcut (Improved) ........... 30 Street Smarts....................... 33 Trust No One....................... 35
Showboat ............................ 30 Street Smarts (Improved).... 33 Trust The Captain................ 35
Shroud ................................ 30 Stroke of Genius .................. 33 Tuned Maneuvering Thrusters
Side Step ............................. 30 Strong Arm .......................... 33 ............................................ 35
Signature Vehicle ................ 31 Studious Plotting ................. 33 Twisted Words .................... 35
Situational Awareness ........ 31 Stunning Blow ..................... 33 Unarmed Parry ................... 35
Sixth Sense .......................... 31 Stunning Blow (Improved) .. 33 Uncanny Reactions ............. 36
Skilled Jockey ...................... 31 Sunder (Improved) .............. 33 Uncanny Senses .................. 36
Skilled Slicer ........................ 31 Sum Djem ............................ 33 Unity Assault ....................... 36
Skilled Teacher.................... 31 Superhuman Reflexes ......... 33 Unrelented Skeptic ............. 36
Sleight of Mind ................... 31 Superior Reflexes ................ 33 Unrelenting Skeptic
Slippery Mind...................... 31 Supporting Evidence ........... 33 (Improved) .......................... 36
Smart Handling ................... 31 Suppressing Fire .................. 33 Unstoppable ....................... 36
Smooth Talker (Skill) ........... 31 Surgeon ............................... 34 Up The Ante ........................ 36
Sniper Shot ......................... 31 Survival Of The Fittest ......... 34 Utility Belt ........................... 36
Soft Spot ............................. 31 Swift .................................... 34 Utinni! ................................. 36
Solid Repairs ....................... 31 Tactical Combat Training..... 34 Vaapad Control ................... 36
Soothing Tone..................... 31 Talk The Talk........................ 34 Valuable Facts ..................... 36
Soresu Technique ............... 31 Targeted Blow ..................... 34 Vehicle Combat Training..... 36
Sound Investments ............. 32 Targeted Firepower............. 34 Walk The Walk .................... 36
Sorry About The Mess ........ 32 Technical Aptitude .............. 34 Weak Foundation ............... 36
Spare Clip ............................ 32 Temple Training .................. 34 Well Read............................ 36
Speaks Binary...................... 32 Terrify .................................. 34 Well Rounded ..................... 36
Speaks Binary (Improved)... 32 Terrify (Improved) ............... 34 Well Traveled ...................... 36
Speaks Binary (Supreme) .... 32 Terrifying Kill ....................... 34 Wheel And Deal .................. 36
Spitfire ................................ 32 Thorough Assessment ......... 34 Wise Warrior ...................... 37
Spur..................................... 32 That’s How It’s Done ........... 34 Wise Warrior (Improved).... 37
Spur (Improved).................. 32 The Force Is My Ally ............ 35 Works Like A Charm............ 37
Spur (Supreme) ................... 32 Throwing Credits ................. 35

INCLUDED BOOKS:
• Edge of the Empire
o Enter the Unknown (Explorers)
o Dangerous Covenants (Hired Guns)
o Far Horizons (Colonists)

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THE FFG STAR WARS RPG BOOK OF TALENTS

o Fly Casual (Smugglers)


o Special Modifications (Technicians)
o No Disintegrations (Bounty Hunters)
• Age of Rebellion
o Stay on Target (Aces)
o Desperate Allies (Diplomats)
o Lead by Example (Commanders)
o Forged in Battle (Soldiers)
o Fully Operational
o Cyphers and Masks
• Force and Destiny
o Keeping the Peace (Guardians)
o Endless Vigil (Sentinels)
o Disciples of Harmony
o Savage Spirits (Seekers)
o Unlimited Power
o Knights of Fate
• General Books
o Dawn of Rebellion

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