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