Professional Documents
Culture Documents
TECHNICIAN
technician
CHARACTER FOLIO
CHARACTER SHEET
SPECIES
CAREER
HUMAN
TECHNICIAN
CHAR AC TERISTICS
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
1
CHARACTERISTICS & SKILLS
Your characteristics are used to calculate many game values but are rarely used directly. Whenever you attempt a
task that might fail, you make a skill check. The dice you roll
for this check are called your dice pool, and are based on your
rank in that skill and your characteristic. If you roll more
than , you succeed.
Ability
Die
Boost
Die
Setback
Die
Force
Die
SKILLS
SKILLS
RANK
DICE POOL
Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coerce (Will)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deceit (Cun)
Discipline (Will)
Knowledge (Int)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Will)
Brawl (Br)
Gunnery (Ag)
Melee (Br)
COMBAT SKILLS
SOAK VALUE
3
4
12
13
THRESHOLD
STRAIN
CURRENT
CRITICAL INJURIES
11
12
THRESHOLD
Your Soak score reduces incoming damage and can prevent wounds. Your Soak score is equal to the sum of your
Brawn and the Soak value of your armor.
WOUNDS
6
CURRENT
SKILL
RANGE
DAMAGE
DICE POOL
Shock Gloves
Brawl
Engaged
Holdout Blaster
Ranged-Light
Short
2 Stimpacks
Comlink
Heavy Clothes
Datapad
1 Emergency
Repair Kit
Tool Kit
Perform an attack
Move
Use a skill
Aim
Exchange your 1
Action for an additional
Maneuver
Take cover
Ready or stow a weapon
or item
Interact with your
environment
Engage or disengage
Stand up
MONEY
400 credits
ADVANCEMENT!
SPECIES
You have just gained 10 experience points (xp). You can spend
those 10 experience points to purchase any of the following
upgrades, worth a total of 10 xp.
UPGRADE MENU
XP COST
CAREER
HUMAN
TECHNICIAN
CHAR AC TERISTICS
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
Perception Skill
You train your Perception skill. You gain one skill rank in
Perception. Your dice pool changes from to .
SKILLS
XP COST
SKILLS
10
Brawl Skill
You train your Brawl skill. You gain one skill rank in Brawl.
Your dice pool changes from to .
Put a mark in the circle next to the XP cost to remind you
that you have taken it. Whether or not you choose this
upgrade, circle the correct rank (1 or 2) and dice pool on
the skill list to the right.
XP COST
DICE POOL
Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coerce (Will)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deceit (Cun)
Discipline (Will)
Knowledge (Int)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
0/1
Toughened Talent
Pilot (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Will)
XP COST
RANK
COMBAT SKILLS
1/2
Gunnery (Ag)
Melee (Br)
Brawl (Br)
SOAK VALUE
13/
14
THRESHOLD
STRAIN
CURRENT
CRITICAL INJURIES
12
THRESHOLD
Success symbols are canceled by Failure symbols; if there are any Success symbols left, the
check succeeds.
WOUNDS
CURRENT
SKILL
RANGE
DAMAGE
DICE POOL
Shock Gloves
Brawl
Engaged
Holdout Blaster
Ranged-Light
Short
Ability
Die
Boost
Die
Setback
Die
Force
Die
2 Stimpacks
Comlink
Heavy Clothes
Datapad
1 Emergency
Repair Kit
Tool Kit
Perform an attack
Move
Use a skill
Aim
Exchange your 1
Action for an additional
Maneuver
Take cover
Ready or stow a weapon
or item
Interact with your
environment
Engage or disengage
Stand up
SOAK VALUE
WOUNDS INJURIES
CRITICAL
HUMAN
TECHNICIAN
THRESHOLD
CURRENT
CHAR AC TERISTICS
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
THRESHOLD
Astrogation (Int)
CAREER?
CURRENT
SKILLS
SKILLS
CRITICAL INJURIES
STRAIN
RANK
DICE POOL
WEAPON
SKILL
RANGE
DAMAGE
DICE POOL
Athletics (Br)
Charm (Pr)
Coerce (Will)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deceit (Cun)
Discipline (Will)
Knowledge (Int)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Will)
COMBAT SKILLS
Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged - Light (Ag)
Ranged - Heavy (Ag)
MONEY
Career Skills: Astrogation, Computers, Coordination, Discipline, Knowledge, Mechanics, Perception, Pilot, Skulduggery, Brawl
Gearhead
Toughened
Jury Rigged
Solid Repairs
Solid Repairs
Gearhead
Remove per rank of Gearhead
from all Mechanics checks.
Solid Repairs
Hold Together
Point Blank
Fine Tuning
Grit
Gain +1 strain threshold.
Toughened
Gain +1 wound threshold.
10
15
1 Skill Training
2 Acquiring Talents
The cost for training skills falls into one of two categories
career skills and non-career skills. Each skill has five ranks of
training available.
Talents are acquired from your career talent tree. This talent tree provides a unique format for purchasing talents that comes with several
special rules and restrictions.
Training a career skill costs five times the value of the next
highest rank. For example, training a career skill from Rank 0
(untrained) to Rank 1 requires 5 experience points. Improving a Rank 1 career skill to Rank 2 requires 10 experience
points. Each rank must be purchased separately. This means
that training a career skill from Rank 0 to Rank 2 costs 15
experience points (5 for raising it from Rank 0 to Rank 1, then
10 more for raising it from Rank 1 to Rank 2).
Your talent tree has four columns and three rows. The cost of each
talent depends on the row it occupies. The topmost row of talents
are the cheapest, costing 5 experience points each. The next rows
choices cost 10 experience points each, and the third and final rows
choices costs 15 experience each.
Success
Triumph
Advantage
Failure
Despair
Threat
Note that the choices on the tree are connected by a series of lines
that link some talent choices with others. When purchasing talents,
you may only purchase talents you are eligible for. You are eligible to
select any talents in the first, topmost row, plus any talents that are
connected via one of the aforementioned links to a talent you have
already acquired. Each entry on the talent tree may only be acquired
once. Some trees have multiple entries for a single talent. This is because several of the talents may be learned repeatedly. When you
learn a talent for the secondor latertime, you gain an additional
rank of the ability.
Ability
Die
Boost
Die
Setback
Die
Force
Die
STORY
In a different lif
e, Mathus wou
ld have been a
corporation he
successful res
adquartered in
earch engineer
th
e Core Worlds
on the streets
at a major
. In this life, M
of Anchorhead
athus grew up
on Tatooine. O
burdened with
hard
rphaned at a yo
a powerful inte
ung age, Math
llect and no us
thuggery and c
u
s was
eful way to app
rim
ly it. He slid in
to an old Rodia e, until one fateful day when
to
a life of
he attempted
n mechanic na
to rob a shop
med Honwoo.
resist, but see
belonging
Honwoo made
ing young Math
no particular a
uss fascinatio
his workbench
tt
empt to
n with a partia
, offered to tea
lly-stripped ma
ch the young h
Mathuss frien
c
h
ine on
u
man how it wo
ds c
rked. Six hours
machine oil, he ame by to see what had gon
later,
e wrong and fo
lping to repair
und him covere
a repulsorlift a
rray.
d in
Over the next
few years, Ho
nw
machine that
came through oo taught Mathus the ins
and outs of e
his repair sho
developed an
very
p. With no fo
unorthodox b
rmal educatio
ut effective a
and error. He
n, Math
pproac
als
machines, turn o found that he enjoyed tin h that relied heavily on tria us
kering and re
l
ing them to a
purposing exis
new purpose.
gloves began
ti
ng
For example,
life as power
converters.
his customize
d shock
Most of Honw
oos business
had to do with
reprogrammin
the repair, ma
g of Tatooines
inten
limited supply
became a dro
of droids. As a ance, and
id expert. His
consequence,
skills eventually
Teemo, and M
Mathus
came to the a
athus was offe
ttention of a H
red an impres
available at Te
utt
sive sum of cre
emos Mos Sh
dits to make h named
uuta complex.
has regretted
is
S
s
ince his arriva
his
l in Mos Shuuta kills
unsuited to his decision. The project Teemo
,
Mathus
has him workin
ski
g on is comple
busted old batt lls: Mathus' experience give
tely
s him the skills
le droids, but
he completely
n
e
scematic base
c
e
s
s
a
ry
to
lacks the educ
repair
d on their des
ation to develo
ign. And when
hinted that so
p
e
M
a
athus attempte
mething bad m
ight happen to
d to leave, Tee
mo
Honwoo if he d
id
Fed up and ba
cked into a co
rne
First, he intro
duced some n r, Mathus has decided to
make a break
ew code into
encourage th
one of Teemo
for it.
e droid to try
s
d
to
roids, 41-VEX
a scout name
escape, too.
, to
Then, he stru
d Sasha, inte
ck up a friend
nding to pool
ship with
their resourc
es and get off
Tatooine
Permission granted to print and photocopy all pages of this character folio for personal use. LFL 2012.