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CAREER BASE ABILITY

ACE
UPGRADE

RANKED

Career Skills: A
 strogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary),
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THIS ONE IS MINE BASE ABILITY


Once per game session, when piloting a starship or vehicle, the character may spend 2 Destiny Points to challenge another starship or
vehicle in the battle with equal silhouette. For 2 rounds, the two ships are locked in a duel. For the duration of the duel, the two duelling
ships can only make attacks targeting each other and no other starships or characters can target the dueling ships with attacks.
COST 30

CHANGE SILHOUETTE DURATION DURATION EVASION


This One is Mine can target This One is Mine lasts for This One is Mine lasts for Upgrade the difficulty of all
ships or vehicles with a sil- 1 additional round. 1 additional round. incoming attacks once while
houette 1 higher or lower. COST 10 COST 10
This One is Mine is active.
COST 10 COST 10

CHANGE SILHOUETTE FREQUENCY DESTINY EVASION


This One is Mine can target This One is Mine may be This One is Mine costs 1 Upgrade the difficulty of all
ships or vehicles with a sil- used twice per game Destiny Point instead of 2. incoming attacks once while
houette 1 higher or lower. session. COST 15
This One is Mine is active.
COST 15 COST 15 COST 15

UNMATCHED SURVIVABILITY BASE ABILITY


Once per game session, when piloting a starship or vehicle with a silhouette of 3 or less that is crippled (has hull trauma in excess of
its hull trauma threshold), the character may spend 2 Destiny Points as an incidental. The starship or vehicle operates as if it is not
crippled for the next 3 rounds, acting as if its hull trauma is equal to its hull trauma threshold.
COST 30

CHANGE SILHOUETTE FREQUENCY DURABILITY DURABILITY


Unmatched Survivability Unmatched Survivability Reduce Critical Hits suffered Reduce Critical Hits suffered
affects ships and vehicles may be used twice per by the ship or vehicle by 10 by the ship or vehicle by 10
with 1 greater silhouette. game session. while Unmatched Survivabil- while Unmatched Survivabil-
COST 10 COST 10
ity is active. ity is active.
COST 10 COST 10

CHANGE SILHOUETTE DESTINY DURATION REINFORCEMENT


Unmatched Survivability Unmatched Survivability Unmatched Survivability The Critical Rating of all
affects ships and vehicles costs 1 Destiny Point lasts until the end of the weapons targeting the ship
with 1 greater silhouette. instead of 2. encounter. or vehicle counts as 1 higher
COST 15 COST 15 COST 15
while active.
COST 15

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

DRIVER
PASSIVE

RANKED

Spec Bonus Career Skills: Cool, Gunnery, Mechanics, Piloting (Planetary)


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FULL THROTTLE ALL-TERRAIN DRIVER FINE TUNING GEARHEAD


Take a Full Throttle action; Do not suffer usual penal- When reducing the amount Remove b per rank of
make a d d d Piloting ties for driving through of system strain a starship Gearhead from Mechanics
check to increase a vehicle’s difficult terrain when using or vehicle suffers, reduce checks. Halve the credit
top speed by 1 for a number Piloting (Planetary). 1 additional strain per rank cost to add mods to
of rounds equal to Cunning. COST 5
of Fine Tuning. attachments.
COST 5 COST 5 COST 5

GRIT SKILLED JOCKEY RAPID REACTION GRIT


Gain +1 strain threshold. Remove b per rank of Suffer a number of strain up Gain +1 strain threshold.
COST 10
Skilled Jockey from all to ranks in Rapid Reaction COST 10
Piloting (Planetary) and to add an equal number of
Piloting (Space) checks. s to initiative checks.
COST 10 COST 10

IMPROVED TRICKY TARGET FINE TUNING TOUGHENED


FULL THROTTLE
Count vehicle or starship When reducing the amount Gain +2 wound threshold.
Suffer 1 strain to attempt piloted as having a of system strain a starship COST 15
Full Throttle as a maneuver silhouette 1 lower when or vehicle suffers, reduce
and decrease its difficulty being attacked. 1 additional strain per rank
to d d . of Fine Tuning.
COST 15

COST 15 COST 15

DEFENSIVE DRIVING SKILLED JOCKEY NATURAL DRIVER GEARHEAD


Increase defense of vehicle Remove b per rank of Once per session, may re-roll Remove b per rank of
or starship being piloted Skilled Jockey from all any 1 Piloting (Planetary) or Gearhead from Mechanics
by 1 per rank of Defensive Piloting (Planetary) and Gunnery check. checks. Halve the credit
Driving. Piloting (Space) checks. COST 20
cost to add mods to
COST 20 COST 20
attachments.
COST 20

SUPREME FULL STOP MASTER DRIVER DEDICATION


FULL THROTTLE
When piloting a ship or Once per round when Gain +1 to a single charac-
When performing Full vehicle, take a Full Stop driving a vehicle, may teristic. This cannot bring
Throttle, top speed maneuver to reduce speed suffer 2 strain to perform a characteristic above 6.
increases by 2 instead of 1. to zero. Suffer system any action as a maneuver. COST 25

COST 25 strain equal to the speed COST 25


reduced.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

GUNNER
PASSIVE

RANKED

Spec Bonus Career Skills: Discipline, Gunnery, Ranged (Heavy), Resilience


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DURABLE GRIT OVERWHELM DEBILITATING SHOT


DEFENSES
May reduce any Critical Gain +1 strain threshold. Upon successful attack
Injury suffered by 10 Upon unsuccessful attack with a starship or vehicle
COST 5
per rank of Durable to a with a starship or vehicle weapon, may spend a a
minimum of 1. weapon, spend a a per to reduce the target’s
rank of talent to reduce the maximum speed by 1 until
COST 5
defense in the targeted zone the end of the next round.
by 1 for each a a spent.
COST 5

COST 5

TOUGHENED BRACE SPARE CLIP TRUE AIM


Gain +2 wound threshold. Perform the Brace man- Cannot run out of ammo Once per round, may
COST 10
euver to remove b due to y . Items with perform a True Aim
per rank of Brace from Limited Ammo quality run maneuver to gain benefits
your next Action. This out of ammo as normal. of aiming and upgrade
may only remove b COST 10
combat check once per
added by environmental rank of True Aim.
circumstances. COST 10

COST 10

DURABLE ENDURING JURY RIGGED OVERWHELM


DEFENSES
May reduce any Critical Gain +1 soak value. Choose 1 weapon, armor,
Injury suffered by 10 or other item and give it a Upon unsuccessful attack
COST 15
per rank of Durable to a permanent improvement with a starship or vehicle
minimum of 1. while it remains in use. weapon, spend a a per
rank of talent to reduce the
COST 15 COST 15
defense in the targeted zone
by 1 for each a a spent.
COST 15

TOUGHENED ENDURING BRACE EXHAUST PORT


Gain +2 wound threshold. Gain +1 soak value. Perform the Brace man- Before attacking a starship
COST 20 COST 20
euver to remove b or vehicle, may spend 1
per rank of Brace from Destiny Point to ignore the
your next Action. This effects of the Massive rule
may only remove b for the attack.
added by environmental COST 20
circumstances.
COST 20

HEROIC FORTITUDE JURY RIGGED DEDICATION TRUE AIM


May spend 1 Destiny Point Choose 1 weapon, armor, Gain +1 to a single charac- Once per round, may
to ignore effects of Critical or other item and give it a teristic. This cannot bring perform a True Aim
Injuries on Brawn or Agility permanent improvement a characteristic above 6. maneuver to gain benefits
checks until the end of the while it remains in use. COST 25
of aiming and upgrade
encounter. COST 25
combat check once per
COST 25
rank of True Aim.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

PILOT
PASSIVE

RANKED

Spec Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
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FULL THROTTLE SKILLED JOCKEY GALAXY MAPPER LET’S RIDE


Take a Full Throttle action; Remove b per rank of Remove b per rank Once per round, may mount
make a d d d Piloting Skilled Jockey from all of Galaxy Mapper from or dismount a vehicle or
check to increase a vehicle’s Piloting (Planetary) and Astrogation checks. beast, or enter a cockpit
top speed by 1 for a number Piloting (Space) checks. Astrogation checks take or weapon station on a
of rounds equal to Cunning. COST 5
half normal time. vehicle, as an incidental.
COST 5 COST 5 COST 5

SKILLED JOCKEY DEAD TO RIGHTS GALAXY MAPPER RAPID RECOVERY


Remove b per rank of Spend 1 Destiny Point to Remove b per rank When healing strain after
Skilled Jockey from all add additional damage equal of Galaxy Mapper from an encounter, heal 1
Piloting (Planetary) and to half Agility (round up) Astrogation checks. additional strain per rank
Piloting (Space) checks. to one hit of a successful Astrogation checks take of Rapid Recovery.
COST 10
attack made with ship- or half normal time. COST 10
vehicle-mounted weaponry. COST 10

COST 10

IMPROVED IMPROVED GRIT NATURAL PILOT


FULL THROTTLE DEAD TO RIGHTS
Gain +1 strain threshold. Once per session, may re-
Suffer 1 strain to attempt Spend 1 Destiny Point to roll any 1 Piloting (Space)
COST 15
Full Throttle as a maneuver add additional damage or Gunnery check.
and decrease its difficulty equal to Agility to one hit
COST 15
to d d . of a successful attack
COST 15
made with ship- or vehicle-
mounted weaponry.
COST 15

GRIT SUPREME TRICKY TARGET DEFENSIVE DRIVING


FULL THROTTLE
Gain +1 strain threshold. Count vehicle or starship Increase defense of vehicle
When performing Full piloted as having a or starship being piloted
COST 20
Throttle, top speed silhouette 1 lower when by 1 per rank of Defensive
increases by 2 instead of 1. being attacked. Driving.
COST 20 COST 20 COST 20

MASTER PILOT DEDICATION TOUGHENED BRILLIANT EVASION


Once per round when Gain +1 to a single charac- Gain +2 wound threshold. Once per encounter may
driving a starship, may teristic. This cannot bring COST 25
take Brilliant Evasion action.
suffer 2 strain to perform a characteristic above 6. Select 1 opponent and
any action as a maneuver. COST 25
make an Opposed Piloting
COST 25
check to stop opponent
from attacking character
for rounds equal to Agility.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

BEAST RIDER
PASSIVE

RANKED

Spec Bonus Career Skills: Athletics, Knowledge (Xenology), Perception, Survival


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FORAGER TOUGHENED OUTDOORSMAN BEAST WRANGLER


Remove up to b b from Gain +2 wound threshold. Remove b per rank of Add b per rank of Beast
skill checks to find food, COST 5
Outdoorsman from checks Wrangler to checks to
water, or shelter. Survival to move through terrain tame or wrangle creatures.
checks to forage take half or manage environmental COST 5
the time. effects. Decrease overland
COST 5
travel times by half.
COST 5

OUTDOORSMAN EXPERT TRACKER TOUGHENED EXPERT HANDLER


Remove b per rank of Remove b per rank of Gain +2 wound threshold. Remove b per rank of
Outdoorsman from checks Expert Tracker from checks COST 10
Expert Handler from
to move through terrain to find tracks or track Survival checks made to
or manage environmental targets. Decrease time to ride beasts.
effects. Decrease overland track a target by half. COST 10
travel times by half. COST 10

COST 10

EXPERT TRACKER BEAST WRANGLER LET’S RIDE GRIT


Remove b per rank of Add b per rank of Beast Once per round, may mount Gain +1 strain threshold.
Expert Tracker from checks Wrangler to checks to or dismount a vehicle or COST 15
to find tracks or track tame or wrangle creatures. beast, or enter a cockpit
targets. Decrease time to COST 15
or weapon station on a
track a target by half. vehicle, as an incidental.
COST 15 COST 15

IMPROVED SPUR SPUR NATURAL EXPERT HANDLER


OUTDOORSMAN
Suffer 1 strain to attempt Take a Spur action; make Remove b per rank of
Spur as a maneuver and de- a d d d Survival check Once per session, may Expert Handler from
crease its difficulty to d d. to increase a beast’s top re-roll any 1 Resilience or Survival checks made to
speed by 1. The beast Survival check. ride beasts.
COST 20
suffers 2 strain every COST 20 COST 20
round it stays spurred.
COST 20

SUPREME SPUR DEDICATION GRIT SOOTHING TONE


When activating and Gain +1 to a single charac- Gain +1 strain threshold. Take a Soothing Tone action;
maintaining Spur, the teristic. This cannot bring COST 25
make a d d Knowledge
beast only suffers 1 strain a characteristic above 6. (Xenology) check to allow
instead of 2. COST 25
a beast to recover strain
COST 25
equal to s .
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

HOTSHOT
PASSIVE

RANKED

Spec Bonus Career Skills: Cool, Coordination, Piloting (Planetary), Piloting (Space)
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SHORTCUT HIGH-G TRAINING SKILLED JOCKEY GRIT


During a chase, add b When a starship or vehicle Remove b per rank of Gain +1 strain threshold.
per rank in Shortcut to any being piloted would suffer Skilled Jockey from all COST 5
checks made to catch or system strain, may suffer Piloting (Planetary) and
escape an opponent. strain up to ranks in High-G Piloting (Space) checks.
COST 5
Training to prevent an equal COST 5
amount of system strain.
COST 5

SECOND CHANCES GRIT SHORTCUT HIGH-G TRAINING


Once per encounter, choose Gain +1 strain threshold. During a chase, add b When a starship or vehicle
a number of positive dice COST 10
per rank in Shortcut to any being piloted would suffer
equal to ranks in Second checks made to catch or system strain, may suffer
Chances and re-roll them. escape an opponent. strain up to ranks in High-G
COST 10 COST 10
Training to prevent an equal
amount of system strain.
COST 10

DEAD TO RIGHTS HIGH-G TRAINING GRIT INTENSE PRESENCE


Spend 1 Destiny Point to When a starship or vehicle Gain +1 strain threshold. Spend 1 Destiny Point to
add additional damage equal being piloted would suffer COST 15
recover strain equal to
to half Agility (round up) system strain, may suffer Presence rating.
to one hit of a successful strain up to ranks in High-G COST 15
attack made with ship- or Training to prevent an equal
vehicle-mounted weaponry. amount of system strain.
COST 15 COST 15

SECOND CHANCES CORELLIAN SENDOFF KOIOGRAN TURN GRIT


Once per encounter, choose Take a Corellian Sendoff When an opponent has Gain +1 strain threshold.
a number of positive dice action targeting two ships gained the advantage on a COST 20
equal to ranks in Second or vehicles at Close range; starship or vehicle being
Chances and re-roll them. make a d d d Cool piloted, may perform a
COST 20
check to cause the targets Koiogran Turn maneuver to
to suffer a minor collision. remove the effects.
COST 20 COST 20

IMPROVED IMPROVED DEDICATION SHOWBOAT


DEAD TO RIGHTS CORELLIAN SENDOFF
Gain +1 to a single charac- When making a check in
Spend 1 Destiny Point to When performing a teristic. This cannot bring a starship or vehicle, may
add additional damage Corellian Sendoff, the a characteristic above 6. suffer 2 strain to gain x
equal to Agility to one hit targets suffer a major on success or y on failure.
COST 25
of a successful attack collision instead.
COST 25
made with ship- or vehicle- COST 25
mounted weaponry.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ACE ACTIVE

RIGGER
PASSIVE

RANKED

Spec Bonus Career Skills: Gunnery, Knowledge (Underworld), Mechanics, Resilience


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BLACK MARKET TOUGHENED GEARHEAD LARGER PROJECT


CONTACTS
Gain +2 wound threshold. Remove b per rank of Signature Vehicle can have
When purchasing illegal Gearhead from Mechanics a silhouette 1 larger per
COST 5
goods, may reduce rarity checks. Halve the credit rank of Larger Project.
by 1 per rank, increasing cost to add mods to COST 5
cost by 50% of base cost attachments.
per reduction.
COST 5
COST 5

GRIT FANCY PAINT JOB SIGNATURE VEHICLE LARGER PROJECT


Gain +1 strain threshold. Upgrade all Charm, Choose one starship or Signature Vehicle can have
COST 10
Deception, and Negotiation vehicle with a silhouette of a silhouette 1 larger per
checks made in the 3 or lower as a Signature rank of Larger Project.
presence of the Signature Vehicle. Upgrade all COST 10
Vehicle once. Mechanics checks made
COST 10
on that vehicle.
COST 10

BLACK MARKET OVERSTOCKED TUNED BOLSTERED ARMOR


CONTACTS AMMO MANEUVERING
THRUSTERS Increase the armor value
When purchasing illegal Increase the value of the of the Signature Vehicle
goods, may reduce rarity Limited Ammo quality of any Increase the handling of by 1 per rank of Bolstered
by 1 per rank, increasing weapons mounted on the the Signature Vehicle Armor.
cost by 50% of base cost Signature Vehicle by 1 per by 1 per rank of Tuned
COST 15
per reduction. rank of Overstocked Ammo. Maneuvering Thrusters.
COST 15 COST 15 COST 15

TOUGHENED CUSTOMIZED GEARHEAD FORTIFIED


COOLING UNIT VACUUM SEAL
Gain +2 wound threshold. Remove b per rank of
Increase the system strain Gearhead from Mechanics Increase the hull trauma
COST 20
threshold of the Signature checks. Halve the credit threshold of the Signature
Vehicle by 2 per rank of cost to add mods to Vehicle by 1 per rank of
Customized Cooling Unit. attachments. Fortified Vacuum Seal.
COST 20 COST 20 COST 20

DEDICATION TUNED NOT TODAY REINFORCED FRAME


MANEUVERING
Gain +1 to a single charac- THRUSTERS Once per session, spend a The Signature Vehicle
teristic. This cannot bring Destiny Point to save the gains Massive 1 (attacks
a characteristic above 6. Increase the handling of Signature Vehicle from targeting the Signature
the Signature Vehicle destruction. Vehicle count their Critical
COST 25
by 1 per rank of Tuned Rating of the weapon used
COST 25
Maneuvering Thrusters. as 1 higher).
COST 25
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


CAREER BASE ABILITY

COMMANDER
UPGRADE

RANKED

Career Skills: Coercion, Cool, Discipline, Knowledge (Warfare), Leadership, Perception, Ranged (Light), Vigilance
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ROUSING ORATORY BASE ABILITY


Once per game session, the character may perform a Rousing Oratory action, spend 2 Destiny Points, and make a d d d Leader-
ship check to inspire a group to take action in a military situation about which members were previously hesitant.

COST 30

CHANGE SKILL REDUCE SETBACK RECOVER STRAIN CHANGE SKILL


May make a Discipline Remove b from skill Friendly targets of Rousing May make a Cool check
check instead of a Leader- check to activate Rousing Oratory recover strain equal instead of a Leadership
ship check to activate. Oratory. to ranks in Leadership. check to activate.
COST 10 COST 10 COST 10 COST 10

BOOST ALLIES REDUCE DIFFICULTY TURNING POINT DESTINY


Add b per Boost Allies Reduce the difficulty of the During a mass combat, Rousing Oratory cost 1
upgrade to all Discipline activating skill check to may activate create a Destiny Point instead of 2.
and Cool checks that d d. turning point or boost allies COST 15
targets make until the end COST 15
already taking part in one.
of the encounter. COST 15

COST 15

UNMATCHED AUTHORITY BASE ABILITY


Once per game session, as an action during an encounter in structured time, the character may spend 2 Destiny Points to gain the
following ability for the remainder of the current round and two additional rounds. As an out of turn incidental, the character may suf-
fer 2 strain to downgrade the difficulty of an ally’s skill check once.
COST 30

DURATION FIRM RESOLVE DURATION MASS COMBAT


Unmatched Authority lasts Increase strain threshold Unmatched Authority lasts The character can spend
one additional round. by 2 while Unmatched one additional round. strain to modify Mass
COST 10
Authority is active. COST 10
Combat checks with Un-
COST 10
matched Authority.
COST 10

DESTINY ENDURANCE INCREASE EFFECT INCREASE EFFECT


Unmatched Authority costs Reduce the strain cost to May remove b from an May reduce the difficulty of
1 Destiny Point instead of 2. modify an ally’s skill check ally’s skill check instead of an ally’s skill check instead
COST 15
with Unmatched Authority downgrading the difficulty. of downgrading the difficulty.
by 1. COST 15 COST 15

COST 15

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

COMMODORE
PASSIVE

RANKED

Spec Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Knowledge (Outer Rim)
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SOLID REPAIRS COMMAND RAPID REACTION GALAXY MAPPER


The character repairs Add b per rank of Suffer a number of strain up Remove b per rank
1 additional hull trauma Command to Leadership to ranks in Rapid Reaction of Galaxy Mapper from
per rank of Solid Repairs checks. Affected targets to add an equal number of Astrogation checks.
whenever he repairs a add b to Discipline checks s to initiative checks. Astrogation checks take
starship or vehicle. for the next 24 hours. COST 5
half normal time.
COST 5 COST 5 COST 5

KNOWN SCHEMATIC COMMANDING GRIT FAMILIAR SUNS


PRESENCE
Once per session, may Gain +1 strain threshold. Once per session, may
perform the Known Remove b per rank of perform a Familiar Suns
COST 10
Schematic maneuver; make Commanding Presence maneuver; make a d d d
a d d d Knowledge from Leadership and Cool Knowledge (Outer Rim)
(Education) check to gain checks. check to reveal the current
familiarity with a building COST 10 type of environment and
or ship’s design. other useful information.
COST 10 COST 10

SOLID REPAIRS COMMAND RAPID REACTION GALAXY MAPPER


The character repairs Add b per rank of Suffer a number of strain up Remove b per rank
1 additional hull trauma Command to Leadership to ranks in Rapid Reaction of Galaxy Mapper from
per rank of Solid Repairs checks. Affected targets to add an equal number of Astrogation checks.
whenever he repairs a add b to Discipline checks s to initiative checks. Astrogation checks take
starship or vehicle. for the next 24 hours. COST 15
half normal time.
COST 15 COST 15 COST 15

HOLD TOGETHER COMMANDING GRIT MASTER STARHOPPER


PRESENCE
Spend 1 Destiny Point to Gain +1 strain threshold. Once per round, suffer
perform a Hold Together Remove b per rank of 2 strain to decrease
COST 20
incidental immediately Commanding Presence the difficulty of next
after vehicle or starship from Leadership and Cool Astrogation check by 1 to
takes damage to turn it to checks. a minimum of d .
system strain. COST 20 COST 20

COST 20

SOLID REPAIRS FIRE CONTROL DEDICATION GALAXY MAPPER


The character repairs Take the Fire Control Gain +1 to a single charac- Remove b per rank
1 additional hull trauma action; all combat checks teristic. This cannot bring of Galaxy Mapper from
per rank of Solid Repairs made from this starship or a characteristic above 6. Astrogation checks.
whenever he repairs a vehicle count their target’s COST 25
Astrogation checks take
starship or vehicle. silhouette as one higher half normal time.
COST 25
until beginning of next turn. COST 25
Does not stack.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

SQUADRON LEADER
PASSIVE

RANKED

Spec Bonus Career Skills: Gunnery, Mechanics, Piloting (Planetary), Piloting (Space)
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GRIT QUICK STRIKE LET’S RIDE DEFENSIVE DRIVING


Gain +1 strain threshold. Add b per rank of Quick Once per round, may mount Increase defense of vehicle
COST 5
Strike to combat checks or dismount a vehicle or or starship being piloted
against targets that beast, or enter a cockpit by 1 per rank of Defensive
have not acted yet this or weapon station on a Driving.
encounter. vehicle, as an incidental. COST 5

COST 5 COST 5

FIELD COMMANDER CONFIDENCE QUICK STRIKE SITUATIONAL


AWARENESS
Take the Field Commander May decrease difficulty Add b per rank of Quick
action; make a d d of Discipline checks to Strike to combat checks Allies within short range of
Leadership check. A avoid fear by 1 per rank of against targets that the vehicle add b to their
number of allies equal to Confidence. have not acted yet this Perception and Vigilance
Presence may immediately encounter. checks. Allies within short
COST 10
suffer 1 strain to perform range add b b instead.
COST 10
1 free maneuver. COST 10

COST 10

COMMAND GRIT FULL STOP DEFENSIVE DRIVING


Add b per rank of Gain +1 strain threshold. When piloting a ship or Increase defense of vehicle
Command to Leadership COST 15
vehicle, take a Full Stop or starship being piloted
checks. Affected targets maneuver to reduce speed by 1 per rank of Defensive
add b to Discipline checks to zero. Suffer system Driving.
for the next 24 hours. strain equal to the speed COST 15

COST 15
reduced.
COST 15

IMPROVED COMMAND FORM ON ME TRICKY TARGET


FIELD COMMANDER
Add b per rank of Allies equal to ranks in Count vehicle or starship
Field Commander action Command to Leadership Leadership in close range piloted as having a
affects allies equal to checks. Affected targets gain the benefits of the silhouette 1 lower when
double Presence, and may add b to Discipline checks Gain the Advantage action. being attacked.
spend x to allow allies to for the next 24 hours. COST 20 COST 20
suffer 1 strain to perform
COST 20
1 action instead.
COST 20

MASTER LEADER CONFIDENCE DEDICATION BRILLIANT EVASION


Once per round, suffer May decrease difficulty Gain +1 to a single charac- Once per encounter may
2 strain to decrease of Discipline checks to teristic. This cannot bring take Brilliant Evasion action.
difficulty of next avoid fear by 1 per rank of a characteristic above 6. Select 1 opponent and
Leadership check by one, Confidence. COST 25
make an Opposed Piloting
to a minimum of d . COST 25
check to stop opponent
COST 25 from attacking character
for rounds equal to Agility.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

TACTICIAN
PASSIVE

RANKED

Spec Bonus Career Skills: Brawl, Discipline, Leadership, Ranged (Heavy)


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OUTDOORSMAN COMMANDING TOUGHENED SIDE STEP


PRESENCE
Remove b per rank of Gain +2 wound threshold. Once per round, as a man-
Outdoorsman from checks Remove b per rank of euver suffer a number of
COST 5
to move through terrain Commanding Presence strain up to ranks in Side
or manage environmental from Leadership and Cool Step to upgrade difficulty of
effects. Decrease overland checks. all incoming ranged attacks
travel times by half. COST 5 by an equal number for the
COST 5
next round.
COST 5

OUTDOORSMAN CONFIDENCE QUICK DRAW SWIFT


Remove b per rank of May decrease difficulty Once per round, draw or Do not suffer usual
Outdoorsman from checks of Discipline checks to holster a weapon or item penalties for moving
to move through terrain avoid fear by 1 per rank of as an incidental. through difficult terrain.
or manage environmental Confidence. COST 10 COST 10
effects. Decrease overland COST 10
travel times by half.
COST 10

NATURAL TOUGHENED BODY GUARD BODY GUARD


OUTDOORSMAN
Gain +2 wound threshold. Once per round, perform Once per round, perform
Once per session, may a maneuver to guard an a maneuver to guard an
COST 15
re-roll any 1 Resilience or engaged ally. Suffer strain engaged ally. Suffer strain
Survival check. up to ranks to upgrade up to ranks to upgrade
COST 15 difficulty of attacks against difficulty of attacks against
them by that number until them by that number until
the start of next turn. the start of next turn.
COST 15 COST 15

CONFIDENCE COMMANDING FIELD COMMANDER SIDE STEP


PRESENCE
May decrease difficulty Take the Field Commander Once per round, as a man-
of Discipline checks to Remove b per rank of action; make a d d euver suffer a number of
avoid fear by 1 per rank of Commanding Presence Leadership check. A strain up to ranks in Side
Confidence. from Leadership and Cool number of allies equal to Step to upgrade difficulty of
checks. Presence may immediately all incoming ranged attacks
COST 20

COST 20 suffer 1 strain to perform by an equal number for the


1 free maneuver. next round.
COST 20 COST 20

COORDINATED NATURAL LEADER IMPROVED DEDICATION


ASSAULT FIELD COMMANDER
Once per session, may Gain +1 to a single charac-
Take a maneuver to add re-roll any 1 Cool or Field Commander action teristic. This cannot bring
a to combat checks for Leadership check. affects allies equal to a characteristic above 6.
a number of engaged allies double Presence, and may
COST 25 COST 25
equal to Leadership until spend x to allow allies to
beginning of next turn. suffer 1 strain to perform
Increase range per rank. 1 action instead.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

FIGUREHEAD
PASSIVE

RANKED

Spec Bonus Career Skills: Cool, Leadership, Negotiation, Knowledge (Core Worlds)
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GRIT RESOLVE CONFIDENCE COMMAND


Gain +1 strain threshold. When a character May decrease difficulty Add b per rank of
COST 5
involuntarily suffers strain, of Discipline checks to Command to Leadership
he suffers 1 less strain per avoid fear by 1 per rank of checks. Affected targets
rank of Resolve, minimum 1. Confidence. add b to Discipline checks
COST 5 COST 5
for the next 24 hours.
COST 5

COMMAND INSPIRING RHETORIC CALM COMMANDER GRIT


Add b per rank of Take an Inspiring Rhetoric May use ranks in Cool to Gain +1 strain threshold.
Command to Leadership action; make a d d upgrade Mass Combat COST 10
checks. Affected targets Leadership check. One ally checks instead of Leadership.
add b to Discipline checks for each s, in short range, COST 10
for the next 24 hours. recovers 1 strain. Spend
COST 10
a for 1 affected ally to
recover 1 additional strain.
COST 10

COMMANDING GRIT IMPROVED POSITIVE SPIN


PRESENCE INSPIRING RHETORIC
Gain +1 strain threshold. When any character’s
Remove b per rank of Each ally affected by Duty would increase, it
COST 15
Commanding Presence Inspiring Rhetoric gains increases by an additional
from Leadership and Cool b on all skill checks for a 1 per rank of Positive Spin.
checks. number of rounds equal to
COST 15

COST 15
ranks in Leadership.
COST 15

RESOLVE CONFIDENCE IMPROVED COMMANDING


CONFIDENCE PRESENCE
When a character May decrease difficulty
involuntarily suffers strain, of Discipline checks to May spend x on fear Remove b per rank of
he suffers 1 less strain per avoid fear by 1 per rank of checks to give allies in Commanding Presence
rank of Resolve, minimum 1. Confidence. short range additional s from Leadership and Cool
on the same fear check. checks.
COST 20 COST 20

COST 20 COST 20

INTENSE PRESENCE NATURAL LEADER DEDICATION IMPROVED


COMMANDING
Spend 1 Destiny Point to Once per session, may Gain +1 to a single charac- PRESENCE
recover strain equal to re-roll any 1 Cool or teristic. This cannot bring
Presence rating. Leadership check. a characteristic above 6. Once per session, as an
action; make an opposed
COST 25 COST 25 COST 25
Cool vs Discipline check to
force target to leave the
encounter.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

INSTRUCTOR
PASSIVE

RANKED

Spec Bonus Career Skills: Discipline, Medicine, Ranged (Heavy), Knowledge (Education)
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CONDITIONED PHYSICAL TRAINING BODY GUARD GRIT


Remove b per rank of Add b per rank of Physical Once per round, perform Gain +1 strain threshold.
Conditioned from Athletics Training to Athletics and a maneuver to guard an COST 5
and Coordination checks. Resilience checks. engaged ally. Suffer strain
Reduce damage and strain COST 5
up to ranks to upgrade
suffered from falling by 1 difficulty of attacks against
per rank of Conditioned. them by that number until
COST 5
the start of next turn.
COST 5

TOUGHENED ENCOURAGING CONDITIONED STIMPACK


WORDS SPECIALIZATION
Gain +2 wound threshold. Remove b per rank of
After an engaged ally fails Conditioned from Athletics Stimpacks heal 1 additional
COST 10
a check, may suffer 1 and Coordination checks. wound per rank of
strain to assist that ally’s Reduce damage and strain Stimpack Specialization.
next check this encounter suffered from falling by 1 COST 10
as an out of turn incidental. per rank of Conditioned.
COST 10 COST 10

PHYSICAL TRAINING MASTER BODY GUARD IMPROVED


INSTRUCTOR BODY GUARD
Add b per rank of Physical Once per round, perform
Training to Athletics and Once per round, as an out a maneuver to guard an Once per session, when an
Resilience checks. of turn incidental, may engaged ally. Suffer strain ally protected by the Body
suffer 2 strain to allow ally up to ranks to upgrade Guard maneuver suffers
COST 15
to use character’s ranks difficulty of attacks against a hit, suffer the hit instead.
in Discipline for the next them by that number until COST 15
Discipline check they make. the start of next turn.
COST 15 COST 15

FIELD COMMANDER GRIT STIMPACK TOUGHENED


SPECIALIZATION
Take the Field Commander Gain +1 strain threshold. Gain +2 wound threshold.
action; make a d d Stimpacks heal 1 additional
COST 20 COST 20
Leadership check. A wound per rank of
number of allies equal to Stimpack Specialization.
Presence may immediately COST 20

suffer 1 strain to perform


1 free maneuver.
COST 20

IMPROVED NATURAL THAT’S HOW DEDICATION


FIELD COMMANDER INSTRUCTOR IT’S DONE
Gain +1 to a single charac-
Field Commander action Once per session, may May suffer 1 strain on a teristic. This cannot bring
affects allies equal to re-roll one Discipline or successful skill check to add a characteristic above 6.
double Presence, and may Leadership check. a to the same skill check
COST 25
spend x to allow allies to COST 25
made during the next round
suffer 1 strain to perform by a number of allies in short
1 action instead. range equal to Willpower.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


COMMANDER ACTIVE

STRATEGIST
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Cool, Vigilance, Knowledge (Warfare)


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RESEARCHER GRIT READY FOR GRIT


ANYTHING
Remove b per rank in Gain +1 strain threshold. Gain +1 strain threshold.
Researcher from all Remove b per rank of
COST 5 COST 5
Knowledge checks. Ready for Anything on
Researching a subject Mass Combat checks and
takes half the time. Cool or Vigilance checks to
determine initiative order.
COST 5
COST 5

GRIT CLEVER COMMANDER COMMAND WELL READ


Gain +1 strain threshold. May use ranks in Knowledge Add b per rank of Choose any 3 Knowledge
COST 10
(Warfare) to upgrade Mass Command to Leadership skills. They permanently
Combat checks instead of checks. Affected targets become career skills.
Leadership. add b to Discipline checks COST 10

COST 10
for the next 24 hours.
COST 10

KNOWLEDGE RESEARCHER READY FOR MASTER


SPECIALIZATION ANYTHING STRATEGIST
Remove b per rank in
When acquired, choose 1 Researcher from all Remove b per rank of Once per phase during
knowledge skill. May spend Knowledge checks. Ready for Anything on mass combat, may suffer
x when rolling that skill to Researching a subject Mass Combat checks and 2 strain to decrease the
gain s equal to ranks in takes half the time. Cool or Vigilance checks to difficulty of a Mass Combat
Knowledge Specialization. determine initiative order. check once.
COST 15

COST 15 COST 15 COST 15

IMPROVED KNOWLEDGE COORDINATED COMMAND


RESEARCHER SPECIALIZATION ASSAULT
Add b per rank of
On a successful Knowledge When acquired, choose 1 Take a maneuver to add Command to Leadership
check, character and allies knowledge skill. May spend a to combat checks for checks. Affected targets
gain automatic a per rank x when rolling that skill to a number of engaged allies add b to Discipline checks
of Researcher on checks to gain s equal to ranks in equal to Leadership until for the next 24 hours.
act on those facts until the Knowledge Specialization. beginning of next turn.
COST 20
end of the next turn. COST 20
Increase range per rank.
COST 20 COST 20

THOROUGH CAREFUL PLANNING IMPROVED READY DEDICATION


ASSESSMENT FOR ANYTHING
Once per session, may Gain +1 to a single charac-
Once per session, as an introduce a “fact” into the When making Cool or teristic. This cannot bring
action make a d d d narrative as if a Destiny Vigilance checks to deter- a characteristic above 6.
Knowledge check to gain Point had been spent. mine initiative order, may
COST 25
b equal to s that can spend x to add s equal to
COST 25
be distributed during the ranks in Ready for Anything.
encounter. COST 25

COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


CAREER BASE ABILITY

DIPLOMAT
UPGRADE

RANKED

Career Skills: C harm, Deception, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim),
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DIPLOMATIC SOLUTION BASE ABILITY


Once per game session, when a combat encounter against one or more sentient creatures is about to begin, the character may
spend 2 Destiny Points and make a d d d d Charm check to turn the encounter to a social encounter instead.
COST 30

CHANGE SKILL REDUCE SETBACK BOOST ALLIES CHANGE SKILL


May make a Coercion check Remove b from the Other friendly characters May make a Leadership
instead of a Charm check to skill check to activate gain b on social checks un- check instead of a Charm
activate Diplomatic Solution. Diplomatic Solution. til the end of the encounter check to activate
COST 10 COST 10
per Boost Allies upgrade. Diplomatic Solution.
COST 10 COST 10

ACTIVATION REDUCE DIFFICULTY DESTINY BOOST ALLIES


May activate Diplomatic Reduce the difficulty of the Diplomatic Solution costs 1 Other friendly characters
Solution at the start of any skill check to activate Diplo- Destiny Point instead of 2. gain b on social checks un-
combat turn instead of only matic Solution to d d d . COST 15
til the end of the encounter
at the start of combat. COST 15
per Boost Allies upgrade.
COST 15 COST 15

UNMATCHED INSIGHT BASE ABILITY


Once per game session, during an encounter or scene involving one or more other sentient creatures, the character may spend 2
Destiny Points. The character immediately becomes aware of the emotional states and basic histories of up to 3 chosen participants
in the scene.
COST 30

DISCERN MOTIVES INCREASE NUMBER INCREASE NUMBER FREQUENCY


The character realizes the Increase the number of par- Increase the number of par- Unmatched Insight may
motivations of each affected ticipants affected by 2 per ticipants affected by 2 per be used twice per game
participant in the scene. Increase Number upgrade. Increase Number upgrade. session.
COST 10 COST 10 COST 10 COST 10

LEVERAGE DESTINY LEVERAGE SECRET


Upgrade all social checks Unmatched Insight costs 1 Upgrade all social checks Notice one important detail
once per Leverage upgrade Destiny Point instead of 2. once per Leverage upgrade that a chosen character
against one affected COST 15
against one affected would prefer to conceal.
participant until the end participant until the end COST 15
of the encounter. of the encounter.
COST 15 COST 15

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

AMBASSADOR
PASSIVE

RANKED

Spec Bonus Career Skills: Charm, Discipline, Knowledge (Core Worlds), Negotiation
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INDISTINGUISHABLE KILL WITH KINDNESS NOBODY’S FOOL CONFIDENCE


Upgrade difficulty of Remove b per rank of May upgrade difficulty of May decrease difficulty
checks to identify char- Kill with Kindness from incoming Charm, Coercion, of Discipline checks to
acter once per rank of all Charm and Leadership or Deception checks once avoid fear by 1 per rank of
Indistinguishable. checks. per rank of Nobody’s Fool. Confidence.
COST 5 COST 5 COST 5 COST 5

INDISTINGUISHABLE GRIT GRIT DODGE


Upgrade difficulty of Gain +1 strain threshold. Gain +1 strain threshold. When targeted in combat,
checks to identify char- COST 10 COST 10
may perform a Dodge
acter once per rank of incidental. Suffer strain
Indistinguishable. no greater than ranks
COST 10
in Dodge to upgrade the
difficulty of the attack by
that number.
COST 10

KILL WITH KINDNESS INSPIRING RHETORIC STEELY NERVES CONFIDENCE


Remove b per rank of Take an Inspiring Rhetoric Spend 1 Destiny Point to May decrease difficulty
Kill with Kindness from action; make a d d ignore effects of Critical of Discipline checks to
all Charm and Leadership Leadership check. One ally Injuries on Willpower or avoid fear by 1 per rank of
checks. for each s, in short range, Presence checks until the Confidence.
COST 15
recovers 1 strain. Spend end of the encounter. COST 15
a for 1 affected ally to COST 15
recover 1 additional strain.
COST 15

IMPROVED INTENSE PRESENCE WORKS LIKE A CHARM DODGE


INSPIRING RHETORIC
Spend 1 Destiny Point to Once per session, make When targeted in combat,
Each ally affected by recover strain equal to one skill check using may perform a Dodge
Inspiring Rhetoric gains Presence rating. Presence rather than the incidental. Suffer strain
b on all skill checks for a characteristic linked to no greater than ranks
COST 20
number of rounds equal to that skill. in Dodge to upgrade the
ranks in Leadership. difficulty of the attack by
COST 20

COST 20 that number.


COST 20

SUPREME NATURAL CHARMER DEDICATION SIXTH SENSE


INSPIRING RHETORIC
Once per session, may Gain +1 to a single charac- Gain +1 ranged defense.
Suffer 1 strain to perform re-roll any 1 Charm or teristic. This cannot bring COST 25
Inspiring Rhetoric as a Deception check. a characteristic above 6.
maneuver, not an action.
COST 25 COST 25

COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

AGITATOR
PASSIVE

RANKED

Spec Bonus Career Skills: Coercion, Deception, Knowledge (Underworld), Streetwise


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PLAUSIBLE NOBODY’S FOOL GRIT INTIMIDATING


DENIABILITY
May upgrade difficulty of Gain +1 strain threshold. May suffer a number
Remove b per rank of incoming Charm, Coercion, of strain up to ranks in
COST 5
Plausible Deniability from or Deception checks once Intimidating to downgrade
all Coercion and Deception per rank of Nobody’s Fool. difficulty of Coercion
checks. checks or upgrade difficulty
COST 5
COST 5 when targeted by Coercion
checks by an equal number.
COST 5

STREET SMARTS STREET SMARTS CONVINCING INTIMIDATING


DEMEANOR
Remove b per rank Remove b per rank May suffer a number
of Street Smarts from of Street Smarts from Remove b per rank of of strain up to ranks in
Streetwise or Knowledge Streetwise or Knowledge Convincing Demeanor Intimidating to downgrade
(Underworld) checks. (Underworld) checks. from Deception or difficulty of Coercion
Skulduggery checks. checks or upgrade difficulty
COST 10 COST 10

COST 10 when targeted by Coercion


checks by an equal number.
COST 10

CONVINCING PLAUSIBLE SCATHING TIRADE GRIT


DEMEANOR DENIABILITY
Take a Scathing Tirade Gain +1 strain threshold.
Remove b per rank of Remove b per rank of action; make a d d COST 15
Convincing Demeanor Plausible Deniability from Coercion check. One enemy
from Deception or all Coercion and Deception for each s, in short range,
Skulduggery checks. checks. suffers 1 strain. Spend a
COST 15 COST 15 for 1 affected enemy to
suffer 1 additional strain.
COST 15

NATURAL ENFORCER NOBODY’S FOOL IMPROVED INTIMIDATING


SCATHING TIRADE
Once per session, may May upgrade difficulty of May suffer a number
re-roll any 1 Coercion or incoming Charm, Coercion, Each enemy affected by of strain up to ranks in
Streetwise check. or Deception checks once Scathing Tirade suffers Intimidating to downgrade
per rank of Nobody’s Fool. b on all skill checks for a difficulty of Coercion
COST 20
number of rounds equal to checks or upgrade difficulty
COST 20
ranks in Coercion. when targeted by Coercion
COST 20 checks by an equal number.
COST 20

INTIMIDATING DEDICATION SUPREME INCITE REBELLION


SCATHING TIRADE
May suffer a number Gain +1 to a single charac- Once per session, may take
of strain up to ranks in teristic. This cannot bring Suffer 1 strain to perform an Incite Rebellion action;
Intimidating to downgrade a characteristic above 6. Scathing Tirade as a make a d d d Coercion
difficulty of Coercion maneuver, not an action. check to cause a number
COST 25
checks or upgrade difficulty COST 25 of beings up to ranks
when targeted by Coercion in Coercion to become
checks by an equal number. rebellious for the encounter.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

QUARTERMASTER
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Negotiation, Skulduggery, Vigilance


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KNOW SOMEBODY SMOOTH TALKER WHEEL AND DEAL GRIT


Once per session, when When first acquired, When selling goods legally, Gain +1 strain threshold.
attempting to purchase choose Charm, Coercion, gain 10% more credits per COST 5
a legally available item, Deception, or Negotiation. rank of Wheel and Deal.
reduce its rarity by 1 per When making checks with COST 5
rank of Know Somebody. that skill, spend x to
COST 5
gain additional s equal to
ranks in Smooth Talker.
COST 5

SMOOTH TALKER GREASED PALMS MASTER MERCHANT TOUGHNESS


When first acquired, Before making a social When buying/selling goods, Gain +2 wound threshold.
choose Charm, Coercion, check, may spend up to 50 or paying off/taking more COST 10
Deception, or Negotiation. credits per rank of Greased Obligation, suffer 2 strain
When making checks with Palms to upgrade the ability to buy for 25% less, sell for
that skill, spend x to of the check once for every 25% more, pay off 1 more
gain additional s equal to 50 credits spent. Obligation, or take 1 less.
ranks in Smooth Talker. COST 10 COST 10

COST 10

GRIT WHEEL AND DEAL BOUGHT INFO GRIT


Gain +1 strain threshold. When selling goods legally, Instead of making a Gain +1 strain threshold.
COST 15
gain 10% more credits per Knowledge check, may take COST 15
rank of Wheel and Deal. a Bought Info action; spend
COST 15
credits equal to 50 times
the difficulty of the check
to pass with one s .
COST 15

KNOW SOMEBODY SOUND SOUND INTENSE FOCUS


INVESTMENTS INVESTMENTS
Once per session, when Perform an Intense Focus
attempting to purchase At the start of each At the start of each maneuver; suffer 1 strain
a legally available item, session, gain 100 credits session, gain 100 credits and upgrade the ability of
reduce its rarity by 1 per for each rank of Sound for each rank of Sound the next skill check once.
rank of Know Somebody. Investments. Investments.
COST 20

COST 20 COST 20 COST 20

DEDICATION NATURAL NEGOTIATOR SUPERIOR REFLEXES TOUGHNESS


Gain +1 to a single charac- Once per session, may Gain +1 melee defence. Gain +2 wound threshold.
teristic. This cannot bring re-roll any 1 Cool or COST 25 COST 25
a characteristic above 6. Negotiation check.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

ADVOCATE
PASSIVE

RANKED

Spec Bonus Career Skills: Coercion, Deception, Negotiation, Vigilance


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PLAUSIBLE NOBODY’S FOOL GRIT CONFIDENCE


DENIABILITY
May upgrade difficulty of Gain +1 strain threshold. May decrease difficulty
Remove b per rank of incoming Charm, Coercion, of Discipline checks to
COST 5
Plausible Deniability from or Deception checks once avoid fear by 1 per rank of
all Coercion and Deception per rank of Nobody’s Fool. Confidence.
checks.
COST 5 COST 5

COST 5

DISCREDIT PLAUSIBLE SUPPORTING NOBODY’S FOOL


DENIABILITY EVIDENCE
Once per encounter, as May upgrade difficulty of
an action make a d d d Remove b per rank of When assisting an ally incoming Charm, Coercion,
Deception check to upgrade Plausible Deniability from with a Charm, Deception, or Deception checks once
the difficulty of a target’s all Coercion and Deception Leadership, or Negotiation per rank of Nobody’s Fool.
social checks once, plus checks. check, add automatic a
COST 10
once for every a a , until COST 10
per rank of Supporting
the end of the encounter Evidence.
COST 10 COST 10

TWISTED WORDS IMPROVED GRIT ENCOURAGING


PLAUSIBLE WORDS
When an incoming social DENIABILITY Gain +1 strain threshold.
check generates t t or After an engaged ally fails
COST 15
y , may suffer 1 strain As an action, make a a check, may suffer 1
as an incidental to inflict d d d Coercion check to strain to assist that ally’s
strain equal to ranks in convince one bystander per next check this encounter
Coercion on speaker. rank of Plausible Deniability as an out of turn incidental.
to depart quietly.
COST 15 COST 15

COST 15

PLAUSIBLE GRIT SUPPORTING GRIT


DENIABILITY EVIDENCE
Gain +1 strain threshold. Gain +1 strain threshold.
Remove b per rank of When assisting an ally
COST 20 COST 20
Plausible Deniability from with a Charm, Deception,
all Coercion and Deception Leadership, or Negotiation
checks. check, add automatic a
COST 20
per rank of Supporting
Evidence.
COST 20

BLACKMAIL DEDICATION INTERJECTION CONTINGENCY PLAN


When an NPC exceeds Gain +1 to a single charac- After another character Spend 1 Destiny Point to
his strain threshold, may teristic. This cannot bring makes a social check, suffer recover strain equal to
spend 1 Destiny Point a characteristic above 6. 3 strain to take an incidental; Cunning rating.
to convince that NPC to COST 25
make a d d Vigilance COST 25
perform a single task of check to add s or f equal
choice instead. to s , and a or t equal
COST 25
to a to the check.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

ANALYST
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Warfare), Perception
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RESEARCHER KNOWLEDGE CODEBREAKER TECHNICAL APTITUDE


SPECIALIZATION
Remove b per rank in Remove b per rank in Reduce time needed to
Researcher from all When acquired, choose 1 Codebreaker from checks complete Computer-
Knowledge checks. knowledge skill. May spend to break codes or decrypt related tasks by 25% per
Researching a subject x when rolling that skill to communications. Decrease rank in Technical Aptitude.
takes half the time. gain s equal to ranks in difficulty of checks to COST 5
Knowledge Specialization. break codes or decrypt
COST 5

COST 5 communications by 1.
COST 5

VALUABLE FACTS RESEARCHER SUPPORTING GRIT


EVIDENCE
Once per encounter, as Remove b per rank in Gain +1 strain threshold.
an action make a d d Researcher from all When assisting an ally
COST 10
Knowledge check. If Knowledge checks. with a Charm, Deception,
successful, add x to one Researching a subject Leadership, or Negotiation
ally’s skill check during the takes half the time. check, add automatic a
encounter. per rank of Supporting
COST 10
Evidence.
COST 10

COST 10

KNOWLEDGE IMPROVED CODEBREAKER ENCODED


SPECIALIZATION RESEARCHER COMMUNIQUÉ
Remove b per rank in
When acquired, choose 1 On a successful Knowledge Codebreaker from checks Upgrade the difficulty of
knowledge skill. May spend check, character and allies to break codes or decrypt checks to decrypt this
x when rolling that skill to gain automatic a per rank communications. Decrease character’s coded messages
gain s equal to ranks in of Researcher on checks to difficulty of checks to without the proper cipher
Knowledge Specialization. act on those facts until the break codes or decrypt a number of times equal to
COST 15
end of the next turn. communications by 1. Computers skill
COST 15 COST 15 COST 15

GRIT KNOW-IT-ALL KNOWLEDGE NATURAL


SPECIALIZATION PROGRAMMER
Gain +1 strain threshold. Once per session, perfectly
recall an important fact When acquired, choose 1 Once per session, may
COST 20
previously learned as if knowledge skill. May spend re-roll any 1 Computers or
a Destiny Point had been x when rolling that skill to Astrogation check.
spent. gain s equal to ranks in COST 20
Knowledge Specialization.
COST 20

COST 20

DEDICATION KNOWLEDGE THOROUGH STROKE OF GENIUS


SPECIALIZATION ASSESSMENT
Gain +1 to a single charac- Once per session, make
teristic. This cannot bring When acquired, choose 1 Once per session, as an one skill check using
a characteristic above 6. knowledge skill. May spend action make a d d d Intellect rather than the
x when rolling that skill to Knowledge check to gain characteristic linked to
COST 25
gain s equal to ranks in b equal to s that can that skill.
Knowledge Specialization. be distributed during the
COST 25

COST 25
encounter.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


DIPLOMAT ACTIVE

PROPAGANDIST
PASSIVE

RANKED

Spec Bonus Career Skills: Charm, Deception, Knowledge (Warfare), Perception


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GRIT POSITIVE SPIN IN THE KNOW CUTTING QUESTION


Gain +1 strain threshold. When any character’s Remove b up to ranks in Once per encounter, when
COST 5
Duty would increase, it In the Know from checks making a Coercion check,
increases by an additional to get information from the character may use
1 per rank of Positive Spin. people or disseminate Deception instead.
COST 5
news. Minion NPCs do not COST 5
realize this character’s
allegiance in interviews.
COST 5

IN THE KNOW IMPROVED POSITIVE SPIN TOUGHENED


POSITIVE SPIN
Remove b up to ranks in When any character’s Gain +2 wound threshold.
In the Know from checks Once per session, if no PC’s Duty would increase, it COST 10
to get information from Duty triggered, make a increases by an additional
people or disseminate d d d d Charm check, 1 per rank of Positive Spin.
news. Minion NPCs do not reducing the difficulty by 1
COST 10
realize this character’s per rank of Positive Spin, to
allegiance in interviews. have one PC’s Duty trigger.
COST 10 COST 10

BAD PRESS WELL ROUNDED GRIT CONFIDENCE


Once per session, choose Choose any 2 skills. They Gain +1 strain threshold. May decrease difficulty
an organization and make a permanently become COST 15
of Discipline checks to
d d d Deception check. career skills avoid fear by 1 per rank of
On success members reduce COST 15
Confidence.
their wound thresholds by 1, COST 15
plus 1 per s s s until the
end of the session.
COST 15

TOUGHENED CONFIDENCE DODGE INFORMANT


Gain +2 wound threshold. May decrease difficulty When targeted in combat, Once per session, may
COST 20
of Discipline checks to may perform a Dodge reveal a contact who can
avoid fear by 1 per rank of incidental. Suffer strain shed light on a chosen
Confidence. no greater than ranks subject.
COST 20
in Dodge to upgrade the COST 20
difficulty of the attack by
that number.
COST 20

POSITIVE SPIN DEDICATION IMPROVED IN THE KNOW


IN-THE-KNOW
When any character’s Gain +1 to a single charac- Remove b up to ranks in
Duty would increase, it teristic. This cannot bring Once per session, make In the Know from checks
increases by an additional a characteristic above 6. an opposed Deception vs to get information from
1 per rank of Positive Spin. Vigilance check, downgrading people or disseminate
COST 25
the difficulty once per rank news. Minion NPCs do not
COST 25
of In-the-Know, to have the realize this character’s
target believe specific false allegiance in interviews.
intelligence.
COST 25
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ENGINEER ACTIVE

MECHANIC
PASSIVE

RANKED

Spec Bonus Career Skills: Brawl, Mechanics, Piloting (Space), Skulduggery


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GEARHEAD TOUGHENED FINE TUNING SOLID REPAIRS


Remove b per rank of Gain +2 wound threshold. When reducing the amount The character repairs
Gearhead from Mechanics COST 5
of system strain a starship 1 additional hull trauma
checks. Halve the credit or vehicle suffers, reduce per rank of Solid Repairs
cost to add mods to 1 additional strain per rank whenever he repairs a
attachments. of Fine Tuning. starship or vehicle.
COST 5 COST 5 COST 5

REDUNDANT SYSTEMS SOLID REPAIRS GEARHEAD GRIT


Once per session, as The character repairs Remove b per rank of Gain +1 strain threshold.
an action, make a d 1 additional hull trauma Gearhead from Mechanics COST 10
Mechanics check to per rank of Solid Repairs checks. Halve the credit
harvest components whenever he repairs a cost to add mods to
from a functioning device, starship or vehicle. attachments.
without breaking it, to COST 10 COST 10
repair a broken one.
COST 10

SOLID REPAIRS ENDURING BAD MOTIVATOR TOUGHENED


The character repairs Gain +1 soak value. Once per session, may Gain +2 wound threshold.
1 additional hull trauma COST 15
take a Bad Motivator COST 15
per rank of Solid Repairs action; make a d d d
whenever he repairs a Mechanics check to cause
starship or vehicle. one targeted device to
COST 15
spontaneously fail.
COST 15

CONTRAPTION SOLID REPAIRS FINE TUNING HARD HEADED


Once per session, take a The character repairs When reducing the amount When staggered or disor-
Contraption action; make a 1 additional hull trauma of system strain a starship iented, perform the Hard
d d d Mechancs check per rank of Solid Repairs or vehicle suffers, reduce Headed action to make
to fashion a device to solve whenever he repairs a 1 additional strain per rank a d d d d Discipline
a current problem using starship or vehicle. of Fine Tuning. check to remove the
just the tools and parts COST 20 COST 20
status. Difficulty reduced
on hand. by 1 per rank.
COST 20 COST 20

NATURAL TINKERER HOLD TOGETHER DEDICATION IMPROVED


HARD HEADED
Once per session, re-roll Spend 1 Destiny Point to Gain +1 to a single charac-
any 1 Mechanics check. perform a Hold Together teristic. This cannot bring When incapacitated due to
incidental immediately a characteristic above 6. strain exceeding threshold,
COST 25
after vehicle or starship take a d d d d d Disc-
COST 25
takes damage to turn it to ipline check (–d per rank
system strain. of Hard Headed) to reduce
strain to 1 below threshold.
COST 25

COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ENGINEER ACTIVE

SABOTEUR
PASSIVE

RANKED

Spec Bonus Career Skills: Coordination, Mechanics, Skulduggery, Stealth


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RESOLVE SECOND WIND GRIT RAPID RECOVERY


When the character invol- Once per encounter, may Gain +1 strain threshold. When healing strain after
untarily suffers strain, he use Second Wind incidental COST 5
an encounter, heal 1
suffers 1 less strain per to heal strain equal to additional strain per rank
rank or Resolve (min 1). ranks in Second Wind. of Rapid Recovery.
COST 5 COST 5 COST 5

GRIT POWERFUL BLAST TOUGHENED SECOND WIND


Gain +1 strain threshold. Increase Blast damage Gain +2 wound threshold. Once per encounter, may
COST 10
dealt by explosives, COST 10
use Second Wind incidental
explosive weapons, and to heal strain equal to
grenades by +1 per rank of ranks in Second Wind.
Powerful Blast. COST 10

COST 10

TIME TO GO RAPID RECOVERY RESOLVE HARD HEADED


The character may spend When healing strain after When the character invol- When staggered or disor-
1 Destiny Point to perform an encounter, heal 1 untarily suffers strain, he iented, perform the Hard
a Move maneuver as an additional strain per rank suffers 1 less strain per Headed action to make
incidental to attempt to of Rapid Recovery. rank or Resolve (min 1). a d d d d Discipline
move into cover or out COST 15 COST 15
check to remove the
of the blast range of a status. Difficulty reduced
weapon or explosion. by 1 per rank.
COST 15 COST 15

IMPROVED POWERFUL BLAST SELECTIVE TOUGHENED


TIME TO GO DETONATION
Increase Blast damage Gain +2 wound threshold.
When activating Time to dealt by explosives, When using a weapon with
COST 20
Go, allow 1 engaged ally explosive weapons, and the Blast quality, spend a
to perform an out of turn grenades by +1 per rank of to exclude 1 target that
Move maneuver as an inci- Powerful Blast. would be affected by the
dental to move into cover explosion, up to ranks in
COST 20
or out of a blast range. Selective Detonation.
COST 20 COST 20

DEDICATION MASTER GRENADIER SELECTIVE IMPROVED


DETONATION HARD HEADED
Gain +1 to a single charac- Decrease the a cost to
teristic. This cannot bring activate the Blast quality When using a weapon with When incapacitated due to
a characteristic above 6. on any weapon used by 1 the Blast quality, spend a strain exceeding threshold,
to a minimum of 1. to exclude 1 target that take a d d d d d Disc-
COST 25
would be affected by the ipline check (–d per rank
COST 25
explosion, up to ranks in of Hard Headed) to reduce
Selective Detonation. strain to 1 below threshold.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


ENGINEER ACTIVE

SCIENTIST
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Lore), Medicine
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KNOWLEDGE RESPECTED SCHOLAR RESEARCHER SPEAKS BINARY


SPECIALIZATION
May downgrade difficulty Remove b per rank in When directing NPC
When acquired, choose 1 of checks to interact with Researcher from all droids, may grant them b
knowledge skill. May spend institutes of learning Knowledge checks. per rank of Speaks Binary
x when rolling that skill to by one level per rank of Researching a subject on checks.
gain s equal to ranks in Respected Scholar. takes half the time. COST 5
Knowledge Specialization.
COST 5 COST 5

COST 5

RESEARCHER KNOWLEDGE HIDDEN STORAGE TINKERER


SPECIALIZATION
Remove b per rank in Gain hidden storage in May add 1 additional hard
Researcher from all When acquired, choose 1 vehicles or equipment that point to a number of items
Knowledge checks. knowledge skill. May spend holds items with total equal to ranks in Tinkerer.
Researching a subject x when rolling that skill to encumbrance equal to Each item may only be
takes half the time. gain s equal to ranks in ranks in Hidden Storage. modified once.
Knowledge Specialization.
COST 10 COST 10 COST 10

COST 10

RESPECTED SCHOLAR MENTAL FORTRESS SPEAKS BINARY INVENTOR


May downgrade difficulty Spend 1 Destiny Point to When directing NPC When constructing new
of checks to interact with ignore effects of Critical droids, may grant them b items or modifying attach-
institutes of learning Injuries on Intellect or per rank of Speaks Binary ments, add b or remove
by one level per rank of Cunning checks until end of on checks. b per rank of Inventor.
Respected Scholar. encounter. COST 15 COST 15

COST 15 COST 15

NATURAL SCHOLAR STROKE OF GENIUS INVENTOR TINKERER


Once per session, may Once per session, make When constructing new May add 1 additional hard
re-roll any 1 Knowledge one skill check using items or modifying attach- point to a number of items
skill check. Intellect rather than the ments, add b or remove equal to ranks in Tinkerer.
COST 20
characteristic linked to b per rank of Inventor. Each item may only be
that skill. COST 20
modified once.
COST 20 COST 20

INTENSE FOCUS CAREFUL PLANNING DEDICATION UTILITY BELT


Perform an Intense Focus Once per session, may Gain +1 to a single charac- Spend 1 Destiny Point
maneuver; suffer 1 strain introduce a “fact” into the teristic. This cannot bring to perform a Utility Belt
and upgrade the ability of narrative as if a Destiny a characteristic above 6. incidental; produce a
the next skill check once. Point had been spent. COST 25
previously undocumented
COST 25 COST 25
item or weapon (with
restrictions) from a tool
belt or a satchel.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


SOLDIER ACTIVE

COMMANDO
PASSIVE

RANKED

Spec Bonus Career Skills: Brawl, Melee, Resilience, Survival


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PHYSICAL TRAINING GRIT TOUGHENED POINT BLANK


Add b per rank of Physical Gain +1 strain threshold. Gain +2 wound threshold. Add 1 damage per rank
Training to Athletics and COST 5 COST 5
of Point Blank to damage
Resilience checks. of one hit of successful
COST 5
Ranged (Heavy) or (Light)
attacks made while at
short range or engaged.
COST 5

TOUGHENED DURABLE PHYSICAL TRAINING STRONG ARM


Gain +2 wound threshold. May reduce any Critical Add b per rank of Physical Treat thrown weapons as if
COST 10
Injury suffered by 10 per Training to Athletics and they had 1 greater range.
rank of Durable. Resilience checks. COST 10

COST 10 COST 10

BLOODED ARMOR MASTER NATURAL FERAL STRENGTH


OUTDOORSMAN
Add b per rank of Blooded When wearing armor, inc- Add 1 damage per rank of
to all checks to resist or rease total soak value by 1. Once per session, may Feral Strength to one hit
recover from poisons, re-roll any 1 Resilience or of a successful Melee or
COST 15
venoms, or toxins. Reduce Survival check. Brawl attack.
duration of ongoing poisons COST 15 COST 15
by one round per rank of
Blooded to a minimum of 1.
COST 15

TOUGHENED HEROIC FORTITUDE DURABLE KNOCKDOWN


Gain +2 wound threshold. May spend 1 Destiny Point May reduce any Critical After hitting with a melee
COST 20
to ignore effects of Critical Injury suffered by 10 per attack, may spend x to
Injuries on Brawn or Agility rank of Durable. knock the target prone.
checks until the end of the COST 20 COST 20
encounter.
COST 20

IMPROVED DEDICATION UNSTOPPABLE FERAL STRENGTH


ARMOR MASTER
Gain +1 to a single charac- If a Critical Injury roll is Add 1 damage per rank of
When wearing armor with teristic. This cannot bring 1 or reduced to 1, do not Feral Strength to one hit
a soak value of 2 or higher, a characteristic above 6. received the Critical Injury. of a successful Melee or
increase defense by 1. Brawl attack.
COST 25 COST 25

COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


SOLDIER ACTIVE

MEDIC
PASSIVE

RANKED

Spec Bonus Career Skills: Knowledge (Xenology), Medicine, Resilience, Vigilance


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FORAGER STIMPACK GRIT SURGEON


SPECIALIZATION
Remove up to b b from Gain +1 strain threshold. When making a Medicine
skill checks to find food, Stimpacks heal 1 additional check to help a character
COST 5
water, or shelter. Survival wound per rank of heal wounds, the target
checks to forage take half Stimpack Specialization. heals 1 additional wound
the time. COST 5 per rank of Surgeon.
COST 5 COST 5

TOUGHENED SURGEON STIMPACK BACTA SPECIALIST


SPECIALIZATION
Gain +2 wound threshold. When making a Medicine Patients recover 1 addi-
check to help a character Stimpacks heal 1 additional tional wound per rank of
COST 10
heal wounds, the target wound per rank of Bacta Specialist when they
heals 1 additional wound Stimpack Specialization. recover wounds from bacta
per rank of Surgeon. COST 10 tanks or long term care.
COST 10 COST 10

WELL ROUNDED GRIT STIM APPLICATION MASTER DOCTOR


Choose any 2 skills. They Gain +1 strain threshold. Take the Stim Application Once per round, suffer
permanently become COST 15
action; make a d d 2 strain to decrease the
career skills Medicine check. If success- difficulty of a Medicine
COST 15
ful, 1 engaged ally increa- check by 1.
ses 1 characteristic by COST 15
1 for the encounter and
suffers 4 strain.
COST 15

DODGE NATURAL DOCTOR IMPROVED STIM STIMPACK


APPLICATION SPECIALIZATION
When targeted in combat, Once per session, may re-
may perform a Dodge roll any 1 Medicine check. When performing a Stim Stimpacks heal 1 additional
incidental. Suffer strain Application action, may wound per rank of
COST 20
no greater than ranks increase the difficulty to Stimpack Specialization.
in Dodge to upgrade the d d d , and target only COST 20

difficulty of the attack by suffers 1 strain.


that number. COST 20

COST 20

ANATOMY LESSONS DEDICATION IT’S NOT THAT BAD SUPREME STIM


APPLICATION
After making a successful Gain +1 to a single charac- Once per session when an
attack, may spend 1 teristic. This cannot bring ally would suffer a Critical When performing the Stim
Destiny Point to add a characteristic above 6. Injury, may take an It’s Not Application action, spend
damage equal to Intellect That Bad action; make a x to increase an additional
COST 25
to one hit. d d d Medicine check to Characteristic by 1.
COST 25
stop the ally from gaining COST 25

the Critical Injury.


COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


SOLDIER ACTIVE

SHARPSHOOTER
PASSIVE

RANKED

Spec Bonus Career Skills: Cool, Perception, Ranged (Light), Ranged (Heavy)
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EXPERT TRACKER SNIPER SHOT BRACE GRIT


Remove b per rank of Before making a non- Perform the Brace man- Gain +1 strain threshold.
Expert Tracker from checks thrown ranged attack, as euver to remove b COST 5
to find tracks or track a maneuver increase the per rank of Brace from
targets. Decrease time to weapon’s range by up to your next Action. This
track a target by half. 1 band per rank. Upgrade may only remove b
COST 5
the attack’s difficulty by 1 added by environmental
per range increase. circumstances.
COST 5 COST 5

GRIT TRUE AIM DEADLY ACCURACY LETHAL BLOWS


Gain +1 strain threshold. Once per round, may When acquired, choose 1 Add +10 per rank of
COST 10
perform a True Aim combat skill. Add damage Lethal Blows to any
maneuver to gain benefits equal to ranks in that skill Critical Injury result
of aiming and upgrade to one hit of a successful inflicted on opponents.
combat check once per attack with that skill. COST 10
rank of True Aim. COST 10

COST 10

BRACE LETHAL BLOWS SNIPER SHOT TRUE AIM


Perform the Brace man- Add +10 per rank of Before making a non- Once per round, may
euver to remove b Lethal Blows to any thrown ranged attack, as perform a True Aim
per rank of Brace from Critical Injury result a maneuver increase the maneuver to gain benefits
your next Action. This inflicted on opponents. weapon’s range by up to of aiming and upgrade
may only remove b COST 15
1 band per rank. Upgrade combat check once per
added by environmental the attack’s difficulty by 1 rank of True Aim.
circumstances. per range increase. COST 15

COST 15 COST 15

EXPERT TRACKER DEADLY ACCURACY TOUGHENED CRIPPLING BLOW


Remove b per rank of When acquired, choose 1 Gain +2 wound threshold. Increase the difficulty of
Expert Tracker from checks combat skill. Add damage COST 20
next combat check by 1. If
to find tracks or track equal to ranks in that skill check deals damage, target
targets. Decrease time to to one hit of a successful suffers 1 strain whenever
track a target by half. attack with that skill. he moves for the remainder
COST 20 COST 20
of the encounter.
COST 20

QUICK FIX NATURAL MARKSMAN DEDICATION TARGETED BLOW


Once per session, make Once per session, may re- Gain +1 to a single charac- After making a successful
one skill check using roll any 1 Ranged (Light) or teristic. This cannot bring attack, may spend 1
Agility rather than the Ranged (Heavy) check. a characteristic above 6. Destiny Point to add Agility
characteristic linked to COST 25 COST 25
in damage to one hit.
that skill. COST 25

COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


SPY ACTIVE

INFILTRATOR
PASSIVE

RANKED

Spec Bonus Career Skills: Deception, Melee, Skulduggery, Streetwise


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GRIT DODGE FRENZIED ATTACK DEFENSIVE STANCE


Gain +1 strain threshold. When targeted in combat, When making a Melee or Once per round, as a man-
COST 5
may perform a Dodge Brawl attack, suffer strain euver suffer a number of
incidental. Suffer strain up to ranks in Frenzied strain up to ranks in Defen-
no greater than ranks Attack to upgrade the sive Stance to upgrade
in Dodge to upgrade the attack by an equal amount. difficulty of all incoming
difficulty of the attack by COST 5
melee attacks by an equal
that number. number for the next round.
COST 5 COST 5

STUNNING BLOW GRIT SOFT SPOT JUMP UP


When making Melee Gain +1 strain threshold. After making a successful Once per round, may stand
checks, may inflict damage COST 10
attack, may spend 1 from seated or prone as
as strain instead of wounds. Destiny Point to add an incidental.
This does not ignore soak. damage equal to Cunning COST 10

COST 10
to one hit.
COST 10

KNOCKDOWN FRENZIED ATTACK GRIT DODGE


After hitting with a melee When making a Melee or Gain +1 strain threshold. When targeted in combat,
attack, may spend x to Brawl attack, suffer strain COST 15
may perform a Dodge
knock the target prone. up to ranks in Frenzied incidental. Suffer strain
COST 15
Attack to upgrade the no greater than ranks
attack by an equal amount. in Dodge to upgrade the
COST 15
difficulty of the attack by
that number.
COST 15

NATURAL BRAWLER TOUGHENED IMPROVED DEFENSIVE STANCE


STUNNING BLOW
Once per session, may Gain +2 wound threshold. Once per round, as a man-
reroll any 1 Melee or Brawl When dealing strain euver suffer a number of
COST 20
check. damage with Melee or strain up to ranks in Defen-
Brawl checks, may spend sive Stance to upgrade
COST 20
x to stagger target for 1 difficulty of all incoming
round per x . melee attacks by an equal
COST 20 number for the next round.
COST 20

DEDICATION CLEVER SOLUTION MASTER OF NATURAL ROGUE


SHADOWS
Gain +1 to a single charac- Once per session, make Once per session re-roll
teristic. This cannot bring one skill check using Once per round, suffer any 1 Skulduggery or
a characteristic above 6. Cunning rather than the 2 strain to decrease Stealth check.
characteristic linked to difficulty of next Stealth or
COST 25 COST 25
that skill. Skulduggery check by 1.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


SPY ACTIVE

SCOUT
PASSIVE

RANKED

Spec Bonus Career Skills: Athletics, Medicine, Piloting (Planetary), Survival


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RAPID RECOVERY STALKER GRIT SHORTCUT


When healing strain after Add b per rank of Gain +1 strain threshold. During a chase, add b
an encounter, heal 1 Stalker to all Stealth and COST 5
per rank in Shortcut to any
additional strain per rank Coordination checks. checks made to catch or
of Rapid Recovery. COST 5
escape an opponent.
COST 5 COST 5

FORAGER QUICK STRIKE LET’S RIDE DISORIENT


Remove up to b b from Add b per rank of Quick Once per round, may mount After hitting with a combat
skill checks to find food, Strike to combat checks or dismount a vehicle or check, may spend a a
water, or shelter. Survival against targets that have beast, or enter a cockpit to disorient target for a
checks to forage take half not acted yet this encounter. or weapon station on a number of rounds equal to
the time. COST 10
vehicle, as an incidental. ranks in Disorient.
COST 10 COST 10 COST 10

RAPID RECOVERY NATURAL HUNTER FAMILIAR SUNS SHORTCUT


When healing strain after Once per session, may Once per session, as a During a chase, add b
an encounter, heal 1 re-roll any 1 Perception or maneuver make a d d d per rank in Shortcut to any
additional strain per rank Vigillance check. Knowledge (Outer Rim) checks made to catch or
of Rapid Recovery. COST 15
or (Core Worlds) check escape an opponent.
COST 15
to reveal the current type COST 15
of environment and other
useful information.
COST 15

GRIT HEIGHTENED TOUGHENED QUICK STRIKE


AWARENESS
Gain +1 strain threshold. Gain +2 wound threshold. Add b per rank of Quick
Allies within short range Strike to combat checks
COST 20 COST 20
add b to Perception or against targets that have
Vigilance checks. Engaged not acted yet this encounter.
allies add b b .
COST 20

COST 20

UTILITY BELT DEDICATION STALKER DISORIENT


Spend 1 Destiny Point Gain +1 to a single charac- Add b per rank of After hitting with a combat
to perform a Utility Belt teristic. This cannot bring Stalker to all Stealth and check, may spend a a
incidental; produce a a characteristic above 6. Coordination checks. to disorient target for a
previously undocumented COST 25 COST 25
number of rounds equal to
item or weapon (with ranks in Disorient.
restrictions) from a tool COST 25
belt or a satchel.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


SPY ACTIVE

SLICER
PASSIVE

RANKED

Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth
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CODEBREAKER GRIT TECHNICAL APTITUDE BYPASS SECURITY


Remove b per rank in Gain +1 strain threshold. Reduce time needed to Remove b per rank of
Codebreaker from checks COST 5
complete Computer- Bypass Security from
to break codes or decrypt related tasks by 25% per checks made to disable a
communications. Decrease rank in Technical Aptitude. security device or open a
difficulty of checks to COST 5
locked door.
break codes or decrypt COST 5
communications by 1.
COST 5

DEFENSIVE SLICING TECHNICAL APTITUDE GRIT BYPASS SECURITY


When defending computer Reduce time needed to Gain +1 strain threshold. Remove b per rank of
systems, add b per rank complete Computer- COST 10
Bypass Security from
of Defensive Slicing to related tasks by 25% per checks made to disable a
opponents’ checks. rank in Technical Aptitude. security device or open a
COST 10 COST 10
locked door.
COST 10

NATURAL BYPASS SECURITY DEFENSIVE SLICING GRIT


PROGRAMMER
Remove b per rank of When defending computer Gain +1 strain threshold.
Once per session, may Bypass Security from systems, add b per rank COST 15
re-roll any 1 Computers or checks made to disable a of Defensive Slicing to
Astrogation check. security device or open a opponents’ checks.
COST 15 locked door. COST 15

COST 15

DEFENSIVE SLICING IMPROVED CODEBREAKER RESOLVE


DEFENSIVE SLICING
When defending computer Remove b per rank in When a character
systems, add b per rank Defensive Slicing now Codebreaker from checks involuntarily suffers strain,
of Defensive Slicing to upgrades opponents; to break codes or decrypt he suffers 1 less strain per
opponents’ checks. difficulty once per rank communications. Decrease rank of Resolve, minimum 1.
of Defensive Slicing; this difficulty of checks to
COST 20 COST 20
replaces the usual benefits. break codes or decrypt
COST 20 communications by 1.
COST 20

SKILLED SLICER MASTER SLICER MENTAL FORTRESS DEDICATION


When making a Computers Once per round, may take Spend 1 Destiny Point to Gain +1 to a single charac-
check may spend x to a Master Slicer incidental ignore effects of Critical teristic. This cannot bring
make further Computers to suffer 2 strain and Injuries on Intellect or a characteristic above 6.
checks within this system decrease difficulty of Cunning checks until end of COST 25
as maneuvers. Computers or other slicing encounter.
COST 25
checks by 1, minimum d . COST 25

COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


UNIVERSAL ACTIVE

RECRUIT
PASSIVE

RANKED

Spec Bonus Career Skills: Athletics, Discipline, Survival, Vigilance


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BASIC COMBAT SECOND WIND OUTDOORSMAN TACTICAL COMBAT


TRAINING TRAINING
Once per encounter, may Remove b per rank of
Brawl and Ranged (Light) use Second Wind incidental Outdoorsman from checks Melee and Ranged (Heavy)
become career skills. to heal strain equal to to move through terrain become career skills.
COST 5 ranks in Second Wind. or manage environmental COST 5

COST 5
effects. Decrease overland
travel times by half.
COST 5

SECOND WIND VEHICLE COMBAT WELL TRAVELED TOUGHENED


TRAINING
Once per encounter, may Knowledge (Core Worlds) Gain +2 wound threshold.
use Second Wind incidental Gunnery and Piloting and Knowledge (Outer Rim) COST 10
to heal strain equal to (Planetary) become become career skills.
ranks in Second Wind. career skills.
COST 10

COST 10 COST 10

QUICK DRAW GRIT TOUGHENED SPARE CLIP


Once per round, draw or Gain +1 strain threshold. Gain +2 wound threshold. Cannot run out of ammo
holster a weapon or item COST 15 COST 15
due to y . Items with
as an incidental. Limited Ammo quality run
COST 15
out of ammo as normal.
COST 15

SECOND WIND JUMP UP GRIT CREATIVE KILLER


Once per encounter, may Once per round, may stand Gain +1 strain threshold. Reduce the crit rating of
use Second Wind incidental from seated or prone as COST 20
improvised weapons by 2
to heal strain equal to an incidental. (to a minimum of 1).
ranks in Second Wind. COST 20 COST 20

COST 20

DYNAMIC FIRE DEDICATION TOUGHENED ENDURING


When making a ranged Gain +1 to a single charac- Gain +2 wound threshold. Gain +1 soak value.
attack while engaged with teristic. This cannot bring COST 25 COST 25
an opponent, may suffer a characteristic above 6.
2 strain to reduce the COST 25
ranged modifier by 1.
COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


UNIVERSAL ACTIVE

FORCE-SENSITIVE EMERGENT PASSIVE

RANKED

FORCE TALENT
Gain: Force Rating 1
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INSIGHT UNCANNY SENSES INDISTINGUISHABLE GRIT


Perception and Discipline Add b per rank of Upgrade difficulty of Gain +1 strain threshold.
become career skills. Uncanny Senses to all checks to identify char- COST 5

COST 5
Perception checks. acter once per rank of
COST 5
Indistinguishable.
COST 5

UNCANNY TOUGHENED SLEIGHT OF MIND SLEIGHT OF MIND


REACTIONS
Gain +2 wound threshold. Add b to all Stealth Add b to all Stealth
Add b per rank of checks unless the checks unless the
COST 10
Uncanny Reactions to all opposition is immune to opposition is immune to
Vigilance checks, Force powers. Force powers.
COST 10 COST 10 COST 10

UNCANNY SENSES UNCANNY GRIT INDISTINGUISHABLE


REACTIONS
Add b per rank of Gain +1 strain threshold. Upgrade difficulty of
Uncanny Senses to all Add b per rank of checks to identify char-
COST 15
Perception checks. Uncanny Reactions to all acter once per rank of
Vigilance checks, Indistinguishable.
COST 15

COST 15 COST 15

TOUGHENED SENSE DANGER TOUCH OF FATE BALANCE


Gain +2 wound threshold. Once per session, remove Once per session, add When the character heals
COST 20
b b from any 1 check. b b to any 1 check. strain at the end of the
COST 20 COST 20
encounter, he may add
C per Force Rating. He
recovers additional strain
equal to F generated.
COST 20

INVIGORATE FORCE OF WILL FORCE RATING DEDICATION


Once per encounter, may Once per session, make Gain +1 Force Rating. Gain +1 to a single charac-
add C to a check using one skill check using COST 25
teristic. This cannot bring
Brawn or Agility made by Willpower rather than the a characteristic above 6.
an ally in short range. F characteristic linked to COST 25
add s and z add t . that skill.
COST 25 COST 25

AGE OF REBELLION • VERSION 4 • 2016-02


FORCE POWER RANKED

MOVE
Prerequisites: Force Rating 1+
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MOVE BASIC POWER


The Force user can move small objects via the power of the Force.
The user may spend F to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum
range is short range.
COST 10

MAGNITUDE STRENGTH RANGE RANGE


Spend F to increase Spend F to increase Spend F to increase Spend F to increase
targets affected equal silhouette able to be power’s range by a number power’s range by a number
to magnitude upgrades targeted equal to strength of range bands equal to of range bands equal to
purchased. upgrades purchased. range upgrades purchased. range upgrades purchased.
COST 5 COST 10 COST 5 COST 5

MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F to increase The Force user can hurl objects to damage targets, by making
targets affected equal silhouette able to be a Discipline check combined with a Move Power check, dealing
to magnitude upgrades targeted equal to strength damage equal to 10 times silhouette.
purchased. upgrades purchased. COST 10

COST 5 COST 10

MAGNITUDE STRENGTH CONTROL RANGE


Spend F to increase Spend F to increase The Force user can pull Spend F to increase
targets affected equal silhouette able to be objects out of secure power’s range by a number
to magnitude upgrades targeted equal to strength mountings or out of an of range bands equal to
purchased. upgrades purchased. opponent’s grasp. range upgrades purchased.
COST 10 COST 15 COST 5 COST 15

MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F to increase The character can perform fine manipulation of items, allowing
targets affected equal silhouette able to be him to do whatever he would normally with his hands via this
to magnitude upgrades targeted equal to strength power at this power’s range.
purchased. upgrades purchased. COST 15

COST 10 COST 20

AGE OF REBELLION • VERSION 4 • 2016-02


FORCE POWER RANKED

ENHANCE
Prerequisites: Force Rating 1+
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ENHANCE BASIC POWER


When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend F to gain s or a (user’s choice) on the check.
COST 10

CONTROL CONTROL CONTROL


Enhance can be used with Enhance can be used with Take a Force leap action; make an Enhance power check. The
the Coordination skill. the Resilience skill. user may spend F to jump horizontally to any location in
COST 5 COST 5
short range.
COST 10

CONTROL CONTROL CONTROL


Enhance can be used with Enhance can be used with When performing a Force Leap, the user can jump vertically in
the Piloting (Planetary) skill. the Brawl skill. addition to horizontally.
COST 5 COST 5 COST 10

CONTROL CONTROL RANGE


Enhance can be used with Ongoing effect: Commit C . The user increases his Brawn Spend F to increase
the Piloting (Space) skill. characteristic by 1 (to a maximum of 6). power’s range by a number
COST 5 COST 10
of range bands equal to
Range upgrades purchased.
COST 10

CONTROL CONTROL
Ongoing effect: Commit C . The user increases his Agility The user can perform a Force Leap as a maneuver instead of
characteristic by 1 (to a maximum of 6). an action.
COST 10 COST 10

AGE OF REBELLION • VERSION 4 • 2016-02


FORCE POWER RANKED

FORESEE
Prerequisites: Force Rating 1+
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FORESEE BASIC POWER


The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend F to gain vague hints of events to come up to a day into his future.
COST 10

CONTROL STRENGTH
When making a skill check to determine initiative, the Force user may roll a Foresee power check Spend F to pick out
as part of the pool. He may spend F to gain s per point on the check. specific details equal
COST 10
to Strength upgrades
purchased.
COST 5

MAGNITUDE RANGE CONTROL DURATION


Spend F to increase Spend F to increase Affected targets increase Spend F to increase days
targets affected equal power’s range by a number their ranged and melee into the future the user
to Magnitude upgrades of range bands equal to defense by 2 for the first may see equal to Duration
purchased. Range upgrades purchased. round of combat. upgrades purchased.
COST 5 COST 5 COST 10 COST 5

MAGNITUDE RANGE RANGE STRENGTH


Spend F to increase Spend F to increase Spend F to increase Spend F to pick out
targets affected equal power’s range by a number power’s range by a number specific details equal
to Magnitude upgrades of range bands equal to of range bands equal to to Strength upgrades
purchased. Range upgrades purchased. Range upgrades purchased. purchased.
COST 5 COST 5 COST 5 COST 5

CONTROL DURATION
When performing a Foresee power check as part of an initiative check, the Force user may spend Spend F to increase days
F to allow all affected targets to take one free maneuver before the first round of combat begins. into the future the user
COST 15
may see equal to Duration
upgrades purchased.
COST 5

AGE OF REBELLION • VERSION 4 • 2016-02

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