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BE L A N D I

CONSULAR
CONSULAR

CHARACTER FOLIO
Start Here: This 2-page spread contains the
information you need to begin your adventure.

CHAR AC TER SHEE T

CHARACTER NAME : BELANDI


CHARACTER SHEET SPECIES MIRIALAN
Your Character Sheet provides all the information you need to play CAREER CONSULAR
the game. It also provides a place to write down your current status,
weapons, armor, and equipment. CHAR AC TERISTICS

1
2 3 3
BRAWN AGILITY INTELLECT

2 3 2
CHARACTERISTICS & SKILLS
1 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 CUNNING WILLPOWER PRESENCE
called your dice pool, and are based on your rank in that skill
SKILLS
and your characteristic. If you roll more ≥ than ∂, you succeed. 2
SKILLS RANK DICE POOL
2 Please reference these skills and descriptions of what they do on
the back of the Rulebook. Astrogation (Int) 0 πππ
Athletics (Br) 0 ππ
Charm (Pr) 0 ππ
Coercion (Will) 0 πππ
SYMBOLS & DICE Computers (Int) 0 πππ

Success ≥ symbols are canceled by Failure ∂ sym- Cool (Pr) 1 ºπ


bols; if there are any Success ≥ symbols left, the check Coordination (Ag) 0 πππ
succeeds. Deception (Cun) 0 ππ
Discipline (Will) 2 ººπ
Knowledge (Int) 1 ºππ
Triumph ± symbols count as Success ≥ symbols and may
also be spent to trigger a powerful positive consequence. Leadership (Pr) 1 ºπ
Mechanics (Int) 0 πππ
Medicine (Int) 1 ºππ
Advantage ≤ symbols indicate a positive side effect or Negotiation (Pr) 1 ºπ
consequence, even on a failed check. They cancel and Perception (Cun) 0 ππ
are canceled by Threat ∑ symbols.
Piloting (Ag) 0 πππ
Resilience (Br) 0 ππ
Failure ∂ symbols cancel Success ≥ symbols. If there Skulduggery (Cun) 0 ππ
are enough Failure ∂ symbols to cancel all the Success Stealth (Ag) 0 πππ
≥ symbols, the check is a failure.
Streetwise (Cun) 0 ππ
Survival (Cun) 0 ππ
Despair µ symbols count as Failure ∂ symbols (they Vigilance (Will) 0 πππ
cancel Success ≥ symbols) and may also be spent to
COMBAT SKILLS
trigger a powerful negative consequence.
Brawl (Br) 0 ππ
Gunnery (Ag) 0 πππ
Threat ∑ symbols indicate a negative side effect or con- Lightsaber (Will) 0 πππ
sequence, even on a successful check. They cancel and
are canceled by Advantage ≤ symbols. Melee (Br) 0 ππ
Ranged (Light) (Ag) 0 πππ
Ranged (Heavy) (Ag) 0 πππ

Ability Proficiency Difficulty Challenge Boost Setback Force


Die π Die º Die π Die º Die ∫ Die ∫ Die º
3 SOAK VALUE 4 WOUNDS
3 Soak value reduces incoming damage and can prevent wounds.
Your soak value is equal to the sum of your Brawn and the soak

3 13
value of your armor.

Wounds represent physical damage to your body. If your


THRESHOLD CURRENT
4 wounds exceed your Wound Threshold, you are knocked out
and suffer a Critical Injury. Wounds can be recovered through the
5 STRAIN 6 CRITICAL INJURIES Medicine skill and stimpacks.

13 5 Strain represents exhaustion, mental trauma, and being stunned.


You may voluntarily suffer 2 strain to perform an extra maneuver
THRESHOLD CURRENT on your turn. Strain comes and goes more quickly than wounds.
If your strain ever exceeds your Strain Threshold, you pass out.
PHYSICIAN'S KIT
Once per encounter, use the Medicine skill to heal an ally. The check is Easy (π) if the 6 You might suffer Critical Injuries during your adventures, either
when you’re knocked out by exceeding your wound threshold or
character is equal or below half his wound threshold, Average (π π) if he is above
half, and Hard (π π π) if he exceeds his wound threshold. He recovers 1 wound per
as the result of an attack. Keep track of the number of Critical
Injuries here. For a description of the effects of your Critical Inju-
Success ≥ symbol and 1 strain per Advantage ≤ symbol. Once per adventure, you
ries, refer to the back cover of the Adventure Book.
can heal a Critical Injury. The difficulty depends on the Critical Injury.

When you use the Force, you choose a Force Power you know
WE APONS & EQUIPMENT 7 and then roll 1 Force die º (for your Force Rating 1). You may
spend light side results ∏ as Force points Ω to activate your
WEAPON SKILL RANGE DAMAGE DICE POOL
Force power. You cannot spend dark side results ∏ unless you
Blaster Pistol Ranged (Light) Medium 6 πππ draw upon the dark side of the Force by spending 1 Destiny and
• You deal 6 damage on a hit + 1 damage per Success ≥ symbol rolled. suffering strain equal to the dark side results ∏ you use.
• Inflict a Critical Injury on a hit for ≤≤≤.

Fists Brawl Engaged 2 ππ


• You deal 2 damage on a hit + 1 damage per Success ≥ symbol rolled.
• Inflict a Critical Injury on a hit for ≤≤≤≤≤.

THE PLAYER'S TURN


GEAR, EQUIPMENT & OTHER ITEMS
On each turn, you can perform 1 Action and 1 Maneuver, in any
3 Stimpacks Use as a maneuver to heal 4 wounds on a living creature. Consumed on use.
order.
Comlink Allows communication between other characters with comlinks.
An Action may include: A Maneuver may include:
Heavy Robes Soak 1; already included in soak value.
• Perform an attack • Move
Physician's Kit Allows you to heal living creatures by using the Medicine skill.
• Use a skill • Aim
• Use the Force • Take cover
FORCE RATING MONEY
1 400 credits • Exchange your 1 action for • Ready or stow a weapon or
an additional maneuver item
• Interact with your environment
LOCKED - YOU CANNOT USE YOUR FORCE POWERS UNTIL THE
• Engage or disengage
GM INSTRUCTS YOU OTHERWISE
• Stand up
FORCE POWERS 7 You can suffer 2 strain to perform a second maneuver.
HEAL You cannot perform more than 2 maneuvers on your turn.
You can heal yourself and others with the Force. You can also perform any number of incidental actions.
Spend 1 Force point Ω to heal 3 wounds on yourself or one engaged living
creature. A creature can only be healed by this power once per encounter.
MOVE
You can move small objects slowly with the Force.
Spend 1 Force point Ω to move an object about the size of a backpack or
smaller from within short range of you to within short range of you.

Stop Here: Don’t turn the page until


instructed to by the GM.
Start Here: This 2-page spread contains new
information to help you continue your adventure.

CHAR AC TER SHEE T

CHARACTER NAME : BELANDI


ADVANCEMENT!
SPECIES MIRIALAN
You have just gained 10 experience points (XP). You can spend those
10 experience points to purchase any of the following upgrades, CAREER CONSULAR
worth up to a total of 10 XP.
CHAR AC TERISTICS

2 3 3
BRAWN AGILITY INTELLECT

2 3 2
UPGRADE MENU

XP COST 5
1 CUNNING WILLPOWER PRESENCE

Charm Skill SKILLS


You train your Charm skill. You gain one skill rank in Charm. Your SKILLS RANK DICE POOL
dice pool changes from π π to º π.
Astrogation (Int) 0 πππ
Put a mark in the circle next to the XP cost to remind you that
Athletics (Br) 0 ππ
you have taken it. Whether or not you choose this upgrade,
circle the correct rank (0 or 1) and dice pool on the skill list to
1 Charm (Pr) 0/1 ππ/ºπ
the right. Coercion (Will) 0 πππ
Computers (Int) 0 πππ

10
Cool (Pr) 1 ºπ
XP COST
Coordination (Ag) 0 πππ
2
Deception (Cun) 0 ππ
Medicine Skill
Discipline (Will) 2 ººπ
You train your Medicine skill. You gain one skill rank in Medicine.
Your dice pool changes from º π π to º º π. Knowledge (Int) 1 ºππ
Leadership (Pr) 1 ºπ
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, Mechanics (Int) 0 πππ
circle the correct rank (1 or 2) and dice pool on the skill list to 2 Medicine (Int) 1/2 ºππ/ººπ
the right.
Negotiation (Pr) 1 ºπ
Perception (Cun) 0 ππ

XP COST 5 Piloting (Ag) 0 πππ

3 Resilience (Br) 0 ππ

Grit Talent Skulduggery (Cun) 0 ππ

You gain the Grit talent. Put a mark in the circle next to the XP Stealth (Ag) 0 πππ
cost to remind you that you have taken it. Whether or not you Streetwise (Cun) 0 ππ
choose this upgrade, circle the correct value (13 or 14) on your Survival (Cun) 0 ππ
strain threshold.
Vigilance (Will) 0 πππ
Grit: Your strain threshold is increased by 1, from 13 to 14.
COMBAT SKILLS
Brawl (Br) 0 ππ

XP COST 5 Gunnery (Ag)


Lightsaber (Will)
0
0
πππ
πππ

Force Power Upgrade: Heal - Control Melee (Br) 0 ππ


Ranged (Light) (Ag) 0 πππ
Your Heal power gains a Control upgrade. Put a mark in the cir-
cle next to the XP cost to remind you that you have taken it. Your Ranged (Heavy) (Ag) 0 πππ
Heal power gains the following ability:
If you spent no dark side results ∏ on the Heal power check, the
target also recovers strain equal to the wounds recovered.
SYMBOLS & DICE
Success ≥ symbols are canceled by Failure ∂ sym-
bols; if there are any Success ≥ symbols left, the check
succeeds.
SOAK VALUE WOUNDS

3 13 Triumph ± symbols count as Success ≥ symbols and may


also be spent to trigger a powerful positive consequence.
THRESHOLD CURRENT

3 STRAIN CRITICAL INJURIES

13
/14
Advantage ≤ symbols indicate a positive side effect or
consequence, even on a failed check. They cancel and
are canceled by Threat ∑ symbols.
THRESHOLD CURRENT

PHYSICIAN'S KIT
Failure ∂ symbols cancel Success ≥ symbols. If there
Once per encounter, use the Medicine skill to heal an ally. The check is Easy (π) if the
are enough Failure ∂ symbols to cancel all the Success
character is equal or below half his wound threshold, Average (π π) if he is above
≥ symbols, the check is a failure.
half, and Hard (π π π) if he exceeds his wound threshold. He recovers 1 wound per
Success ≥ symbol and 1 strain per Advantage ≤ symbol. Once per adventure, you
can heal a Critical Injury. The difficulty depends on the Critical Injury.
Despair µ symbols count as Failure ∂ symbols (they
cancel Success ≥ symbols) and may also be spent to
WE APONS & EQUIPMENT
trigger a powerful negative consequence.

WEAPON SKILL RANGE DAMAGE DICE POOL


Blaster Pistol Ranged (Light) Medium 6 πππ Threat ∑ symbols indicate a negative side effect or con-
• You deal 6 damage on a hit + 1 damage per Success ≥ symbol rolled. sequence, even on a successful check. They cancel and
• Inflict a Critical Injury on a hit for ≤≤≤. are canceled by Advantage ≤ symbols.

Fists Brawl Engaged 2 ππ


• You deal 2 damage on a hit + 1 damage per Success ≥ symbol rolled.
• Inflict a Critical Injury on a hit for ≤≤≤≤≤.
Ability Proficiency Difficulty Challenge Boost Setback Force
Die π Die º Die π Die º Die ∫ Die ∫ Die º
GEAR, EQUIPMENT & OTHER ITEMS
3 Stimpacks Use as a maneuver to heal 4 wounds on a living creature. Consumed on use.

Comlink Allows communication between other characters with comlinks.

Heavy Robes Soak 1; already included in soak value. THE PLAYER'S TURN
Physician's Kit Allows you to heal living creatures by using the Medicine skill. On each turn, you can perform 1 Action and 1 Maneuver, in any
order.
FORCE RATING MONEY An Action may include: A Maneuver may include:
1 400 credits • Perform an attack • Move
• Use a skill • Aim
FORCE POWERS
• Use the Force • Take cover
HEAL
• Exchange your 1 action for • Ready or stow a weapon or
You can heal yourself and others with the Force. an additional maneuver item
Spend 1 Force point Ω to heal 3 wounds on yourself or one engaged living
• Interact with your environment
creature. A creature can only be healed by this power once per encounter.
• Engage or disengage
MOVE
• Stand up
You can move small objects slowly with the Force.
Spend 1 Force point Ω to move an object about the size of a backpack or You can suffer 2 strain to perform a second maneuver.
smaller from within short range of you to within short range of you. You cannot perform more than 2 maneuvers on your turn.
You can also perform any number of incidental actions.

Stop Here: Don’t turn the page until


instructed to by the GM.
CHAR AC TER SHEE T

CHARACTER NAME : BELANDI SOAK VALUE WOUNDS INJURIES


CRITICAL

SPECIES MIRIALAN
CAREER CONSULAR
THRESHOLD CURRENT
CHAR AC TERISTICS
STRAIN CRITICAL INJURIES

2 3 3
BRAWN AGILITY INTELLECT THRESHOLD CURRENT

2 3 2
CUNNING WILLPOWER PRESENCE

SKILLS
WE APONS & EQUIPMENT
SKILLS 1
1
CAREER RANK DICE POOL
WEAPON SKILL RANGE DAMAGE DICE POOL
Astrogation (Int)
Athletics (Br)
Charm (Pr) •
Coercion (Will)
Computers (Int)
Cool (Pr) •
Coordination (Ag)
Deception (Cun)
Discipline (Will) • GEAR, EQUIPMENT & OTHER ITEMS
Knowledge (Int) •
Leadership (Pr) •
Mechanics (Int)
Medicine (Int) •
Negotiation (Pr) •
Perception (Cun)
Piloting (Ag) FORCE RATING MONEY

Resilience (Br)
Skulduggery (Cun)
FORCE POWERS
Stealth (Ag)
Streetwise (Cun) HEAL
Survival (Cun) You can heal yourself and others with the Force.
Vigilance (Will) Spend 1 Force point Ω to heal 3 wounds on yourself or one engaged living
creature. A creature can only be healed by this power once per encounter.
COMBAT SKILLS
MOVE
Brawl (Br)
You can move small objects slowly with the Force.
Gunnery (Ag) Spend 1 Force point Ω to move an object about the size of a backpack or
Lightsaber (Will) smaller from within short range of you to within short range of you.
Melee (Br)
Ranged (Light) (Ag) XP

Ranged (Heavy) (Ag)


CONSULAR: CAREER TREE 2
Career Skills: Charm, Cool, Discipline, Knowledge, Leadership, Medicine, Negotiation

GRIT SURGEON HEAL - CONTROL MOVE - RANGE


Gain +1 strain threshold. When making a Medicine Your Heal power gains the Your Move power gains the
check to help a character following ability: following ability:
COST 5 heal wounds, the target If you spent no dark side Spend 1 Force point Ω to
heals 1 additional wound results ∏ on the Heal increase the range of your
per rank of Surgeon. power check, the target Move power to medium.
also recovers an amount of
COST 5 COST 5
strain equal to the wounds
recovered.

COST 5

SENSE EMOTIONS VALUABLE FACTS HEAL - RANGE MOVE - CONTROL


Add 1 Boost ∫ die to all Once per encounter, perform Your Heal power gains the You gain the ability to per-
Charm, Coercion, and De- Valuable Facts action; make following ability: form fine manipulations
ception checks unless the an Average (π π) Knowl- Spend 1 Force point Ω to with the Force. You can do
target is immune to Force edge check. If successful, increase the range of your anything with the Force you
powers. add Triumph ± symbol to Heal power to short. could do with your hands,
one ally’s skill check during within the power's range.
COST 10 the encounter. COST 10
COST 10
COST 10

CALMING AURA FORCE RATING HEAL - STRENGTH MOVE -


MAGNITUDE
When an opponent targets Gain +1 Force rating. Your Heal power gains the
you with a Force power, re- following ability: Your Move power gains the
duce the Force points Ω COST 15 following ability:
Spend 1 Force point Ω to
generated by 1. restore 1 additional wound Spend 1 Force point Ω to
on the target. You may ac- increase the number of
COST 15
tivate this upgrade multiple targets you can move by
times, increasing the num- one. You may activate this
ber of wounds healed by 1 upgrade multiple times,
each time. increasing the number of
targets by one each time.
COST 15

INVESTING EXPERIENCE POINTS COST 15

As you continue to play, you will occasionally receive experience points from the GM that you can spend to improve your character. You may spend
this XP to increase your skills or to advance along your career tree. See page 11 of the Beginner Game Rulebook for more detailed information.

SKILL TRAINING 1 2 ACQUIRING TALENTS & FORCE POWER UPGRADES


The cost for training skills falls into one of two categories: career skills Talents and Force power upgrades are acquired from your career tree.
and non-career skills. Each skill has five ranks of training available. This career tree provides a unique format for purchasing talents and
Training a career skill costs five times the value of the next highest upgrades that comes with several special rules and restrictions.
rank. For example, training a career skill from rank 0 (untrained) to Your career tree has four columns and three rows. The cost of each
rank 1 requires 5 experience points. Improving a rank 1 career skill to talent or upgrade depends on the row it occupies. The topmost row
rank 2 requires 10 experience points. Each rank must be purchased of talents and upgrades are the cheapest, costing 5 experience points
separately. This means that training a career skill from rank 0 to rank each. The next row’s choices cost 10 experience points each, and the
2 costs 15 experience points (5 for raising it from rank 0 to rank 1, third and final row’s choices cost 15 experience each.
then 10 more for raising it from rank 1 to rank 2). Note that the choices on the tree are connected by a series of lines
You can also purchase ranks in your non-career skills. Each rank of that link some talent or upgrade choices with others. When purchasing
a non-career skill costs 5 additional experience points. For example, talents and upgrades, you may only purchase talents or upgrades you
training a non-career skill from rank 0 (untrained) to rank 1 requires are eligible for. You are eligible to select any talents or upgrades in the
10 experience points. Improving a rank 1 non-career skill to rank 2 first, topmost row, plus any talents or upgrades that are connected via
requires 15 experience points, and so on. one of the aforementioned links to one you have already acquired.
Each entry on the career 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
second—or later—time, you gain an additional rank of the ability.

Ability Proficiency Difficulty Challenge Boost Setback Force


Success Triumph Advantage Failure Despair Threat Die π Die º Die π Die º Die ∫ Die ∫ Die º
STORY
an
a M irial an re lig io us order on a Mirial
a member of e complex that dom
inated
Belandi Feearr was dw ellin g in a te m pl
Outer Rim, mmunity. Belandi w
as a
colony world in the a he al er in th e co
rving as cifists,
her home city and se within her order that called itself the Pa
member of a movem
ent
e al l ot he r vi rt ue s (as opposed to the
d mercy abov who each
preaching peace an d th e C on te m pl at ors, among others,
elers, an
Benedictors, the Rev ).
th eir own interp re tations of the Creed
held e
l of he r ho m e pl an et, Belandi joined th
aimed contro ce with the political
ebb
When the Empire cl lin g no n- in te rf er en
rest of the Pacifists
in counse
rs ob je ct ed , st ag ed a protest of the
xy. The Benedicto ormtroopers. It was
the
and flow of the gala te rm in at ed by st
or, and were ex sion among the follo
wers
new Imperial govern pr es si on an d di vi
period of op lvement
beginning of a long co nt in ue d to pr ea ch political non-invo
of whom jected
of the Creed, some e Em pi re ’s policy. Those who ob y
and others who ob
jected to th
bl ic ly ar re st ed or killed. Others simpl
e. Some were pu
vanished one by on
no explanation.
disappeared, with e
le , B el an di w as ca lled upon to heal th
ars of Imperial ru rcer, the one respon
sible
After almost two ye e go ve rn or ’s en fo
curity forces: th ’s colleagues and fr
iends.
chief of the local se of m an y of B el an di d
for the death or disa
ppearance
nd , a st ub bo rn ailment easily mende
ou
ing of an infected w apies. Belandi could
The woman was dy e tr ad iti on al th er
t resistant to mor
by Belandi’s arts bu an ’s lif e. In st ea d, she let her die.
ew om
have easily saved th r
m e w or ld an d ra ck ed with guilt over he
Wanted for murder
on her ho
e pl an et by H et ha n Romund, an old
as smuggled off th r temple’s libraries.
decision, Belandi w l tim es vi si te d he
who had severa and vowing to neve
r again
friend of her order ita tin g on th e pa st
cluse, med
Belandi became a re
ed, or revenge.
give in to fear, hatr
an d it is tim e fo r Belandi to leave her
elf is in trouble,
Now, Romund hers
the favor…
isolation and repay

© LFL © FFG

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