Professional Edges reflect years of practice or experience in a particular trade, activity, or craft. In some cases they may also represent special blessings from higher powers as well.
Players may purchase Professional Edges after character creation, perhaps roleplaying the achievement by practicing the affected trade during downtime or in between adventures.
Stacking: Bonuses to the same Trait from different Professional Edges do not stack. Apply only the highest.
REQUIREMENTS: Novice, Agility d8+
Aces are pilots and drivers who have a special affinity with their landspeeder, aquatic vehicle, starship, or other vehicle. They ignore two points of penalties to any Boating, Driving, or Piloting roll, and may spend Bennies to Soak damage for any vehicle they control or command, using the appropriate Boating, Driving, or Piloting skill instead of Vigor. Each success and raise negates a Wound.
REQUIREMENTS: Novice, Agility d8+, Athletics d8+
The Acrobat gets one free reroll on Athletics totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw.
REQUIREMENTS: Seasoned, Acrobat
The tumbler leaps quickly about so that attacks against her are made at -1 as long as she’s aware of the attack, can reasonably move about, and isn’t suffering any Encumbrance or Minimum Strength penalties.
REQUIREMENTS: Novice, Agility d8+, Fighting d6+, Stealth d8+
Assassins are trained killers who know how to kill even the toughest foes. They add +2 to damage rolls when their foe is Vulnerable or they have The Drop.
REQUIREMENTS: Novice, Smarts d8+, Electronics d6+, Repair d6+
This character has started to design and build his own droids. The Droid Master has created a droid (construct) of Size 0 or smaller. The droid begins with a d4 in each Attribute, and then has 4 points to spend on raising them. The droid also begins with 12 skill points to spend but has no Core Skills. You may then select one special ability from the list below.
Aquatic, Armor, Burrow, Claws, Environmental Resistance, Flight, Hardy, Infra-vision, Low Light Vision, Resilient/Very Resilient, Size, Stun, Wall Walker
The droid may be equipped at the owner’s expense but it must have the appropriate features to operate some equipment (in order for it to use a blaster it would need claws).
The droid is an Extra and doesn’t Advance in Rank or abilities. If the droid is disassembled or destroyed the hero can build a replacement in 1d4 days.
More Powerful Droids: Droid Master may be taken more than once. Choose one of the effects below each time it’s chosen:
Gain an additional droid (Once per Rank, Legendary Characters may create a droid extra every other Advance).
Increase one of the droids’ Traits one die type (only one Trait per droid).
Make one Droid a Wild Card (the hero must be of Heroic Rank).
Add one Special Ability to the Droid from the following list (Aquatic, Armor, Burrow, Claws, Environmental Resistance, Flight, Hardy, Infra-vision, Low Light Vision, Resilient/ Very Resilient, Size, Stun, Wall Walker).
REQUIREMENTS: Novice, Droid Master
Some Individuals have an extraordinary bond with the Droids they create. These characters may spend their own Bennies for any Droid they create and that are under their control.
REQUIREMENTS: Novice, Smarts d8+, Research d8+
Investigators spend a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual private investigators while others are sleuthing mages in a fantasy world or inquisitive college professors stumbling upon Things Man Was Not Meant to Know.
Investigators add +2 to Research rolls and Notice rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris.
REQUIREMENTS: Novice, Smarts d10+
Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There’s little he can’t figure out given a little time and a dash of luck.
The character makes a Smarts roll as an action after observing or studying some subject. She gains a d4 in the relevant skill with success, or d6 with a raise. She may try again after an hour of study, trial and effort, or immersion if she fails or wants to try for a raise. This lasts until the character attempts to learn a different subject, whether she’s successful or not.
REQUIREMENTS: Seasoned, Force Sensitive (Darkside/Lightside), Trademark Weapon (Lightsaber)
While you have a Lightsaber readied and you are aware of a ranged attack, the Target Number for the attacker equals your Base Parry plus any bonus from the Trademark Weapon Edge. This does not apply to area attacks.
Once per turn (if not Shaken or Stunned) the Knight may also redirect one ranged attack that fails. This may be redirected towards any target within 6” of the Knight as a Free Attack using their Shooting skill. The redirect takes place immediately (before other hits against the hero on the same Action Card, if any).
REQUIREMENTS: Veteran, Jedi Knight/Sith Knight
As above but the hero may redirect up to three failed ranged attacks each turn.
Jedi Masters fight the forces of the darkside, adding +2 damage when attacking evil opponents. Sith Lords pursue the forces of the lightside, adding +2 damage when attacking good opponents. The bonus applies to area effect damage, ranged attacks, powers, etc.
The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) opponent with Force Sensitivity.
REQUIREMENTS: Novice, Smarts d6+, Notice d8+, Repair d6+
A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.
Failure means the device isn’t ready. A Critical Failure means he doesn’t have the right materials and can’t create the device this encounter.
Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc.
A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc.
The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.
REQUIREMENTS: Novice, Repair d8+
The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise.
REQUIREMENTS: Novice, Research d8+
Learned professors, devoted students, and amateur enthusiasts spend great amounts of time and energy studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise.
Pick any two of the following skills: Academics, Battle, Force Lore, or Science, and add +2 to the total whenever they’re used. This Edge may be taken more than once if applied to different skills.
REQUIREMENTS: Novice, Strength d6+, Vigor d6+
Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment without a penalty. This stacks with the Brawny Edge.
They also get a free reroll on Vigor rolls made to survive environmental hazards.
REQUIREMENTS: Soldier
Mandalorians are trained from a young age to be ready for combat at any time. They get a +1 on all Fighting and Shooting Rolls. They also receive a +1 to any Piloting Roll made to use a Jetpack.
REQUIREMENTS: Novice, Agility d6+, Smarts d6+, Healing d6+
Surgeons specialize in medical procedures and are capable healers. They can perform surgery to heal Wounds that are over an hour old. Healing Wounds this way takes 1 hour per Wound level, and they do not need to heal all of the Wounds at once.
Surgeons can also perform procedures necessary to graft biotech and cybernetic components onto living flesh.
REQUIREMENTS: Novice, Agility d8+, Stealth d6+, Thievery d6+
Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
Thieves know how to use protrusions on walls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas.
Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to Stealth rolls when in an urban environment.
Finally, these rogues are—not surprisingly—adept at Thievery itself, adding +1 to those rolls in all circumstances.