Neeralli personally leads an elite band of over two-hundred riders. There is perhaps no mount in the galaxy that is as stable a shooting platform as the selldu. While known best for their combat prowess during the Galactic Civil War, the Dressellians are also accomplished artists.
Critics find Dressellian music, literature, and art deeply inspirational and filled with profound, universally accessible themes. The popularity of many Dressellian works has exploded recently among enemies of the Empire. Homeworld: The moonless, temperate world of Dressel is in the Mid Rim's Noolian sector along the Askar Trace, a hyperspace route that once defined the coreward edge of Bothan Space. The planet has an oddly uniform distribution of large islands, and few true continents.
The largest landmass is an equatorial island called Breehara, thought to be the birthplace of the Dressellians. Most land on Dressel is dominated by hilly grasslands and tall, ancient forests. Bothan explorer Karka Vri'skar of clan Askar initially discovered the world two centuries before the Battle of Yavin, but, aside from the occasional trader or outlaw, the Bothans left the primitive Dressellians to their own devices while still maintaining regular diplomatic contact.
Ten years before the Battle of Yavin, the Empire established a garrison and Imperialized Dressel's resources. The Dressellians engaged the Empire in guerrilla warfare, drawing on their skills as nomadic hunters and gatherers to evade the Empire. Language: The Dressellians speak a native language of the same name. Scholars have described the language as flowing and organic, filled with soft sounds.
However, over the past two centuries, the Dressellians have adopted a number of Bothan words, particularly to describe technology. Many art critics have blamed Bothan interference for tainting one of the great romantic languages, but it is widely agreed that the Dressellian adoption of the Bothan alphabet over their own primitive hieroglyphs was a positive influence.
Life in the Alliance: Dressellians are respected throughout the Rebel Alliance as brave warriors, though the rag-tag assemblage of freedom fighters often finds the serious Dressellians lack a sense of camaraderie. Unfortunately, their gruff demeanor and speciesist views can sometimes undermine their keen tactical minds when acting as Commanders or Diplomats. Their common unfamiliarity with technology often makes them poor Engineers, but there are exceptions. Special Abilities: Dressellians begin the game with one rank in Survival.
They still may not train Survival above rank 2 during character creation. Primitive: Dressellians upgrade the difficulty of any checks involving advanced technology. This counts as any technology not available on the Dressellian's home planet, though individual pieces of technology they become familiar with over an extended period of time can become exempt from this at the GM's discretion. Dressellians can spend 10 XP at character creation to remove this penalty permanently.
Thanks to Arkanian experimentation, the Xexto are the genetic progenitors of the Quermians, and seem to share evolutionary similarities to the Kaminoans. Xexto have an insatiable demand for adventure and excitement, and there is little in the galaxy considered more dangerous than a pair of bored Xexto. While some regard their courage as false bravado and pride, the Rebel Alliance is proud to count the Xexto among its ranks, and have honored many for valor, though often posthumously.
Physiology: The Xexto are a slight species with pale, chalky skin and lithe bodies that sprout six, spindly limbs, four of which Xexto use as arms. Their small, round heads sit atop long necks, and feature large dark eyes and tiny mouths.
Their skin is pale and can be shaded yellow, green, purple, or blue. The Xexto have two brains, with basic body functions under the purview of the head, and higher functions carried out in the chest. Their large, black eyes are well suited to seeing in dark forests and caves, and Xexto often wear tinted goggles to protect their eyes when in areas of harsh, direct sunlight.
Their reflexes are incredibly sharp, and they are mentally resilient in the face of trauma. Predators once dominated their homeworld, which helped test and develop Xexto quickness and resilience for millennia. While academic circles are familiar with the story of how Arkanian geneticists experimented on Xexto to create the Quermian species, there is a more recent, lesser-known theory postulated by a number of fringe researchers.
Their theory suggests that early Kaminoan geneticists created the Xexto as laborers for Troiken's spice mines on behalf of ancient Hutts almost twentythousand years ago, and claim they have proof in the form of key Kaminoan markers present in Xexto DNA. They believe the Arkanians were only interested in the Xexto to gauge the Kaminoan threat to business. Society: The Xexto primarily live in sprawling, technologically advanced arboreal villages throughout Troiken's forests; they have also constructed a number of modern cities and spaceports.
Veterned is the capital, and consists of buildings and facilities inspired by Core World architecture akin to that found on Corellia. Intricate mosaics of blue, purple, green, and yellow silicates adorn interior walls of both the villages and cities, featuring themes that conjure feelings of speed and motion, sometimes including native fauna such as the skizzard.
As a species, the Xexto have grown used to a lifestyle of risk-taking, and bravery in the face of a challenge is their most valued quality. Political campaigns for leadership often boil down to a series of escalating dares, where the first to back down or die loses. Xexto, such as those starring in the Cresh Krill Yirt series of holovids, have developed cult-like followings for their daring stunts, which often result in predictably awful injuries.
While the Xexto have many pursuits, including mosaic art, traditional drum music, and teasing local predators, their cultural obsession is Podracing. Their world has a number of tracks that run through the dense forests and mountains of Troiken, and some cross over to the uninhabitable portions of the planet. Gasgano has long been a racing legend on Troiken, and many young Xexto idolize him and purchase merchandise related to the aging racer to this day.
Xexto off Troiken are often competing in or following a racing circuit, usually that of Podracing, though anything fast is appealing to them. Homeworld: Troiken is a tidally locked planet in the Colunda sector's Troiken system near the Rimward edge of the Perlemian Trade Route, which causes the inner half of the planet to burn under the heat of its star and the outer half to freeze.
A large moon in a polar orbit traces a narrow ring of habitable land to provide something approaching a day-night cycle. A number of pod manufacturers, such as Irateq, maintain research a n d development facilities on Troiken specifically because of the access to both test pilots and tracks. Track design is something of an a r t form on Troiken. One of the most lethal tracks is the Xextoan Infiloop, a series of six short loops that all meet at a mutual twelve-way intersection.
The design is fiendishly simple, b u t responsible for some of the most spectacular crashes in all of Podracing. Engineers designed the loop lengths so that by the end of the first lap, the traffic through the intersection muddles, all but guaranteeing explosive collisions. The most popular track is known as the Pod Melter, which crosses over onto the hot side of the planet outside Troiken's habitable zone. Heat management is a key element of any Podrace, but Troiken's dayside can reach temperatures over four hundred degrees, which can cause podracers to overheat in minutes, and even melt.
The course is a battle over the few sections that have strategically placed solar shades. Podracers that crash on the hot half of the course often result in fatalities, as the rescue droids are rarely able t o recover pilots before they roast alive. The mountains are large, purple-hued rocks with labyrinthine mines tunneled over thousands of years.
The Hormick Range once harbored large deposits of andris and collafa spice, though most believe those mines are dry. The mountains are home to the carnivorous challat eaters, fist-sized bioluminescent insects that flew in massive swarms, devouring everything in their path. The mountains also feature predatory, cat-like leaptigs, which stalk the nearby valleys and plains in packs for grazers and bantha offshoots. The forests of Troiken house two-thirds of the world's Xexto.
Historically, the Xexto's earliest cities were primitive tree houses connected by cables near mountains. Early Xexto had to contend with dozens of forest predators, and while most predators still exist on Troiken today, they are predominantly in zoological exhibits and preserves.
Of course, this only rarely stops Xexto from hopping a fence to slap a horn-faced surtops in the flank. Language: The Xexto have developed the Xextese language, which consists of rapid nasal jabbering. Xextese also has a written component, but few nonXexto bother to learn to speak or read Xextese. Most Xexto have learned to speak at least a broken version of Basic or Huttese, which sounds like a reedy and nasal jabbering in their long throats. Life in the Alliance: Xexto outside the racing circuit are uncommon, but anywhere that has a steady stream of excitement is bound to attract them eventu-.
The Xexto never cared much for the Republic, nor humans in general, and care even less for the Empire. That said, the Empire has yet to affect Troiken directly, and the Xexto rarely think about the larger picture of the Alliance's struggle against the Empire.
However, fighting for the Rebel Alliance is dangerous, and a number of Xexto have signed on because their courage was called into question by a savvy recruiter. Xexto make fantastic Aces, Soldiers, and Spies, thanks to their fearless natures and courage under fire.
As Commanders, they lead troops from the front lines to inspire those under their command with their own valor. Xexto are less likely to pursue careers as Diplomats or Engineers, though if they can be convinced of the danger of such a life, they would leap at the chance. Additional Limbs: Xexto have six limbs: two legs and four arms. As a result, they gain an additional free maneuver per turn, though still may not perform more than two maneuvers per turn.
Additionally, these new specializations may enhance any career should a player choose to tap into them as non-career specialization trees. The Beast Rider can take the reins of most any creature, and adds a scout's survivalist training to the Ace's repertoire, skills useful to any Ace after a crash or ejection on an unfamiliar planet.
The Rigger combines engineering ingenuity with the quick thinking of an Ace, allowing Aces to modify the way their vehicle performs even in the middle of a battle. Finally, the Hotshot is a risk-taking daredevil, practiced with flashy maneuvers that can pay off big in combat, or go horribly wrong. He automatically gains one rank in four of these skills of his choosing without spending experience, and he receives a discount when he spends experience to purchase ranks in any of these skills.
Remember that each specialization has its own list of bonus career skills; this may allow a player to select a skill twice at creation, thus beginning with two ranks in that skill. No character may start the game with more than two ranks in any skill, however, regardless of how many opportunities he may have to select it such as combining a free rank from a species with the free skill from both the career and specialization lists. Sometimes, instead of spending credits to adapt a speeder to the cold or create a filter that can keep sand out of a repulsordrive, it is simply easier to use a native mount that has evolved and adapted to local conditions for untold millennia.
While most any being can ride a trained mount, it is the Beast Rider who can break in wild mounts and train them. Once he has trained a mount, the skilled Beast Rider can coax his mount to perform incredible feats, even in the heat of battle.
The Beast Rider is also something of an outdoorsman, and is a valuable member of a team with or without his creature companion. Most cultures and militaries, despite the broader reliance on modern machinery, still rely heavily on mounts. The Imperials ride lizard-like dewbacks on desert worlds like Tatooine, while the Rebels famously saddled up tauntauns on Hoth.
Indigenous cultures throughout the galaxy depend on Beast Riders, including the bantha-obsessed Tusken Raiders of Tatooine and the ruping riders of Onderon. If this is the character's starting specialization, he gains one free rank in each of two of these skills of his choice, without spending experience.
Unlike their fellow Aces, the Beast Rider is at home outdoors, where he can feel the wind on his face. He fits in just as well with the soldiers and scouts of the Rebel Army as with his fellow Aces in starfighters and speeders. The Rebellion often assigns Beast Riders as scouts at Rebel bases and outposts, conducting patrols and setting up advance defenses and other contingency measures to prepare for potential Imperial discovery. When an Imperial or one of his allies spots creature tracks, he might think it belongs to a wild creaturewhereas, if he sees vehicle tracks, he is very likely to investigate.
In battle, mounted cavalry might not be quite as fast, agile, or heavily armed and armored as its mechanized counterparts, but it has several advantages. Creature mounts have better camouflage, more mobility in close quarters, and in battle, Imperial vehicles often ignore them outright. Most groups can benefit from a Beast Rider in their ranks.
The Beast Rider is second only to the Spy career's Scout specialization in matters of wilderness survival and guerrilla warfare. His ability to traverse difficult terrain, capture and train indigenous mounts, and locate food and shelter are critical to a number of Rebel mission profiles. Further, should a team member crash land, or otherwise become stranded, a Beast Rider might be critical to their very survival. Remove up to from skill checks to find food, water, or shelter.
Survival checks to forage take half the time. Remove per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
Remove per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half. Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental.
The beast suffers 2 strain every round it stays spurred. W When activating and maintaining Spur, the beast only suffers 1 strain instead of 2. For the Hotshot, risk-taking isn't just a style of flying, it's a way of life. You can always depend on a Hotshot to go for it when he sees an opportunity to achieve a goal.
There are few things in the galaxy more impressive than watching a Hotshot when everything is going his way. The Rebellion has a nearly endless supply of new Hotshot bush pilots accustomed to racing Ts on their backwater homeworlds, but very few Hotshot veterans. These courageous freedom fighters prefer improvisation to careful planning, much to their commanders' chagrin.
Those Hotshots whose luck never seems to run out quickly become heroes and legends to the rank and file of the Rebel Alliance. If this is the character's starting specialization, he gains one free rank in two of these skills of his choice, without spending experience.
The Hotshot keeps his head in the face of overwhelming odds, and has a great degree of control over his chosen vehicle. Finesse and precision flying, combined with the Hotshot's unrestrained bravery, mean that Hotshots prefer to go after the toughest or biggest groups of enemies first, diving headlong into the thickest part of the battle.
The Hotshot is all about taking the big risks, both in combat and in life. He rarely considers the consequences or the alternatives.
When he sees a chance, he takes it without blinking. This unpredictable and often irrational behavior, combined with the raw talent and control a Hotshot has in the cockpit, makes him a lethal adversary. Of course, there is no reward without risk, and sometimes the Hotshot risks too much. If not for the support of their allies, most Hotshots would probably have died a dozen times over. The Rebellion usually puts Hotshots through their paces in simulators before letting them get into a real fight.
However, the Rebels can't afford to keep their best combat Aces sidelined for long. Command usually assigns Hotshots to X-wing or A-wing squadrons, or to other light, maneuverable vehicles that take full advantage of a Hotshot's preternatural skill.
Veteran Hotshots are usually retired once their value as a symbol eclipses whatever good they might do on the battlefield. High Command often parades them around on low-risk, high-visibility missions, or transfers them to training commands. Any group can benefit from the honed dogfighting skills of a Hotshot. However, despite the Hotshot's predilection for flying into combat ahead of his squadron, he works best when he has a team not far behind, cleaning up whatever enemies the Hotshot misses.
A vehicle formation with a Hotshot in the lead usually results in a costly engagement for the enemy, as long as the Hotshot's luck holds out.
During a chase, add per rank in Shortcut to any checks made to catch or escape an opponent. Once per encounter, choose a number of positive dice equal to ranks in Second Chances and reroll them. A Once per encounter, choose a number of positive dice equal to ranks in Second Chances and reroll them. When a starship or vehicle being piloted would suffer system strain, may suffer stain up to ranks in High-G Training to prevent an equal amount of system strain.
When an opponent has gained the advantage on a starship or vehicle being piloted, may perform a Koiogran Turn maneuver to remove the effects. When performing a Corellian Sendoff, the targets suffer a major collision instead.
When making a check in a starship or vehicle, may suffer 2 strain to gain on success or on failure. The Rigger doesn't believe in risking his life from the seat of a stock-class anything, and is always adding, tweaking, and fine-tuning his vehicle not only to achieve the highest performance, but also to bring unexpected surprises with him to the battlefield.
Considering how outnumbered the Rebels find themselves in almost every engagement, it is no wonder that some of the Rebel Aces have taken it upon themselves to increase their survivability by learning about their vehicle.
Riggers tend to have the highest rate of survivability in combat, and their offensive output at the start of a combat engagement can sometimes end a fight before it begins. Riggers receive Gunnery, Knowledge Underworld , Mechanics, and Resilience as additional career skills. The Rigger is fascinated with the golden age of innovation in starship engineering that exists during the Galactic Civil War.
He keeps up to date with the latest technical journals and even trolls shadowfeeds, following his favorite engineers. He has a number of friends in the underworld's outlaw tech community, who provide parts and kits to test on his vehicle of choice.
If his ship is somehow blasted and left adrift, leave it to the Rigger to find some way to get it moving again. The Rigger is resilient in the face of a challenge, and usually turns to technology to find a solution to most problems he might encounter. The Rigger believes in his customized ship's ability to outperform any other vessel on the battlefield.
He has painstakingly finetuned it to fly faster and further, hit harder, and take more punishment than the competition. Despite his impressive ability to mitigate damage done to his ship, a Rigger is a cautious pilot, and bemoans every dent and scratch his ship accrues during a battle. If a Rigger finds he is still somehow outgunned, he can jury-rig a special trick for the enemy on the fly to regain the technological advantage. Most every team can benefit from a Rigger within their unit.
Riggers bring a technological expertise that can apply to a variety of circumstances, and in combat, their vehicles are extremely durable offensive juggernauts. Riggers are also the only Ace to possess underworld contacts, which can prove useful for supplies, information, and even allies during missions. The biggest asset a Rigger brings to a team, though, is the element of surprise.
Imperials don't expect an X-wing to have replaced its astromech slot with a bomb-bayuntil the ordnance is already detonating across their carrier's bridge. When purchasing illegal goods, may reduce rarity by 1 per rank of Black Market Contacts, increasing cost by 50 percent of base cost per reduction. Remove per rank of Cearhead from Mechanics checks.
Halve the credit cost to add mods to attachments. U g f l g p Signature Vehicle can have a silhouette 1 larger per rank of Larger Project. Choose one starship or vehicle as Signature Vehicle.
Upgrade all Mechanics checks made on that vehicle once. Increase the value of the Limited Ammo quality of any weapons mounted on Signature Vehicle by 1 per rank of Overstocked Ammo. Signature Vehicle can have a silhouette 1 larger per rank of Larger Project, i. Increase the armor value of Signature Vehicle by t per rank of Bolstered Armor. Once per session, spend a Destiny Point to save Signature Vehicle from destruction.
Signature Vehicle gains Massive 1: when making an attack targeting the ship or vehicle, the Critical rating of any weapon used counts as 1 higher. Activation: Active Action Ranked: No Trees: Hotshot When piloting a starship or vehicle, the character may take a Corellian Sendoff action targeting two enemy starships or vehicles at close range that are both of equal or smaller silhouette to the character's ship.
Activation: Passive Ranked: No Trees: Hotshot When the character performs a Corellion Sendoff action, the targets suffer a major collision instead of a minor one.
Activation: Active Incidental, Out of Turn Ranked: Yes Trees: Hotshot When a starship or vehicle the character is currently piloting would suffer system strain either voluntary or involuntary , the character may suffer a number of strain up to his ranks in High-C Training.
If he does, the amount of system strain the starship or vehicle suffers is reduced by that amount to a minimum of 0. This maneuver can only be performed in a starship or vehicle with a speed of 4 or higher. If it would be destroyed by a Critical Hit, the Critical Hit is still suffered, but the effect is ignored.
If it would be destroyed by some other event, the details of how the starship or vehicle survives the near-destruction are up to the player and the CM. Activation: Active Incidental Ranked: Yes Trees: Hotshot Once per encounter, after the character has rolled a skill check but before resolving the result , he chooses a number of positive dice from his dice pool up to the number of his ranks in Second Chances and re-rolls them. The character must accept the second result.
This talent cannot be used to re-roll a n y O. Activation: Active Incidental Ranked: No Trees: Hotshot Once per round while piloting a starship or vehicle, the character may suffer 2 strain to showboat during his next check. Activation: Active Action Ranked: No Trees: Beast Rider Once per encounter when riding a beast, the character may perform a Soothing Tone action, attempting an Average Knowledge Xenology check If successful, the beast the character is currently riding recovers strain equal to on the check or heals that number of wounds if it does not have a strain threshold.
Activation: Passive Ranked: No Trees: Rigger The character add the Massive 1 rule to his Signature Vehicle when making an attack targeting the starship or vehicle, the Critical rating of any weapon used counts as 1 higher. If the starship or vehicle is ever lost or destroyed, the character may apply Signature Vehicle to a new starship or vehicle that meets the requirements. The process of modifying and acclimating to the new vehicle may take some time at the GM's discretion.
No two characters can have the same vehicle as their Signature Vehicle. Activation: Passive Ranked: No Trees: Rigger The character chooses one starship or vehicle with a silhouette of 3 or lower that he owns. This starship or vehicle is the character's "Signature Vehicle. When riding a beast, he may perform the Spur action, attempting a Hard Survival check. With success, the beast's top speed increases by 1. The character can choose to end the effects of this at the start of any of his turns.
However, if he chooses to maintain the effects for that turn, the beast suffers 2 strain. The beast still cannot perform actions or maneuvers it could not perform normally e. In addition, the difficulty of Spur is reduced to Average. Activation: Passive Ranked: No Trees: Beast Rider The beast the character is riding suffers 1 strain to maintain Spur's effects instead of the normal 2.
What makes it worth putting his life on the line engagement after engagement, fighting for the side that seems hopelessly outnumbered and outgunned? Every Ace has unique reasons that motivated him to join the Rebellion against the Empire and explain his seemingly reckless behavior.
Deciding a character's Motivation is a key factor in. The Motivation, combined with a character's species, background, Duty, career, and specialization should synthesize to create a unique character that leaps off the table in the imaginations of all the players.
These new Motivations are grouped into the category of Conflicts. If a player wants to use these Motivations, he simply chooses one from the following list or rolls randomly. If the player rolls Conflict, he rolls again on Table 1 - 3 : Specific Conflicts to determine his specific Motivation.
Mayhem: The character derives pleasure through destruction. He seldom passes up a chance to cause conflict and confusion in his work, even to the possible detriment of his own well-being. Extreme examples of this might even be forms of mental illness. Violent Conquest: The character is driven to conquer whatever and whomever he encounters. If they do not submit, he is more than willing to employ force against them.
Squadron: An Ace can never truly know his brothers-in-arms until he serves with them in battle. While the character may be a bit cold and distant toward non-veterans, he is a true and loyal friend to anyone that has fought at his side.
Professional: Simply put. The character knows no other way to make his way in the galaxy, and thus treats his lethal work as any other job. Honor in Battle: The character holds true to a code of honor in warfare.
This code could be an ancient tradition of one of the myriad civilizations in the galaxy or it could be a more personal system of beliefs. Whatever the case, his honor depends on following these tenets, even when it is inconvenient. Best of the Best: Be the best; that's the creed by which this character lives. In this case, he strives to be the best combatant.
He wants to be the last one standing on the field of battle, the consummate warrior. He is willing to do whatever it takes to accomplish this. Revenge: The character is driven by one of the oldest and most primal causes in the galaxythe desire to avenge some real or perceived wrong he has suffered.
The character's hunger for vengeance may be justified or not. Retirement: The character has long since lost his lust for battle, and fights not because he loves the violence, but because he is very close to being able to safely retire. This could represent awaiting the end of an enlistment, accumulating credits to pay off a debt, repaying a favor, or awaiting an opportunity to clear his name before he gives up his life of violence.
Adrenaline Junkie: Excitement, adventurethe character loves every bit of it. He doesn't fight for money, revenge, or a thirst for blood. He fights because he can't get enough of the incredible thrill that comes with risking his life and coming out on top.
Life Debt: The character owes someone else, and owes them big. His life belongs to someone else, and this debt requires him to fight. He may or may not enjoy this, but this motivation is so strong that it overrides his other desires. These abilities are special, elite talents only experienced characters of the specified career may access. They are feats of strength only possible through skill and ability gained over a long and successful career, separating the journeyman from the master.
These four nodes match up with the four talents on the bottom row of a talent tree. Each node can either be active, showing a bracket facing upward or inactive, remaining blank. To be able to attach a signature ability to a tree, the character must own all of the talents along the bottom row of the destination talent tree that match up with the active nodes on the signature ability.
Once a signature ability has been attached to a tree, no other signature abilities may be attached to that tree, and the attached ability cannot be removed or switched to a different tree. A character can only acquire a signature ability from his career and can only attach that ability to in-career talent trees.
To attach a signature ability to one of his talent trees, the character must own all of the talents along the bottom row of the destination talent tree that match up with the active nodes on the signature ability. Then, once a signature ability has been attached to a talent tree, the character may purchase the ability's basic form and its upgrades using experience, just as if they were talents. When a character acquires a signature ability, he must first purchase the basic form of the ability.
This takes up the entire first row of the signature ability tree and is purchased with experience points. The experience cost of each upgrade is listed in its box. Upgrades, much like talents, are purchased with experience points, and each upgrade may only be purchased if it connects to the basic form of the ability or a previously purchased upgrade.
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 dueling ships can only make attacks targeting each other, and no other starships or characters can target the dueling ships with attacks. Ace characters have become masters of this. When they focus on a target, all else seems to disappear around them as they stalk their prey. And in turn, as an Ace begins the attack, his target is forced to focus all its attention on staying alive.
As the two combatants fight, they weave through the ongoing battle, ignored by all others as they duel for their lives. Upgrade the difficulty of all incoming attacks once while This One is Mine is active. This One is Mine has several upgrades that can improve its effects and make it easier to use.
Any upgrades that appear in This One is Mine's tree multiple times have their effects stack. Change Silhouette Upgrade: This One is Mine can target a starship or vehicle with a silhouette 1 higher or lower per Change Silhouette Upgrade than the starship or vehicle the character is piloting.
Evasion Upgrade: While This One is Mine is active, the character upgrades the difficulty all incoming attacks once per Evasion Upgrade. Frequency Upgrade: This One is Mine can be used twice per game session instead of once. 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.
Reduce Critical Hits suffered by the ship or vehicle by 10 while Unmatched Survivability is active. The Critical rating of all weapons targeting the ship or vehicle counts as 1 higher while Unmatched Survivability is active. Amidst the chaos of a battle, one stray blast can knock an unsuspecting ship out of commission. Experienced Aces know this, and know every little trick to keep their vehicle going as long as possible. Any upgrades that appear in Unmatched Survivability's tree multiple times have their effects stack.
Change Silhouette Upgrade: Unmatched Survivability affects starships and vehicles with 1 greater silhouette per Change Silhouette Upgrade. Destiny Upgrade: To activate Unmatched Survivability, the character only needs to spend 1 Destiny Point instead of the normal 2.
Once per game session, when piloting a starship or Durability Upgrade: While Unmatched Survivability vehicle with a silhouette of 3 or less that is crippled is active, the character reduces Critical Hits the star has hull trauma in excess of its hull trauma threshship or vehicle suffers by 10 per Durability Upgrade, old , the character may spend 2 Destiny Points as an to a minimum of 1. The starship or vehicle operates as if it is Duration Upgrade: Unmatched Survivability lasts not crippled for the next 3 rounds, acting as if its hull until the end of the encounter, instead of 3 rounds.
Frequency Upgrade: Unmatched Survivability can be used twice per game session instead of once. In the case of Unmatched Survivability, it affects the beast's wound threshold and Critical Injuries instead of hull trauma and Critical Hits. Reinforcement Upgrade: While Unmatched Survivability is active, when an opponent makes an attack targeting the starship or vehicle, the Critical rating of any weapon they use counts as 1 higher.
He'll be sure to tell you. II hile the skill of pilots always plays a huge role, W the starships and vehicles they ride into battle and the gear they bring into the field are of equal importance. A character may be part ofthe Ace career for a long time before achieving the record or status to become an officially recognized ace.
Beast Riders are tough, thanks to exposure tothe elements and the feed to contfol their mounts. In the ai, they are the equal of any starfighter jockey in space On the ground, they exploit every advantage their vehicles hold. In the Rebel Alliance, Drivers pilot speeders,airspeeders, and ground vehicles, both civil ian and military.
They get the most out of their equip- ent, coaxing beat up vehicles, outclassed hover tanks and rickety airspeeders to make it through one more Alliance mission. They are the personal plan- etary pilots of officers, officials, and other dignitaries.
In the Alliance, Gunners are assigned to the best capital ships and important Rebel planetary forces, such as artillery units. Mercenary units employ Gunners to carry out similar combat missions. Gunners have 4 more difficult time finding work outside of military Units. Some pick up work defending sensitive installa: tions or high-ranking individuals for well-funded com: panies and interstellar corporations. They have plenty of ability and self-confidence. Their bigrishibig reward piloting styles match their often bigger-than-ife attitudes.
Mercenary units and crime lords are willing to bet-on their potential. Few Imperial pilots are true Hotshots, as few with that personality make it through the academy and military training, PILOT Pilots fly anything in space and in atmosphere.
The best of the best usually fly starfighters, but some are assigned to covert opera: tions that might have them flying just about any type of craft, In the Empire, good Pilots are also held in, high regard.
Pilots who prove themselves are trusted with better vehicles and riskier missions. They are also in high demand throughout the galaxy. This is not to say that Riggers are not excellent pilots; many of them are. The Force might aid their astroga- tion efforts, allowing them to sense alternate paths or detect danger along a certain route Force-using Gunners might be much more accurate at longer ranges than normal.
Force sensitive Beast Riders form a closer bond with their mount, or senses the animals emotional state for clues to their sur roundings and current situation. Some Aces may not even realize trat the Force is a source of their talents, To others, they right seem unnaturally lucky, Without the Jedi to detect and locate Force users after the rise of the Empire itis possible that more Force sensitives, have entered many modern military. They not only keep the Alliance's old and suspect vehicles in working order, they customize them for specialized missions or idapt civilian craft to military use.
The Imperial military has less use for Riggers, who have a habit of breaking, Imperial rules and altering the specs of Imperial stan: dard craft. Riggers can find work in most any shipyard, spaceport, outlaw tech shop, mercenary unit, and even with corporate entities. However, the Force also gives some characters who have a Force rating sudden insight without being, directly called upon.
When the GM decides that the character's Force abilities should grant them a brief advantage, the PC probably gains only a small bonus to his dice pools, but gains a significant story advan: tage. Of all the Rebel military assets, only one en eee eae cy an es Cena Pea a ee ee for a significant strike. Countiess strikes launched from secret Rebel bases across the galaxy have razed Imperial Ce eee ee ea Empire trillions in credits and even more in public perception.
The Beast Rider eschews modem vehicles in favor of a companion mount, The Rigger is constantly modifying his own vehicle, testing new systems, and fine-tuning the engines to perform far beyond the factory specications. Players shouldn't feel like these new species and specializations are exclusive to the Ace career, though, Chadra-Fan, Dresselians, or Xexto can just as easily make for interesting Commanders. Diplomats, Ene neers, Spies, or Soldiers. Likewise, the new specializa tions are attractive to careers other than Ace.
A Com. Unmatched Durability ensures that even the most brazen Hotshot can keep his vehicle mov: ing through the thickest blankets of laser Fire.
The I've Got This One signature ability can temporarily take enemy aces out of a fight while allies defeat his follow: ers. The species and planetary : cultures can create an interest haracter ing path toward becoming an Ace, but even among a squadron of Aces all rom the same species and planet, each member's background is likely to be wildly differ ent from the next There are innumerable ways an Ace might have learned his deadly trade, and each should inflve how that character behaves not just in social encoun: ters, but combat encounters as well.
What follows are a umber of background possibilities and suggestions for how they might be incorporated in the construc: tion of an Ace character. These backgrounds are by no means meant to limit players to only selecting from this ist, but are rather aistarting point from which players and GMs can col: lectively construct.
Players can flesh out their charac Met's background further with complimentary Duties, Nd Motivations. Spectators gather from across the planet to witness some of the bravest: beings in the galaxy compete to find out who is the: fastest. Gunners used to working the racing and rodeo circults are valued ada tions to the Rebellion. While thei flying may only be average, their uncanny accuracy makes them at home in a dogfight. Their Kill counts are among the hiieh: est, and there are no better Aces for disabling enemy vehicles, though their focus on.
Pilots who have flown as entertainers might have raced starships or alrspeeders, or flown in aerial stunt shows. Their light touch on the flight stick allows them to coax their chassis of choice into maneuvers never intended by its engineers. Beast Riders pressed into military service are valued mem: bers of mounted cavalry units. Then, he tries to break the vehicle all over again so corporations can put out a reliable, thoroughly tested vehicle, When an Ace comes from a prototype testing background, he brings nerves of durasteel and more than a litle luck with him, Of all the Ace backgrounds, the tester is the most experi enced at dealing with a malfunctioning vehicle and making emergency landings.
Test Drivers help break in new swoops, speeder bikes, landspeeders, and walkers. The Rebel Allan modifies a number of civilian vessels for combat duty. Individuals witha test Driver background are essential in making sure new systems and mod kits are func tioning property, and making changes to operating manuals that take additional weapon systems and armor plating into account, These Drivers are often the first to take these new vehicles into the fel Test Gunners might have worked for 2 corpora tion with military contracts test-firing new weapon systems.
They also study the specifications of enemy craft. Because of this, High Com mand often brings in test Plots. Riggers from the testing world are often one-man operations, responsible for designing and prototyping their own modification kits for vehicles before getting In the cockpit ing the designs first-hand. Riggers from this background have experience operating finicky systems and using non-standard parts, Their engi neering background means that when they pilot, they n diagnose problems and come up with fixes on the fly, and their piloting background means that when they design new modifications, they have real world applications in mind, Hotshot prototype testers often accept the most dangerous jobs.
The farmers and ranch: ers of the galaxy typically use airspeeders as uti ity vehicles for crop dusting, herding, and transpor into town. The bored youth of most quiet agriworlds almost universally chase adventure by buzzing the fields and threading the canyons of their homeworlds, Imagining they are anywhere else in the galaxy.
Gunners from a bush pilot background often spent the majority of their time on pest control. Most back: water Worlds have a number of critters and even prim: itive natives who encroach on crops and herds. Bush Pilots often fantasize about being behind the controls of a starfighter, and most work an extra job to save up for an Incom Skyhopper or Santhel Sienar Systems Rho-class airspeeder.
Wage guerilla warfare across the Star Wars galaxy as a solider, or provide crucial intelligence to the Rebels as a cunning spy. Face down legions of stormtroopers, steal secret plans and restricted codes, and stay on target in the fight against the ultimate power in the universe.
No matter what role in the Rebellion you take, the fate of the galaxy rests in your hands.
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