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Cael - Character Folio

This document serves as a guide for a tabletop role-playing game, detailing character creation, skills, and gameplay mechanics. It includes a character sheet, descriptions of skills and their effects, combat rules, and a talent tree for character advancement. Players can gain experience points to upgrade skills and talents, enhancing their gameplay experience.

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0% found this document useful (0 votes)
21 views8 pages

Cael - Character Folio

This document serves as a guide for a tabletop role-playing game, detailing character creation, skills, and gameplay mechanics. It includes a character sheet, descriptions of skills and their effects, combat rules, and a talent tree for character advancement. Players can gain experience points to upgrade skills and talents, enhancing their gameplay experience.

Uploaded by

DatGuy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

Start Here: This 2-page spread contains the

information you need to begin your aduenture.

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

CHARACTERISTICS 8c 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
called your dice pool, and are based on your rank in that skill
and your characteristic. If you roll more # than Y , you succeed.
SKILLS RANK DICE POOL
2 Please reference these skills and descriptions of what they do on

••
the back of the B E G I N N E R C A M E rulebook. Astrogation (Int) 0

Athletics (Br) 1 O H
Charm (Pr) 0

Coercion (Will) 1 O H
••
SYMBOLS & DICE Computers (Int) 0

••
Success # symbols are canceled by Failure T symbols; Cool (Pr) 0

•••
if there are any Success # symbols left at the end (after Coordination (Ag) 0
canceling), the check succeeds. Deception (Cun) 0

Discipline (Will) 1 O H
Knowledge (Int) 0
Triumph $ symbols count as Success # symbols and may
Leadership (Pr) 0
also be spent to trigger a powerful positive consequence.

••
Mechanics (Int) 0

••
Medicine (Int) 0

Advantage O symbols indicate a positive side effect or


••
Negotiation (Pr) 0
consequence, even on a failed check. They cancel and
••
Perception (Cun) 0
are canceled by Threat <§> symbols.
•••
Piloting (Ag) 0
1
1 O H
Failure T symbols cancel Success & symbols. If there Resilience (Br)
Skulduggery (Cun) 0
are enough Failure T symbols to cancel all the Success
Stealth (Ag) 0
# symbols, the check is a failure.
Streetwise (Cun) 0
1

Survival (Cun) 0
Despair ^ symbols count as Failure T symbols (they
•••
Vigilance (Will) 0
cancel Success & symbols) and may also be spent to
COMBAT SKILLS
trigger a powerful negative consequence.
Brawl (Br) 1 O H
Gunnery (Ag) 1 O H
Threat <§) symbols indicate a negative side effect or con-
I sequence, even on a successful check. They cancel and
Melee (Br) 1 O H
?s are canceled by Advantage O symbols. Ranged (Light) (Ag) 1 O H
Ranged (Heavy) (Ag) 2
004

Ability Proficiency Difficulty Challenge Boost Setback Force


Oie<> Die# Die<) DieO Die • Die • Die#
CHARACTER HEALTH STATS

3 Soak value reduces incoming damage and can prevent wounds.


Your soak value is equal to the sum of your Brawn and the soak
value of your armor.

4 Wounds represent physical damage to your body. If your


wounds exceed your Wound Threshold, you are knocked out
and suffer a Critical Injury. Wounds can be recovered through the
Medicine skill and stimpacks.

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


You may voluntarily suffer 2 strain to perform an extra maneuver
on your turn. Strain comes and goes more quickly than wounds.
If your strain ever exceeds your Strain Threshold, you pass out.

W E A P O N S & EQUIPMENT

6 You might suffer Critical Injuries during your adventures, either


WEAPON SKILL RANGE DAMAGE DICE POOL when you're knocked out by exceeding your wound threshold
or as the result of an attack. Keep track of the number of Criti-
Hvy Blaster Rifle Ranged (Heavy) Long 10
ooo cal Injuries here. For a description of the effects of your Critical
• You deal 10 damage on a hit + 1 damage per uncanceled Success ft symbol rolled.
Injuries, refer to the back cover of the B E G I N N E R G A M E Adventure.
• Inflict a Critical Injury on a hit for O O O

Uibroknife Melee Engaged

You deal 5 damage on a hit + 1 damage per uncanceled Success ft symbol rolled.
Inflict a Critical Injury on a hit for O O
Pierce 2: The target's soak value is reduced by 2 against this attack.

Frag Grenade Ranged (Light! Short 8 OOO


THE P L A Y E R S TURN
• You deal 8 damage on a hit + 1 damage per uncanceled Success ft symbol rolled.
• Inflict a Critical Injury on a hit for O O O O On each turn, you can perform 1 Action and 1 Maneuver, in any
• Blast 6: Hit all characters engaged with target for 6 damage (+1 damage per order.
uncanceled Success ft symbol) on O O
An Action may include: A Maneuver may include:
• You have 1 frag grenade. It can be used once.
• Perform an attack • Move
AP Grenade Ranged (Light) Short 16 OOO
• Use a skill • Aim
You deal 16 damage on a hit + 1 damage per uncanceled Success ft symbol rolled.
• Exchange your 1 Action for • Take cover
Inflict a Critical Injury on a hit for O O O
an additional Maneuver
Pierce 3: The target's soak value is reduced by 3 against this attack. • Ready or stow a weapon or
You have 1 AP grenade. It can be used once. item
GEAR, EQUIPMENT, Et OTHER ITEMS • Interact with your environment
5 Stimpacks Use as a maneuver to heal 4 wounds on a living creature Consumed on use. • Engage or disengage
Comlink Allows communication with other characters using comlinks. • Stand up
Padded Armor Soak 2 (already included in soak value).
You can suffer 2 strain to perform a second maneuver.
Scan Goggles Eliminates penalties for darkness.
You cannot perform more than 2 maneuvers on your turn.
You can also perform any number of incidentals.
You have just gained 10 experience points (XP). You can spend those
10 experience points to purchase any of the following upgrades,
worth up to a total of 10XP.

llllllllllllllllllllllllllllllllllllll

UPGRADE MENU

You train your Medicine skill. You gain one skill rank in Medicine. 1 SKILLS RANK DICE POOL
Your dice pool changes from 0 0 to # <>
Put a mark in the circle next to the XP cost to remind you that
Astrogation (Int) 0
00
Athletics (Br) 1 OOO
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 Charm (Pr) 0
00
the right. Coercion (Will) 1 OOO
Computers (Int) 0
00
Cool (Pr) 0
00
•••
Coordination (Ag) 0

Deception (Cun) 0
Melee Skill
Discipline (Will) 1 OOO
You train your Melee skill. You gain one skill rank in Melee. Your
dice pool changes from • • > to • • • .
Knowledge (Int) 0
00
Put a mark in the circle next to the XP cost to remind you that
Leadership (Pr) 0
00
you have taken it. Whether or not you choose this upgrade,
circle the correct rank (1 or 2) and dice pool on the skill list to
^ Mechanics (Int)

" Medicine (Int)


0

0/1
••
• • / O O
the right.
' Negotiation (Pr) 0
00
Perception (Cun) 0
00
1 Piloting (Ag)
0
000
Resilience (Br) 1 O O

/ \ Skulduggery (Cun) 0
00
Point Blank Talent Stealth (Ag) 0
000
••
You gain the Point Blank talent. Put a mark in the circle next to Streetwise (Cun) 0
the XP cost to remind you that you have taken it.
Point Blank: When you hit a target at short or engaged range with
Survival (Cun) 0
00
•••
a weapon that uses Ranged (Heavy) or Ranged (Light) (like your Vigilance (Will) 0
heavy blaster rifle, a pistol, or a grenade), you deal +1 damage. 1 COMBAT SKILLS

Brawl (Br) 1 OOO


^ G u n n e r y (Ag) 1 OOO
Melee (Br) 1/2 o o o / o o o

Toughened Talent Ranged (Light) (Ag) 1 OOO


| Ranged (Heavy) (Ag) 2 o o o
You gain the Toughened talent. Put a mark in the circle next to
the XP cost to remind you that you have taken it. Whether or not
you choose this upgrade, circle the correct value (13 or 15) on
your wound threshold.
Toughened: Your wound threshold is increased by 2 (from 1 3
to 151.
SYMBOLS & DICE

Success # symbols are canceled by Failure Y symbols;


if there are any Success & symbols left at the end (after
canceling), the check succeeds.

n « Triumph symbols count as Success ft symbols and may


EsP also be spent to trigger a powerful positive consequence.

Advantage O symbols indicate a positive side effect or


consequence, even on a failed check. They cancel and
are canceled by Threat <§> symbols.

Failure T symbols cancel Success # symbols. If there


are enough Failure T symbols to cancel all the Success
# symbols, the check is a failure.

WEAPONS & EQUIPMENT Despair ^ symbols count as Failure T symbols (they


cancel Success # symbols) and may also be spent to
WEAPON SKILL RANGE DAMAGE DICE POOL trigger a powerful negative consequence.
Huy Blaster Rifle Ranged (Heavy) Long " 1 0
ooo
• You deal 10 damage on a hit + 1 damage per uncanceled Success ft symbol rolled.
• Inflict a Critical Injury on a hit for O O O
Threat <§> symbols indicate a negative side effect or con-
sequence, even on a successful check. They cancel and
are canceled by Advantage O symbols.

axyooo
Uibroknife Melee Engaged

You deal 5 damage on a hit + 1 damage per uncanceled Success ft symbol rolled.
Inflict a Critical Injury on a hit for O O
Pierce 2: The target's soak value is reduced by 2 against this attack.
v # s i €> i f %
Ranged (Light) Short 8 Ability Proficiency Difficulty Challenge Boost Setback Force
Frag Grenade OOO
U\eQ Bie# Die <^ DieO Die • Die • Die#
• You deal 8 damage on a hit + 1 damage per uncanceled Success ft symbol rolled.
• Inflict a Critical Injury on a hit for O O O O
• Blast 6: Hit all characters engaged with target for 6 damage (+1 damage per li••••••••••••ilJ
uncanceled Success ft symbol) on O O
• You have 1 frag grenade. It can be used once. THE PLAYER'S TURN
AP Grenade Ranged (Light) Short 16 OOO On each turn, you can perform 1 Action and 1 Maneuver, in any
You deal 16 damage on a hit + 1 damage per uncanceled Success ft symbol rolled. order.
Inflict a Critical Injury on a hit for O O O An Action may include: A Maneuver may include:
Pierce 3: The target's soak value is reduced by 3 against this attack.
• Perform an attack • Move
You have 1 AP grenade. It can be used once.
• Use a skill • Aim
DEAR, EQUIPMENT, & OTHER ITEMS
• Exchange your 1 Action for • Take cover
4 Stimpacks Use as a maneuver to heal 4 wounds to a living creature Consumed on use.
an additional Maneuver • Ready or stow a weapon or
Comlink Allows communication with other players with comlinks.
item
Padded Armor Soak 2 (already included in soak value)
• Interact with your environment
Scan Goggles Eliminates penalties for darkness
• Engage or disengage
• Stand up
You can suffer 2 strain to perform a second maneuver.
You cannot perform more than 2 maneuvers on your turn.
50 credits You can also perform any number of incidentals.

Stop Here: Don't turn the page until


instructed to by the GM.
WEAPONS & EQUIPMENT
SKILLS CAREER RANK DICE POOL

Astrogation (Int)

Athletics (Br) •
Charm (Pr)

Coercion (Will)

Computers (Int)

Cool (Pr)

Coordination (Ag)

Deception (Cun)

Discipline (Will)

Knowledge (Int)

Leadership (Pr)

Mechanics (Int)

Medicine (Int) •
Negotiation (Pr)

Perception (Cun)

Piloting (Ag)
DEAR, EQUIPMENT, ft OTHER ITEMS
Resilience (Br) •
Skulduggery (Cun)

Stealth (Ag)

Streetwise (Cun)

Survival (Cun) •
Vigilance (Will)
COMBAT SKILLS

Brawl (Br) •
Gunnery (Ag] •
Melee (Br) •
Ranged (Light) (Ag) •
Ranged (Heavy) (Ag)

;
J— 4
SOLDIER: TALENT TREE 2
Career Skills: Athletics, Medicine, Resilience, Survival, Brawl, Gunnery, Melee, Ranged (Light), Ranged (Heavy)

Add 1 damage per rank of Add 1 damage per rank of


Point Blank to damage of Feral Strength to one hit
one hit of successful attack T COST 5 of successful attacks made
while using Ranged (Heavy) using Brawl or Melee skills.
or Ranged (Light) skills at
short range or engaged.

STIMPACK
SPECIALIZATION
Before making a non- After hitting with a melee
thrown ranged attack, may Stimpacks heal 1 addi- attack, may spend a
perform a Sniper Shot COST 10 tional wound per rank of Triumph to knock the
maneuver to increase the Stimpack Specialization target prone.
weapon's range by I range
band per rank in Sniper
Shot. Upgrade the difficul-
ty of the attack by I per
range band increase.

NATURAL
MARKSMAN
1 F DEADLY
ACCURACY

INVESTING EXPERIENCE POINTS


As you continue to play, you will occasionally receive experience points from the G M that you can spend to improve your character. You may spend
this XP to increase your skills or to advance along your talent tree. See page 11 of the B E C I N N E R G A M E rulebook for more detailed information.

SKILL TRAINING £ ACQUIRING TALENTS A


The cost for training skills falls into one of two categories: career skills Talents are acquired from your career talent tree. This talent tree pro-
and non-career skills. Each skill has five ranks of training available. vides a unique format for purchasing talents that comes with several
special rules and restrictions.
Training a career skill costs five times the value of the next highest
rank. For example, training a career skill from rank 0 (untrained) to Your talent 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 depends on the row it occupies. The talents in the topmost row
rank 2 requires 10 experience points. Each rank must be purchased are the cheapest, costing 5 experience points each. The next row's
separately. This means that training a career skill from rank 0 to rank choices cost 10 experience points each, and the third and final row's
2 costs 15 experience points (5 for raising it from rank 0 to rank 1, 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 choices with others. When purchasing talents,
a non-career skill costs 5 additional experience points. For example, you can only purchase talents you are eligible for. You are eligible
training a non-career skill from rank 0 (untrained) to rank 1 requires to select any talents in the first, topmost row, plus any talents that
10 experience points. Improving a rank 1 non-career skill to rank 2 are connected via the aforementioned links to one or more talents
requires 15 experience points, and so on. you have already acquired. Each entry on the talent tree can only be
acquired once. Some trees have multiple entries for a single talent.
This is because several of the talents can be learned repeatedly. When
you learn a talent for the second—or later—time, you gain an addi-
tional rank of the ability.

v # # €> 9 - $
Ability Proficiency Difficulty Challenge Boost Setback Force
D\eQ Die# Die<> DieO Die • Die • Die#
STORY
Cael of House Hanarist had it all. He was born into one of Alderaan's noble
Houses and could have lived a life of easy leisure. In a sense he did, if one
defines leisure as becoming one of Alderaan's foremost athletes and one of
the fastest limmie players to ever move a ball across the field. Cael had fame,
fortune, a charming fiancee from another noble House, and a lovely home in
Crevasse City. Though the direction of the galaxy under the Empire disturbed
Cael, he stood firmly behind the ideals of pacifism, believing that moderating
change would come from individuals working to improve the system from
within. After all, he thought, using violence against the Empire would only
affirm the might-makes-right logic that brought it to power in the first place.

Then Alderaan was destroyed by the Death Star and Cael's world was gone.
Cael happened to be offworld at the time, playing with Team Alderaan in the
Galactic Cup on Fondor. When news reached the limmie players, they were
devastated. The Galactic Cup was placed on hiatus, and Team Alderaan
evaporated, each member racing off across the galaxy to chase some rumor
or hope of finding far-flung family members and other survivors.

Cael used the last of his family's money to charter a ship and flew back to
Alderaan itself. Staring into the asteroid-strewn void that used to be his
home, something inside Cael broke. All his life, he had committed himself to
peace and non-violence, as was traditional among Alderaanians. He'd used
his celebrity status for the cause: he'd been part of peaceful protests on
Alderaan and Corellia, raised funds for war orphans, and lobbied in the Senate
for the dissolution of the Imperial war machine. All of it had come to nothing.

Confronted by the ashes of his world, Cael renounced his pacifism. Non-
violence had achieved nothing but the destruction of Alderaan, and the Empire
wouldn't be toppled by anything less than all-out military rebellion. Cael took
his chartered vessel to Chandrila and quickly found members of the Rebel
Alliance eager to recruit the young athlete. In a matter of weeks, Cael went
from limmie star to soldier, and he has never looked back.

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