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mr fey ROLEPLAYING GAME REVISED CORE RULEBOOK q PURSE ea ar PEE Sa TT Cd RO a eae ag a H a © BILL SLAVICSEK, ANDY COLLINS, JD WIKER CHAS DELONG CDESIGN ASSISTANCE CkUrAS LIEENSING eorroR BRIAN CAMPBELL, JEFF GRUBB, BEN HARPER, MICHELLE VUCKOVICH CORY J. HERNDON, MICHAEL MIKAELIAN, STEVE MILLER, THOMAS M. REID, CHARLES RYAN, TRUBAS LIGENEING ART EDITOR is} a m GO 4 a) COWEN K.C. STEPHENS, PENNY WILLIAMS REVISED EDITION DEVELEPMENT AND EOMTING BILL SLAVIDSEK, CHRISTOPHER PERKINS BRIAN CAMPBELL, CORY .l. HERNDON OwaNaaine eorrER KIM MOHAN GRTAR WARS RPO CREATIVE ORECTOR CHRISTOPHER PERKINS MON SCHINDEHETTE SEAN GLENN ABIGAIL FEIN, MARK GOETZ TODD GAMBLE, KYLE HUNTER cmeserres ANGELIKA LOKOTZ ecproouerion JEFFERSON DUNLAP, CHRIS HANIS ‘TOMMY LEE EDWARDS Onnrenion anrists D. ALEXANDER GREGORY, JOHN GALLAGHER, ANDREW ROBINSON, LUCASFILM LTO. BILL SLAVIGSEK MARY KIRCHOFF DAVID WISE DOUGLAS STEVES TAIN MORRIS ‘Thanks to Lucy Autey Wikon and Howard Rofiman of Lucas Licensing, Leland Chee, Pablo Hidalgo of Lucasim Ltd, the ‘designers ofthe West End Games elitions for thei ine work, and to all ofthe authors whe have contbuted tothe expanded Star Wars universe, Special thanks to George Lucas for creating the Star Wars fins in the first place 1G PRI & UTI AEC ad he Com, Began Quen? 100328 6196 suemasser 1s 207 Sam pete thar deed othe ney te ange an ee ok Se i ths Was oF me Cote ped comin 9 Op Cae Cet No ota oth won be epodce nan fom abou wien poise. "oso mare sb the Opn ang Laue a he a0 shen Lee, con Deacons RECA his Orme oad the Wd lh Coa top serene Yarn tars ote Cnt ce 40 Spa ep Tepe! ature baie We Une Sots he book ey ion usin Dini Cnds oe ook ade ann a iin seomestarwars.com a ng dar 1 ted he mal oat canines sce hs wos! 3 wo fn smarty ach pool srzzans FOREWORD on DESIGNER'S PREFACE. PLAYER'S SECTION INTRODUCTION THE BASICS. PLAYING STAR WARS CHARACTER CREATION Wl ABILITIES Sour Ait Scores Aly Moaifers| ‘te Abies hang Abin Scores (WH? SPECIES ° Ghoosnge Spies SpeisCharaeriies hans Saas ens Z Dares fvaks Gamorenns Ganga (Gora Ka Dor on Casa Quaren feds Satstans — Tendon. Thies Wookie bak, WRICLASSES —@ The Css (hs ad Level Bonuses eve Dependent Benes (is esciptions Gani Experience and Lees Friger be Seoul — Seo Soler Tech Speci. Farce Rept fe Consular Ie uardan Alas Characters WE SKILLS e Sil Summary How Do is Wek Acting il Ranks sig his Tablet Sls Tiled: Force Shi Sil Descipions| OWIRS FEATS © 102 Table 5-1: Fess ik Feat Descriptions. 1 Tle 5-2: Force Feats a5 (Wie HEROIC 18 CHARACTERISTICS Deta 1s epuaton m sons ca WRT EQUIPMENT © 128 Money e Table 7-2: Weapons ca Table 7-5: Armor. cy Table 7-4 Equipment us OWE COMBAT © 144 Hom Combat Werks us Combat Sequence Mi Combat Sais Combat Basis M8 Antatve cl Actonsin Combat 2 Injury and Death ‘sa Movement and Poston 5 Conbat Moers - ie Speci ite Actions it Special Weapon leas 185 Speci Atacks and Damage 185 (WIRES THE FORCE © 172 The Force tough the Ages a Force Using Todor, im Thededi_ % The led Code nt The Teachings of Master Odanir 8 Force Pins 18 The Dak Side Cy CWA VEHICLES @ \184 Wie Csses 5 Vehicle Cots 6 Weide Systems 2 Vac Combat @ Vice Movement ‘50 Manevers_ Weick Descriptions (WIR STARSHIPS: 202 Stasip Costs 4 Hyperspace rave! - cy Stasip Stems Map of he Golany Starship Combat a Starship Movement mm Starship Manes 8 Heroes as Crew 2k Starship Descriptions —_ mm GAMEMASTER'S SECTION ‘OWI GAMEMASTERING @ 238 Prong Advertres 7 “Teahig the Game a Proving the Universe 10 Determining the Sil of Pay ua Adjudcatng, me Propeing the Game Forward m2. Keeping the Game Baloced us Changing the les 15 Running a Came Sesion 8 How Bulan verte 254 Hove to Build a Campin 7m Prestige Cases 3 GamerastrCharacers a Generating Communities. 283 Foes and Contacts 2B The Emvirorment om (WIE ERAS OF PLAY @ 292 {tein the colany 2 The Tvee as a Nin Crracers 238 snerteg Cesar a CHAK ALLIES: AND GBRONENTS ® 38 Ae of Calany se Genres Fe] hate: Achetpes m3 HARRS ORDIDS 358, ADs ie 18 i sons m= i tints = Dro Ponies Ea Poy a gue Eo raid Menace “a rid Repair a5 ose Oats ms Dri Death es Menor Vipes = rod Acessories = Sample ras am APPENDIX PLAYTESTERS 378 TERMS AND DEFINITIONS a7 INDEX 379 CHARACTER SHEET __382 nero eee ie ete ener before, make sure to start by reading The Peete ere Coe ee es glace at The Basics blor diving into tis Peto ts piers tra one 003 4 > a = m Q 7 oO o RA 4 m Zz 4 a (arse) ae] Foreword For me, it was love before fst sight, and for that I feel blessed. I eame to Star Wars in 1977 with only my own expectations, not some overfed media hype machine that seems to accom- pany s0 many flash-in these days. 1 had devoured classe science Rction novels growing up, and was a far af movie serials when they cetertained me ater school on my falks’smal-screen TV. ‘But Star Wars! That’ always been ‘something else As a business journal~ {stim Los Angeles had picked up ‘some early rumblings about the film, “There were a few mentions in the Hollywood trades and in a new science fiction magazine named Starlog. What really did it for me- ‘and what became the first in a barn full of treasured Star Wars memora bilia=was a brochure sent to exhibitors to entice them to rent the film for their theaters, Wow! If the movie was anything ike the huge color photos in this oversized 28-page booklet, accompa nied by a description of the fim and lis main characters, I couldn't walt to see it, Then, three weeks before the general opening on May 25, 1977, 1 attended a press screening on the bbacklot at Twentieth Century Fox From the moment the Star Destroyer passed overhead and kept going and ‘going, I had a: new passion in life. What hooked me personally was another scene without words. Luke Skywalker gets up from his aunt and ‘uncle's dinner table in frustration, serately wanting to leave this dusty, baren planet—and the road- block to his future that it represents. We walks up a small hill and easts is yes toward the horizon to wateh the twin suns of Tatogine set as same of John Wilkarns's most plaintive music ‘wells ithe background. 1 could taste Luke's yearning, his need to leave home and establish himself as his own person. Iso related to that. For Luke, the hero's journey was about to begin. 1 was alreatly on my journey... . and at that poing, 1 didn was going to end The hero's journey? It was th much more, as George Lucas deliber- ately set out to create a new mythos ‘using many ofthe tenets of classic he-pan movies ‘now haw ether and ‘mythology-tenets that date back to before recorded history. There were Few heroes in the late "70s, after ‘Vietnam and Watergate. Movies had gotten dark, the lines between good and evil lured. Then along came a film that, subtly, tied into mythologi- cal archetypes and spread through worldwide culture, That, and it had really cool special effect ‘The fact that George Lucas's epic space fantasy still going strong after 25 years says something about the filmimaker, the films, and the audience, The saga Isso ingrained in the world- wide popular culture that writers and artists Feel secure using dialogue a5 ‘punch lines without further explana tion. Siar Wars helps give many of us 2 shared identity and a sense of ‘community. Its the dialogue, the characters, ther elationships, the visual effects, the musie—Yes, it's all Saturday matinee, but i's the best ‘Saturday matinee imaginable, Star Wars has captured the hearts and imaginations of millions of people worldwide in large part because the saga celebrates heroism and the limit less potential of the individual. tt ‘engages us. Ie excites us. Ht inspires us, ‘And most of all, it's fun. I's fun to watch, fun to collect the merchandise fun to read the books and comics, and fun to play the games, like the ered ibly inventive one you hold in your hands, For an entire generation, Star Wars has been a defining cinematic ‘moment, inspiring countless yoursg ‘men and women into pursuing creative careers ofall types. The popularity of Star Wars is growing. The original Sear Wars generation—those of us who grew up with these films on the brain—seems to have passed on a Star Wars gene to subsequent generations. (The advent of movies on videorassette didn’t hurt much, either) i can't just be nostalgia that daw people to the saga. After all these years Star Wars is still cool. Whether it's Han Solo with his Evi grin, Darth Vader's sharp but ominous black outfit, the crafty worn look of the spaceships, the eye-popping battles, the lightsaber swordplay, Star Wars still feels hip. There's timeless clement about the Took of the films and the emotions they provoke that other films just don't seem to have, If you've been a part of Star Wars fandom for a while, or returned to it with the Special Editions or the start of the Prequel fils, then you know what a wonderful voyage it has heen But if you'se picked up this book asa relative “newbie,” 1 wat to weleome ‘you as you proceed on your own path of discovery, your own “hero's jour ‘ney.* What a joyride you're in for! Stephen J. Sansweet October 14, 2001, 005 Oo D f fl i wwe were presented with an opportunity “ esigner's ee ee a Preface “Te second tas fora revlon f oi Welcome to the newest edition of the mau frecmineh Weve gated Test fi this ike coming full eiree. Tsay this BU POS Rese cela se A been a huge Star Wars fan—l saw the ee ee game a from the a movie 38 times during the summer of ce ee a 1977, including the very first showing. ae ee ON 8S, oe See m tas been ted to the Siar Wars fa Nes ete Saad tare | > a city fa, far away (from where rm me TE pet m vvtng this) The thitd reason-our dedication to ‘began my eareerin the hebby me industry in 1986 at a company caled West End Games, At the time, the company was mostly known for its continuous product improvement We've reworked the game 1a update cata, arly rules game even better than ik was, A rok playing game i living document that nd make the fs iailelperconewe | he Coter tte neni pense y n Itsering oe olepbying ole ot met oreninga” CONE EH ply The sence Tic tentamfenay of hereene rate same ew hence aur, RPCACDpS a5 he designs who of the original Star Wars movie, West tions, aliens, gear, planets, and other eal are ne ser. ie EEGs no exception, We've monitored that evolution and incorporated the best paris of t into this new edition, IF you have the previous edition, youl notice that while the bases are the same, we've gone in and redesigned many of the specifi We've improved the Force skills and End Games published Star Wars: The material never seen before thats just Roleplaying Game, 1 ws a member of begging to be included in our core the design (eam, serving 2s an editor rulebook, hut the time i right to re- developer for the RPG. Right afler launch the RPG to a potentially new that,| was crafted to codesign the and larger audience. Star Wars Sourcebook, and then 1 mas ur previous elton hit the selves Jwomoied to Siar Wars Line Director, fn the wake ofthe huge push for the earring ye with West End nw Dinctons Dancons® game anil RS woh desea te statnn Games, | designed, developed, or while it wasnt eet lost in the hue TY ee Weve pated op eile almost every Star Wars RPG fle it didnt receive the attention it 4M veleles rules, Weve polished product published between 1987 and deserved. The excitement generated by ‘he Chses and some of the combs 1991. Since then, I've written two Ae mew fi gies usa second oppor MA ewe adie 2 slew of new citon of A Gull othe Star Wars tunity to launch the RPG with 25 much "el including nen character Universe for Del Rey Books and Fanfare as we and the collective Star p aie species to play. It's more than just a reprinting ofthe game you already have, but atthe same time we worked hard to keep the trappings clase already designed a host of RPG produets for Wars marketing machine cam muster. TSR, Inc, and eventually | became the In other words the time was right, and Director oF RPG RED for Wizands of the Coss, Ine. But throughout that erent Pesfod, I continued to play Sear Wars eel ce hte wih my gaming groups and speak at . Be ae a ee IF this s your fist time with our come P he Gude ad version of the Star Wars RPG, you'r in fora treat, Everything you need to play (except die) i included inthis jam-packed volume. With a group of ar Wars in general. Late in 1999, Wizards ofthe Coast Struck 2 deal forthe rights to the RPG. And the ctce closes, Then Iwas but the learns. Now 1 am the master. Crsomething like that I. 2000, we released our fist 20 Sistem version of Star Wis. Tm very proud of that game and the product Te that developed in its wake. So friends this book, and your imagina~ tion, you can create-your awn ach tures in the epic Star Wars tradition, Now, read on. H game of Star Wars for me. why did we decide to release a revised rulebook? For me explain, The fist eason for @ revision relates ierlease of Episode I: Attack of number of reasons. Let Bil Slaviesek ‘October 18, 2001, [Nia] e eel ele) e roe Introduction Ths Ster Wars fii dic sr aianing gaan ofstange Sic worsrous ractinery stcal powirs eC tiles Great heroes and tebe itn From the moment the Fst Star Destroyer blazed actoss the scree, the ston of Star Wars aptvated he won. Wilh ts ome, you cn r= create the try ofthe fos or raf your ow advent in the Star War unvene. Aden ed same Bice 2 fe This Is Star Wars Blasters; X-wing starfighters; lightsaber; clr Force. Star Wars is space fontasy a its best, fll of action, adventure, and a sense of wonder, The heroes ae lager than life. The villains are utterly evi. The universe has a vedi, well-used look and feel (ot, 1's a familiar story, tout i's never been told quite this way before. I has mythic cements that speak tothe heart ofthe audience. I's epic in scape; everything appears on a grand scale. And it's fun. Vehicles move very fast. Things blow up. We want to cheer for the goad guys and boo the bad guys. And, sometimes, we want to be # part ofthat faraway galaxy. troopers the This Is a Roleplaying Game oss iy on ls Of Oe an aches isa game that offers a multitude of choices to those characters—more choices than even the most sophist- cated computer game, because the only limit 10 what you ‘an do fs what you can imagine. The story is ike a movie ‘excep all ofthe action takes place in your imagination. ‘There's no script to the movie other than a rough outline 7 used by the Gamemaster); you decide what your character says and does. The Gamemaster isthe aiector and special ‘effects designer, deciding what the story is about and taking on the roles of all the other eharacters—the villains, the extas, the special guest The Gamemaster aso ‘keeps tack of the rules, interprets the outcome of actions, And deseribes what happens. Together, players and Gamemaster create 2 story andl everybody has a-great time This Is the Star Wars Roleplaying Game Combine the fabulous elements of the Siar Wars un ‘withthe magination-porvcred cngine ofa roleplaying game, snd the Faraway galy draws neater Everything you need in this book except the ace. Check out The Bass, starting ‘on page 8, to get an idea ofthe fundamentals ofthe gare. When you're ead, Mp though the rest ofthis book. I offers a wealth af options allowing ou to playin any Star ‘Wars ea. 1 lets you ply the good guys the bad guys, or the guys in between if you want to add bite ambiguity to an othervse black-and-white unerse When you play the Star Wars Roleplaying Game, you create 3 unique fictional character that ls in the imagin- tions of you and your fiends. One person inthe game, Gamemaster (GM), controls the vilans and other people who The inthe Star Wars universe, Through your charac tess, you and your frends face the dangers and explore the ‘mysteries that your Gamemaste sets before you. Anything is possible in the Star Wars Roleplay Game. You can have your character try anything you ean think of It sounds good and the dice fall in your Favor, the action succeeds, The Basics section has more detals Now, et ead e's & longtime ago ina gay fa far away. And the Foee i with you. Enjoy! Characters Your characters are the stars of the movie, the main charac ters in the game. We sometimes refer to them as "heroes," notin the “good guy” sense per se, but in the sense of the main protagonists of the story, Bach eharacter’s Imaginary life different. Your character might be... A tough blaste-for-hire @ A Padawan leamer sceking to gain power in the Fore. A brash starfighter pilot. A.gambler looking to make the next big scor A grizzled spacer making a living on the space lanes. A smuggler with a heart of gol. young senator from a prosperous word, ‘A Rebel or an Imperial AA Jedi Knight wielding a lightsaber fn defense of the Republic A Force-userMinting with the power offered by the dark side, A gatacti scout exploring the hyperspace lanes. A soliier trained for war in the Outer Rim. ‘technician who's mare comfortable with m than with other people. (r any other kindof character you can imagine What You Need to Play c's what you need to start playing the Star Wars oeplaying Gai @ This book, wh tells you how to ereate and play A peneil and seratch paper: graph paper might be us 00 One or two four-sided dice (a4, four or more six-sided ce (46), an eights die (4B), two ten-side dice (410, a twehve-sided di (412), and a twemty-sided die (420) @ A miniature, an act n figure, ar something else to represent your character in the game Hyer should read the front sections of this book, the parts Aalng with character creation, sil feats, and equipment he rst ofthe book i forthe Gamemaste, providing advice Dice rules abbreviate dice rolls with phases such as 2. which mi 3 “four six-sided dice plus 2° generat 1 number between 6 and 26). The frst number tels you number after the “A tells you what type of dice to use hat indicates a quaniity that i added to tor subiracted from the result Some examples BAB, The siesided dice, genera This the amount of damage ng @ number fiom 3t0 18. dB: Two vight-sided dice, generating a number from 2 to 16, This the amount of damage that a lightsaber deals inthe hands of » tst-level Jed 9%: The "He" (percentile dice) i a special case, You gener rrumber between 1 and 100 by rolling two differ: ent-colored ten-sided dice, One ¢ voir rol) the tens digit. The ther & the anes digit, A roll of 8 and 5, for example, gives you a result of 85, AO and 3 equals 3. Re The Three Eras of Play The Star Wars Roleplaying Game supports adventures and campaigns set in three distinct era ng O and O represemts 100 ach described in detail in this book, You can Set your carnpaign i the time of the prequel mavies, as seen in Episode Il: Attack of the Clones. Known as the Rise of the Empive eta, this fsa period when the Republic's power fs waning, war th ens the galany, and the Jedi Council still holds sway: over ten thousand Jedi Knights (Or, you can go forward In time to the classic peiad of alacti chil war and play in the Rebetlion era, when the power ofthe Empire supreme and those capable of using described i the original Star Wars fis a iy years after the Battle of Endor and participate in the events surrounding the inve son of the galaxy, Alles from beyond the edge of known spa Forces corspite to threaten the hard-won peace it the era of The New Jed Order (as described in the De! Rey Books novel series) hhave begun an incursion into the New Republic as iz: g a a Go Cc o =i Oo Zz SOISVa SHL The Basics With this compel Bey iar Ware Siti des onto the screen These ep moves ental wth 3 mix of space fantasy high adventure, and mythology. We thal othe adventures of Lake Skywaler and Hay Solo, Quon drm and bi Wan Kenobi, Akin Skywall a Pacimé Amidala, We imagine ovseies plating Xing starfighters down the Death Star tench or engaging in fight-to-the-death lightsaber duels with Darth Maul or Count Dooku. wath cence this ep sa a Je in training or a Republic Senator, a brave starfighter okie. Whether you wan player or the Gamemtastr, tis book is your portal to the Star Wars Roleplaying Game, you can exper pilot ora powerful ¥ iobea action-packed Siar Wars galaxy The Galaxy Te Stor Wors gala huge: Moe than abilion tar Fetcde with te kre veer of eae at {une opportunites fr yomdey mystery aed dane Thousands af ale species he I ts gala omy hunk Jawas fo powtrfl Woolers Wile humats ate prealent ioe ahout known space, other species can be found every where. ly this galaxy, the many words share # common istry that extends thousands of yeas into the past. A galaxywide government (be it Republic or Empire) maintains aw and order thanks to fater-than-light-speed trav! provided by the amazing hyperdrve engine. Because hyper space makes the dstanee between the stars insgnifica iiverse Cote arid the Outer Rim Yu play the role of a character in this setting. You earry 2 blaster ora lightsaber. You fly hyperspeed starfighters. You regularly converse with members of a thousand different PENG How you use this book depends on the role you plan to play in eet eaters ed ere ee ee eer te ters Start by reviewing Te Basis, then dv into the characer creation ‘haps (Chapters One through Sx) and te Gamemaster section. You ned in decide what era you'e going to set your campaign i, pee ee eee eS ee eee ee ey Cer td od ere eo ee eres Pe ed ere ee ee ete ea es eet es species. You have access to-a dependable landspeeder of a helpful astromech droid. You might even be able to call Lupon the mystic power of the Force 1 technology, however. Pei ngers the galaxy, and only you ean save i You must battle evil Sith Lom struggle against tyrannical Imperial forces, or vanquish invaders from other regions of space. You ean depend on your own skills and abilities, your friends and allies, and a good ship to aid you. Hopefully, The galaxy ft all aliens those things wil be enough. Listen! Do you hear that? I's the sound of @ thousand terrible things heading your way. But don't worry, you eam handle i And remember, the Force will be with you, Always. The Core Mechanic The Star Wars Roleplaying Game uses a core mechanic to resolve al ations. This central game rule keeps play fast and intuitive, Whenever you want to atterypt an action| tha (or "d20"), To determine whether your character succeeds has some chance of failure, you roll a twenty-sided die ata task (such as an attack, the use ofa kil or ability or an attempt to save your character from harm, you do this Roll a 420, @ Add any relevant modifiers, @ Compa IF the result equal or exceeds the target number (set by the CGM or given in the rules), your charaeter succeeds a the task at hand, Ifthe result slower than the target number, you fa The Gamemaster en you play the Siar Wars Roleplaying Game, you're participating in an interactive story. Players take on the roles Of unique characters, called heroes. One player seres as the Gamemaster a combination director, narrator, and referee The GM deseribes situations, asks the players what their characters want do, id resolves these actions secording 2. The GM sets each scene, keeps the story moving, and takes on the roles of the opponents and ather characters thatthe players’ heroes encounter in each adventure, If you're the GM, you should read through al sections of this book; you don't need to memorize it, but you do need to have an idea of where to find things once play begins to the rules of the g Heroes yo tole oF 3 hero—one ofthe re a player you take stats of the Star Wars saga that you, the other players and the OM all help to develop. You create your character with the help of the game rales that follow, according to your own vision forthe type of hero you want to play. As your character participates in adventures, he or she gains ‘experience points (XP) that help him or her improve and Species Ia ge Wont a pee pe The Sot Wor Boles deat obra cheon fon Ghat To deacibs theese dtl You can Ppaee ter tn Stren coer, Drs ok Karen Gatyar, Moran Kel Mon Clara Chane odin Sultan Tandehan le, ook, on Ze Class class represents a way of life embraced by a character. It Serves a a starting pont to help you define your hera, 2 hook on which you can hang the characters personality, Sill, and ther tralls. Think ofa class asa profession. You a o a al 4-0 See AGame Session In the Star Wars Roteplaving Game, the Gamemaster and players get together to tel story through the play af the ae. We eal these group-created stories "adventures" A ‘Star Wars aavenure features plenty of action, lots of ‘opporturities for combat, cool villains, epe plots and a sense af wonder and grandeut Typically, the game consists of adventures that resemble episodes in the movie saga, One adventure might play out ina single game session: another might stretch across several evenings of play. A session can Jast as long as you're comfortable plying, ffom as short as one hour to as long ‘asa twelve-hour marathon. Most groups get together and ply for two fo four hours at time. The dame can be stopped at any time and restarted when the players get back together ach adventure consists of interelated scenes. A seene ‘might feature some kind of challenge or roleplaying encounier, oF it could revolve arounel combat, When there’ na combat going on, play is much more casual. The GM ‘eserines the scene and asks the players what their charae~ ters do, When combat breaks aut, game play becames mare structured, and the action take place in founds What Characters Can Do A character can ty to do anything you can imagine, just so Jong as it its the scene the GM describes. Deperiding on the situation, your character might want to @ Listen at a door Use a computer terminal @ Explore a location Comverse with an allen Bargain with a merehant Intimidate 9 ths Talk toan ally Pilot a vehicle Seach for a due @ Bluff an offical Repair an iter & Swing across a turbolft shaft & Move @ Duck behind a bulkhead @ Attack an opponent eaee000 Characters accomplish things by making skill checks, ability checks, oF attack rll. While the rules for making these rolls follow the core mechanic, each type of rolls used fora slightly different purpose. Skill Checks To make a sil check, roll a 20 and add your characters Skil mosifier for that particular skill, Compare the result 10 the Diffieulty Class (DC) for the task at hand. The DC may bie determined by the skil’ description, set by the GM, or stablished by another character's check result. Unoppased Checks: An unopposed skil checks success ‘depends only on your character’ action, For example, climbing 2 chain to get out of a repuorlift repair pit depends only on your character's skill and luck, so the Climb check is compared to a target number provided by the ski's description or set by the Game- master, If your result fs equal to or higher than the DC, the attempt succeeds, Dppased Cheeks: An opposed check occurs when another character actively attempts to prevent your charac- {er from succeeding at 3 given task. The DC for an opposed check isthe check result of the character opposing your action. The opponent's check right be made using the some skill you are using ora aifferent skill, as defined in the description ofthe skill you are using. The character with the Higher result succeeds at the action being performed, while the character with the ower result fails In the ease of a tie, rll the checks again tnt one character achieves a higher result than the other. For example, if your character tries to hide from an ‘opponent, your Hide check fs opposed by the opponents Spot check, If your result is higher, your character suecess- fully hides, and your opponent fails to spot him. IF your result is lave, your opponent spots yau, and your attempt to hide fas Ability Checks Ability checks are used when a character doesnt have any rai in a particular skill and tries to use tha skill unirained. Note that some skis can't he used untrained. For example, if your character wants to bluff a couple of Imperial officers but doesn’t have any ranks in the Bluff ski, the GM calls for a Charisma check (Charisma i the ability associated with the Bluff sil. Ability checks are also used to determine success when no skill applies, Trying to move a heavy cargo container, for ‘example, requires a Strength check To make an ability check, rll 20 and add your charac: ter’s modifier For the appropriate ability. I the results equal to.or greater than the DC of the task, the check succeeds, Attack Ralls To atiack an opponent, olla 420 and add your character's attack bonus, I the eslt equals oF exceeds the opponents Deters, the attack sucects, (na successful atack, you fll to determine how much damage your atack deals to the opponent. Rall the type oF lee indicated for the weapon used and add sny modifiers that apply For example f your character uses a blaster, succesfil attack deals 26 points of damage to the opponent. four shharacer uses lightsaber, a sccessulatack deals 28 points of damage pls your Strength bonus. Damage reduces vitaty points fst. When all of a charac ters vitalty points ae gone, any additonal damage reduces wound points ‘citi potent result onan attack) bypasses any vitality points a character might possess and strikes tireily at that characters wound! points, An attack may cause a critical hit if the attack fll sa natural 20 for, for certain weapons, 2 19 oF a 20), That result represents the threat oF a crticl hit, Then the attacker makes a second attack roll o contin the critical hit If this second attack rol sieeceds, then the critics hit confirmed and damage {s applied to the target's wound points. See Chapters Seven nd Eight for more details Impartant! There are two types of attacks in the game. A tanged attack uses a weapon that attacks opponents at ‘stance such a5 a blaster oF a howeaster. A melee attack ses u weapon that attacks opponents in close quarters, ‘ich asa lightsaber. ibroblade, or your own fists. Your character may have a different attack bonus for each type of attack, The Combat Round Most of the thme, game ply fs relaxed and casual. The GM sets the scene, and players take tums describing what their thacters ae doing. When the situation calls fori, the GM. has the players make die rll (skill checks or ability checks) to determine the results of their characters’ actions. But shen a scene iavohes combat or the imminent threat of combat, 3 structured sequence of cambat rounds i used to gover play. Ina combat round, each character gets to do something. Around represents 6 Seconds in the game wold, regardless ‘of how jong it takes the players to complete the round. AN the start of a battle, each player makes an initiative ‘heck for his or her character, and the Gamemaster makes Iniatve checks for the opponents. The eharacter with the highest result acts frst, Followed by the other characters in ‘nde (fom highest result te lowest result), This order of ply is used in every round until the battle ends. When your tum in the order comes up, you perform all the actions you. are entitled to in the current round, There ae Four types of actions: attack aetions, move actions, full-tound actions, and free actions, Ina round, you ‘an do one of the following things (but see Chapter Eight for additional information): @ Attack and move @ Move and attack @ Move and move again Perform a fll-tound action Attack Actions An attack action lets you da something, You can make an attack, se a shill or 3 feat (except those skills and feats that ‘requir fll-round action), or perform an equivalent sation. You ean perform an attack action and a mave ‘action, in eltherorde, in a combat round, Move Actions ‘Amave action lets you move your speed in a round or perform at equivalent action. Equivalent actions include climbing, drawing or loading a weapon, opening a door, and Picking up an iter. You can move and attack, in ether order, Iva round, Or you ean perform two move actions in a ound, ‘using a second move action fn place of an attack action, Full-Round Actions ‘A fll-round action consumes all of your effort in around. Attacking miore than once ff you are of suicent level t0 ido so) oF using a skl or feat that requires a full round to accomplish fs considered a full-round action, Free Actions Free actions consume almost no time or effort Over the span of a round, the impact of these types of actions i so ‘minor that they are considered to be free. Speaking to an ally or opponent, dropping an item, oF activating am item are examples of fee actions, You can perform a flee action {in adliton to performing other actions in a round, though the Gamemaster can place limits on how much you can reasonably do for free in a given round. Reactions ‘Sone ski checks are instant reactions to specific events ‘The GM tells you when a reaction check & appropriate, depending on the situation, A reaction takes no time and Is not considered to be an action. Force Points vet character stars play with 1 Force Pint. Force Pints representa characters hack for sing the Foe toa her actions. Characters who dr’ blieve in the Force cal this luck, but those with amare powerful conneeton tothe Face understand how the Fore proves asntanc. in game tesa Force Point provides bomus ce to all taskresolution de ols (020 rol for an entire round, inching attack rls, sil cheeks, abifiychecks, al soving throws. Ys ean decide to sped a Force Poin ther before orate ou make the rl ut efor the GM tells you the result of your action AL Ist eve chatater spends a Force Pint to ad 106 to al €20 ol for the entre round What's Next? If you'te new to roleplaying games, you might be wonder {ng how to proceed Aer you've Wad aver these bases to get an understanding of the game, check out the example ‘of play on the next page Ht provides some insight into how ‘roleplaying game session plays out. Then review the fist few chapters ofthe book. When you'e realy se te ‘Character Creation overview (page 14) and a copy of the ‘haacter sheet ftom the back ofthe book fo create a char~ acter When you, your Gamemaster, and the other players are ready, start playing! “| WANT JO LEARN 222 — sc @ | THE FORCE |——____ ANE HE WAYS O; AND BECOME A JEDI LIKE MY FATHER.” [-tuKe SeYWACKER] 4 at m a > Y o a TA Anh Playing Star Wars “he Star Wars gaan sage. Mre tana ition tn systems fl within the known reaches of space, fering Countless apport for wonder mystery, and dang Thousands of len specs en this gle, om humble Jawas to powerful Wookles. Wil humans ae prevalent throughout known space, other species canbe found every hee: In this gly, the many wold shoe a common History that extends thousands of yeas int the ast A dalaxjide goverment fet Republi or Empire) maintains Taw and ower thanks to fste-thanigh-speed tae povided by the amazing hyperd ie engine, Because hype Space travel makes te stance betwen the sas sgn trade commerce and ene ax ely nego 35 hers 0 the Core andthe Outer Ri The Star Wars Relepéying Gome leis you explore tis Iimazinay gala. All yon need this book some ice, a few ling rend, and your imagination The game works test with gu of ve, one GM and our payers can te played with few ast participants fone GW and one slab oras many a5 seven, This gone lets ou participate inthe wtmate interactive story, story in which you get to determine what happens text hy the ators you take, There's no booed. no joystick, no keyboard You might ise action fgures or miniatures to ep bli same drat sores But there the action takes place in the imaginations ofthe partcpans Setup ‘After youve created a hero, get together th the rest of You gaming gfoup for your st adver. Prior to this the GM has developed a stone forthe sventire, She right buy complet, ready-forplay adventure oF gab one ‘tof Stor Wars Gamer magazin. Or the GM might develop one ising the guidelines in Chapter Twehe, Once the GM becomes comfortable with al the rules, she can even get aay with simply describing a starting scenario and using archetypes talght out of Chapter Fourteen ‘ies and Opponents. ick an evening or a weskeri afternaon or some other cence time when you and your Feds can spend a few hous playing the Star Wers Roleplaying Game, Decide on how much time you want to sper playing Two to four hours is a good length for a game session.) Where should yo play the game? Arye that's comfortable. The place should havea fat since to rot dice on, such asa Kitchen fable. The GM sit so that the other payers can't ook over her shoulder or peek at her adverure tes. She needs enough room to spread out the rulebook andl ary other mates she might have forthe deme session reiting other Star Wars books, a pad of aber, peel or pen ic, a heaven nates “The oer players nee places tos, oom for thei dice ani character sheets, scrap paper and pends and ther rulebooks, Since a gain ssion fas much a soil event as itisan evening of entertainment, having plenty of sacks an beverages on hands highly recommended General Advice Players should roll the dice openly so that everyone can see the results, The GM may meke same rolls in secret to bulla suspense and maintain mystery All attack and damage rolls should be made in the open so that all players can see them, The first couple of game sessions you play might be a Tittle uneven as everyone Tears how. the game works and gets comfortable with the idea of roleplaying. Remember that these rules are quienes, a framework and stractire for playing Star Wars adkentures in a roleplaying game environment. A roleplaying game fsa living game: it evohes and develops as you play it. I something isn't working for ‘your group, and the entire group agrees, make a change. Bur wait untl you've played a few times with the offical rules before you decide to tinker. The First Game Session ‘You and your friends have reviewed the basic rules and created ist-leve} characters. Your Gamemaster has reviewed the rules and is ready to rom her fst adventure. You've agieed upon a time and place to play. Then the time arrives and the game beqins! Sitting around the table, with dice and snacks scattered Inall directions, the players gather. Michele isthe GM. She takes her place atthe head ofthe table. Cris sis in the next seat he's running Sia-Lan, a female Jedi quanian, Next to Chris is Mike, practicing his Wookice sounds to Inject alittle authenticity into his character, Rorwor the scout. Acros the table, Penny makes some last-minute notes on her character sheet, adding a litle more detail to \Vor‘en the soldier. Next to Penny, Brian anxiously waist get started. He's running Deel Suroo, the crafty scoundrel. ‘Michcle has selected a number of aetion figures from her collection to use in tonight's game. They aren't necessiry for play, bt she thinks the Figures wil help the players vsu- alize the action in certain situations. She's gota figure to represent each of the playets’ characters, and she places them in the middle of the table. She leaves afew others hidden on the floor beside her, She'l use these later to represent opponents that will challenge and compete with the heroes. [Michele doesn't have a specific character for herself While the players each run a single hero, the Gamemaster narrates the story, adjudicates the rales, and plays all of the GM charactersthe supporting cast that serves as allies and ‘oppontents for the heroes. Anyway. it looks tke everyone's ready fo get sorte. Michele answers a few last-minute rules questions, then Degins the game. Michale (GM) \ long time ago, fn-2 galaxy far, far away - itis the time of the Republic, about twenty-two years before the days ofthe Empire and the fst Death Star battle slation, Supreme Chaneellor Palpatine leads the Republic Mace Windu and Yoda lead the Jed Counel, and the start of the Clone Wars ssl a Few weeks away. You're in a spaceport cantina on Corellia, a prominent world in the galactic core, The place Is pretty busy for a weekday afternoon, though it’ not packed to capacity. You see humans and a variety of other species drinking, lavah- Ing, and talking quietly near the ba, i shadowy booths, 2 at a scattering of freestanding tables. Among those you see are the other players” characters. Why don't you exch {ale a moment to describe yoursehes? Chris (Sia-Lan): You see 2 young woman with brown ‘wir siting alone in one of the booths. She's sipping a clear Viuid and watching the crowd. Her hair siyle and outhit mark her 28 a Jed, She's a Padawan learner, if any of you ov: anything about the specifies oF the Jedi Order, She has a ightsaber hanging at her sie, but i's probably hidien beneath the table. Mike (Rarwarr): There's a young male Wookie st ing a the bar He's exchanging words with the bartender. He’ tall but perhaps 2 bit thin when compared to other Wiookiees you may have seen, He's got a boncaste slung acm his back, and he's nursing a huge mug of some Foamy qui Penny (Var‘an): My character sits in a comer booth, his back tothe wall as he nonchalantly studies the crowd, He's got datk eyes and an intense gaze, and he looks strong and capable. He's wearing bits and pieces of light body armor. IF he has any weapons~and you'te sure he does—they/te either hidden under the table ot in the booth’s datker shadows, Brian (Deal): You also see 2 young male Twilek-you Know, the quys withthe head-tal, ike Bib Fortuna—sitting at an@ ofthe tables in the nid of the room. He's playing) sabace with a few ofthe spacers, and it looks lke he's begun to amass more than his share of credits. Michale (GM): Okay. You've all noticed each other, but dou don’t know each other yet. Before anything ese happens, why don’t each of you make a Spot check for me? The players each roll «.d20 and add their Spot skit modifier to get a result. {fa character doesn't have the Spot stil, the player still gets to apply his Wisdom modi er lif ens) to the roll. Afterall the players have made the Skil ceo, they let the GM know the results Chris (Sia-Lan): Sia-Lan got a 15, Mika (Rarware): 17 for Rorworr! Penny (Var'an): The soldier got an 8, Brin (Deal): The amazingly perceptive Deel Surool got an ‘Michele consults her notes, checking 10 see what the DC forthe Spot check is. She nods and makes a note or two, Jastto keep the players guessing. Michal (GM): Vor'en the solder, even though he's watching the room, fils to notice something thatthe rest ‘of you succesfully spo. The rest oF you see a human male who looks aot like Alastar Treen, the senator from Corulag. He's diesel ike most of the other spacers in the cantina, and he's deep in conversation with a Rodan female. Just then, you all see the cantina doors slide open 2s 2 79up of tough-looking thugs enters the room. The bortender els, Hey, no blasters in here!” He ducks behind the br justin time, as one of the thugs casually fires a blaster bot in his direction, There ae Four thugs—two Humans, a Rodian, and a Gamomean. The Gamorrean wields avbnobiade, and the other three are armed with blaster Pistol. The Gamorrean grunts something foul and gestures toyard the table where the senator is siting For the Separatist” shouts one of the humans with a seer ashe prepares to target Senator Treen. Everyone make an intfative cheek! The players each roll a 20 and ada their intirive ‘modifier 1 get a result. Michele rolls a single initiative ‘check for the group of thugs, and one for the disovised senator and his companion. {Chris (Sia-Lan):Sia-Lan got an 18. Mike (Rorware): 10 for Rorwon! 1): Vor'en got a 12. Ne: The fast-acting Dee! Surool got a 15. ‘Michele wirtes down the initiative order, from highest result 10 lowest. She jots down: Sia-Lan 18 Deel 15, Thugs 13 (her roll) Vor'en 12 Rorworr 10 Senator 7 ther roll) Michele (GM): The thugs 1ook lke theyre gunning for the senator. Sia-Lan, what are you doing to do? [Chris (Sta-Lan): leap out of the booth and position ‘myself between the senator and the thugs a my first move action. As my second move action I draw my lightsaber. As 8 fice action, | activate the lightsaber and shout, “This man is mder the protection ofthe Jedi Knights!” Michele (GM): Your lightsaber hums to ie. Dee, youre next What are you going to do? Brian (Dal): Helping a senator anda Jedi could be profitable, Deel tips his table over and crouches behind it 10 ‘get some caver | guess that’s a move action. Then he pulls ‘Out his blaster for his second move action, Michele (GM): \hen the table crashes onto its side, sabace card-chips and credits setter across the floor. The spacers you were playing with dive for cover Brian (Daal): Oops | forgot about the sabace game tt all the excitement. No matter | guess. Most ofthe credits belonged to Deel, anyway. Michele (GM): The thugs act nex. The to humans each fake a shot at the Jedi who's standing between them and the senator. The Rodian thug takes 2 shot at Deel and the Gamortean rushes forward to slice at the Jedi with his vibroblade, [Chris (Sia-Lun): 11m going to use deflect (defense) to protect myself from the blaster shots. Michele (GM)-Sure. That costs you » move action in the next round, but it increases your Defense by +. ‘Michele makes the attack rolls for he 1wo thugs. The Jirstone gets an 11, The second one gets a 17. ‘Sja-Lan’s Defense when she uses her lightsaber to protect. herselis 16. That means she blocks the fist bolt, but the second bolt gets though. ‘Michele rolls 246 damage for the successful blaster pistol attack, The total is 11, Sia-Lan has 12 vitatity Points, so rhe attack redures her vitality points 0 1 The Fest ofthe rowad continues, with Michele finishing up the thug’s actions, then Ver'en, Rorworr, and the sena- tor acting in turn, Fach round plays out inthis order wnt ‘ane side or the other is defeated or flees. Then the heroes ‘would get @ chance £0 mees each ovher and find out why the senator is in disguise and under attack. And sa begins this Star Wars adventure! ae eC S ss jie in} a > a S 5 a a Niele l-lee ahd hele) Character Creation Male sre you tevin Chapters One rug Nhe before sing this vere when eeting a Star Wars characte. Make copy ofthe thatcter sheet rom te back ofthis book to tse a. record of yur chart. Generate Ability Scores Ui ove of tie thos cerbe i Che ler One i See ses thet eee ga eset ay ee Speer ea Ores rer Select Your Species Asa Star Wars character, you aren't Hinited to simply being Human, Thete are a variety of species available, from Mon Colma to Wookie. Select the species you want to play from those presented In Chapter Two. Choose Your Class A class provides you with a starting point for your character, 2 frame upon which you can hang skills feats and various story elements. Choose a class fram those presented i Chapter Three. Assign Ability Scares Tei tacee pete sein ioere are: fenetet Babe take the sores you peered ca a saig caste er of tes ater seni De Catton, tetigenc, Wedon, and Chats, Then ee For gudanc, cach Gas dcsiptoninilrss wich bt tesa wont ott (tat cass Va a Pee Mgt cs the Ns hat nce ale th mee eee ieee Record your ability scores elas, and specles on your character sheet. Record your ability modifiers as well Write Down Your Species Features Each species offes @ combination of special features unique to that species. Record the Features your species provides on your earacter shee. Write Down Your Class Features Each class offers a combination of special Features unique to that class, Record the features your elass provides on your character sheet Vitality Points Your clas Steines oi chasers is e-the ie Gee oI gr foe PY Por sterner ia ea THs eo, a, or 40) a the pace onthe charset shes, the fang a est you hurng reo Ry pr fee A et Wor dani etic msn pomston is ‘uty ee, pis he chatact's Consu mai For example, if your character belongs to the scout las and you have a 12 Constitution, you start with 9 vitality points (, the maximum result of a 8 rol, plas 1 for your Constitution bonus). The Quickness feat ineteases your vitality points. Ifyou select this feat later, make any adjustments accordingly Wound Paints ‘Yur wound points are equal to your Constitution score. I your character's Constitution is 12, for example, you have 12, wound points. ‘The Toughness feat increases your wound points, Ifyou select this feat later, make any adjustments accondinghy Defense To determine your character's Defense, add the following numbers together 10 + class honus + Dexterity modifier So, @ st-feel seout (+2 cass bonus) wih a 12 Denterhy ‘would have a Defense of 13 (10421 = 19) Speed Seosuscetsayeces eer Weel ape havea ard of loncome Initiative Your character's initiative modifier equals the character's Dexterity modifer The Improved Initiative feat provides an additional modi- fier. you select this feat later, make any adjustments accordingly Base Attack Bonus Your characters class determines your base attack bonus. Record this number on the character shee, Reputation ‘our haroctes She 2 etter tr bese Rept bonus: Record this umber nthe space proved on the Force Points Your character starts play with 1 Force Point, Indicate this Jn the space provided on the character sheet. Saving Throw Bonuses Your cass determines your base saving throw bonuses. To these base numbers, add the modifies forthe associated abilities a follows: For Fortitude, add your Constitution modifier For Reflex, add your Dexterity modifies. For Will, add your Wisdom modifier. Some feats provide additional saving throw modifies. Ifyou select one of these feats, make any adjustments accordingly. Melee Attack Bonus To determine your melee attack bonus, ad your Strengt > your base attack bonus. Certain feats and Ranged Attack Bonus 1 mine yc attack bonus, add your Dexter Select Skills Sills are measured in ranks. Eac toskil made using a specific sil. Some skills are consider abe clas ki i class, Al ther sl ed to be crossclass sil Tab level, you can buy up to 4 ranks in a class ski fi tof 4 Skill points, oF up to 2 ranks in a erosseclass Ail forthe same cost (You get more out of purchasing vying ski er and provides maximum po a points (your maximum ry sil sare desctbed in Chapter Fou Select Feats You start with at Feast one feat, though your elass ane might provide addtional feats at Ist level. S feats from Chapter Five and recon on the char Determine Starting Credits and Buy Gear ply with, Some feats provide additional credits Use your credits to purchase equipment for your cha ter Chapter Seven describes weapons, amor, ancl gear Finishing Your Character hela you need to add to your character sheet ize and roleplay your character. You need an ursesomething that fils your clas, spec Siar Wars galaxy, You should also determin fers age, gentler, height, weight, eye and h Pia edaetdna aloes tala Kouta Cre cecs tea eee Loum Foece adventure, use this character craton overview with Pome Oey ‘The Lins FoRce campaign is tougher than narmal Star Wars Campaigns Use the Planned Generation method to generate ably eet ie ee ee ee ee oe d ts The following species are available in all Lunc FoRce event. Ce er etd es Ce ea an re eRe ea a eae a ers Ree ote nd ee ete ee tae the Jedi path before reaching 7h leven a ed dass the character ene ee Ro aig rs gee eee wee te tas Cr) er os Peg eM Cad CO ged ee ees pee eee en feet el eres CS kn ed eed Cr) Cee ede eet eee ery eee LuwcFoace adventures take place during the ise ofthe Empire eet ee Creed yen rey ee ne rey Se egies For mor information onthe RGA RECA Str Wars events, and the Lc Force campaign, oF to become a member ofthe RPGA. Network, go to wanrpga.com, O15 a = > a $ Oo = m a o a m > ef Oo iz CHAPTER ONE ABILITIES || Just about every die rll you make gets a bonus or penalty Pee cere er ceca beiter chance of surviving a freezing night on Hoth. A Pee a ee need Pe ean) ee ea ete cs ‘ment, Your ability sores provide modifiers for rolls such as these, Pe Cr oes Dexterity Des), Constitution (Con), Intelligence (nt, er Re un Mr Rei rot above-average abilities gives you a benefit on certain die Ce ecco ee {age on other de rolls. You roll your scores randomly, assign | Sen ae ea ss CUS ees character gains experience. OTN haar telat) Cee ren etree eg following methods. Your Gamemaster night want you to eee seara penises EDGAR EL Ue Tey “To randomly generate an ability score for your characte, roll en CO eee ek Ss cs ee erent ren cE (tremendous). The average ability score forthe typical ne Oa en oe cee eee tte area) Ce ccs Pee es Ce ec ee ee eT? Sere Rn ce gen Sn oe a Seek Cee See ees eet ee eee ei a ue ENTE Dek a ee eed ca ee ee Su EO RU ae ene Getic See ae ee See ee ten ae ie itl rarities St eed Dexterity modifier apples to your Defense to delemine how Deu hee ee ee ee RSM oe Ra LN SaILav Reralling Woot ses oto ler ae raaciy eer setae ok Sets out ste te corse tu low te a Sei ries fog anges bene of speci sor Tove Fi yur highest ors Tao eer Planned Generation Instead of rolling dice, you may select the scores you want hy using the planned character generation method. This requires abit more thought and effort on your part, since you need to know what kind of character you want to play ‘0 you can select your scores appropritely. Determine your species and class beforehand, then selet your scores a5 ‘outlined below, Your character’ ability scores all start at 8, You have 25 points 0 spend to increase these seores, using the costs shown below. After you select your scores, apply ay species modifiers, Score cost Score Cost 8 ° 14 6 9 1 15 a 10 2 16 10 n 3 7 15 2 4 18 16 15 5 Standard Score Package The thitd method of determining ability scores is the stan- dard score package, a balanced mix af scores designed to ‘quickly erate hero characters. Assign the scores to the abi ties 25 you ike, After you assign your scores, apply species modifiers. The standard score package i: 15, 14,13, 12, 10, and 8. The Abilities ach ability partially describes your character and affects some of your characte’ actions. Strength (Str) Strength measures your character's muscle and physic power. This ability especially important for soldiers because it helps them preval in physical combat, You apply your character's Strength modifier to: & Melee attack rolls Damage tolls for melee and thrown weapons, (Exception: Grenade damage isn't modified by Strength) Scare Modifier 2-25 47 26-27 48 26-29 +9 30331 410) atc... ete & Climb, Jump, and Swim checks, and other skill checks using Strength as the key ability, @ Strength checks (for breaking dawn doors and the like Dexterity (Dex) Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is important for charac: ters who want to be good shots with ranged weapons (such as blaster pistols) or who wart to handle the controls of starship or speeder fatly well. You apply your character's Dexterity modifier @ Ranged attack roils, such as with blasters, @ Defense, provided the character can react to the attck @ Reflex saving throws, for avoiding grenades and 6 similar attacks. Move Silently, Hid, and Pilot checks and other skill checks using Deaterity asthe key ability Constitution (Gon) Constitution represents your characters health and stam ina, Constitution determines a hero's wound points (your ‘number of wound points is equal to your Constitution score), so it's important for everyone, but most important for characters who plan to get into the thick of combat of a regular basis ‘You apply your Constitution modifier to: Each die roll for gaining addtional vitality points (though a Constitution penalty can never reduce a Vitality point roll below 15 that is, character with ‘tality points always gains atleast 1 Vitality polit cack time he or she goes up a level) & Fortitude saving throws, for resisting poison and similar threats. Same Control-based Foree Skil cheeks. Ifa character's Constitution changes, his or her vialty ‘and wound points inerease or decrease accordingly. Intelligence (Int) Intelligence determines how well your character learns and reasons. Intelligence is Important for any character ‘who wants to have a wide assortment of skills, ‘You apply your characters Intelligence modifier @ The number of languages your character knows at the start ofthe game. @ The number of skill points gained at each new level Ghough an integer penalty can never reduce this number below 1; your character always gets at least | Skil point per evel. @ Search and Knowledge checks, and other skil checks using Intelligence as the key abit. @ Some Ater-based Force sil checks. Wisdam (Wis) Wisdom describes a eharacter’s willpower, common sense perception, and intuition. Compared to Intelligence, Wisdom is more related to being in tune with and aware ‘fF one’s surroundings, while Inteigence represents one’s ily to analyze information. An “absent-rinde professor” has a low Wisdom score and a high Inteigence score. A simpleton with [aw intelligence right nevertheless have great insight (high Wisdom). If you want your cha cer to have keen senses, put a high score in Wisdom, You apply your character's Wiselom modifier to: @ Will saving throws {for negating certain Force attacks) & Listen, Spot, and Treat Injury checks, and ther skill checks using Wisdom asthe key ability AI Sense-based Force sil checks Charisma (Cha) sures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and iysicl attractiveness. It represents strength of personal iy, not merely how others perceive you in a social setting You apply your Charisma modifier to: & Bluff, Diplomacy, and Di skis using Charisma as the key ability and checks representing attempts to jniluence others, 8 Some Force sil checks checks, as well as other Example of Generating and Assigning Ability Scores hrs sits down to create a new character. He vols four Siesided dice (4do) and gets 5, 4, 4, and 1. Ignoring the lowest die, he records the sum of the other three on scratch paper: 13, He does this five more times and gets these Sx scores: 13, 10, 15, 12, 8 and 14. Chris decides Song, tough Gungan soldier. Naw he assigns his rolls to abilities Strength ges the highest score, 15. His character has a +2Sirenath bans that will serve him well in mel Constitution gets the next highest o 2 Constitution species ability adjustment (see Table 2-1: Species Ability Adjustments, page 22) improves fis Constitution core to 16, for a +3 bons, That means rare vitality points per level, 16 wound points, and a better Fattude ving throw bonus Crs puts his lowest score, into Charisma. Chr has two Scores with homuses eft (13 and 12), plus an average seore (10) Dexterity gets the 13.(+1 bonus). That helps with attacking with ranged weapons and with Reflex saving throws, (Chris i also thinking ahead, A Dexterity score of 19 qualities his eh ore, 14. The for the Dodge fest—see Table eats) Wevlom gets the 12. The Gungan’s -2 Wisdom species ability adjustment (see Table 2-1: Species AbMity Adjust ments page 22) drops his Wisdom score to 10 (no bonus br penatyh gence gets the 10 (no bonus or pe Wisdom and Inteligene Chris records his characters species, class, ability scores, rn ablty modifiers on his character sheet: ty. Average lie n't bad For as Srtiet ee od Scores to guide you in roleplaying your charter Hee are some per een enor eee ete ae Ce eee ae Intligence scare and a low Wisdom score may be smart but absent-minded, or knowledgeable but lacking in common sense A characer with a high Intligence score and a low Charisma score may be aknowrital ora relsive scholar. The smart char Peet aed ens A character witha low nteligence scare misprenounces and ee a a cs A character with a high Wisdom scoce may be sensible, serene “in tne alert or centered. A character with ahigh Wisdom sore ee ee eC with igh Wisdom and lw Charisma knows enought speak care- ee eee tg peters eck nee Mca eee ‘A character with high Charisma may be beaut, handsome, er ee ere ee te eee yet pe eeu eae nat) ions ee ees ray Changing Ability Scores (Overtime, the ability scores your characte starts with can change. Ability scores ean increase with no Timi @ Add 1 point to amy ability score at 4th, th, 12th, 16th, and 20th level Poisons, diseases, and other rary ability damage, Ability points lost tod returs naturally, typically ata rate of 1 point per day foreach affected abt @ Asa character ages, some ability scores go up and cathers go down, See Table 6-1: Aging Elfects, page 20, For details. When an abiiy score changes, all attributes associated with that sere ige accordingly. For example, when Sia-Lan becomes a th-level Jedi guardian, she decides to inerease her Dexterity from 15 t0 16, Now she's harder to hi, better at using ranged weapons, and al of her Desterity-basel skills improve as het Dexterity modifier inereases. og > Q c = m n CHAPTER THO SPEcIES|2 ‘The Star Wars galaxy contains an amazing variety of species, each with its own unique outlook and chlization. ‘Although Humans dominate known space, many inteligent alien species can be encountered wherever you travel, ee ns [Mid Rim, and ever: on worlds as distant as the Outer Rim a ee ee en Ser) anywhere du to the prevalence of hyperspace travel. The Cu A Ree See ne ao ee See eee Wookiees are short-tempered, but the truth fs that every Cee ee a nS which your campaign is set, each species has diferent social advantages and disadvantages, See Era Notes: Species, on the next page, for addtional information, Choosing a Species ernie ern een ee te rec vant fo play a droid character, and your OM approwes, see Cae RU class, since species affects how wll a character ean do in each as, Once you've decided your characters species and class, assign your ability scores to specific abilities. Adjust Cec ROR eC ea Cas RUS URS UL Le Ret BO me ok Ce teen eae eg es ee ney ee eed ene eee ees er err ees cc eae er tg eC ey er ee eis cn eran ee eee ert OF pil tal ile ene ula Seen er es Bye ie tty Se aun ued Find your character's species on Table 2-1: Species Ability Adjusiments and apply the adjustments that you see there Sn eee eee tres BS oe ood For example, a Sullstan gets a +2 species adjustment 0 Dexterity and ¢ -2 adjustment to Constitition. Knowing this the player puts the best score rolled (15) in Dexterity DN RE Son Meee ees = TT} re (121 fn Constitution, It drops to 10, which provide Table 2-1: Species Ability Adjustmants Species Ability Adjustments Bothan 2Dex,-2.Con , +2 nt 42.Ws, ~2 Dex Dutos 21D +2 Int, -2'St, -2 Con wok 2 Dex, -2 Str Gemorrean 2 Sty,-2 Dex, -2 Int ithorian 42s, 42 Cha, -2 Dex Kel Dor Dex, +2 Wis, -2.Con Mon Calamasi — +2nt =2 Con Redan Dex -2 Wis, =2 Cha sullustan 2 Dex, -2 Con Trondosha Str, 2 Dex Twitek Cha, -2 Wis ‘Wookie 4 Sti, -2 Dex, -2 Wis, =2 Cha Gases Nonhuman characters have some restrictions placed upon them, Se ee eee Sere ee Coe eke hy ton cere the rise ofthe Empice, induding the period around Stor Wars Deore ee ad Cee ae cs) ee ee etd KC ened enc ee ts UCR eee era ome) penton snd ge ee eee ray ee ee ees et es gated to the sta of seconds ctzens-or worse Many aliens rene eer ee eed Cen pero ere Cert eer een ee Cet erento ere reed Cae eer er rte ernie ons pee er rca iene Cora i) eee tte eer es ee es See tent tee Cha) core Species and Languages All ch the primary langu oughout known space. Most characters can speak the language, and all understand it. Nonhuman eharactes ca also speak and read the language assockated with thelr species, Smart characters (those with an Intelfigence bonus speak and read other lmguages as well one extra languag per point of bonus. The bonus can be spent to either speak a Tanguage or to be abe to read and write it Select your character's bonus Iaygages (fang) From the lst found th age skill description, page 98 What's New? Ifyou don’t have the previous edition of the Star Wi Roleplaying Game, you can skip this section, It explain what we clan his chapter forthe new edit In this chapter, we addled more species for you to choose from when creating a character. Six new spect have been included. We've also made minor adjustment Hroughout each species entry, including stan dardizin stomatie languages and reworking the primitive species rait for Ewoks and Gamorreans Humans Humans dominate the Core Worlds be found in intually every comer of the galaxy. They are the ances of carly spacefaring pioneets, conquerors, traders, rave i refugees. Humans have always been people on th ave. Asa reslt, they ean be found on almost every. thabited planet, Asa species, Humans are physically calturally, and politically diverse Hardy or fing ight Shinoed or dark, Humans remain one of the most dominant species throughout all eras of play Personality: Human personality runs the gamut of osblties, though members of this species tend to be highly adaptable, tenacious, and willing to keep striving no matter the odds, They are exible and ambitious, verse in ther taste, morals, customs, and habits. Physical Description: Humans average about 1.8 aly black to very pale tar from black to blond. Men are usually taller amd heavier thar worsen, Humans achieve maturity about the age of 15 and rarely ive beyond 100 Human Homeworld: Various, including Coruscant, Coralag, Nahoo, Tatooine, and Alderaan, Language: Hiimars speak and read Basie, They typically lea other languages, including obscure ones, Example Names: Anakin, Aron, Bal, Ben, Beru, Biggs, Bota, Caran, Dack, Dane, Galak, Garm, Han, Jango, Jodo, land, Leia, Luke, Mace, Mara, Obi-Wan, Owen, Padmé Gui-Gon, Sia-Lan, Rann, Talon, Vor'en, Wedge, Winter Adventurers: Humans aren't afraid to try anything, Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious specis. Human can eam glory by amassing pow wealth, and fame, More than any other species, Humans ‘humpion causes rather than terstores or groups, snes tll Skin shades run from n nd Human Species Traits @ Medium-size: As Medium-size creatures, Humans have no special arses or penalties deta thet ize. @ Human base speed i 10 meters. & 4 era il points at 1st level ana 1 extta Sil point at cath ational lve: Humans ate versatile and eapa- ble. (The extra sil points at 1st level ae added om $a bonus, not rmukipled in, See Chapter Four: Skills) ol: Hu ct specialized tasks and are varied in their talents. (Sce Chaplet Five: Fests) mate Language: Read Write Basic, Spek Bsc @ 1 extra Feat at Ist le ans are quick fo tha 8 Bothans Tie pet Botha, nthe Mid Rim a the gan, gave rbe tothe Botha specs. These shot, fur-covered humanolds Jane bd pepe ae! for thousands of yeas and were hong te fst evi Hotta deli information. They use information as rere of wealth and power, even welding 95a weapon she neces, The Bathan Syne serves as on of the ations 10 join galactic society. lagestntligence agencies throughout most eras, and it plas important and poigriant roe in the Retlion ea Ctrl, Bathans don't believe in dteet conflict. They refer to manipulate situations fom behind the scenes, 19 snatch nd walt for information and opportunity, and to use os fo gain status and nfl Personality: Bothors are manipulative, aly, stspicious and curious by nature, and a litle paranoid. They can be itating, bt they are also loyal and brave Physical Daseription: Bothans are covered with fur that ‘ils in response to their emotional state. They have tapered ea, and both male andl female Bothans sport beards, They average about Nand have 2 maturity rte and life san slightly greate Bothan Homewarld: The industrial world of Botha with variows colony worlds throughout the Mid Rim Territories, including Kothls nl Toro ‘Language: Bothans speak and tead Rothese and Basic Example Names: Borsk Fey, Karka Kre'fey Koth Melan, Tay Breiya, Tereb Ab‘in, Adventurers: Both the Spynet, engage in daring deeds—ev han Humans, dventurers such 2s operatives in when such deeds pput them st great personal risk. In addition to integence ‘operates, Bothan heroes serve as soldiers and plots, diplo- ‘mats and ambassadors, Their curiosity leads some to be explorers and scouts. Even when a Bothan takes up a noble aus, his or her cultural upbringing makes it hat not to Took for the profit and prestige in the situation Bathan Species Traits @ +2 Dexterity, -2 Constitution: Bothans are quick and dexter, They ate Tess robust than most other species however, @ Medium-size: As Medium-size © no special honuses or penalties due to their size Botan base speed is 10 meter & +2 species bonus on Gather Information and Spot ‘heck: Bothans display a natural superirty when it comes to matters of gathering intligence @ Automatic Languages: Speak and Read/Write Bothese and Bos ates Bothans have u u m Q m wu Cerean Species Traits S3103d8 Physical Description: Duros average about 1.8 meters tal. They are hairless, with large eyes and wide, lipless ‘kin color ranges fram blue-qray to deep azure Duras Homeworld: The orbiting cities of the Duro swe Language: Duros speak and are literate in Durese and Basi Example Names: Baniss Kees, Flr, Kal, Kir Van Lai Nootka, Monnda Tebbe Adventurers: Duos adventurers inelude hyperspace caplorers, star charters, and spacers ofall descriptions. They ao tend to gravitate toward the sciences, including engi nssting and astrogation. Some Duros shun exploration i Far of smuggling and trading, and a small number go into sipiomatie professions Quras Species Traits @ +2 Dexterity, +2 Inteligence, -2 Strength, -2 Const tution: Duros are aie in mind and body, but they arent a physically hardy people. Medium-size: As Medium-slze creatures, Duros have no speclal bonuses orp Duras hase speed is 10 meter. Dros recive the Spacer feat asa bonus feat at Ist level @ Aulomatic Languages: Speak and Read/Mrite Durese and Basle ties due to their size. Ewoks. vols hal from the forest moon of Endor, where they tuantan 2 primitive hunter/gatherer society. Prior to the Bate of Endor (four years after Episode M1, Ewoks were almost entirely unknown to the galany at large. Some trders and explorers visited Endor’s moon, but with no fom of space travel, Ewvoks never left ther homeworld though primitive by galacte standards, the tal Ewoks ane resourceful and highly adaptable. The tribal Esoks may be technologically primitive when compared to most of galactic society, but they’ are aso leer and inventive. While they tend to initially be wary around machinery, i isn’t long before their natural curiosity winsout and they plunge into wild and exuberant exper Persanality: Ewoks tend to be curious, superstitious, and courageous, though they can be fearful around things that siestrange and new Physical Description: Ewoks average about 1 meter tall Te thik fur varies widely in color and patter. They often ws: hoods, decorative feather, andl animal bones wok Hemawarld: The forest moon of Endor Language: Ewoks speak Ewokese, They have no written form of thee language. They ean learn to speak Bast Example Names: Asha, Chirpa, Dee), Kneesaa,Latara, Log, Maiani, Nippet, Paploo, Shodu, Teebo, Wicket, Wiley. Advanturars: An Eivok adventurer may be motivated by “WHY DO 1 ENSE WE'VE PICKED UP’ ‘Seon To] Al a love of excitement, 2 natural inquistiveness, or a warrior’s que hero who has access to a starship. Collecting powerful magic” items Fron fl stormtrooper’s helmet ora range finder from a blaster rif, wok to ear the respect Usually, an Eviok hero joins up witha sea Ewak Species Traits @ +2 Dexterity, -2 Srength: Ewoks are very agile and good with ranged weapons, but their small size makes them weaker than Medium-size species, @ Smal: As Small creatures, Ewoks gain a +1 size bonus their Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use sinaller weapons than Humans use, and thei fing Soe ener tes “Medlium-size characters, @ Ewok base speed Is 6 meters Primitive: An Exok receives the homuis feat Weapon quaters of those of Group Proficieney (primitive weapons) and Weapon Group Proficiency (simple weapons) at 1st level insti of the usual Weapon Group Proficiency feats avaliable to whatever cass the character selects, © Ewoks receive the Alerness feat as.a bonus feat at Ist level to account for their heightened senses. @ Automatic Langu Speak Ewokese PIC) jorHe Se heric LIFE FORM” a a m o m “ [Ela i Gamorreans Brutish and violent, the porcine Gamnoreans come ftom the Outer Rim world of Gamon: Green-skinned with pigike snouts, tusks and sal hors, Gamomeans are respected forthe great strength and short tempers The history of Gamors is marked by an almost constant state of warfare: Males tran for and fight wars, while the females farm, hunt, and handle trade. ‘Since thet world was discovered, 3 number of Gamarreans have found their way into galactic society. The technolog: cally poor homewond has a savage, primitive culture that reseimbles the preindustial periods that huiman eivilzations experienced more than 25.000 years ago, Even so, the phys cally imposing Gamorreans make good laborers, bodyguards, and! mercenaries. While they prefer primitive fee weapons, they have no problem leaning to use powered weapons and) ever blasters Persanality: Gamorreans are brutish, violent, and proud, They respect physical prowess and have no problem facing death aginst a foe they feel they ate on at least equal footing with. They do display feat in the face of obviously Superior opponents, however, considering such a display to be prudent and even rational Physical Description: Gamorreans average about 1.8 eter tall, with thick green skin covering povterTul muscles Close-set eyes, a thick snout, tusks, and small horns end 2 distinct look to every Gamorrean. Gamorrean Homewarld: The preindustial agrieultural world of Gamar. Language: Gamorans speak Gamones ns Tey have tio ‘of the language. They can learn to under. stand other languages, but Gamorreans lack the mechanism to speak any tongue but their own. Example Nemes: Gariogg, Jubnok, Ortugg, Ugmush, Venora, Watlug. Adventurers: Gamorrcans leave theit homeworld fora variety oF reasons, Some are taken as slaves andl later escape or buy out their contracts, Others sell their contracts on the open market, finding employment as Fodyguards, mieyeenaries, and professional soldiers. A Gamarrean is constantly at war, no-matter where he or she resides in the gataxy: it’s often only a matter of figur- ing out who the enemy is. Gamorrean heroes tend to select the fringer or soldier classes. To date, there are no ‘knawn examples of Gamomean Force-users Gamorrean Species Traits @ +2 Strength, -2 Dexterity, -2Intligence: Gamomears. possess greater pysical power, but have fiited agiity and intelligence @ Medium-size: As Medium-size creatures, Gamorreans have no special bonuses or penalties due to ther size. @ Gamorrean base speed is 10 meters. @ Primitive: A Gamortean receives the bonus feat Weap ‘on Group Proficiency (primitive weapons) and Weapon. Group Proficiency (simple weapons) at Ist eve! instead af the usual Weapon Group Proficiency feats available to whatever class the character selects. @ +2 species bonus on Fortitude saves: Gamorreans hay neat physical resistance @ Gamorreans receive the bonus feat Power Attack at Ist level @ Automatic Language: Speak Gamorres Gungans From the watery depths of Naboo, the Gungans are an ancient species with a warlike tradition, Gungans can hold ther breath for extended periods, and they live within undernater cites, Their bubble dwellings contain a breath able atmosphere, The most cammon Gungan race isthe Otolla Gungan, characterized by taller, leaner frames and ‘extended eyestalks. The rare Ankura Gungan hs recessed «es, gteen skin, anda heavier, shorter frame. Except forthe pliysical characteristics, there are no genetic differences hhetveen the twio Gungan race. Usually distrustful of strangers and slow to accept aid, Gungans are nevertheless brave, strong, and confident of their own traditions Personality: Gungans tend to be inquisitive, cautious, and suspicious Physical Description: Gungans range from 1.610 2 ters tll, with two eyestalhs, lappy ears, and long, tongues. Gungan Hamawarld: Naboo (ith colonies on the Ohma-D'un moon) Language: Gungans speak Gunigan and Base Example Names: [93s Jar Jar, Rugor,Totpas, Toba, Tobler Cee, Yoss. Adventurers: Gungan adventurers have 9 strong warrior tradition, Many leave the underwater cities to explore the ancient swamps and shorelines, Since the treaty with the Humans of Naboo, some Gungans have taken a larger step into galactic society. These brave indi- sides are driven by an impulse to explore and regain the riot sprt of old. There are no examples of Gungan J 28 yet, though there have been legends of Force adpts among these people Bungan Species Traits @ +2 Constitution, -2 Wisdom: Gungans are a hardy specks but aren't portculaty srongewiled or perceptive. @ Mesiumesize: As Medium-size creatures, Gunigans have ho special bonuses or penalties ds to their siz & Gumgan base speed fs 10 meters @ Hold Breath: Gungans ae at home either in air or water. When under wate, their nostrils seal, and they {an stay submerged for much longer than memisers of pier species. Gungan can hold his breath for a numberof rounds equal to 25 times his Constitution score before he neers to-moke checks against drowning Gungars aso havea +4 species bonus on Swim checks @ Low-Light Vision: Gungans can see twice 2s far as Humans in dim ight (such as moonlight or underwa- ter. They etain the ability to distinguish color and etal under these con ditions. 42 species bomus on Listen checks: Despite their low Wisdom, Gungans have extraordinary hearing. +1 species bomus on Reflex saves: Gungans have an uncanny ability to avoid danger. 8 Automatic Languages: Speak and Read/Write Gungan and Basic Ithorians hori come rom the jungle work of hor or one ots rary saccworthy “hed ships Alo knoym as Hammerheads by the galay at lage, Ithorians are a peace fol people. thorns decate themes to ecological endeavors especialy on their homeward, where they sek to preserve the pastoral beauty of ‘teat tropical jungle the Mother Jungle. A gentle people, Ithorians have ag love of art. Many travel the galaxy in giant hyperdrve herd Shins designed to serve as ecological replicas of the Ithorian homeworld, bringing the beauty of Ithor wherever they go. Parsanality: Ithorians tend to be calm, peaceful, tran 4quil, and gentle Physical Description: Ithorians are humanok, ranging in height fom 1.8 to 2.3 meters tal, with long necks that curl forward and end i dome-shaped heads. They have 1a) movths, one-on each side oftheir neck, producing a stereo cffect when they tal Ithorian Hamewarld: thor, ora specific herd ship. Language: lthorans speak stereophoni Ithorse arid Basic Example Names: Fardomar, Moma, Oraltor, Toma, ‘Tangle, Uva. ‘Adventurers: thorians end to concentrate om peaceful professions They love to meet new beings and see new places. They enjoy negotiating deals and finding peaceful solutions to conflict. They have 2 spiritual nature tied to thee devotion to the Mother Jungle oftheir homework Often, wanderhst leads them to explore he greater galaxy ually return to thar or the herd fora time before they ever ship that spawned them, saidads Itharian Species Traits @ +2 Wisdom, +2 Charisma, -2 Desteriy:Ithorians are wise and dliberate thinkers whose personable nature to get along well wth others. However, they are also relatively slow to react, with below -aver= alaws the age eordination. @ Medium-size: As Medium-size creatures, Ithorians have ies due to th base speed is 10 meters. no special bonuses or pe irsize Ithor @ +2 species bomus on Knowledge (wilderness lore) checks: Inharians study the natural envifonment +44 species bomus on Survival checks: Ithotians ae in tune with natura surroundings, + bonus on Wil saves: Ithorians have above average willpower @ Automatic Languages: Speak and Read(Wri and Basi Kel Dor The Kel Dor originate on the planet Dorin, where they developed in an atmosphere af helium and a ges unique to their world, Consequently, more common atmospheres, including those that consist of oxygen, nitrogen, and carbon dioxide, are deadly to the Kel Dor. Those Ke} Dor he confines of thei homeworld must sweat breath masks and protective goggles. The Kel Dor have a long and proud Force tradition, though they have adapted it to the Jed tradition since join ing the Republic over six thousand years ago, Kind-hearted the Kel Dor nevertheless believe in swift justice == [He T i=} Personality: Even-teompered and kind-hearted, the Kel Dor never tury away a being in need. At the same time, the ge Kel Dor believes in quick, simple justice and fn't averse to taking the aw into his or her own hands Physical Daseriptian 1.4 and 2 meters tall Their skin anges in colo fom peach to Me average Kel Dor stands between deep red, Mast have black eyes, though 2 few are born with siker ies that seme believe mak then as strong in the Foc Kel Dor Homeworld: The technological planet of Dorin, [Languagas The Kel Dor speak Kel Dor and Bask Exampla Nemes: Dom Tlo, Plo Koon, Torin Do) ‘Adventurers: Ke) Dor who decide to brave the dariges of tiving outside their homevsrld tend to be nobles such as diplomats and traders, bounty hunters, and edi. Their wil ingness to help others often mises with thelr innate sense of justice leading many into some form of law enfor Kel Dor Species Traits @ +2 Dexterity +2 Wisdom, quick and wise constitutions than other species. @ Meslumesize: As Medium to special bonuses or penalties due to ther size @ Kel Dor base speed is 10 meters, @ Gas Breather: Kel Dor require their mathe to survive, Without protective goggles outside their homeworld, Ke Dor ae considered blind. Without a breath mask, a Kel Dor begins to surfocate (ce the Suffocation and Drowning rues in Chapter Twehe) @ Lowetight Vision: Kel Dar can sce tv Human in din ight (such as moonight) when notin their native atmosphere. They retain the ability to 2 Constitution: Kel Dor ate hey suffer from somewhat weaker ze ereatures, Kel Dor have 0sphi distinguish color and detail under these conto @ Automatic Languages: Speak and ReadMite Kel Dor and Basie Mon Calamari Soft-spoken but forceful, the Mon Calamari are great star ship engineers. They see every 15a work of art, no just a8 @ tool or weapon, They are @ lawful, organ Jeed people who have ite tolerance for those who operate futside the status quo. They come fram a water-cowred World and ean breathe both air and water. Recognized for their analytical and organizational kil Mon Calamari ao have a keen love of Ny i the greater good, sometimes ‘going sa far as to support the good of society over the ‘good of the indvidval Parsonality: Creative Calamari are dreamers wh cherish peace but aren't afraid set and inquisitive, the Mon to wage war fr the causes they believe in, Physical Description: The avcrage Mon Calamari stands betwen 1.3 and 1.8 meters tall They smel of salt and the se With high-domed heads, ge eyes, and smooth, mottled skin Man Calamari Hamawarid: The water, techriological net Mon Calan Language: The Mon Calamari speak Mon Calam Basic. They tend to learn Quarrenese Example Names: Aekbsr, Bant,Cilgal,Ibtisam, Jesmin, (ro, Perit, Rehara ‘Adventurers: Mon Calamari seck their dreams among the sas They ate idealistic and daring, ten attaching them sels to causes that seem hopeless oF lst right from the sta. An individual Mon Calamari has great sprit and ar ethusiasm that often remains hidden behind a quiet, orderly rn thinkers and dreamers ve and daring when the need arises. ‘ror: They strive to prove that fan Man Calamari Species Traits 42 inteigence, -2 Constitution: Mon Calamari are ‘ery bright but have relatively frail physiques um-size: As Medium-size creatures, Mon Calamari es due to their size. pesial honuses or pers Mon Calamari base speed is 10 meters, @ Breathe Underwater: As amphibious creatures, Mon Colamar can't drown in water. They also have a +4 species bonus on Swim checks @ Low-Light Vision: Man C a Human in dim light (sueh as moonlight or underwa fey), They retain d detail under these conditions. & +4 species bonus on Craft checks (select ome Craft skill for each individuall, due to thir artistic nature +1 species bonus on Ail saving throws when ability to distinguish color and moist or watery environments: Mon Calamari are most comfortable in wet surroundings, 3 -1 species penalty on Wil saving throws in dry ofan ‘rvitonments: Mon Calamari are extremely uncomfort- able in dry envionments @ Automatic Languages: Speak and Read/Write Mon, Calamarian and Basie Guarren The humarold Quarten share the watery world of Mon Calamari with the Mon Calamari. While the Mon Calamari lve on the surface, te Quarren del in st-filled under: ter cities, Where the Mon Calamari are curious and ‘optimistic, the: Quaren tend to be staid and pessimistic They consider the Mon Calamari idealism to-be the result of foolish, even dangerous, dreaming that only leads to trou ble. Many Quaren tend to be pracmatic, unwilling to trust ‘or accept new ideas, Persarality: Practical and conservative, Quatre tend £0 hate change and distrust anyone who displays avert opt smism and idealism. Physical Description: The average Quarten stands between 1.4 and 1.9 meters tal. They have heads that resem bie four-tenacid squids, hence the name “squid head” that has followed them to other worlds They have leathery skin and suction-cupped fingers. Quarran Homeworld: The wate Mon Calamari, Languaga: Quarren speak Quanenese ard tend to lesm Mon Calamarian, Example Names: Kelnit, Seagor, Tessek Tin, Vekker, ig. Adventurers: Quarten eave theit homeworld to escape technological planet c They their dependency on the Mon Calamari. They tend to seck ‘out the finges of society, operating as scoundiels or nob in cximinal organizations ar with mercenary groups, pirates, furtaw band’s, oF smugglers. a v m o mn a s eles Querren Species Traits @ +2 Constitution, -2 Wsiom, ~2 Charisma: Quamren are ‘extremely esfient and physically tough, though they fend toward deficiencies in wisdom and social graces. @ Medium-size: As Mediam-size creatures) Quarren have ‘no special bonuses or penalties due to their size. & Quatren base speed is 10 meters. @ Breathe Underwater: As amphibious ereatures, Quaren can't drown in water, They’also have a +4 species bonus on Sivim checks, © Automatic Languages: Quarrenese and Basi. peak and Read/Write Rodians Rodians graw up in a culture based on hunting ad ing. They consider bounty hunting to be an art form. They romantielze death and the hunt, revering gladiatorial games nd violence. They come From a tightly cantrelled society fm an industrial world where the greatest aspiration is to become the best hunter in the gal Parsonality: Rodians tend to be violent, tenacious, and Aedicated, Physical Deserintion: Humanoid, with multifaceted yes, 2 tapered snout, and deep green skin, the average Rovian stands between 1.5 and 1.7 meters tall. Radian Hamawarid: Kodians come from te industeal world Redia, Languaga: Rodians speak Rodese and Basic, but many Ieam to speak Huttese as wel. Example Names: Andocml, Beedo, Chido, Dod, Greedo,, Greeata, Ketko, Navik; Neel, Neesh, Wald #3 Adventurers: Rodan adventurers love thelr homework to Improve their skill, hoping to one day return and elsim ihe ttle of Hunt Master. Yo this end, they take on roles that allow them to flex their hunting sil, nerease their battle Drowess, and ultimately gain experience to someday eam the prestigious profession of “bounty hunter.” Rew Rodin have anything to do with the Force, so Rodian Force-ases are extremely ra. Radian Species Traits @ 42 Dexterity, -2 Wisdom, -2 Charisma: Rodi ‘quick and well coordinated but often act before thinks ing things though and are often nade and iy to bly | others © Medium-size: As Medium-size reatures, Rodis have no spectal Bonuses or penalties duc to ther size. Rodian base speed is 10 meters. @ Rodians receive the Track feat a5 & bonus fet at Ist level All Rocians ae taught how to track from a very ‘young age- & +2 species bonus om Listen, Seach, and Spot checks: Despite their low Wisdom, Rodians are very perceptive. @ Automatic Languages: Speak and Read/Write Rodese and Basic Sullustans Sullustans live ina series of complex eity-eaves beneath the surface af Sullus, 2 harsh, voleaic world covered in thick clouds of noxious gas. Their plait hosts the headquarters for the mighty SoraSuub Corporation, and visitors from al ‘over the galaxy conte to see its underground cities. Living unvderground bas allowed the Sullustas to develop acute senses, and they ate renowned for their navigational and piloting skis Trendy and outgoing, Sullstansenjey interacting with ‘unusual and interesting beings of other species. They have a comporate m space travel and exploration. Personality: Sullustans tend to be pragmatic, pleasan\, and fond of practical jokes. Physical Deseriptian: Humanoid wih large round eyes big eats, and jowls, the average Sullustan stands between, 1.3 and 1.8 meters tall Sullustan Homeworld: The volcanic, technological world Sullust Language: Sullustans speak Sullustese and Basic Example Names: Ail Nunb, Dilt Nep, Nien Nunb, Sian Teo, Syub Sun. ‘Adventurers: Sullustan adventurers enjoy exploring the galaxy, conducting business and pulling pranks to see how ‘others rect. They ave inquisitive and love to discover things through personal experience, AL times they can even be a hit reekess. Though some Sulastans hear the eal ofthe Fores, few attempt t0 follow its path Sullustan Species Traits © +2 Dexterity, 2 Constitution: Sullstans are quick, agile, and good with ranged weapons, but they are not as hardy as other species. vset and a knack for husiness a well a a lve of @ Medium-size: As Medium-size creatures, Sullstans have no special bonuses or penalties due to thelr sie 9 Sullstar speed is 10 meters. & Davison: Sullustans can seein the eters, Darks otherwise tke normal sight, and Sullustans ean fune an just fine with no Hight at al atk up t0 20. ck and white ky, but itis ces bonus on Climb and Listen chec ranean species, Su tans are particularly adept ungerground h ako havea strong sense of heating @ Automatic Languages: 5 ann Basie Read/Write Sulustese Trandoshans Bete ranees Vr 1 for their great strena beings dedicate them follow the path of the ferowned (or infamous) bounty in galactic society, takin in close proximity), but there areas many ar more examples Wookices working theron cooperating as there ave instan Tatween the two cultures, Personality: Violent, brutal, and driven, Trandost love to compete, but can show the situation warrants, Physical Deseription Tiandashans 2.1 meters tall. Tit scaly hides offer ational defense gains attacks. Teandoshan Homeworld: Ts bo known 25 Doshal [Languaga: Trandoshans speak Dosh and Basic Example Names: Boss, Fusset, Krush, Ssuurg, Tusserk Adventurers: A'randoshan adventure craves the thr of battle, Some leave Doshi to become bad guards or merc ‘Others set ott to find new places to iant and explore A ew us thee warrior traditions ta become solr, some hunters a5 time goes by. They may appear graf and unpleasant at fist, but if given th chance they become valuable bers of any n ‘Trandashan Species Traits ith, ~2 Dexterity; Trandoshans are strong and powerful but lack agility and grace @ Medium-sige: As Medium-size creatures, Tahdashans have no spe dis 10 meters. 4) natural armor bonus to Defense: Trandoshans have enhances their Defense shite only, but iti ike normal sight, and Trandoshans can fun ion just fine with no ght at all. @ Automatic Languages: Speak and Read/Write Dosh an Basic a u m Qa m a [Ely Twi'leks From the dry, rocky world of Rvloth, Twi'eks have made ‘place for themselves slong the galactic rim. These exotic ‘beings. known for their beautiful head-tails (called Jekku can ako be f Malastare. Sly, calculating beings, Twicks prefer to avoid trouble and stick to the shadows until an opportunity to anger to themselves presents itsl e to observe, plan, and prepate—rrely does ar individual Twlek rush into anything, Some can be van, but most keep an eye out for a way to proft from any sitvation Personality: Tiles tend to be cunning, charismatte and profit-oriented, Physics! Description: Humanoid, with long, tapered head tals, the average Twek stands between 1.6 and 2.1 meters tall Skin tones include shades of blag, white, and ger ‘Twilek Homawarkd: TwiTeks come from the planet RYloth Language: Twleks speak Ry! and Besi. Some also le Huttese Example Names: lib Fortuna, Dee! Suro}, Firth Olan, Xoyi Komad, Lyn Me, Oola, Tott Doneeta. ‘Adventurers: Twili ad swept planet to explore the Outer Rim and seck fame and d on planets such as Tatooine and rnturers Hee their storm= fortune They prefer {© work behind the seenes,leting ‘others standin the Full light of day, Few Twileks can stand, te regimented lifestyle ofthe solder, bu many wind pn ‘nusines (whether legal or Mega), performing as enterta ers or even serving as diplomats. The Foree is strong in thi species, al some Twileks gravitate toward Jed studies, Twi'lek Species Traits & +2 Charisma, -2 Wisdom: Twileks make convincing diplomats but are relatively weak-willed @ Medium-size: As Medivm-size creatures, Tuieks have no spectal bonuses or penalties due to their size Tek base speed is 10 meters. Low-Light Vision: Ties can see twice as far asa Human in dim light (such 95 moonlight). They retain the ability to distinguish color andl detail under these conditions +1 species bonus on Fortitude saves: Twieks are ‘generally very healthy, with a natural wesistance to toxins and iliness @ Automatic Languages: Speak and Read/Write Ryland Basic Bonus Langu o o yes Lekku (the head-tal language). Wookiees Known for their batile skills, Wookiees are long-lived and very strong, with an aptitude for mechanical endeavors They may appear to be primitive, but they are quite adept with high technology, While Wooktees have a reputation for hostility (such as pulling arms off droid), they also possess a great capacity for kindness, They rake loyal friends. Wookiees have a great many customs and trai tions that revolve around honor and loyalty, including the special bond of fiendship called the honor family, and the sacred pleige of honor called the life debt. Though arboreal, a Wookiee never uses is climbing claws in Doing this is considered dishonorable and a sign ‘of madness. Parsonality: Wookiees tend to be honorable, rash, lea, and short-tempered. Physical Description: Large, arboreal humanoids covend In thick fur, Wookiees range in height from 2 to 2.3 meters Wonkiae Hamaworld: Wookiees came from the jungle world of Kashyyyks Language: Wookices speak Shyriiwook, which consist ‘of grunts and growls, They can understand Basie, but they can’t speak anything ather than Shyriwook due to ‘ea imitations, Example Namas: Chenbacca, Gorwooken, Groznik, Low Dacca, Rata, Ronwor, Salporin, Adventurers: Wookiee adventures usualy stat out as wanderers oF explorers. They tend to bond with fellaw adventurers, forming extended honor families. Some even pledge life debts to individuals who perform a great service [cquvalent ta saving a Wookiee's life) There are Force adypts among the giant tres of Kashyyyk Wookices have even taken up the traditions of the Jel Wookiee Species Traits @ +4 Strength, ~2 Dexterity -2 Wisdom, ~2 Charisma: ‘Wookiees are exceptionally powerful bur tend to be ke mates Mediur-size: As Medium-size creatures, Wooki impulse and have ite patience for diplom have no special bonuses or penalties due to their size. Wookive hase specd is 10 meters. @ +2 species bonus on Climb checks: Wookices have clans that allaw them 10 limb particularly well @ +4 species bonus on Intimidate checks: Their reputa tion makes intimidation the Wookiees” primary form of diplon @ Wookiee Rage: When necessary, the Wookie into a frenzy In 2 rage, a Wookiee gains ph strenath feven for a Wookiee) and durability, but becomes reckless and less able to defend himself. He temporally qains +4 Strength, +2 vitality points per level, ana +2 rage bonus on Fortitude and Wil sives, but suffers a -2 penalty to Defense While raging, a Wookiee cannot use skis that require patience and concentration, such as Move Silently, Combat Expertise, or any Force-based kil Aft of rage lasts for a number of rounds equal to 5 + the character's Constitution modifier At the end of this duration, the Wookiee loses the bonus vitally points aqzined flor the rage and is fatigued (-2 penalty to effective Strength andl Dext for 2 number of rounds equal to the rage’s dur @ Extraordinary Recuperation: A Wookiee egains W an wound points at twice dhe normal rate (2 vi pois per character leve! pet hour, 2 wound points jer day of rest) @ Automatic Languages: ReadiVWrte Shyriiwook and Basic, Sp k Shyriiwook, understand Basic Zabrak The Zab took tot 4 vast number of colony words [Mary Zabrak identify them selves the colory they hal om) The Zabrk havea rom Will and a sania instinct second to none. They ae explores ad wartors without peer, wis nstinets forged by the has ress ofthe original Zabrak homeworld an the pioneer spit that led to the settlement of the Zabrak colonies Zabrak posses a great ars early n golacte history and have nount af confidence, and they believe that there i nothing they can't accomplish, While this Inmate autitude could lea to feelings of superinty. most Zabak don't ook down upon other species. They believe in themsehes and are proud and strong, but they rarely project, any negativity foward those of other specks. Each Zalbrak & catremely proud of his or er hone colory Parsonality: Zabiak tend to be dedicated, intense, and focused. They are sametimes considered singleminded Physical Description: Humanoid, Zabrak are dstin- guished by patterns of vestigial horns atop their heads. The average Zabrak stands between 1.6 and 2.1 meters tall Zabrak Homawarl: Irkdonia oF one of eight colonies in the Mid Rim region of space Language: Zabrak speak Zabrak and Basic Example Names: Aagh Odok, Eth Koth, Kooth Aan. Adventurers: Zabrak adventurers love 40 explore the galaxy. No challenge is too big to deter a Zabrak. Zabrak adventurers range from Filigers from distant elony worlds, Zabrak Species Traits @ Zabyak have no ability core adjustments. @ Medi no special bonuses ot penalties due to tet size, size: As Medium-size creatures, Zabrak have @ Zabvak base speed is 10. meters & +2 species bonus on Fortitude and Wil saving throws Zabrak are han and possess above-average willpawer. Automatic Lariguages: Speak and Read/Write Zabrak and Basic Ane, { 33 wu a m Qo m w ila CHAPTER THREE CLASSES|g SOM eee een on er ets es ee eee ce eee aoc eens Se eer Scnt) scent ee ue eer eo enn Pe sce eee ae een een es eer es to Ree ete ore ee er eg ree eee ey ee ee en ee eee) ToS eer better serves the concept a the core of your her. BCAA C ry FT eee ee er cee Se) Peete ee een? ee ee ec ‘wound points. (Ordinary characters have only wound Pha eS ae ne ere CoC ae ee Cee ue ry \who picks up skis and technical knowledge through life Ce oe eng nc Noble: A master of bargaining and negotiation who inspires Geer et ees Se ae ed errata Soe eae Sn ene cea Se ce ee neo ith ale Aulding the soldier class would give her proficiency in more spon, better Fortitude saves, and so on, but it woul st gain new noble obilties and also mean that she hus is nat as powerful a noble as she otherwise would have Thecome, Rules fo ereting and advancing multiclass che acters can he found at the end of this chapter. Class and Level Bonuses An attack rll or saving throw is a combination of three numbers, each representing a different factor: a random factor (the number you rll on the 20), a number repre- ate abilis (he ability modifier senting the characters in and a bonus representing the character's experienc training. This third factoe and evel Each class table sum third Factor snd jepends on the character's class 2es the figures for this Base Attack Bonus Check the table for your characters class. On an attack rl apply the bomus From the Base Artack Bors column to the 1420 lie rol Use the bonus that comesponds to the character's class level, Numbers after a dash indleate adiional attacks at reduced Bonuses: “+12/47/+2" means three attacks per round, ack bonus af +12 forthe fst attack, forthe ‘he third, Abily modifiers apply to all these other bomuses do not grant extra attacks For example, 4 Gth-leel noble hs a base attack bonus of +4. With a blaster or ather ranged weapon, she add her Desterty modifier Even if this would increase her attack bonus t0 +6 oF higher, she doesn’t gain an addtional attack attack bonuses for each class together to determine the tack bonus. (See Multiclass Characters, page 63, for an example.) haracer’s base Table 3 Experience and Level-Dependent Benefits lass Cross-Class Character Skill Max. Skill Max. Ability Level XP_Ranks Ranks Feats Increases and ooo sd 5000 6S. and ah 6900 sth 19000 8 4 a a m a sassvi10 | «@ GAINING EXPERIENCE AND LEVELS perience points (HP) measure how much your character has learned and how much he or she has srown in personal power. Your Cd ee Se ee a) of each adventure based on wat they have accomplished. Heroes Petre ee a ee ered ee re oe ree ot ae Seen a eer Ce tt ee aed ee ee ea ad er ee ned re eed co aren cl Ce he cn Pen) ee ea ‘etraordinary reason, a characte gains enough XP to advance two ‘or more levels at once, he or she instead advances one level and te ee anes le, if Del has 5,000 XP (1,000 points short of ath level) and gains Cn et eee Sth level. Instead, he only attains ath level, and his XP total corres Ura Heroes spend time between adventures training, studying, or Ce end ee et cs fomrcr ecu Fach character cass has a able that shows how the lass features and statistics increase as 8 member of that dass advancs in level When your character achieves 2 new lve make these changes ered ee et eo Pe ee eed Ce eee are eg Ce ee Pope eee ee cL ee es ee ue cere ee ee Ce) Characters, page 63) ect ay Dey ee ee See ee eet cL? eaters ene rd rete ey rates for diferent classes as characters increase in eel. Check your Pe ee ee rT cece eed Ce ec Te een eet oat er eer eee reenter ee Ed Ce ee Pe ete eee na a Coe ean Ce een Se ss er ee ‘mu rankin a class sili sor her character level +3 teen ce ee oe cs Pee eo cat PC ee es serena i es Cee er {into as possible), you dont have to worry about calculating your ‘maximum rank with At each new level, you can alaays asin Pee er ct ae) Ce ee ee ee Ce ess ee ten ‘ule represents an inteligent character's abit o learn faster oer ine Cee eet eats Cee et nea) Co Ee a ee Ser eae ne a Ce at ‘eve that counts If your character's Constitution increases, increase his or her ‘wound point ttl to match. Ifthe Constitution modifier increases Peet oa! Daa Se ee ear ee ree See eae ues eee i 10, Feats Te eee aCe Pe et hes ee ea ee es Ce eet tren iad 11 Force Points Cet ee ea Cen ee aioe) cae ity). ring the Defense progression mote into line with the attack bonus progression, We inc or each cass, and we made som s. The maximum rank in a cla ome skills and bonus feats to account f ss Skill at a cost of | skill point added to the game. Reputation has ‘ i Hanus instead af a score to ralect a that w Foc example, a noble gets 6 skil points per level If Reputation more useful in t oth 1 neligence modifier, her total becomes 7 sil nstead of gaining the Alter, Conte rl At Ist level, she gets 4 ti Ina specified order, we've provided the er maximum rank for Force training class feature thot allows a Foree-us ample, diwy up her 28 pot impor sin any order, Je charact more useful proficient with thelr light We've Class Level and Character Level ‘characters level in a particular eh cl with the skill. See Chapter Four: Skils for a character who has anly one ek: xe information. a class leel that are the same, (A 71 5 ter Tevel of 7th do ca Class Features a character with more than ohne clas, class is enry etal s, ter level are difere level finger 31 : ident asa character level of 7th, with a fing and a scoundrel lass level of 3d What's New? 1 don't have the svia m a Fringer Fringers ct from outside society, replacing a formal education with skilsand knowledge gained from experience ‘Usually, 2 flnnger has fom a world that lies outside the “dvlzed” regions of space, bu fingers can come from the Fringe of galactic sacetywherever that may be. They use thelr dexterity, wisdom, and strength to survive whatever the galaxy throws at them, A fringerfn't necessarily unfamiliar with technology, but he eerainly doesn’t have access to the conveniences available to those of higher status on workls such as Coruscant and Corea. The fringer s hardy, robust, independent, and an expert at survval due to earring the lessons of “frontier” regions, be they in the Outer Rim or in the dankest levels of Coruscant. ‘Some frngers might be from primitive, low-tech societies, but most have @ basic understanding of high-tech equip- rment=they Just come from a world ora part of society Where such equipment isin extremely short supply. Exploits Mos fringcrs who heeame heroes do so because of eum stances, They ae farmers whose families were killed by stormtrooper, colonists whose planets were overun hy ‘marauders, aliens from backwater worlds, streetwise tous from the lawiess levels of Coruscant, or spacers working the Inyperspace lanes far fom the galactic centers of power Fringers usually havea dream they wish to full or an idealistic view ofthe galing. Many hope to find ther fame. and fortune closer to where the action fs, viewing their omevord as insignificant and well oF the besten path. Characteristics The finger a jack-oF-al-rades eaming alittle bit of ‘everything to increase his or her chances of surviving. Often, 2 finger ean keep even the oldest, most beat-up piece of ‘equipment running, Whete a seout ora soldier has extensive Table 3-2: The Fringer q training in repair sila hinge better at Keeping equip= ‘ment jur-rigged than fixing i completely, This means the fingers faster at making Sapdash repairs, even in extreme situations but less tkely to fly repair an item. The fringer i at home in the hinterlands of space, able to get by without the conveniences of cilzation, OF all the classes, fringers a best able to deal with whatever troubles the galaxy throws thet way. They have excellent survival instinets and an enthusiasm that gets them through dificult ercumstances, Background Fringes come to ther profession by seeking a better fe, searching forexiemen, escaping the station on ther planet of origin o avenging an agined wrong dane By the Republic Empire, Imperial Reman New Republi or some other power roup (depending on he era of pla Some seck wealth and power, others adventure, Othe st ae motivated by revenge, They may belted fom the home world hy the promise ofriches. They maybe escaping fiom slavery or seria, They cool be recruited in a cour they bebe is worth following, oF driven fon thee hame by invaders. They usually think of themselves not as fingers buts whatever coer they asi to, such a spacer, mechani plo ean. Examples of Fringers in Star Wars Lake Skywaer atthe beginning of pisode IV: A New Hope, Arakn Skywalker in Episode 1: The Phantom Menate, Biggs Darlghte i Episode IV: A New Hope) Game Rule Information Fringers have the following game statistics, Abilities Dexterity, Wisdom, and Strength are the most important ability scores forthe finger class, Base Attack Fort Ref will Defense Reputation Level Bonus Save Save Save_—_Special ‘Bonus ‘Bonus st 40 424140 Bonus feat, Bonus lass sil 3 40 and 41 42 40 Bater 4 +0 sd 42. +3 2 1 dung +2 4 +0 ah 43 M42 +1 Bonus class skill 44 +0 sth +3 +445 $1 Survival +2 5 4 eh 44 $582 urprig 45 4 th 45 4544 42——lonusteat +6 + Bh 46/41 464442) Bonus cass tl 46 a oth 46/+1 6 44 +3 ry nig +6 45 2 loth 9/42 4745s 9 Sunival +8 a7 2 Mth 48/43 Se es #7 2 12th 9/s $80) 6a enacts 48 2 13th +9/+4 4845 +8 durpriges +8 8 Tah 0/45 49-48 Hf Bonus feat +8 8 1th +11/46/41 49 + 9 6 Vth 42/e7/42 HOT 4S Bonus lass sal 49 8 Mth H2/+7/42 $1048 5 +10 4 Vath 43/48/43 4114846 Suva +6 #10: 4 loth 14/19/44 #4846 +10 +4 2oh 15/10/45 1249 48s feat a ey Vitality Fingers gain 1a vitality points per eye. The character’ Custiution modifier applies. Class Skills ‘he finge’s clas kil, and the key ability for each, are as fallous (se Chapter Four: Skills for skill descriptions) Clint (Su), Craft” (nt), Gamble Os}, Hane Animal (cha), Hide (Dex, Jump (Str), Knowledge (ht, Lister (Wish, Flot (Des), Profession” (Wi), Ride (Dex, Search (Int), Spo (Ws), Sarvval (Wis), Swim (Str “op staal encase eure unt Ech de i mi egy mart a Be case tapenade ra ‘tous en reson psa Skil Pots at 1st Level: (6 + Int modi x 4 ‘Skil Points at Each Aliditional Level: 6-+ Int moder, Class Features AMlof the following ate class features ofthe finger Starting Feats The fringer begins play with the following feats: Weapon Group Proficiency (primitive weapons) Weapon Group Proficiency (simple weapons) Bonus Feats Avis 7th, 14th, and 20th level, the ringer gas a bonus feat. This feat must be selected from 1 the rnger must meet any prerequisites, € following st, rd ‘Neriness, Armor Proficiency (ight), Endurance, Gear fun, Spacer, Weapon Group Proficiency (blaster pistols Wrspon Group Proficiency (blaster fs}, Weapon Group Proicieney (Slugthrowers) Bonus Class Skills [Ns 4th, Bth, 12th, and 16th level, the finger may desig- fate a coss-class sil [except Force Skilk) as a elas sil nce designated, the skill is considened a class skill every time the character adds a new level of fringer The skill must bi oe atively common to the campaign. For instance, if the campaign is limited to a single star in ii m a Kil Points at st Level (6 + Int rhode) x 4, Sti Points at Each Aciitional Levels 6 + Int modes Class Features lof the following ae class features of the noble. Sterting Feats ‘he noble beains play with the following Feats: \Neapon Group Proficlency (blaster pistes) Weapon Group Proficiency (imple weapons) Bonus Class Skill ‘A Istleve, a noble may designate any one cross-class sk (ox for a Force-related sil as a class ski. This repre= sents an area of expertise the noble picks up outside hs or Feenormal traning Favor The noble has the ability to call n favors from those she noxs, By making a favor check, the noble can call upon ‘iets to gain important information without going hough the time and trouble of doing @ Tot of research, Favors can also be used to acquire the oan af equipment or documents from influential acquaintances To cal in-a favor, the noble makes a Far check, Roll 20 ‘ard athe character's favor bonus (+1 at Ist eve, +2 at Sd ‘sal and o on}. The GM sets the DC bosed on the scope of the fer being requested. The DC ranges from 10 fora simple For to 2s high as 25 for highly dangerous, expersive, or ille- {vor The noble can’t take 10 oF take 20 on this check, tor can she retry the check fr the same (or virtually the same) Fro. See Chapter Four: Skils for information on taking 10 and taking 20) Note that favors should help advance the plot fan avemture, A favor that would enable characte to came an adverture should always be unavailable 10 the arate, regardless of the results of a AN noble can try to callin a favor a numberof times in'2 eck of aie time that’s equal to al her noble level ‘ound down (minimum onc). So, as tst-leve noble, ‘vai can attempt to callin a single for, while as.a 7th lev noble she ean attempt to call in favors as many as ic tes fom different contacts, The GM should carefully monitor the noble’s use of favor to ensure that this ability isn't abused, The success Favor check, or fare of a mission shouldn't hinge on the use of @ foo, and calling in fayors shouldnt replace good roleplay+ ing or the use of other skills, The GM may disallow any [bor deemed to be disruptive to the game. See Chapter Twehe: Gamemastering for additional information on favors and contacts. Inspire Confidence Aegining at 2nd level, a noble can use oratory to inspire onfidence in allies, bolstering them and improving their ssesrligsielaes sjanees of success. An ally must listen to and observe the: noble fora full ound for the inspiration ¢o take hold. The effect lasts for 5 rounds. The noble can inspire a number to half her noble levels, rounded up. She of alles equ can inspite confidence onee per day for every four levels ‘of noble she possesses (nce per day from Ist to 4th level Iovice per day’ from Sth to Bth level, and so on Av ally inspred with confidence gains a +2 morale bonus fon siving throws anda ¥1 morale hanus an attack and vseapon damage rolls The noble cit inspite confidence in herself, The ably only aids her ali Resource Access Beginning at 3rd level, a noble has access to an array of resources (usually From family, inuentia friends, or patrons). Once per day, the noble can make @ Charisma ‘heck (0 use those resources during the adventure als the noble’ class fa check mult plied by 20, Thus, 2 31d-level noble who gets a result of The value of resourees qained level multiplied by the result of the Charis 16 on her Charisma check would gain 960 credits worth = 960) frm the nable of resources 10 use inthe adventure (3. 16 x These resources ean take al chooses pleases She can keep them, se them, give them away, oF in reason) and are hers to do with as she sell ther as she sees fi, The resources gained arrive in the noble’s possession 1d8 hours after she makes the check. 2sonably available when and ke the check. For instance, a noble These resourees must be tteking through the wildemess of Endors forest moon Resource access tends to be monetary, whereas favors tend tobe bereits that can’t necessarily be measured jn cred Coordinate AAroble has a knack forgetting people to work together When the noble can aid others and give directions, she provides a J another check bonus tothe tsk at hand by making an This bons & in addition to the nonnal aid other bons of +2 (see page 165), anditinereases asthe noble gains level, So, the noble provides total +3 bonus a ath level (42 aid another bonus, +1 cooperation bonus), 2 +4 bonus at sth This ability can’t be used to assist in comb. Bonus Feats At th, 9th, 14th, and 19th Jeve, the noble gains eat. This feat must e selected from the Following list, am the able must met any prerequisites sme, Fight "ul Presence, Influence, Mimic, Persuasive Sharp-Eyed, Trust Inspire Greatness Beginning at 11th level, a nob ly, granting extra fighting capability. This works s nflenee, except it affects but a single ally. An ly inspired with greainess gains «2d6 temporary vitality 2 competence bonus on attacks, and a +2 The effect lasts for 5 orale bonus to saving rounds. The noble can in ness once per day. For ry three noble levels attained beyond 11th level, the PF Ith a

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