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SKILLS PAGE 104–119

Skill Characteristic Spending s, a, x, t, and y


s: more accurate; a: faster; x: much more accurate/faster;
Astrogation Intellect
t: less accurate/slower, y: much less accurate/slower, or catastrophe occurs
s: reduce time/increase distance; aa: extra maneuver; x: impressive feat;
Athletics Brawn
t/y: physical penalties (b/Critical Injury). Very adverse conditions upgrade check
s: extend duration; a: affect others; x: make recurring character;
Charm Presence
t: reduce number of affected people; y: make recurring adversary
ss: inflict 1 strain; aa: affect others; x: completely break subject;
Coercion Willpower
t: building resentment in subject; y: reveal something secret
s: reduce time spent; a: gain extra info; x: upgrade checks to find intrusion;
Computers Intellect
t: b to checks to find intrusion; y: b to foes’ checks to slice PC’s own computer
Focuses almost entirely on initiative checks. a: extra insight;
Cool Presence
x: recover 3 strain; t: miss a vital detail; y: Stun for 1 round
s: Reduce time, or increase distance 25% (max. 2x); aa: extra maneuver;
Coordination Agility
x: truly impressive feat; t: lose X free maneuvers; y: Stun for 1 round
s: extend duration; a: increase value of return; x: gain opponent’s trust;
Deception Cunning
t: causes suspicion; y: opponent uses lie to their advantage or warns others
s: c to d next action; a: extra insight; x: add b to allies’ Discpline checks;
Discipline Willpower
t: thwart PC resolve; y: overwhelm PC (no action/bonus maneuver next turn)
s: recall info or complete research very quickly; a: learn minor but useful info;
Knowledge Intellect
x: learn relevant beneficial info; t: miss a vital detail; y: misinformation
s: extend duration; a: affect others; x: make recurring character;
Leadership Presence
t: decrease orders’ efficiency; y: undermine PC’s authority with target
s: reduce time spent (10–20%); a: grant b or Superior (temporarily); x: powerful
Mechanics Intellect
single-use bonus; t: shoddy repairs (breaks soon after); y: things get worse
s: heal a single wound; a: eliminate 1 strain; x: heal Critical Injury if healing
Medicine Intellect
wounds, or vice versa; t: increase time/inflict strain; y: further wounds
s: 5% more profit/extend duration/more goods; a: unrelated boons;
Negotiation Presence
x: regular client/vendor; t: decrease profit/value; y: sabotage PC’s goals
s: reveal more detail; a: recall extra info; x: notice details which are later useful
Perception Cunning
(b to future interactions); t: conceal vital detail; y: obtain false info
s: gain insight into situation or how to mod vehicle; a: reveal flaw in foe’s vehicle;
Piloting Agility
x: extra maneuver; tt: malfunction gives b to foes’ checks; y: damage vehicle
s: extend duration; a: reduce difficulty of future checks; x: recover 3 strain;
Resilience Brawn
t: overburden PC and inflict future penalties; y: wound/minor Critical Injury
s: gain insight into foe; a: identify extra targets or items; x: unexpected boon;
Skulduggery Cunning
t: danger of being caught by NPC; y: leave evidence behind
s: aid allies; a: reduce time taken; x: completely distract foe for duration of scene;
Stealth Agility
t: increase time taken by 25%; y: leave evidence behind
s: reduce time spent; a: additional rumours/alternate sources; x: gain semi-
Streetwise Cunning
permanent contact on the street; t: seed minor falsehoods; y: reveal PC details
s: aid allies; a: reduce difficulty of future checks/gain info on quarry; x: befriend
Survival Cunning
animal/get detail on quarry; t: use PC resources; y: wounds/strain/Critical Injury
s: PC well-prepared or resource readily available; a: notice environmental factor; x:
Vigilance Willpower
take extra free maneuver; t: miss vital detail; y: lose first free maneuver

https://chickensinenvelopes.net/star-wars-rpg/ version 1.0.1 • 2020-03-01


RARITY PAGE 150 RARITY MODIFIERS PAGE 150
Rarity Check Modifier Circumstances
0–1 Simple (–) –2 Primary Core world, e.g. Coruscant
–1 Other Core world
2–3 Easy (d)
–1 World on primary trade lane
4–5 Average (dd)
0 Colony or Inner Rim world
6–7 Hard (ddd)
0 Civilized world
8–9 Daunting (dddd) +1 Mid Rim world
10 Formidable (ddddd) +1 Recently settled or out-of-the-way world
+2 Outer Rim world
+2 Frontier world
Rarity Increase Cost Increase
+3 Wild Space world
+1 x1
+4 Uncivilized world
+2 x2
+3 x3
Characters can generally sell an item for 25% of its cost on a
+4 or higher x4 successful check, 50% on ss, or 75% on sss or more

SOCIAL SKILL INTERACTIONS PAGE 113


Acting Skill Opposing Skill
Coercion, Deception, Leadership Discipline
Charm Cool
Negotiation Negotiation or Cool

FEAR PAGE 299


State of Fear Check Difficulty Example
Minimally Afraid Easy (d) Slightly overmatched in combat

Moderately Afraid Average (dd) A dangerously aggressive creature

Very Afraid Hard (ddd) A major threat to one’s safety/moderate threat to one’s life

Mortally Afraid Daunting (dddd) Very intense combat; confronting a rancor

Utterly Terrified Formidable (ddddd) Combat against something incomprehensible


Confront something Confronting an ISB agent or an Inquisitor; negotiating with
Upgrade difficulty once
reputed to be dangerous Jabba the Hutt
Confront something rare,
Upgrade difficulty twice Being trapped in the gullet of a Sarlacc
known to be dangerous
Confront something unique,
Upgrade difficulty thrice Fighting Darth Vader
known to be very dangerous

Failure causes b to each action during the encounter.


t: strain per f. s: Avoid any fear effects except triggers from t.
ttt: staggered during the first turn. a: b to first check; extra a: grant b to allies’ first checks.
y: +d to all checks until end of encounter. x: Cancel all previous fear penalties; no further fear checks.
ENCUMBRANCE PAGE 152
Carrying over threshold (Brawn + 5) Add b to Agility and Brawn-based checks for each point over

Carrying over threshold + Brawn Can no longer perform free maneuvers

Lifting an item over threshold Athletics check with d for each point over. Maximum of 4 points over

Foe makes Opposed Perception check against concealer’s Stealth with b per
Concealing items
item encumbrance above 1. Multiple items: pick the highest encumbrance

ITEM QUALITIES PAGE 154–157

Name Type Effect (aa to trigger unless listed otherwise)


Accurate Passive Add b per rating to attack checks

Auto-Fire Active +d to check. When triggered, generate additional hit; may trigger multiple times

Blast Active When triggered, those engaged with target suffer X wounds + s (even if attack misses)

Breach Passive Ignore X points of armor (10X points of soak)

Burn Active When triggered, target suffers weapon base damage for X rounds; Coordination check stops

Concussive Active When triggered, target is staggered for X rounds

Cortosis Passive Weapons are immune to Sunder, armor is immune to Pierce and Breach

Cumbersome Passive Must have X Brawn, or increase difficulty of all checks by X – Brawn

Defensive Passive Increase melee defense by X. This defense stacks, but caps at 4

Deflection Passive Increase ranged defense by X. This defense stacks, but caps at 4

Disorient Active When triggered, target is disoriented for X rounds

Ensnare Active When triggered, target immobilized for X rounds; Hard (ddd) Athletics check stops

Guided Active aaa to trigger; if triggered and attack misses, make additional attack with d per rating

Knockdown Active Requires extra a per silhoutte above 1 to trigger. When triggered, target is knocked prone

Inaccurate Passive Add b per rating to attack checks

Inferior Passive Add t to all checks, decrease base damage/defense by 1 (if no defense, reduce soak by 1)

Ion Passive Attacks deal system strain instead of hull trauma (this is still reduced by armor and soak)

Limited Ammo Passive May make X attacks before reloading

Linked Active When triggered, generate extra hit on same target; may trigger X times

Pierce Passive Ignores X points of soak

Prepare Passive Must perform X preparation maneuvers before use

Slow-Firing Passive After use, must wait X rounds before using again

Stun Active When triggered, inflicts X strain

Stun Damage Passive Attacks deal strain, not wounds (still reduced by soak)

Stun Setting* Active Change range to short and choose to have attack deal Stun Damage (see above)

Sunder Active a to trigger; when triggered, damage weapon or item one step

Superior Active Add a to all checks, increase base damage/defense by 1

Tractor Passive On hit, target may not move unless it passes a check to break free

Unwieldy† Passive Must have X Agility, or increase difficulty of all checks by X – Agility

Vicious Passive When scoring a Critical Injury or Hit, add 10X to the roll
*This isn’t technically listed as a quality, but appears in the ‘Special’ column alongside them †Force and Destiny
INCIDENTALS, MANEUVERS, AND ACTIONS IN ENCOUNTERS PAGE 200–206
Incidental (as many as reasonable)
Speaking to another character Dropping an item held in one’s hands Releasing someone the character is holding
Minor movements e.g. shifting position; peeking around a corner; or looking behind a person

Maneuver (1 free per turn, maximum 2 per turn. 2 strain or aa: 1 extra maneuver)
Aim: b to next attack (bb if twice in a row) Assist: Engaged ally gets b to next check

Drop prone: b to ranged/b to melee attacks from foes Guarded stance: b to combat checks, melee defense 1

Interact: Move a large item; open a door; take cover Manage gear: Draw/holster/ready/load gun or other item

Mount: Either mount or dismount from a creature (Average (dd) Survival check if creature is untrained)
Move: Change range increment (takes 2 maneuvers above medium range) or (dis)engage foe

Prepare: Take a maneuver to prepare for something (e.g. a weapon with the Prepare quality)

Action (1 per turn)


Exchange an action for a maneuver Activate an ability Activate a Force power
Skill check Combat check

SPENDING a, x, t AND y IN COMBAT PAGE 206

Cost Result Options


Recover 1 strain (may be selected more than once)
Add b to the next allied active character’s check
a or x Notice a single important point in the ongoing conflict
Inflict a Critical Injury with a successful attack that deals damage past soak (a cost may vary)
Activate a weapon quality (a cost may vary)

Perform a immediate free maneuver that does not exceed 2 maneuver per turn limit
aa or x Add b to the targeted character’s next check
Add b to any allied character’s next check, including the current active character

Negate targeted character’s defensive bonuses until end of current round


Ignore penalizing environmental effects until the end of the active character’s next turn
aaa
Have an attack temporarily disable the foe or a piece of gear instead of dealing wounds or strain
or x
Gain +1 melee or ranged defense until the end of the targeted character’s next turn
Force the targeted character to drop a weapon they are wielding

Upgrade the difficulty of the targeted character’s next check


x Upgrade any allied character’s next check, including the current active character
Do something vital, such as shooting the controls to the nearby blast doors to seal them shut

xx When dealing damage to a target, have the attack destroy a piece of equipment/weapon they are using

Suffer 1 strain (may be selected more than once)


t or y
Lose the benefit of a prior maneuver

The opponent may perform a immediate free maneuver that does not exceed 2 maneuver per turn limit
tt or y Add b to the targeted character’s next check
Add b to any allied character’s next check, including the current active character

ttt The active character falls prone


or y The enemy gains a significant advantage, such as closing off the party’s escape route

The character’s ranged weapon runs out of ammunition


y Upgrade the difficulty of any allied character’s next check, including the current active character
The weapon or tool the character is using becomes damaged
CONDITIONAL AND SITUATIONAL MODIFIERS PAGE 210–212
Condition Modifier
Ranged attack at engaged target Upgrade difficulty of check once; y automatically hits different engaged character

+d with Ranged (Light); +dd with Ranged (Heavy); not permitted with Gunnery.
Ranged attack while engaged
Opponent adds b to next Brawl/Melee check while still engaged

Attacking prone/while prone b to ranged/b to melee attacks from foes; b to melee attacks vs. foes

Two-weapon combat It’s basically Auto-Fire but more complicated, best to check the CRB if you want to

Unarmed combat Damage equal to Brawn, Critical Rating 5, Disorient 1, Knockdown, can deal strain

Improvised weapons See Improvised Weapons. Count as Inferior, 2 hands needed for large weapon

If silhouette is 2 larger, -d; if silhouette is 2 smaller, +d. Jawas are silhouette 0;


Silhouette difference
humans are silhouette 1; dewbacks are silhouette 2; rancors are silhouette 3.

IMPROVISED WEAPONS PAGE 212 CONCEALMENT PAGE 213


Size Dam Crit Range Encum Special Dice Examples
Small +1 5 Engaged 1 – +1 Mist, shadow, waist-high grass
Medium +2 5 Engaged 3 Cumbersome 2 +2 Fog; twilight; thick, shoulder-high grass
Large +3 5 Engaged 4 Cumbersome 4 +3 Heavy fog; thick, choking smoke; night

ENVIRONMENTAL EFFECTS PAGE 212–215


Environment Effect
Add b to Gunnery, Ranged and Perception checks vs. concealed character and b to concealed
Concealment
character’s Stealth checks per dice added (see Concealment); GM may include other skills

Cover Ranged defense 1 (more if very hidden), b to some skill checks (e.g. Perception)

Difficult and Difficult terrain takes 2x maneuvers to move through; impassable terrain takes a skill check (i.e.
impassable terrain an action) to move through; probably Athletics/Coordination
Take damage and strain (see Falling Damage); damage is reduced by soak but strain is not.
Falling
Character may make Average (dd) Athletics or Coordination check; reduce damage by s
Fire, acid, corrosive Suffer wounds equal to rating of situation (see Fire, Acid, Corrosive Atmospheres) at start of
atmospheres turn (holding breath can prevent this). Rolling on the ground can put out fire; Coordination check

Add up to bbb/bbb to Coordination and Brawn (not Resilience) for high/low gravity.
Gravity
Zero gravity counts as difficult terrain and does not grant any b/b.

Suffocation Hold breath for rounds equal to Brawn. After. suffer 3 strain at start of each turn until
incapacitated, at which point suffer 1 Critical Injury at the start of each turn
Vacuum Suffer 3 wounds per round in vacuum until incapacitated; then suffer 1 Critical Injury per round
Water Counts as difficult terrain, or sometimes as impassable terrain (GM’s discretion)

FALLING DAMAGE PAGE 215 FIRE, ACID, CORROSIVE ATMOSPHERES PAGE 215
Range Damage Strain Rating Examples
Short 10 10 1–2 Campfire, industrial cleaner, ash in the air
Medium 20 20 3–5 Flame projector, industrial acid, chemical leak
Long Incapacitated; Critical Injury at +50 30 6–9 Welding torch, weaponized acid
Extreme Incapacitated; Crit at +75 or death 40 10+ Lava, blast furnace, unbreathable atmospheres
MEDICINE CHECKS PAGE 113 AND 220
State of Health Medicine Check
Current wounds equal half or less of wound threshold Easy (d)

Current wounds equal more than half of wound threshold Average (dd)

Current wounds exceed wound threshold Hard (ddd)

Recover Critical Injury Critical Injury Severity Rating

STATES OF HEALTH PAGE 215–218

State of Health Effect


Exceeded wound Knocked out and incapacitated until wounds no longer exceed threshold. Immediately suffer one
threshold Critical Injury. Track wounds up to 2x wound threshold

Exceeded strain
Incapacitated until strain no longer exceeds threshold
threshold

Critical Injury Roll on Table 6–10: Critical Injury Result (page 217 of CRB). +10 for each current Critical Injury

Cannot perform actions (including downgrading to maneuvers). Lasts until end of next turn unless
Staggered
specified by effect; durations stack if effect is suffered again (up to end of encounter)

Cannot perform maneuvers (including by spending strain or a). Lasts until end of next turn unless
Immobilized
specified by effect; durations stack if effect is suffered again (up to end of encounter)

Add b to all checks. Lasts until end of next turn unless specified by effect; durations stack if effect
Disoriented
is suffered again (up to end of encounter)

RECOVERY AND HEALING PAGE 219–221


Recovery Method Effect
Recover 1 wound and all strain per full night’s rest. Attempt a Resilience check to recover
Natural rest
Critical Injury once per week (against Critical Injury Severity Rating); failure recovers 1 wound

Attempt a Medicine check and recover s wounds and a strain. Attempts to use Medicine on
Medical care (organics)
oneself add dd. Attempts to use Medicine with no medical equipment add d

Use Mechanics instead of Medicine. Attempts to use Mechanics on oneself add d. Attempts
Medical care (droids)
to use Mechanics with no equipment add d

Bacta tanks Recover 1 wound per 2 hours if wounded, or 1 wound per 6 hours if incapacitated. Attempt a
(organics only) Resilience check to recover Critical Injury once per 24 hours; failure recovers 1 wound

Oil baths
Recover 1 wound per hour, but no opportunity to recover Critical Injury
(droids only)

Stimpacks Apply as a maneuver. First stimpack recovers 5 wounds; each subsequent recovers 1 fewer
(organics only) (sixth stimpack recovers 0). Stimpacks regain effectiveness after full night’s rest or 24 hours

Emergency repair
Apply as a maneuver. Recover 3 wounds per use
patches (droids only)

Recovering from strain Make a Simple (–) Discpline or Cool check after an encounter: recover 1 strain per s

Recovering from
Make a Medicine check against the Critical Injury Severity Rating
Critical Injuries
VEHICLE COMBAT DIFFICULTY PAGE 235 PILOT ONLY MANEUVERS AND ACTIONS PAGE 232–233
Silhouette Difference Difficulty Sil Difficulty
2+ smaller Easy (d) One Pilot Only maneuver; suffer 2 system strain or

1 in either direction Average (dd) 0–4 spend aaa to take a second (max. 2 per round).
If only 1 pilot (usually the case), pilot must take 2
2 larger Hard (ddd) strain or downgrade action to take second maneuver

3 larger Daunting (dddd) 5+ One Pilot Only maneuver (max. 1 per round)

4+ larger Formidable (ddddd) Any One Pilot Only action per round

MANEUVERS AND ACTIONS IN STARSHIP ENCOUNTERS PAGE 232–238


Maneuver Sil Speed Description Pilot Only except Angle Deflector Shields and Increase Power
Accelerate/Decelerate Any Any Pilot may change speed by 1 (min: 0, max: per vehicle)
Angle Deflector Shields Any Any Any crew member may move 1 Defense from one zone to another
Evasive Maneuvers 1–4 3+ Upgrade the difficulty of incoming/outgoing attacks until end of next turn
Fly/Drive Any Any May move the vehicle depending on current speed (see Flying and Driving)

Increase Power Astromech may increase speed by 1 for turns equal to intellect at cost of 2
1–3 Any
Stay on Target system strain and -2 to starship handling; can’t perform Boost Shield action
Punch It 1–4 Any Go to maximum speed immediately, suffer 1 system strain per speed gained
Stay on Target 1–4 3+ Upgrade the ability of incoming/outgoing attacks until end of next turn

Action Sil Speed Description Gain the Advantage is Pilot Only

Make Average (dd) Gunnery check and choose all weapons of single type
Blanket Barrage to fire this round. Until end of next round, all silhouette 0–4 ships get +d to
5+ 0–3
Age of Rebellion combat checks against ship +d per aa. If attacking ships generate tt/y
they suffer one automatic hit at half/full damage according to weapon type

Concentrated Barrage Fire all weapons of single type within single firing arc with single check. a: add
5+ 0–3
Age of Rebellion damage equal to number of weapons. Only use against silhouette 5+ ships

Mechanics check to recover 1 system strain or 1 hull trauma per s (same


Damage Control Any Any
difficulty as Medicine checks); only allowed once per encounter for hull trauma
Pilot makes Piloting check (see Gain the Advantage). If successful, either
Gain the Advantage 1–4 4+ ignore effects of Evasive Maneuvers until end of next round; or counteract foe’s
Gain the Advantage action (+d for each time player and foe have done this)
Fire all weapons of single type within single firing arc with single check.
Overwhelming Barrage a: hit one extra vehicle at short range from original target; plus hit one extra
5+ 0–3
Age of Rebellion vehicle for every 10 weapons fired. Can trigger multiple times but cannot hit
the same ship twice. Damage equal to base damage +1 per s
Additional ship and Perform an action; examples are given in Table 7–7: Additional Starship
Any Any
vehicle actions and Vehicle Actions but these are not intended to be exhaustive
Each starship weapon may only be used once per round. Silhouette 0–4 ships
Combat check Any Any
choose which defense zone is hit; 5+ ships are hit based on relative position

FLYING AND DRIVING PAGE 232 GAIN THE ADVANTAGE PAGE 234
Speed 1 maneuver 2 maneuvers Speed Difficulty
0 Cannot move 1+ higher Easy (d)

1 Move within – Between close and short Same Average (dd)


close range
2–4 of target or Between close and short Between close and medium 1 lower Hard (ddd)

5–6 object Between close and medium Between close and long 2+ lower Daunting (dddd)
ADDITIONAL STARSHIP AND VEHICLE ACTIONS PAGE 237
Action Skill check Results
Only if vehicle already has defense. If successful, vehicle suffers 1
Boost
Hard (ddd) Mechanics check system strain and increases single defense zone by 1 until start of
Shields
next turn. Extra s increases duration by 1 round per s

Copilot Average (dd) Piloting check Downgrade difficulty of pilot’s next Piloting check by 1 per s

If successful, next crewmember to fire a weapon adds b. Each


Fire Hard (ddd) Leadership
Discipline or Discipline check additional ss affects an additional crewmember. aaa: every hit
on enemy inflicts 1 extra system strain until start of next turn

Average (dd) Computers If successful, enemy must make Average (dd) Computers check
Jamming
check +d for each ss. Affect additional targets for each a spent
Hyperspace Modifiers make this more difficult: see page 246–247 of CRB; page
Jump Easy (d) Astrogation check 76 of Fly Casual; or page 142 of Suns of Fortune (for micro-jumps)

Manual Make Damage Control check to recover 1 hull trauma using


Hard (ddd) Athletics check
Repairs Athletics. Each additional ss recovers one additional point

Plot Average (dd) Astrogation or


Study terrain ahead, reduce b for difficult terrain by 1 per s
Course Hard (ddd) Perception check

Scan the If successful, learn enemy’s weapons, mods, system strain/hull


Hard (ddd) Perception check
Enemy trauma thresholds. aa: learn current system strain/hull trauma

Slice Enemy Reduce defense of a zone on target for one round per s. aa:
Hard (ddd) Computers check
Systems inflict 1 system strain; x: disable weapon system for one round

“Spoofing” Average (dd) Computers or If successful, Guided attacks against crewmember’s ship get +d
Missiles Hard (ddd) Vigilance check plus +d per aa until start of next turn

Computers check (Astromech If successful, b to pilot’s Gunnery checks plus b per ss. for 1
Target Lock*
only, same as Combat Difficulty) round plus 1 round per aa. Wait 1 turn per t before using again

Watch Your Average (dd) Computers +1 defense to single defense zone per s until start of next turn,
Back!* check (Astromech only) add b depending on size and chaos of the dogfight
*Stay on Target

SPENDING a, x, t AND y IN STARSHIP AND VEHICLE COMBAT PAGE 236

Cost Result Options


See options for normal encounters, but b/b and upgrades target the character’s next Piloting or Gunnery
All results check, or next Computers or Mechanics check (allies only) instead of solely the next check
Lists of vehicle components are in Table 7–10 and Table 7–11 on page 245 of CRB
When dealing damage, temporarily disable important vehicle component instead of dealing hull damage/
aaa system strain (leaving it inoperable until repaired by Mechanics check); not too crippling (GM’s discretion).
or x If piloting the ship, perform one free Pilot Only maneuver (if it wouldn’t go above max number per turn)
Force target ship or vehicle to veer off, breaking any Aim or Stay on Target maneuvers

xx When dealing damage, destroy some important vehicle component instead of dealing damage/strain

t or y If piloting a ship, sudden maneuvers force the ship to reduce speed by 1


Initiative slot being used by active player drops to last in the initiative order
ttt
Character grants enemy a significant advantage, e.g. character drifting straight into line of fire causing -d
or y
to enemy’s combat checks until start of next turn
A component is rendered inoperable until end of next turn
y Character collides with opponent within close range, or with surrounding stellar phenomenon/terrain
(collision is minor or major depending on whether check was successful or a failure)

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