Table of Contents
(I) SYSTEMS • Character Creation • Attributes • Skills • Qualities, Drawbacks & Templates • Combat Maneuvers • Force Points (II) RULES • Basic Rules • Experience & Improvement (III) COMBAT • Turns, Initiative and Actions • Combat Complications • Ranged Combat • Damage • Armor • Injury • Healing & Medical Help (IV) THE FORCE • The Force as a Religion • Force Skills • The Dark Side • Force Powers • Control Powers • Sense Powers • Alter Powers (V) STARSHIPS • Creating a Starship • Starship Combat • Astrogation (VI) APPENDIX A: QUALITIES, DRAWBACKS & TEMPLATES • Qualities • Drawbacks • Species Templates • Professional Templates • Force Tradition Templates (VII) APPENDIX B: COMBAT MANEUVERS 1
PART I: SYSTEMS CHARACTER CREATION Directions
The Unisystem uses a point-buy system to create characters. Basically, you purchase different abilities by spending character creation points. The better or more powerful a characteristic is, the more expensive it is. Some negative features, known as Drawbacks, do not cost any points. Instead, they have a negative value—by acquiring them, you actually get more points to buy other things. Keep in mind, of course, that these Drawbacks limit or hurt your character in some way, so loading them on carelessly is not a good idea. Not everything is based on points, either. Some character elements are creativity-driven: your character’s concept (what kind of person she is) and personality, as well as her name and history. These depend wholly on your imagination. The steps below summarize the character creation process. Note that you must follow the steps in order, and cannot go back to reallocate for min/maxing purposes.
Steps for Character Creation Step One: You start with 15 points to divide among your Attributes. You must have at least one level in each Attribute, and at this point you cannot put more than five points (or your species Racial Cap) in any one Attribute. Step Two: You get 15 points to divide among your Skills. Again, no more than five points can be allocated to a single Skill, for now. Step Three: You must choose a Template for your Species, and may choose one for your Profession as well. The cost for each Template is subtracted from the points available for Qualities in the next step. Species penalties to Attributes cannot lower a score below one, but can raise Attributes and Skills higher than five. Step Four: You have 15 points with which to purchase Qualities for your character. Note that these character creation points are less those from step three, as the Templates come with built-in Qualities and Drawbacks. Step Five: You may choose up to 10 points worth of Drawbacks and spend these points retroactively on Attributes, Skills and new Qualities. Note that you may now raise Attributes to one-point higher than your racial cap for two creation points (see Racial Templates for caps.) Skills can only go past five with Template bonuses during character creation. Force Skills for starting characters must be purchased with these points. Step Six: Calculate and record your Health (see chart), Light Side Points (Int + Per + Will x2), and Force Points (15.) Choose your Force Powers. Choose Combat Maneuvers. For each point of Lifestyle Quality choose one of the following pieces of standard gear: All-Temp Cloak, Aquata Breather, Ascension Gun, Breath Mask, Comlink, Datapad, Electrobinoculars, Fancy Clothing, Glow Rod, Heavy Clothing, Holo Projector, Medpac, Padded Flightsuit, Recording Rod, Standard Space Suit, Stunner, Survival Kit, Toolkit.
Attributes are inborn characteristics: your character’s strength, intellect, senses and so on. By selecting a set of Attributes, you are defining the limits of what the character can and cannot do. So, if you buy a very low Dexterity for your hero, do not be surprised if she falls down, breaks dishes, and sucks at juggling. When creating a character, you but Attributes with your Attribute Points on a one-forone basis, up to 5 (i.e., Strength 3 would cost three points, Strength 4 four points, and so on). Starting Attributes above 5 are more expensive: three points per additional level. Level five is the Attribute maximum for an average human; you can achieve level six, but can go no higher without artificial enhancement (buying an Attribute up to level six would cost eight points.) Many alien species can have Attributes far beyond those human limitations – others not so much. If an 2
alien species has a higher or lower Attribute Cap than 5 it will be listed in their description. Note that you must put at least one point into each Attribute.
The Meaning of Numbers
Level 1: The character is below average in this Attribute. In other words, Attributes at level one are not flattering. If your character has an Attribute at level one, she is going to be pretty feeble at some things. Strength 1 indicates a poor physique, either a petite or flabby, sedentary person. Dexterity 1 indicates clumsiness, someone likely to drop things—not to be trusted with delicate manual work unless the person has trained very hard to do so. Constitution 1 indicates a delicate person in poor health. Intelligence 1 is below average—not mentally challenged, but certainly a bit slow on the uptake. Perception 1 depicts someone not very aware of her surroundings, likely to miss what’s before her face. Willpower 1 results in a person who is easily intimidated and influenced by others, a follower instead of a leader, and somebody who is likely to succumb to temptation. Level 2: This is the average for human beings. Most people in any given group have Attributes at this level, typically with one or two at levels at one or three. Nothing wrong with being average, but the character is unlikely to shine with such Attributes unless her skills are so high she can compensate. Level 3: This is above average but not extraordinary. Strength and Constitution 3 show some athletic aptitude — somebody who works out at least three times a week, or a natural athlete who has not taken time to develop her talent. Dexterity 3 characters are graceful—good dancing partners, grabbed near the beginning in pick-up sports, unlikely to suffer from butter fingers or Klutz Syndrome. Intelligence 3 indicates a bright person who can easily learn new skills, if she has the temperament to do so. Perception 3, a character has good senses and intuition, and is not easily fooled or confused. Willpower 3 indicates someone who is rarely bluffed or bullied under normal circumstances. Level 4: An Attribute at this level is well above average. Very few people — perhaps one out every ten in a random group — have one or two Attributes at this level. Strength and Constitution 4 can be found only in athletes (including the best football players in a large high school or college campus), extensively trained Special Forces soldiers, and other people who spend a large amount of time and effort keeping in shape. Dexterity 4 would only be common among gymnasts, acrobats, dancers and other talented and graceful individuals. Mental Attributes at level four indicate near genius (Intelligence), highly acute senses and intuition (Perception), or an “iron will” (Willpower). Level 5: This is the “practical” human limit. People at this level are extraordinarily talented, able to perform complex and difficult feats with little practice. While people with Attributes at level five are not record breakers, they are among the best and the brightest. In a small or medium-sized community, only a handful of people have one or two Attributes at this level, and they are likely to be well known for their strength, wisdom, or toughness. Cities, large college campuses, and groups of demon fighters have more of these extraordinary individuals, but even there they are not common. 3
how much weight she can carry. Rebel scum…)
Brains good. A few people with “freakish” features may exceed it (to level seven). Note that intelligence and education are two separate things. Strength Table STR score 1-5 6-10 16-20 Lifting Capacity 50 lbs x Strength (Strength 5: 250 lbs) 200 x (Strength . The Strength Table shows how much a character of any given Strength can lift without much effort. or less. Strength determines how much damage she inflicts with melee weapons. Higher weights can be raised (assume a maximum lifting weight—for brief periods—equal to double the Lifting Capacity). Constitution also comes into play with skills that involve endurance. the easier it is for her to employ “scholastic” skills.000 lbs/2 tons)
Dexterity indicates your character’s physical coordination and agility. something on the order of one in ten thousand. Strength determines how much it hurts the punchee). If you want to do cartwheels — or try those kewl moves you saw in The Matrix — you’d better have a high Dexterity. Constitution is important when it comes to resisting disease. Constitution is useful for people in strenuous and dangerous jobs (law enforcement. Level 7+: Now we are talking superhuman. and soldiers. Education is covered by your 4
. Be very afraid. It is also used (along with Strength) to determine how much of a pounding your character can take and still keep ticking.
This Attribute shows how physically hardy or healthy your character is. The higher her Intelligence.Level 6: This is the basic human limit. Be afraid.
A measure of your character’s physical power. It helps with any task that requires motor control and precision. and how much she can withstand before collapsing. A low strength indicates either small size and body weight. but a nail might be broken or a spleen ruptured in the process. manual workers. or just a lack of exercise. This mental Attribute determines your character’s ability to learn. Strength is useful to people who do a lot of heavy lifting or anybody likely to enter handto-hand combat. from performing card tricks to piloting a ship to feeding knuckle sandwiches (Dexterity helps to land the punch. Jedi Knights. damage. like swimming and long-distance running.5) + 250 lbs (Strength 10: 1250 lbs) 500 x (Strength . this Attribute is used to understand and interpret information. Characters with one Attribute at level six are very rare. Someone with Strength 7 is most likely a Wookie. correlate and memorize information. Characters apt to have a high Strength include athletes. you can be brilliant but illiterate. and so on. and fatigue. People with more than one Attribute at level six are perhaps ten times less common. but they are a handful even among billions.10) + 1500 lbs (Strength 15: 4. Also.
which determine what she has learned in her life. These modifiers are applied after Attributes have been purchased normally.
When you’re dodging Stormtroopers in the under-alleys of Coruscant.
Health Points represent your character’s physical health or hit-points. maybe you should run away…). Any supernatural ability that tries to control or influence victims is resisted by Willpower.
Strength 1 2 3 4 5 6 7 8 9 10 1 22 26 30 34 38 42 46 50 54 58 2 26 30 34 38 42 46 50 54 58 62 3 30 34 38 42 46 50 54 58 62 66 Constitution 4 5 34 38 38 42 42 46 46 50 50 54 54 58 58 62 62 66 66 70 70 74 6 42 46 50 54 58 62 66 70 74 78 7 46 50 54 58 62 66 70 74 78 82 8 50 54 58 62 66 70 74 78 82 86 9 54 58 62 66 70 74 78 82 86 90 10 58 62 66 70 74 78 82 86 90 94
. Dexterity 6 is the final result. a big muscle-bound athlete can survive more punishment than a pencil-necked. and her ability to resist fear.
Some Templates provide bonuses to one or more Attributes. The Strength and Constitution of the character are the determinant factors.
This Attribute measures your character’s mental strength and self-control. cold-catching nerd. and adding 10—or you can skip the math and just consult the Health Table The Hard to Kill Quality is a good way to increase your character’s Health. and temptation. Perception governs the five senses of the character and is important for wannabe detectives (to spot those important clues). and mystical or psychic types (to detect “disturbances in the Force”). people with enemies (to see or hear them coming). after all Attributes have been figured out normally. Jedi Masters and other intellectual types tend to have a high Intelligence level. this Attribute is your friend. Don’t bother calculating Health until the end of character creation. It can also be used to intimidate and dominate others through sheer force of will. Willpower is your friend. intimidation. Health determines the amount of physical damage the character can take before being unable to function. If you don’t want to run away screaming like a little girl the first time a Sith Lord lights up his lightsaber (well. then decide that he should be a Rodian. Health is determined by adding the character’s Strength and Constitution.character’s skills. if you spend five points on your character’s Dexterity. multiplying the result by four. For example.
SPECIALTIES: fast-talking. though to use starship weapons effectively requires the Spacer Quality. first aid. Medicine is your ability to diagnose and treat the physical body. Athletics covers a range of athletic abilities. deceive. bribery. etc. for example. but all sorts of nifty moves are available with training. surgery. Computers is used to interact with and program computers or droids. high is good and low is bad. etc. etc. jumping. etc.
. presence. SPECIALTIES: slicing. pop-culture. history. including etc. alien races. It includes heavy fixed weapons. claws. cultures. SPECIALTIES: heavy blaster pistol. glares. picking pockets. diplomacy. etc. somebody who has just learned the rudiments of the skill. or otherwise con someone into doing something that may not be in his best interest. the more proficient the character is at using that skill. A starfighter ace would probably have a Pilot skill level in the 7-10 range. The higher a skill level. etc. or interpret the medical implications gathered from scanners. Crime covers most physical aspects of breaking the law. Blaster is the art of hitting what you’re aiming at with a modern weapon. identify the symptoms of poison. etc. A level two or three represents general competency—the ability to perform average tasks with ease. that’s Stealth. tail slap. It’s also good for simply being intimidating without trying to … even though you really are … SPECIALTIES: interrogation. technology. SPECIALTIES: punches. Brawl is the ability to fight hand-to-hand without the use of weapons. forgery. The usual method of attack is a simple pummeling. etc. SPECIALTIES: climbing. etc. hold-out blaster. In general. the result of a lot of study or practice. business. droid programming. turret weapons. Outer Rim. SPECIALTIES: core worlds. Imperial law. etc. Astrogation is your character’s ability to plot a course through hyperspace. etc. subtle threats. blaster rifle. planetary systems. Intimidation is getting what you want through outright or subtle threats. bargaining. a level one indicates a beginner or amateur. smuggling routes. hotwiring. Knowledge is your character’s knowledge of things in the Star Wars Galaxy SPECIALTIES:. It does not cover sneaking around. lies. It also covers evading computer security and your ability to access data. a specific sport. information retrieval. and the ability to perform the most difficult tasks with relative ease. It can be used to administer first aid in emergencies.SKILLS The Meaning of Skill Numbers
Like most numbers in the Unisystem. A level four or five indicates extreme competence in the subject. Con is used to persuade. torture. swimming. interrogation. Higher levels indicate true mastery of the skill or craft. It can be used for seduction and haggling as well. SPECIALTIES: specific species. SPECIALTIES: locks.
transport. it can be taken multiple times to reflect extreme skill. for that matter. the Qualities that come as part of the Template package are completely included in that price. unlike with individual Qualities. SPECIALTIES: land speeder. jetpack. purchase illegal goods. You’re paying for Qualities and Templates with those points. & TEMPLATES
Qualities are innate characteristics that give the character an advantage or positive trait.Melee is used when you’re hitting someone with something besides your fist. Pilot is the ability to operate ground and repulsorlifts vehicles. Repair is the ability to make things work again. Being able to dual-wield heavy blaster pistols is a Quality — so is owning a heavy blaster pistol. Survival is knowing how to survive in hostile environments. Streetwise also reflects knowledge of specific criminal leaders and organizations. etc. Note that you can only have two Templates usually – your profession and your species. It can be used to pilot starships. DRAWBACKS. Wild Card Skills cover everything else. Hutts. Lightsaber is the most common example. The exception would be if your 7
. It covers most common weapons like vibro-axes. Stealth is your ability to move about undetected. palming objects. etc. and they’re listed here. SPECIALTIES: move silently. Some Qualities are included as part of package deals called Templates. starfighter. Streetwise comes into play when a character needs to make a contact in the criminal underworld.
QUALITIES. force pikes. It does not cover exotic weapons that require more training than “swing and chop.
The Skill Specialization Quality allows you to further customize your characters Skills by focusing on a specific aspect of them. It also covers cobbling together makeshift equipment and anything else involving mechanical aptitude. which qualifies as a Wild Card Skill. or find someone do anything illegal. Nar Shaada. arctic. SPECIALTIES: specific machine. SPECIALTIES: Black Sun. While the cost of Templates is paid for with the same pool of creation points as Qualities. You purchase Qualities like you did Attributes at character creation. and it is given a special spot on the character sheet all by itself. etc. Example specializations are listed above with the skill descriptions. It can also be used to see what a character would know about a given environment and how to deal with its dangers. Templates come with built-in Disadvantages to balance the cost. You get more bang for your buck with a professional Template because. etc. Each time you take the Skill Specialization Quality allows a +1 bonus to that specialty. camouflage. Mos Eisley. Languages is another. SPECIALTIES: specific weapon. but you must have the Spacer Quality to do so. by whatever means are available. SPECIALTIES: deserts. jungles. and gaderffiis. sometimes the levels of Qualities you get with a package push you over the fifteen points you had to work with. There are potentially many more skills available to learn that aren’t covered above. hiding. That’s okay – don’t worry about it.” such as lightsabers.
) Think of the extra points as a little reward for making the character a bit more three-dimensional and entertaining. In the Star Wars Galaxy. When Drawbacks are selected at character creation. some (use common sense) Qualities and Drawbacks may be acquired or lost in the course of a game. no experience points need be spent on the player’s part. Combat Maneuvers have three elements. All characters can take two actions in a turn. Melee Moves and Jedi Arts Moves. For example. These are in addition to the basics everyone knows from this list: Punch and Avoidance.
Sometimes a character needs to succeed at something. your character gets a huge bonus to her chances—because of your character’s faith in the Unifying Force. Beginning characters are limited to ten points in Drawbacks – that doesn’t mean that you have to pick ten. no matter what odds. one offensive and one defensive. All of those things are possible when you spend a Force Point and “use the Force!” Note that using Force Powers is entirely different 8
.professional Template happened to be something like Jedi Padawan or Alien Student of the Force. or an exploding planet might kill off your Contacts. but neither are they refunded. • Damage: The base damage of the Maneuver (if it does any damage. • Bonus: The number you add to the attack or defense die roll for using this Maneuver. the charging Rancor can’t quite reach you through the gate. Skills or Qualities (see the “Steps for Character Creation” sidebar above for guidelines. for example. you get extra freebie points that can be used to buy Attributes. or being wanted by the Empire. When you use a Force Point.). This intentional change may be restricted by the Supreme Chancellor (that’s me. the impossible shot hits the target. you’re welcome to end up with less flawed character than that. When such a change is brought about during play. Force Points are what sets a hero apart from minions and lesser characters.: you have a Brawl of 2. They are divided into four categories: Blaster Moves. Drawbacks are characteristics that somehow limit or detract from the character — bad eyesight. Drawbacks and Templates for detailed lists.
These are your character’s preferred moves. Force Templates are progressive. so you start out knowing two Maneuvers from the Brawl Moves list. • Notes: Any special effects gained from use of a particular Maneuver. because of your character’s heroic actions he might get promoted (Rank). emotional problems. they must spend experience points and come up with a good reason for the change. and nothing a mere mortal like yourself needs to worry about. weapons are quite deadly. or the blaster blot that hit your character turned out to be a graze instead.) Any Success Levels gained from the attack roll are added to damage after rolling.) Those lucky enough to practice the Jedi Arts use Intelligence for this purpose. A detailed list of all Combat Maneuvers can be found in Appendix B. Extra actions can be either (see Combat Complications. If players want to purposefully change a Quality or Drawback. See Appendix A: Qualities.e.) Maneuvers a character does not know may be attempted at an additional –4 penalty. Changes During Play After creating the character. Brawl Moves. and one unlucky shot can end a character’s career. All characters start with a number of Maneuvers equal to their skill rating in that category (i.
• Heroic Feat
Sometimes. they can snatch victory from the jaws of defeat. Once per game session. I Think I’m Okay. if something bad is slated to happen to the character. I’m lost in the woods – is that an Ewok?” Heroes often find help and information from the most unlikely places or at precisely the right time. if a character is meant to get blindsided and knocked out by a hidden villain.
• Plot Twist
You get lucky and overhear the Stormtroopers talking about which detention block thy’re keeping the Princess in (next time don’t forget the Astromech!) Reinforcements arrive just in the nick of time. only one Heroic Feat may be performed in a Turn. I Think I’m Okay can be used only once per Turn. When you’re got to get it right on the first try. Or maybe she got her second wind—a few bandages on her bloody but largely harmless wounds and she is ready to go. Be aware that the Supreme Chancellor (GM) has ultimate veto power over the use of Force Points. close your eyes. but only those who are Force Sensitive can wield its powers. For a mere Force Point. but she can act normally. They include Heroic Feat. Round fractions in the character’s favor (23 points of damage becomes 11). and mark off a Force Point. By spending a Force Point. Usually. damage type. The consolation prize. but instead gets a Force Point for his troubles. but it can be used several Turns in a row. Whatever the rationale. A player has to announce that his character is using a Force Point during the Intentions phase of a Turn. the character heals half of all the damage she has taken up to that point. but before Consciousness or Survival Tests. disarm the time bomb with ten seconds left on the clock. The character is still bloody and battered. or damage. Plot Twist. however. and other modifiers are applied). The blaster bolt only singed your arm. or before rolling during non-combat situations. It can be used either for attack. trust the Force. the injuries that should have killed a character or at least put her out of commission are not as bad as she thought they were.
Using Force Points
There are four ways a player can call on the Force. each use halving whatever damage remains. the character gets a +10 bonus on any one roll or value. Somehow. The character rolled with the impact and the Wookie didn’t crush her skull. but not for more than one of those at once
• I Think I’m Okay
The lightsaber didn’t hit any vital organs. Also. and Righteous Fury. which serves to avoid neatly avoid character death so long as players keep at least a single Force Point in reserve. or any use of a skill. his player doesn’t get to use Force Points to escape this fate. The Heroic Feat can also make things hurt more. however. is that those situations earn the character extra Force Points. I Think I’m Okay allows heroes to get back into action after enduring beatings that would have sent a Sith Lord to the bacta tank. defense. a character really needs to land that punch. or put a proton torpedo right on that big whomprat. So. Note that the default rule of I Think I’m Okay allows a Force Point to be spent after injury. This can be an attack or defense roll. so its not as bad as it looked. If the character had suffered enough damage to be incapacitated or unconscious. the +10 bonus can be added to the base damage of a single attack strike in addition to any Success Level bonuses (then armor. healing does not necessarily awaken her – your GM gets to decide if the time is right for the character to revive and join the action. each character can spend a Force 9
. using Force Points won’t help him get out of the situation. or even a Fear or Survival Test.from using Force Points – anyone can call on the power of the Force in a time of need. Used judiciously. “Hey.
That way they have a nice stash saved up for the Final Showdown or some other dramatic moment. A brutal attack on a loved one. in which case they can purchase them on a one-for-one basis. or the way his co-pilot handles the ship. Heroes can buy them at the rate of two experience points for each Force Point. Fortunately. but she’s not talking her way out of this one. To get more. Ideally.assume a maximum of two points on each of two fights. here are some rules of thumb for both you and the players.
• Righteous Fury
Remember what happened to Vader after he dissed Luke’s sister? Nothing is more deadly than a pissed off hero. they are gone for good.
• Experience Points
Characters can use experience points to buy Force Points. The Imperials will likely toss her into a cell regardless. her character may get her butt kicked on a regular basis (which may force the player to spend Force Points to nurse her back to health.
Guidelines for Spending Force Points
So a character has a bunch of shiny Force Points. By the same token. but they cannot be found at that time. they can be obtained in a number of ways. or that his midichlorians aren’t talking to him – he needs to be truly provoked. Avoid spending Force Points frivolously . And if she tries to hoard them greedily. a Plot Twist won’t allow her to escape unscathed. he’ll refund the Force Point back.Point for a lucky break. If your GM decides that a Plot Twist is not possible. an unexpected betrayal of trust. During the typical session. But that’s in a “fair” fight. an appropriate provocation is necessary to invoke the Righteous Fury rule. or her friends might somehow realize where she is and come to her rescue. and is ready to do the impossible. above. These benefits are cumulative with Heroic Feats. A player can’t decide her character is pissed because Palpatine lied about not raising taxes. 10
. In those cases. If the player spends all her Force Points. she may not have them when her character really needs them. she is going to have to work for them.) It’s a balancing act. and can result in characters that improve very slowly. sometimes clues are available. If a group of four novice heroes tries to take a couple of Dark Jedi. players should spend no more (and hopefully less) Force Points than they earn in the game session. or crimes so horrible they go beyond the usual scope of scum and villainy. The trick is. players should probably not spend more than five Force Points apiece . and one point for some non-combat use.save them for a fight with the Big Bad or the main villain of the session.
Earning Force Points
Once a player spends her Force Points. By spending one Force Point. but when it happens most fictional heroes become unstoppable engines of destruction. It takes a lot to drive a character over the edge. it’s better to use one Force Point for a Plot Twist to stop the fight. This is the most mechanical way to gain more Force Points. How many should be spent in a game session? What happens if the player runs out? While the answers will vary from one gaming group to the next. unless they have the Force Sensitive Quality. This is not a “Get Out of Jail Free Card. they are in trouble and may end up spending Force Points like crazy just to survive. the character gets a +5 bonus to all attack actions (including the use of Force Powers) for the duration of the fight.” If the heroine stupidly walked into an Imperial Garrison and finds herself surrounded by unfriendly clones.
High fives all around. she is on fire (in a good way). while a wimpier character would take several tries. If the audience was already hostile or suspicious. Someone sneaks up behind the character and zzzaaap! You’re out! Or the ship refuses to jump to hyperspace…there’s a million things that could go wrong in order to advance the plot. the more Force Points you get. but when it does you should get paid for your trouble with one to three Force Points. writing a great novel or telling a good lie—how well the character did it is going to be pretty important. but it didn’t look too good. everything worked perfectly and almost everybody loves what she did. unless it is used in a particularly creative manner.
. Two Success Levels is decent—she pulls it off (whatever it is) without a hitch and looked competent doing so. A strong character could roll well enough to get all eight Success Levels in one or two tries. depending on how serious the sacrifice was. just doing something is not as important as doing it well. Optionally. she didn’t do anything wrong. Four Success Levels gets standing ovations.)
• When Bad Things Happen To Good People
Sometimes. Everyone has to agree that the line is worthy of the reward. Simply quoting lines from A New Hope usually isn’t enough to score a Force Point. a player cannot use Force Points to undo the results—if the villain is meant to get away this time. At five and above. Lengthy Tasks: Things that take some time may require you to get a high number of Success Levels. One Success Level is pretty mediocre. maybe even a record contract. and that’s where Success Levels come in. No rotten tomatoes get thrown. how well she struck influences how much she hurt the target. For example. Creative Stuff: A music performance. Ditto if this is your turn to end up as a hostage. The more unfair the situation is. For most things a result of nine or greater means the character has succeeded at whatever task was being attempted. When this rule is invoked by the Supreme Chancellor. witty lines is not easy. each Success Level heals one point of damage. This type of act should get one or two Force Points. The sacrifice should be significant—serious risk of death or injury or some personal loss. once per game session. This shouldn’t happen often.
• Heroic Deeds
Shooting Stormtroopers does not constitute a Heroic Act—it’s part of a Rebel’s job description. Sometimes however.• Quotable Quotes
The game is as much about the dialogue as it is about stomping Stormtroopers. you might decide that breaking down a sturdy door requires eight Success Levels. she has to get away.
The Meaning of Success
Most of the time. for uses of the Medicine Skill. Characters can accumulate Success Levels by trying over and over. a character needs to perform acts of self-sacrifice for the good of others. Hurting or Healing: When the character attacks someone. usually in the 5+ range. Players who put in the effort to come up with a funny and memorable line should be awarded with a Force Point. but she gets quite a few yawns. Coming up with cool. the plot may require that something bad happen to your character. Add the Success Levels of the attack roll to the base damage of the attack. a Jedi who’s trying to redeem himself from past misdeeds may forgo this particular reward for a Dark Side Point Reduction (see the section on The Force for more information. Success Levels don’t matter much. On the flip side. favorable reviews from most critics. To earn Force Points. Three Success Levels is a good job—this is where people get real applause and cheers. Let us elaborate. whatever was being attempted is not going to work.
Oh. allowing for growth spurts. they get another point. but you really need to get into character.
EXPERIENCE & IMPROVEMENT
Keep doing something. Sometimes. Explaining improvements in Mental Attributes is a bit harder. You can also get an extra experience point if you achieved your goal or objective by working together. and another if you came up with a really clever solution to do it. Practice. and all that jazz. she suffers a -2 penalty to all her actions. After character creation. When a subplot involving a Cast Member and her Drawbacks (things Dependant. and you are bound to get good at it – characters improve over time. additional experience points – and maybe even Force Points – will be awarded. At the end of major story arcs. This sad state of affairs lasts until the character snaps out of it. or ending up as some Hutt’s love slave—if the subplot could be made into a episode of Clone Wars. bringing snacks or drinks to share. If the characters succeeded in achieving a goal or mission. Intelligence might get better as a result of maturity and simple exercise—give those neurons a workout and they may start improving. the lies addicts tell to themselves as well as to their friends and the crisis moments when things come to a head. etc. they are in serious trouble.) results in a tragedy. Even worse. “My character goes to a bar and gets plastered. or three if the crisis lasts for an entire session. Dexterity. At the game session. like a Padawan. special equipment. characters can usually only improve each Attribute by one level and no more. physical improvements.• The Agony That Is Life
This is the tragic version of When Bad Things Happen to Good People.
Strength. Players who stayed in character and helped move the game along get another. Getting frozen in carbonite. 12
. the character cannot use Force Points for Heroic Feats. woe is me” just ain’t gonna cut it. a new teacher. Perception can get better if the character learns to pay more attention to the world around her. training. “I want to” as a rationale should be frowned upon.
Using Experience Points
Experience points represent wisdom and personal growth. Roleplay the stages of grief. Willpower improves after undergoing severe ordeals. but not impossible. and storyline events are all possibilities. This happens almost exclusively to heroes: when their psyches are struck and their self-confidence wavers. though. all experience point expenditures and ability improvements should be explained in-game. usually through the efforts of another character. This is particularly true for Quality gains or Drawback loses. it is Force Point worthy. she should be awarded one to three Force Points every game session where the subplot comes into play.) get another point. each player should receive between one and five experience points in a game session. an emotional crisis directly affects the character. Those are basic rewards. whatever doesn’t kill you only makes you stronger. and Constitution can be improved through physical training. Plot Twists or Righteous Fury. you get experience points to improve Attributes or Skills. Players who bring something to contribute to the game (hosting at your house. Love. to gain new Qualities or buy off Drawbacks. In general. These times of grief get the character involved two Force Points. you may allow her Attributes to improve by up to two levels. rotting in a Sarlacc pit. When tragedy strikes the character (usually when a subplot reaches its boiling point). Everybody who participates gets one experience point just for showing up. etc. If the character starts out fairly young. or to buy Force Points. and learned abilities. Typically.
Some difficult tasks require more than one Success Level. nobody accomplishes anything. If you still need a comparison. otherwise it is just a tie. If one succeeds (gets a total of nine or above) and the other doesn’t . If a character is trying to lift the command cylinder from an Imperial officer’s uniform. the defender (if there is a defender) wins. the better the character did. Roll 9-10 11-12 13-14 15-16 17-20 21-23 24-26 27-29 30-32 33-35 Success 1 2 3 4 5 6 7 8 9 10 Description Adequate Decent Good Very Good Excellent Extraordinary Mind-boggling Outrageous Heroic Jedi-like
Sometimes an action is resisted. In case of a tie. If both fail. most NPC’s only have ratings for Muscles. Combat or Brains).
.. the one with the higher total wins. Resisted Actions involve two or more characters.. there’s a chance he’ll notice. check the result against the Success Level Chart. the character needs to beat or tie those Scores. close combat is a very big on the Resisted Action front. This usually happens when the character is trying to do something to someone else. that’s pretty easy. If both succeed. Also. your GM will need to know more than whether the character has succeeded at something— you need how well you succeeded. Adversary characters typically use a fixed value (no roll) for their action (instead of fleshing out all the details. the player character needs to beat those Scores to succeed at the Resisted Action. well. When that’s the case. the lower roll fails more. Both make their rolls as above. The greater the number of Success Levels. for example.(IV) RULES BASICS D10 roll + Attribute + (Attribute or Skill): Basic Success: 9 Success Levels
In some situations. If defending.
Fear and Loathing
Some aspects of the Star Wars Galaxy can be downright scary. any helper’s failure subtracts two from the leader’s final result. Base Modifiers Table EASY: +5 MODERATE: +3 to +4 AVERAGE: +1 to +2 CHALLENGING: No modifier DIFFICULT: -1 to -2 VERY DIFFICULT: -3 to -5 HEROIC: -6 to -9 SHAAH. one person (usually the one with the best chance or in the best position) takes the lead. The Base Modifiers Table gives some guidelines. Negative modifiers make it harder to reach the Success Level needed. Also. Also. they can react to it as they will. once you lower the required Success Levels to one. The astute among you will notice that modifiers are comparable to Success Levels. and generally share the load. The leader adds up all the bonuses and applies them to her roll before determining Success Levels. In addition to those modifiers. 14
. or worse.. if the action is routine or not important.Roll Modifiers
In addition to Skill and Attribute levels. Generally. you can’t go any lower). positive ones make it easier. or when coordination needs to be precise. it’s usually a good thing. But modifiers allow finer adjustments (a +1 bonus affects a roll but does not amount to a full Success Level change). In those cases. During potential combat situations though. distractions abound. Messing up can be a real downer. RIGHT: -10 or worse
To Roll or Not to Roll
Die rolls are best only when the situation has some dramatic value and where the outcome is in doubt. It’s not so simple when time is short.
When two or more characters gang together to get something done. spending Light/Dark Side Points can add bonuses to rolls involving use of the Force. other factors may add bonuses or penalties to the roll. especially when the Dark Side gets involved. rolling shouldn’t be involved. engage in entertaining repartee. positive modifiers could transform a roll into a success in a way that Success Level decreases can’t (i. this should be roleplayed rather than determined by rolls—if the characters encounter a corpse. If the task is long-term or low-tension. They can fact-check each other. There are times when a weak link can be a big problem. she adds no benefit but also causes no penalty. Keeping rolls to a minimum allows players to get involved in the story. the fainthearted may freeze for a crucial moment. such as research or construction. The others roll separately and contribute a +1 bonus per Success Level to the leader’s roll. All that help should make the task go quicker. difficult and complex tasks incur penalties. all the participants roll and add their Success Levels together. But it ain’t always happiness and comradery. Most of the time. This is used when each member of the gang has her own work space and communication is easy. If anyone fails.e. some things should be so ridiculously easy that making rolls is a waste of time. Easy tasks gain bonuses.
Very Experienced or fast characters can potentially make more than one attack during a Turn (see the chart below. the defender’s armor. • Intentions: At the beginning of the Turn all players must declare what actions they intend to take this round. and is too far away to grab the weapon. is meted out). Intentions can include such things as “I call on the Force to see what happened in this place. not always a random die roll. the action is divided into segments. Attacks are resolved using the basic game mechanic—the player rolls a D10 and adds the Attribute and skill involved. for example). each side rolls a die. and any damage type modifiers. This is called a Fear Test. A game Turn represents a short bit of time—five seconds or so—during which characters can attack and defend. and so on. the second gets to go. the ambushers go first. This is also when can spend Force Points to get an edge during the fight. If the defender has no defense action available. damage is determined based on the attack’s base damage. plus or minus any modifiers. she defends with a roll result of zero. Generally. or award it to the character who has momentum (whoever managed to connect a punch without being hit back.) The target may be able to defend against the attack. A fight usually lasts more than one Turn. the Success Levels of the attack roll. a normal character can attack once and defend against one attack without penalties. Common sense. unless the characters are really on the ball. and the higher (or equal if defending) roll gets their way. Initiative: At the beginning of a fight. or if it will take more than one Turn to complete. for example). If a character is attacking a blaster-toting goon. Qualities like Nerves of Steel or Fast Reaction Time help. The defender does likewise.) During subsequent Turns. or parts: Intentions (where the players say what their characters intend to do).
TURNS. the blow lands unless the attacker’s roll is nine or lower (in which everyone stands around looking silly). the gunman gets to shoot first.) Each turn has three phases. In effect. the character with the highest Dexterity (modified by Fast Reaction Time) goes first. INITIATIVE & ACTIONS
To make things go a bit easier when the rough stuff starts. followed by ranged and finally by good old close-range weapons. and so on. with modifiers added to taste. 15
. When fighting NPC’s. Initiative (determining who goes first). After the first attacker is done. is the first determinant of Initiative. If an attack hits. you determine who attacks first.” or “I launch a spin kick followed by two fast punches. The higher roll wins. If both sides have the same Dexterity (and they both have or lack Fast Reaction Time). and Actions (where the fight is resolved and damage.” Decide if the action being attempted is feasible. During a Turn. or decides to reserve her actions for offense or movement.When a situation calls for it.” to ” “I scream like a little girl and try to run away. If the situation is less clear-cut (your hero rounds a corner at the same time as a Stormtrooper. for example. What are the circumstances of the fight? If it’s an ambush. mental actions (such as Force Powers) go first. known as Turns. Action: Whoever wins Initiative attacks first (assuming the Intention involved an attack. the characters can make a Willpower (doubled) roll. attacks have to beat (defenses beat or tie) the target’s Combat Score to be successful. determine Initiative in the same manner. if any. a tie means both characters act at the same time (really painful if they were punching each other in the face. Unleashing a Force power goes before a kick.
if it seems dramatically appropriate. The character gets a +2 bonus on all attacks in that Turn. Full Defense: Sometimes. Doing it with that oh-so-cool flip and snap thing requires two Success Levels on a Dexterity and Athletics roll. they can defend. Best reserved for surprise attacks or suicide troops. Targets with Situational Awareness are the exception. A distracted opponent cannot defend against attacks from behind. and defenses are at a -4 penalty. MULTIPLE ACTIONS: Characters can attack once and defend once a Turn at no penalty. Fast and furious fighters however. or use a Force Point. As it is difficult to do more than two things at once (or walk and chew gum for some of us). can do more. but at a -2 penalty. all actions (both offensive and defensive) suffer the -4 penalty until the character stands. Asking for one’s mommy doesn’t provide any bonuses. without worrying about defense. Getting up takes one Turn.) No attacks are allowed on the Turn the character goes into Full Defense mode. he cannot attack for the remainder of the Turn. any blow that inflicts more than triple the victim’s Strength in damage (before accounting for Slash/stab or weapon modifiers) may result in a knockdown. The player only rolls once – successive attacks or defenses each reduce the total by two. • Attacking from Behind: One word of advice—if you have to stab somebody. Those with Dexterity 5 or greater gain extra actions per Turn according to the table below. A number of Combat Maneuvers result in a knockdown. Also. but cannot defend against any attacks. and grants a +3 bonus to all defense actions (dodges and parries.
5-6 7-8 9-10
+1 action +2 actions +3 actions
. Knockdown and Fighting Prone: Getting knocked on one’s bottom is a bad thing. in that case. After that. Would-be victims might be allowed a Perception (doubled) roll before they are bushwhacked. Full Offense: Here the character attacks recklessly. for the most part.COMBAT COMPLICATIONS
In combat. This is a good idea for inexperienced characters who want to keep their enemies busy until help arrives. Extra actions may be taken as attacks or defenses. fighting is not the best option. additional actions suffer cumulative penalties of 2. It’s also good when several attackers are going after one target. stab him in the back—otherwise it ruins the surprise. but might make the character feel better. If the target defends against any of those attacks. When a character is knocked down. they can also defend with a -2 penalty. Going fully defensive allows the character to defend against two attacks at no penalty (more if extra actions are available). things rarely happen according to plan – especially when the blaster bolts start flying. all attacks cease. Note that a particularly feeble character’s only chance of success when attacking a superior foe may be to go Full Offense.
each Success Level in the roll allows shot to hit the target (up to the number of bolts fired). When two or more attackers gang up against a single target. When manacled. and a -3 penalty to shots at Long Range. a Duck attempt against blaster bolts and other fast-moving projectiles suffers a -2 penalty on top of any others that are applicable (the character is busy ducking for cover. Still. they each get a +2 to their Combat Score. but suffers a cumulative -1 penalty. If the character’s legs are free. ranger combat works just like regular combat. assume that there’s no penalty at Short Range. Primitive ranged weapons use the Multiple Action rules (see above. their actions gain a +1 bonus for each attacker.
Why resort to brawling when enemies can be dispatched at range? Blasters are a serious fact of life in the Star Wars Galaxy/ Generally speaking. Roll and add Dexterity and Blaster.•
Multiple Opponents: Numbers count. exact range numbers are arbitrary. Realistically. If her arms are tied in front of her. with penalties from -1 (a protocol droid tied you up) to -6 (an Ewok tied you up). shoot them again and again. and the target tries to defend (usually by Ducking). Here is another way for below-nine Combat Score characters to have a chance of hitting their opponent—attack in numbers. Attackers make their rolls or use their Combat Score. If she can move (i.
If shooting doesn’t work at first.e. For purposes of this game. Getting free uses Dexterity and Athletics. For any autofire. and then added together before applying the multiplier. a -1 penalty to shots at Medium Range.)
Automatic weapons (usually military-grade or mounted weapons) can fire a constant stream of energy until the coils overheat. to a maximum of +4 (more than four attackers just get in each other’s way). Dodging blaster weapons and the like is difficult. So. some attacks are resisted with a zero defense roll. she can also head butt. if the defender doesn’t have enough actions to defend against all attacks. Success Levels do not affect the damage calculation. though. each additional shot uses the same roll. she can punch at a -2 penalty. she can kick at no penalty. or otherwise restrained.
. Sometimes they want to tie a character up. if two Sand People attack your character. isn’t bound to a stake or chained to a wall). chained. individual weapons would have differing range increments. lots of blaster bolts do lead to lots of death.) If there is no available cover. the missile weapon dodge penalty increases to -4. fighting is a lot more difficult. The base damage for each shot is modified by armor.. make one attack roll. Trained soldiers fire bursts—controlled gunfire that sends three or more blaster bolts downrange. Again. Restraints: Sometimes. the bad guys don’t just want to kill.
To keep things simple and cinematic. Most blasters can fire more than once in a five-second period.
• Bashing Damage: This covers any attack by a blunt object. it will become much easier. multiplied by any damage type or other modifier (see below. Armor has its disadvantages too: it can be cumbersome and it can attract unwanted attention. Armor (natural or worn) and the Natural Toughness Quality protect against Bash damage. the limb has been severed (see also the Decapitation Maneuver.
Base Damage + 1 per SL – Armor (x2 if Lethal) = Total Damage Types of Damage
There are two types of damage: Bashing and Lethal. If it is a number. Walking around in full combat armor in the Core Worlds might make heads turn.
Armor is pretty common in the Star Wars Galaxy.
. During play. a number that subtracts from damage. Not to mention. Lethal Damage: Lethal damage inflicts double damage against most creatures. minus any Armor Value possessed by the defender. so a quick glance provides that information.) Note that multipliers from Maneuvers and weapons do not stack – use the best one. and write the base damage of the attack on the Combat Maneuver portion of the character sheet. after subtracting for armor or similar protection (if any. Bashing attacks reduce Health Points normally. keeping sharp stuff away from the character’s vitals and partially scattering the explosion of a blaster bolt.) That’s a bit complicated. the base damage is fixed.DAMAGE
Each attack action has a base damage number or a formula. plus one per Success Level of the attack roll. an inherent characteristic of the weapon—a blaster pistol has the same base damage for everybody (it’s very democratic that way/) Formulas usually depend on the Strength of the attacker—a punch from a Wookie is going to hurt a lot more than a punch from either Princess Leia (probably. the actual damage inflicted is equal to the base damage. but once you play through a few combats.) Weapons with sharp edges can be used to cut off limbs or heads. Armor details can be found below. It works by absorbing or deflecting some of the force of an attack.) Do the calculations once. if a limb is attacked and the damage is enough to reduce the victim to zero Health Points. Armor has. an Armor Value. The character sheet has the Success Level Table right by the Combat Maneuver area. not surprisingly. it’s often illegal.
heavy 24 Lethal* Blaster. pistol 18 Lethal* Blaster carbine 24 Lethal* Blaster rifle 24 Lethal* Blaster rifle. 19
.Ranged Weapons Chart
Base Damage Weapon Damage Type Blaster. frag 25 Lethal* Grenade. Ewok weapon only
*Stun setting does bashing damage. victim must make a Con (doubled) roll with a penalty equal to the success levels of the stun attack. rifle 24 Bashϕ Grenade. pistol 18 Lethal* Blaster. E-Web 48 Lethal* Ranges: P = pistol range.
Melee Weapons Chart
Weapon Combat Gloves Force Pike Gaderffii Knife Lightsaber Longsword Quarterstaff Spear Stun Baton Vibro-ax Vibroblade Vibrodagger Pointy Sticks and Rocks Base Damage Damage Type +2 Bash 16 Lethal * 14 Bash 4 Lethal 20 Lethal 8 Lethal 6 Bash 8 Lethal 15 Bash* 20 Lethal 12 Lethal 8 Lethal 30 Bash Range Notes 2m Ignores armor rating 4m 2m Ignores armor rating. sporting 12 Lethal* Ion gun. lt. hvy repeater 32 Lethal* Blaster. stun 15 Bashϕ Thermal detonator 54 Lethal* Electro-net 12 Bashϕ Bowcaster 30 Lethal* Blaster cannon 32 Lethal* Blaster.
ϕ Stun setting does bashing damage. hold-out 12 Lethal* Blaster. R = rifle range Range P P P P P R R R R R 4m/Str 4m/Str 4m/Str 2m P R R Rx2 Notes Multishot Multishot
Multishot Multishot Multishot/Autofire only Blast radius 4 meters Blast radius 4 meters Blast radius 8 meters Min Str 4 to use Multishot/Autofire only Multishot/Autofire only
*Lethal damage does double the base damage after all modifiers are calculated. victim must make a Con (doubled) roll with a penalty equal to the success levels of the stun attack. sporting 18 Lethal* Blaster. repeating 24 Lethal* Ion gun.
If a character is hurt enough. Consciousness Tests When reduced to zero Health or below. with a penalty of -1 for each of the character’s negative Health Points. The player must make a Willpower + Constitution roll. +2 Survival Battle Frame 6 -4 Comes standard with 3 heavy hard-points Corellian Power Suit 8 -2 +2 Strength Armor ratings subtract from the base damage of a weapon. she lives.) Remember those Force Points! 20
. Characters reduced to 10 Health or below are severely injured.e. 10 days life support Stormtrooper Armor 10 -2 +2 Survival Imperial Scout Armor 6 +1 Perception. The Hard to Kill Quality provides a bonus to Survival Tests. Heavy 14 -3 Standard Space Suit 2 -3 +3 Survival. any combat roll suffers a -2 penalty. death is a possibility. 10 days life support Armored Space Suit 12 -3 +3 Survival. If successful. a character at -4 Life Points (she has taken enough damage to reduce her Health to zero.. this penalty goes up to -4. but can only lie there and work very hard on breathing) is likely. and four more points on top of that) has a -4 penalty to her Consciousness Test. 10 hrs life support Armored Flightsuit 6 +2 Survival. She has to make a Survival Test. Survival Tests If the character is reduced to -10 Health or worse. bad things start to happen.Armor Chart
Armor Dex Armor Value Penalty Notes Heavy Clothing 1 Archaic Leathers 2 Archaic Chain Mail 4 -1 +2 armor vs. non-blaster weapons Blast Helmet 1 Blast Vest 4 Combat Jumpsuit 6 Padded Flightsuit 4 +1 Survival. unconsciousness or incapacitation (i. If the character passes the Test. she becomes One with the Force (cue somber music. and reduces wound penalties. 10 hrs life support Battle Armor. This uses Willpower + Constitution (just like Consciousness Tests). and find it hard to continue fighting. Medium 10 -2 Battle Armor. a character reduced to -32 Life Points would have a -3 penalty to her Survival Test). So. the character is conscious. If she doesn’t. +2 Search. If reduced below five Health.) The Resistance/Pain Quality aids consciousness rolls. she can act normally (with the usual -4 penalty) but any further damage requires another roll (with new and no doubt greater minuses.e. non-blaster weapons Archaic Plate Mail 6 -3 +2 armor vs. Padded 8 -1 Battle Armor. but suffers a -1 penalty for every 10 points that the character is below zero (i.
If you like. both for them and for the storyline. An Intelligence and Medicine roll may help identify the poison and remove it from the victim. So a character who gets four Success Levels in her Dexterity and Acrobatics roll would take no damage from a three-yard fall. The frequency of poison rolls depends on how powerful the substance is. Any fall from more than one yard distance inflicts three points of Bashing damage per yard. each 30 seconds. Anybody can hold out for 12 Turns.e. the victim is unconscious or incapacitated and the poison starts draining Constitution. and would suffer six points of damage from a six-yard fall. she dies. the player has the option of performing one last deed. they should consist of a couple of sentences. Survival Tests are required every minute after the first. After that. the victim dies.) Famous last words can take as much as a minute (more likely. When Constitution reaches zero. while less powerful agents roll once per minute. Survival Tests kick in. half an hour later. the additional penalty would be -5. and even a Force Point may not be enough to save her. Very deadly poisons roll every Turn. and eliminates any need for further Survival Tests (based on that injury. or even per day. If the poison “wins. That’s highly cinematic (a fall of over 50 yards kills most characters. again with the cumulative -1 penalty. Paralyzing agents drain Dexterity. she may still die. This is a huge downer. Thus. a Consciousness Test is required with a cumulative -1 penalty each Turn. Poison Poisons have a Strength Attribute.) Dying Deeds Characters who fail a Survival Test are most likely unconscious and incapacitated. while debilitating venoms might drain Strength. a special rule applies.” the victim is drained of one Attribute level per Success Level in the poison roll.Slow Death If a character is below -10 Health and makes a Survival Test. When the Attribute is reduced to zero. Such events should be marked in a significant way immortalized. per hour. A Dexterity and Athletics roll (or the Combat Score) reduces the fall’s effective distance by one yard per Success Level. this is resisted by the victim’s Constitution (doubled).
. underwater).) Suffocation If a character is unable to breathe or doesn’t have access to enough oxygen (i..) These are the character’s last acts – make them count. The Last Deed option allows the character to act normally for one or two Turns (no wound penalties apply. but the serious veterans with Force Points to burn might survive) but not totally bogus (humans have fallen out of airplanes and survived. at your discretion. but doesn’t get medical help within one minute. If a character dies. Those who have lost consciousness may be resuscitated with medical help. it would be -30.) A successful Intelligence and Medicine roll stabilizes the character. at an additional -1penalty per minute (so after five minutes. Falling It’s not the fall that hurts – it’s the sudden stop at the bottom. or saying some famous last words.. Roll and add the poison’s Strength (doubled). top out falling damage at 50 yards (150 Health Points).
the Light Side. the Dark Side. fear. and malevolence. chills and other unpleasantness. The Light Side of the Force was the facet aligned with compassion. The Force was viewed in many different aspects. Some diseases do not kill. Characters should be up and around by the next Episode. healing. most sentient beings of the galaxy ascribed to a quasi-religious belief in The Force. Though the Force is thought to flow through every living thing.
. there are no specific abilities or powers usable by a follower of a different path of the Force. the Force partially existed inside the life forms that used it. unless the injuries were truly epic in scope. healing is not much of a problem. The latter two aspects were defined by prominent Jedi philosophies: The Unifying Force essentially embraced space and time in its entirety while the Living Force dealt with the energy of living things. binding. though. and sometimes attributed to. and the Living Force. particularly the Sith.) With Force Points. Characters with access to bacta or a medical droid can be up and running again in a quarter of the time – they get to heal Health Points at a rate of their Constitution +5 per day. This Force-sensitivity was correlated with.Disease This works just like Poison. and ubiquitous power that held enormous importance for both the Jedi and Sith monastic orders. but not limited to. Though the Force was categorized in this way. Others see the Force as an entity capable of intelligent thought. It is common knowledge that The Force is a metaphysical. though there have been exceptions to this rule. they just incapacitate victims with fevers. injuries heal at the rate of one Health Point per Constitution level every day spent under medical care – that’s without advanced medical technology. it can only be harnessed by beings described as "Force-Sensitive". Some beings. and typically once per day). almost as a sort of god. the Unifying Force. those who still believe in the ancient ways keep it to themselves. including. courage. the greater the being's potential Force ability. and drew energy from their emotions. Without medical help. aggression. For the everyone else (those not blessed with Force Points). but very slowly (one Health Point per day.
HEALING & MEDICAL HELP
A medpac or bacta tank can come in real handy whenever a character is severely injured. and benevolence. a high count of internal micro-organisms called midi-chlorians that are found in a Forcesensitive's blood: the higher the count. The first two aspects were concerned with the moral compass of the Force in its various manifestations. believe that the Dark Side of the Force is more powerful than the Light. while the Dark Side of the Force was the element aligned with hatred. characters can heal from wounds. though in the days of the Galactic Empire. though it’s more true to say that it is simply more tempting. Force-sensitive beings are able to tap into the Force to perform acts of great skill and agility as well as control and shape the world around them. except the Disease rolls (using the Strength of Disease) are usually less frequent (rarely faster than once per hour.
(IV) THE FORCE THE FORCE AS A RELIGION
For ten thousand years.
You can spend no more than your (Willpower + Control) total on a single roll. and that the character spends 10 experience points and no less than a month of intensive training under the teacher. Note that Light Side Points and Dark Side Points are the antithesis of one another – when your character gains a Dark Side Point. each one adding +1 to a roll after the roll has already been made. Getting a new Force Skill would require that the character finds a teacher with a minimum skill level of four in that Devotion. the character instead regenerates three Light/Dark Side Points per Success Level. Perception and Intelligence. also known as the Three Devotions. • Alter allows the Jedi to affect the world around him. from manipulating weak minds to moving objects through telekinesis. through this power he can heal himself. They are Control. doubled. Light (or Dark) Side points can be used in the same way as the Good Luck Quality for Force Powers-related rolls. the number of successes gained equals the number of Light (or Dark) Side Points they regain. The character may also try to meditate to regain more power. Even the most powerful Jedi have a finite capacity to tap the Force. So. • Control affects the Jedi’s own body. Often. raising your Alter Skill from 3 to 4 would cost 6 points.
LIGHT/DARK SIDE POINTS
All Force abilities require energy to work.FORCE SKILLS
Users of the force know one or all of three Force Skills. The maximum starting level with a Force Skill is 5. A Force user with Control can empty his mind at will to generate Light Side Points. all Force-Sensitive characters have a base Light (or Dark) Side Point pool equal to the sum of their Willpower. This requires a Willpower + Control roll and a full round of intense concentration. and defend himself in a number of ways. and double points per level thereafter. he looses a Light Side Point from his pool. Getting Force Skills at Character Creation Each Force Skill costs three points per level until level five. so long as he doesn’t have any Dark Side Points in his pool – in that case he must draw on his rage to generate Dark Side Points only. meaning that you can burn Light/Dark Side Points. Sense and Alter. isn’t it?). skilled Force users can sense one another at a distance with Sense powers – they may also attempt to hide their presence in the Force with a Willpower + Control roll. If the roll is successful. The total number of his Light/Dark Side Points combined should equal his Willpower + Perception + Intelligence x2. Fallen characters do not gain the benefits of switching from Light to Dark. to catch glimpses of the future and to perform such superhuman feats as deflecting blaster bolts with his light saber. Getting Force Skills During the Game An existing Force Skill can be improved with experience points at a cost equal to (Next Level+2). 23
. and they must rest and meditate after frequent uses of the Force to regain their strength. both physical and supernatural. Creating new Dark Side Points like this refreshes the new point for immediate use (tempting. resist pain. In game terms. • Sense allows the Jedi to enhance his senses. which requires a simple Willpower roll. every hour. for example. Regaining Light/Dark Side Points A Force-Sensitive character regains 1 Light (or Dark) Side Point per hour.
the individual can suffer physical damage. or to elicit the admiration of others: 1 Dark Side Point per use. or letting an evil act go unpunished: +1 Dark Side Point. Adopting a monastic lifestyle or increasing level of discipline. however.)
THE DARK SIDE
Using the Force is not without risk.) Attempting to Call on the Dark Side (see below): 4 points Refusing a deserved honor or reward: lose 1 Dark Side Point if the honor or reward is something the character really wanted or needed. Once in a while. A Jedi wishing to pursue this road to redemption has a lot of work ahead of him if he hopes to live even more monastically… 24
. may eventually consume the character and make him a slave to the Dark Side. Using Force powers out of rage. If all of a character’s Light Side pool is converted into Dark Side Points. it subtracts from the character’s regular Light Side Pool. he can cannibalize his Health Points as a substitute. the character has Fallen. if wielded carelessly or for evil purposes. Fallen Characters are immediately awarded the Fallen Template. (Note that Health Points lost in this matter cannot be regained through use of Force Powers. destroyed or discarded. When a character uses the Force beyond their body's ability to sustain it. and he uses points from the Dark Side pool. but those are rarities and they may relapse back into evil. a very strong-willed Force wielder may manage to break free from the pull of the Dark Side. above.) Manipulating the Force is not without risks. In game terms. Whenever a point of Dark Side Points gained. using Telekinesis to do something the character could have easily done himself): +1 Dark Side Point. he automatically accumulates more Dark Side points (one-for-one from the value of his Light Side Pool is permanently converted to a Dark Side Point for immediate use. If a character is drained of all Light/Dark Side Points (or refuses to use the one he has). or in extreme cases. Using a Force Point for evil purposes: Double the Dark Side Points for the specific action.. Using a Dark Side point: If the character is out of Light Side Points. greed or petty personal reasons: 2 Dark Side Points per use. This could include relinquishing claim on valuable “loot” a party of characters might come across in their adventures. a character with the Control Skill can empty his mind at will as a sort of crash-meditation (see Control. a meditation roll can only be attempted once every twelve hours. and may come with some of the mentioned consequences. to turn into something that makes a serial killer look like a model of human brotherhood. he loses all capacity for empathy or care. accelerated aging.e. Killing in anger: 3 Dark Side Points for the entire incident. to abandon love and empathy. To turn to the Dark Side means to lose all emotional connection to the rest of the world. and will see all human beings as nothing more than gamepieces.Normally. Deliberately killing an innocent: 5 Dark Side Points. Using Force powers to acquire money or personal power. Described below are some circumstances and events that will result in a Force-Sensitive character gaining (and losing) Dark Side Points: • • • • • • • • Accidentally harming an innocent. The power. One-quarter of a character’s Dark Side Points are converted back to Light Side Points if the change to a disciplined lifestyle is sincere and reasonably lasting. a Force-user who abuses his power or commits evil acts will gain Dark Side Points. death by burning their own cells from the inside out. to the negative energies of pain and suffering. Regularly using the Force for trivial or selfish purposes (i. to be used.
but is easier. though sudden visions granted by the Force which break these rules are not uncommon. like most Imperial troops and officers. desperate or otherwise out of balance. the character has a -4 penalty to the roll. refresh into the Dark Side pool. Many such disturbances can only be felt “within range. and are immediately available. even if the attempt is not successful. one per level of the Sense Skill. but the act must be truly dangerous. This usually is automatic. which must be used immediately. These points. life-threatening act: One-half or all of a character’s Dark Side Points are converted back to Light Side Points. The death of hundreds can be felt as far away as 10 miles per level of their Sense Skill.. he will receive double Dark Side points for it. cannot call on the Dark Side. or some other significant gathering of Force energies can be sensed at up to 500 yards per Sense Level. Disturbances include: o The presence of other Force Users within 1 yard for every point in the sum of the target’s Light and Dark Side pools (i. the character receives a Force Point in addition to the ones he has. This is in addition to the Dark Side points he earned for calling on the Dark Side. If the ForceSensitive character does not have the Sense skill. To call on the Dark Side. quicker and more seductive. Note that if he uses this Force Point to commit an evil act. Note that Fallen Characters may not call on the Dark Side! Calling on the Dark Side earns the character 4 Dark Side Points on the spot. even if they are not Force-Sensitive. a gifted Jedi with 70 Light Side Points and 5 Dark Side Points will be detected within 75 yards). may call on it.
FORCE POWERS Force-Sensitive Abilities
All Force-Sensitive characters have the following automatic abilities: • Awareness: Force wielders can sense disturbances in the Force. A heroic sacrifice worth a full redemption will most certainly require the character’s dramatic death. If the intended action will not bring harm or pain to another being.•
Performing a truly heroic. afraid. can be felt by Force users at a range of one Sector of space per level of their Sense Skill. Guarding the bridge against an alien Balrog so your friends can escape would be worth a one-half total refund of Dark Side Points. Characters who are angry. Mass deaths in the thousands can be felt anywhere on the same planet. then he has to roll and add his Perception attribute.” generally speaking. Force-Sensitive characters have +4 to the attempt and roll Perception + Control.e. the character must make a Simple Perception Test. Deaths counting in the billions. 25
Calling on the Dark Side
The Dark Side is not better. although sometimes the GM may require a roll using a Perception + Sense roll. Characters who do not believe in the existence of the Force. like occurred on Alderaan. as if he were using a regular Force Point. On a successful test. Millions of simultaneous deaths can be felt in measurements of Light Years distance. and have not been consumed by the Dark Side yet. o Any major Place of Power. o The mass death of sentient beings happening simultaneously can be felt far away by all Force Sensitive individuals. an ancient relic or artifact. besides converting Light Side Points.
Traditionally. If you’re electing to purchase a new Force power apart from an increase in the controlling Skill level. Acquiring Force Powers at Character Creation The character must have at least one level of the appropriate Force Skill (Sense. Light/Dark Side Points can be spent to get bonuses. Control and Alter) and the power’s prerequisites.
. The Force powers listed below are just a sampling. Acquiring the new power takes a week of intensive training and the expenditure of 6 experience points. Jedi learn the Force Skills in order. The Jedi rolls against his Willpower of 5 plus his Control skill of 10. like attacking and defending with a lightsaber while having Lightsaber Combat up. In game terms. this is done by spending 1 Light/Dark Side Point and rolling and adding the appropriate Attribute and Force skill. only the Jedi Order and a few other secret groups know all the three Devotions and a good selection of Force powers. Note that you cannot buy powers without buying their prerequisites first. If his roll is 6 or higher. and do not need to be maintained. and then Alter. Acquiring Force Powers During the Game Anytime a character raises one of his Force Skills he gets a corresponding power for free. although proponents of the Living Force tend to teach Sense first.) Each Force power beyond these initial selections cost two character points. then Sense. Most Force-users know only one or two of the Force Skills and a handful of these powers. or making Perception Tests and tests with Magnify Senses.
Powers of the Force
Each of the different powers listed below is a manifestation of the Force. The alien makes his activation roll for a total of 31. a teacher must be found. any power that tries to affect a character is resisted with a Willpower + Control roll. and spends 10 Essence.•
Resistance: Force-users cannot be easily dominated. Sense 2 and Alter 1 would be able to choose two Control power. whichever is better. A starting Force-using character receives one power of his choice per level of Force Skill (ei: a Padawan with Control 2. and one Alter power to start. Note that some power list a duration in their description. or by Willpower doubled. each point spent in this manner grants a +1 to the roll. he will prevent the alien mystic from affecting him. Example: An alien mystic tries to use his power of illusion on a Jedi. first Control. unless the action is directly related to the Power. controlled or even altered or killed by applications of the Force. Using Force Powers All the powers below must be activated. Keeping Powers “Up” Attempting an action while maintaining the use of a Force power counts as an extra action and incurs the normal cumulative -2 penalty. two Sense powers.
see Reduce Injury. he would regain 3 Life Points per minute for five minutes. siblings. the character will regain one point of Health per Constitution level every minute. This power can be used once every hour. With one Success Level. For immediate healing. heat or even direct energy discharges. Concentration Prerequisite: Control Skill 27
. Radiation requires three to five Success Levels. from excessive sunlight to radiation. with Con 3 got five Success Levels on his roll. Fire and energy damage can also be dissipated at the rate of 3 points of damage per Success Level (this is applied before armor or damage modifiers). Accelerate Healing Prerequisite: Control Skill On a successful Constitution + Control roll. for example. but know each other by reputation Complete strangers Complete strangers and not of the same species Modifier — +1 SL +2 SL +3 SL +4 SL +5 SL
Absorb/Dissipate Energy Prerequisite: Control Skill This power allows the Force-wielder to absorb or dissipate energy. but within 1000 km Same planet. parent and child. for 1 minute per Success Level. the character can stand up to the harshest sunlight with no ill effect. for a total of 15 Life Points. So.Range Table
User and target are: Touching Line of Sight Not in line of sight. if a Jedi. or run through a normal fire without taking any damage. but not on the same planet Not in the same star system Modifier — +1 SL +2 SL +3 SL +4 SL +5 SL
User and target are: Close relatives (married. etc) Friends Acquaintances Met once or never met. This requires a Willpower + Control roll.000 km away Same star system. below. but more than 1.
Enhance Speed Prerequisite: Control Skill This power allows the Jedi to increase his speed. This lasts 1 round. Hibernation Trance Prerequisite: Control Skill This power allows the Jedi to place himself in a state of deep trance. ranging from minor diseases (one Success Level for a mild cold) to terminal ones (requiring 10 or more successes).) where strength or coordination are an important factor. Control Pain Prerequisite: Control Skill On a successful Willpower + Control roll. the character will gain an extra move action per success in that turn. Enhance Ability Prerequisite: Control Skill. using the Force to focus his skills to supernatural levels. Additionally. or reduced below 0 points. a character with this power may activate it and roll a simple Athletics test to ignore a similar amount of falling damage. on the one action he was concentrating on. On a successful Constitution + Control Test. and 1 week per Success Level in a wet climate. the Jedi can hibernate for 2 days per Success Level in a dry climate.This power allows the Jedi to totally immerse himself in the test at hand. Concentration This power allows the Jedi to enhance his performance at certain non-combat tests (like driving. climbing etc. either an amount of time 28
. On a successful Strength + Control roll. Control Disease/Poison Prerequisite: Control Skill A character with this power can cleanse his body from any disease or poison. For each Success Level in a Willpower + Control roll. slowing all body functions significantly." Every Success Level in a Strength + Control roll adds 5 meters to the character’s broad jump distance and half that to his high jump distance. the user adds 1 to any roll to resist a Force power. Force Defense Prerequisite: Control Skill The user wraps herself in the Force to protect against Force-based attacks. The strength of the disease and potion determine how many successes are necessary. On a successful Willpower and Control roll. or the bonuses will be lost. the character enhances his physical reactions and receives a +1 bonus per Success Level for Strength or Dexterity Tests or Tests. This lasts 1 minute. Force Leap Prerequisite: Control Skill This power allows the Jedi to increase his jumping distance by using a telekinetic "springboard. This bonus lasts for 5 rounds. The circumstances that will make the character awake must be specified before entering the trance. the character will get a bonus equal to +2 per Success Level on the roll. The action in question must be performed on the next turn. On a successful Constitution + Control roll. the character will not be stunned or knocked unconscious even if hit by stun blasts.
The maximum range is based on the Success Level of the roll and uses the Range and Relationship Tables. The timeframe of the vision applies penalties to the roll: past -4 and future -6. the character will suffer some permanent crippling damage. and he will know if they’re Force-Sensitive or not.) During the hibernation trance the Jedi appears dead to anyone who doesn’t conduct medical testing or cannot sense the Force within him. On a successful Willpower + Control roll on the same turn that an injury was suffered. the character will also be able to recognize them if they’re familiar. on a successful Perception + Sense roll. and though it does cost an action to active. This is subtracted from the total damage inflicted.
Detect Life Prerequisites: Sense Skill This power allows the Force wielder to detect live sentient beings that might otherwise remain hidden. Concentration. Farseeing Prerequisites: Sense Skill This power lets you see images from in other places that may have already happened. being touched etc. This power costs one Light/Dark Side Point per turn to use. Receptive Telepathy This enables the character to send a mental message to another. Fear Prerequisites: Sense Skill Allows manipulation of the Dark Side of the Force to learn what the subject fears most and project it back on them. Control Pain By using this power. When the power is activated. Reduce Injury Prerequisite: Control Skill. If the wound would have killed or risked killing the character before the diminishment. Range and Relationship modifiers also apply. 29
. Force Pilot Prerequisites: Sense Skill. such as a lost limb and eye. Each Success Level in a Perception + Sense rolls adds two to any Piloting or Blaster Skill rolls for the duration of the combat. the Force-wielder will subtract 2 points per Success Level from the damage inflicted on him. He will also be able to tell if they’re severely injured (10 or fewer Health) or incapacitated. Only a few words or a short sentence can be communicated per attempt. the Jedi can alter chance to reduce an injury’s severity. If the roll achieves five Success Levels or more. Enhance Ability This user of this power uses the Force to assist him in piloting a vehicle. The number of Success Levels in a Perception + Sense test determines the clarity of the vision. the character can detect any sentient being within 5 yards per Success Level. Use of this power by a Light Side character automatically creates a Dark Side Point.or specific stimuli (noise. are happening currently or will happen in the future. after armor and modifiers are taken into account. get a sense of their prevailing emotional state. Projective Telepathy Prerequisite: Control Skill. The subject has to make a Fear Check at -2 per Success Level in a Willpower + Sense Test.
The power has a five minute duration. If the target is located. he can go beyond the surface thoughts and actually search through the target’s memory for information up to 24 hours old. Magnify Senses Prerequisites: Sense Skill This power allows the Jedi to increase the effectiveness of her normal senses. To parry blaster bolts. Failure to pay the upkeep each round disrupts the power’s effects. Lightsaber Combat Prerequisites: Sense Skill. Enhance Ability This power allows the Jedi to use the Force to navigate in hyperspace. Enhance Ability This power establishes a link between the Jedi and his signature weapon. and his level of Control Skill becomes the new damage multiplier of his weapon. If the Jedi is wounded or stunned. Life Sense Prerequisites: Sense Skill. The maximum range of the search depends on the Success Levels. Instinctive Astrogation Prerequisites: Sense Skill. The character may perform an extended test and accumulate enough Success Levels to perform the test through multiple rolls. Life Sense A Force-wielder with this power can read the surface thoughts of a target. like blaster fire. Each Success Level in the roll gives a +3 bonus to any one sense of the character’s choosing. it does not count as an extra action to maintain. Receptive Telepathy Prerequisites: Sense Skill. This power makes use of the Range and Relationship modifiers. By making a Perception + Sense Test. This connection is so deep that the Jedi can his blade to parry attacks precognatively that would otherwise be unblockable. the character can add +2 per Success Level as bonuses to his Astrogation rolls. Concentration. Both instances require him to turn it on again by spending another Light/Dark Side point. and though it does cost an action to active.it does not count as an extra action to maintain. Failure to pay the upkeep each round disrupts the power’s effects. If the Jedi accumulates more than five successes. scoring an equal or higher roll than his attacker. The Jedi then gets to add his Sense Skill rating to all Lightsaber rolls. the power will turn off. Detect Life This power can be used to search for a specific person. he must succeed at a Willpower + Control roll or the power turns off. plus range modifiers using the range limits of the weapon that fired the shot. This requires a full turn of concentration and a Willpower + Sense roll. Parried blaster bolts can be redirected with a Lightsaber + Sense roll at -2. If he is knocked unconscious or deactivates his lightsaber. the character must succeed at a Parry Maneuver. the searcher will sense the general physical and emotional state of the subject. allowing him to increase his skill and lethality with a lightsaber to inhuman degrees. the Jedi spends a Light/Dark Side Point. This power costs one Light/Dark Side Point per turn to use. To activate this power. Sense Force Prerequisites: Sense Skill 30
etc. knocking opponents to the ground. Injure/Kill Prerequisites: Alter Skill. but characters with Force Resist may resist this attack. Force Push Prerequisites: Alter Skill. The damage inflicted is SL x4l.This power will give the character an overview of the flows of Force energy in an area. but affects others. Telekinesis This power allows a Jedi to create a wave of telekinetic energy which spreads outward from his hand. the character makes a Willpower + Alter roll to injure or even kill his target. Control Another’s Disease/Poison Prerequisites: Alter Skill See the Control power above. the targets are knocked back one meter per SL and fall to the ground. making a person do something he might do on his own would require one Success Level. The range on this power is 10 meters. The more complex the suggestion.
Accelerate Another’s Healing Prerequisites: Alter Skill Works as the Control power of the same name. The character makes a Willpower + Alter test minus his opponent’s Dexterity score (or the highest score of a group. and will locate Places of Power or the presence (but not the exact location) of powerful Force users by feeling the general state of the area (the Jedi will sense if the inhabitants of a place are mired in despair or terror. Affect Mind Prerequisites: Alter Skill This power affects the mind of a target or targets. and it affects any beings along a single arc in combat (front. Armor does not protect against this power. making them amenable to suggestions. left. rear. Use of this power by 31
. he is entitled to a Willpower + Control roll (or Willpower doubled) to resist. This differs from Telekinesis in that there is no attempt at controlling the target. if he is Force Sensitive himself. right. making somebody do something unexpected would take two or three Success Levels. the victor accumulates more successes than the sum of his opponent’s Strength + Control + Alter scores first. Life Sense By touching his victim and drawing on the power of the Dark Side. the more Success Levels the action will require. Completely altering a person’s opinion or perception of reality requires four or more successes. for example). Control Another’s Pain Prerequisites: Alter Skill See the Control power above. Each additional target beyond the first incurs a -1 penalty to the roll.) Two Characters with Force Push trying to use the power simultaneously can engage in an extended action. taking 2 x Success Levels bashing damage.) If the character succeeds. illusions or even careful editing of recent memories. or if he possesses the Iron Will Quality. If the victim of Affect Mind has a Willpower score higher than the Success Levels rolled to activate this power. For example.
Force Grip can alternately be used to cause a Survival Test with the same modifiers. Alternately. Starship character points gained from the Ship Quality represent the time and money each character invested in buying the ship in the first place.)
(V) STARSHIPS CREATING A STARSHIP
Starships are created with starship character points. but an emotional one. could use the Ship Quality to represent his investment of time and love. He also has no share in ownership of the craft. who rebuilds the engines single-handedly. but the result of this is death for the victim and a Dark Side Point for the Force User (if he’s not already Fallen. The size rating (obviously) is how big your ship is. The roll is penalized by the amount of Success Levels the Force user achieved on his roll. Telekinesis Prerequisites: Alter Skill The power to use the Force to move objects.) Multiple objects incur a -1 penalty beyond the first. that is. such as the crew requirements and cargo space.
The first thing you need to spend points on in the size of your ship. An engineer.) Objects lifted in this manner can be moved at up to 10 yards/meters per turn (this can speeded up by "burning" Success Levels. for 1 minute (an extended test may be performed to increase this telekinetic strength. and theoretically no say where they are spent. for example. he has no points to contribute. The total levels all players purchase in this Quality represent the number of points they may spend on their ship. It also establishes a base number for many other calculations about the vessel. The character gains a temporary telekinetic strength of 2 times the Success Level of the roll. through the Ship Quality. Ship Size -3 -2 -1 0 1 2 3 4 5 General Examples Small one-man starfighter Large two-man starfighter Small five-man shuttle Large shuttle Small transport (Slave 1) Small luxury yacht Light Freighter (The Falcon) Medium freighter Large freighter
. Force Grip Prerequisites: Alter Skill.a Light Side character automatically creates a Dark Side Point. these points may not represent a financial stake in the character’s ship. Telekinesis This power causes a target to make a Consciousness Test as if he’d been reduced to negative Health. If a character did not take the Ship Quality.
so long as the space is available. flying blind (-2 Search) Stuff works Good stuff (+2 Search) High Quality (+4 Search) 33
. One Unit of diamonds is a lot more valuable that one Unit of cattle—a Cargo Unit of cattle is probably just one cow. Astromech droids can count as a technical crewman. If things are desperate. Point Cost 3 6 9 Hidden Cargo One hidden cargo unit Two hidden cargo units Three hidden cargo units
Point Cost Weapons 5 Light weapon (one damage) 10 Medium weapon (two damage) 15 Heavy weapon (three damage) Point Cost -2 0 2 4 Scanners Poor. Extra Cargo Space Each extra point spent allows for an extra unit of cargo capacity. and that it’s big enough for them all to live in. long trip. and can have no more than 1 ½ times in extra units. Hiding Places You have secret places to store cargo. the operational crew may also be navigators. this means one pilot and one engineer. it requires one Crew Unit. Hiding places are usually shielded. Cargo Units are rated based on their bulk. Cargo needs space. Additional technical crew are usually just more engineers. Simply put. On larger ships. Note that there’s nothing to stop a trader captain from taking on a mixed cargo. Each Crew Unit consists of one operational crewman and one technical crewman. A ship can require an additional crewmember as a -1 point Disadvantage.
The amount of Cargo Units in a ship is equal to twice the ship’s size. or operation managers. When assigning points to the ship’s size. a ship can carry twice that many people. Note that a ship cannot have more hiding places than 1/2 its size rating rounded up. A ship starts with a number of units equal to its size. damage control officers. Ship Size 0 or below requires just one crewman skilled in both disciplines. and require five successes to uncover. Housing means giving everyone a private room and carrying enough food for a nice. Any ship operating without its required crew compliment incurs a 2 penalty to all of its pilot’s rolls per crewman missing. whereas a Cargo Unit of diamonds would be a whole crate. ensure that the ship is small enough so that there are enough players to man it. Most ships can comfortably house about five people for each point of the size rating.Crew Units
For every two points of size the ship has (round up).
Point Cost -2 -1 0 1 2 3 Point Cost -2 0 2 4 6 8 10
Engines Very slow engine (-2 Piloting) Slow engines (-1 Piloting) Normal engines Fast engine (+1 Piloting) Military grade engine (+2 Pilot) Supercharged engine (+3 Pilot) Stealth Technology Yeah. A dedicated shield operator (or a really hot-shot pilot with multiple actions to spare) gets to roll his Dexterity + Pilot + the shield rating to determine his defensive number. but leaves the exposed flank defenseless. while other. the pilot uses his Dexterity (or Intelligence) + Piloting to attempt evasive maneuvers. The number of successes is then used to defend against all incoming attacks.) Point Cost/ Shield Rating 0 2 4 6 8
Navigational shields only Standard shields Upgraded shields Military-grade shields Supercharged shields
During combat. Every hit on a starship’s shields reduces the ship’s Shield Rating by one (or two for capitolship scale weapons. usually larger vessels have dedicated shield operators. right. Characters who don’t have the Spacer Quality incur a –4 penalty to their rolls. the Parry number is the shield rating + the operator’s Pilot Skill. 34
. Most pilots pre-set their shields so as to free themselves for pilot-type stuff. ship stands out Nothing special Deployable cammo-net Sensor decoys Sensor dampeners Ionic field generator Cloaking device
Shields effectively give the starship a “Parry” roll to intercept and defend against incoming attacks. The pilot may choose to set his shields double aft or double front if he anticipates fire from a single direction. For pre-set shields. those without the Spacer Quality may be required to make Pilot or Blaster rolls for tasks that might be routine for someone trained in starship operations. which gives a +4 bonus to this roll. Gunners use Dexterity (or Intelligence) + Blaster to fire the ship’s weapons. Additionally.
Major. and a complete overhaul in a spaceport. The ship’s engines modify the roll according to their rating. Whichever ship gets the highest roll is in the best position. Every point after that which damages the ship causes a roll on the Ship Damage Table (see below. it is irreparable without new parts. however. according to their piloting roll. A ship can be hit as many times as it has size points plus armor (minimum of one) before things start to go terribly wrong. Rebels tend to stick to infrequently traveled routes occasionally routes that haven't been used in years. all gunners of the other ships involved get to roll to hit their targets. If the system is damaged a third time. well-traveled routes are safer and allow greater speeds. if the same system is rolled a second time. The percentile modifiers for travel time should cancel each other directly. However. Unless you really want to calculate everything. For example: if the characters choose an infrequently traveled route. and gets to fire at its chosen target. assume that the trip takes 25% more time. In turn.The pilots of all opposing ships make their Piloting rolls to see who assumes the most favorable position.
Starship Damage Table
1d10 roll 1 2 3 4 5 6 7 8 9 10 Critical System Life support Sublight engines Hyperdrives Lateral thrusters (-4 Piloting) Shield generators Weapon system (random) Sensors Communication Cargo hold (destroys 1 unit) Crew quarters (destroys random possessions rather than requiring repair rolls)
Plotting a course takes 12 Turns and an Astrogation Task. lots of time. Ships without turrets can only fire if they won the roll for dominance at the beginning of the round. but get 3 Success Levels.) A technician or engineer can attempt a Repair roll to get critical systems working again. the Repair roll suffers a –5 penalty. just assume that increases and decreases will cancel each other. they are also well-patrolled. earning a 25% reduction. which add 50% to travel time. Note that capitol ship scale weapons do twice the listed damage of starship-rated weapons.
Roll Modifier 1. the resulting number is the penalty to the Astrogation Task. Every time a course is plotted. the GM should roll a D10 and subtract 5.Modifiers Time modifier Hazard Modifier Major Trade Route +5 — -2 Commonly traveled route +3 +10% -1 Lightly traveled route +1 +25% 0 Infrequently traveled route -1 +50% +1 Route not traveled in several years -3 +100% +2 Never traveled route before -6 +150% +3 Routes
Even the best mapped hyperspace route will have some kind of unknown navigational hazard once in a while.5 0 6 -1 7 -2 8 -3 9 -4 10 -5
Situation Reduce calculation time No nav computer or astromech used Each 10% of total time added to trip Each 10% of total time saved on trip Hyperdrive lightly damaged Hyperdrive heavily damaged Modifier -1/Turn -8 +1 -1 -3 -5
. This roll is modified by the Hazard Modifier in the Route Table.
subtract 25% of travel time* Jump occurs. I chose this one because it allows more flexibility for adventures with new planets and locations. add 10% of total time.Hyperspace Travel Time
Astrogation Task Failure by 3 or more Failure by 1 or 2 Success Level 1 Success Levels 2 Success Levels 3 Success Levels 4+ No nav computer Time Modifier No jump occurs Jump occurs. The D6 version has a table with specific travel times between some of the planets featured in the moovies and the books. subtract 10% of travel time* Jump occurs. those created by the Chronicler. check for mishap Jump occurs. subtract 50% of travel time* Add 100% of total time * Minimum 1-hour journey
Base Travel Time (Hours)
This table was taken from the d20 book and represents general travel times between the different regions. no time modifier Jump occurs. From/To Deep Core Core Colonies Inner Rim Expansion Mid Rim Outer Rim Wild Unknown Deep Core 12 24 48 72 96 120 144 168 192 Core 18 6 24 36 60 84 96 120 144 Colonies 24 24 12 24 48 72 96 120 96 Inner Rim 48 36 24 18 24 48 72 96 72 Expansion Mid Rim 72 60 48 24 24 24 48 72 60 96 84 72 48 24 36 24 48 72 Outer Rim 120 96 96 72 48 24 48 24 96 Wild Unknown 144 120 120 96 72 48 24 12 120 168 144 96 72 96 72 60 120 48
Each Age level grants you one point per level of Intelligence to put into skills. An Acute Sense gives a +3 bonus to any Perception rolls related to that sense. you get a level of either Adversaries or Secrets. and trained in the skills of gymnastics. Attractiveness +5 borders on the heart stopping. which always seem to outlast friendships and resources.(VII) APPENDIX A: QUALITIES. the Game Master) before buying an extreme amount of points in this Quality. The Supreme Chancellor’s (aka. the more time your character has to devote to getting a hold of his Contacts. At +3 or +4. and species known for this level of Attractiveness or higher are famed throughout the galaxy. at least in theory. As you get older you learn more stuff. Attractiveness 1-point/level Quality This Quality determines a character’s looks.) At +1 or +2. Street. Contacts could be anyone with the inside scoop on an area of expertise. a person would stand out in a crowd. Age 2-points/level Quality Some beings are old and wise. For every two levels of this Quality. You must specify your Contact’s area of influence when you choose the Quality. Corporate. but it can range from –5 to +5 in humans (see the Ugly Drawback for the opposite of this Quality. and people know how to get you the things you want. Generally. though. Age is not without its drawbacks. You get +2 to all rolls made in combat to dodge or otherwise avoid getting hit (see the Avoidance Move). After Character creation. to a maximum of four per level. 38
. You gain no extra character points for these Drawbacks. Law Enforcement. Acute Sense 2-point Quality Characters with this Quality have one sense that’s more refined than normal. the Game Master) determines whether your character’s contacts are available at any given time. A positive Attractiveness score helps a great deal in most social situations. and have this Quality to reflect it. Common choices are: Criminal. Each level of Age adds fifty years to the character’s lifetime. Add your character’s bonus to any activity where persuading beings attracted to your species is a factor. Consult the Supreme Chancellor (aka. Attractiveness can change only through events that modify the character’s appearance. Imperial. The more helpful a contact is the higher the Quality’s point value. Contacts Variable Quality You know people. but you cannot attack your opponent while doing so. DRAWBACKS & TEMPLATES QUALITIES
Acrobatic 2-point Quality Your character is extraordinarily quick and limber. the more likely they are to come through. we’re talking model good looks. The average person has an Attractiveness of zero.
If the Contact usually conveys reliable information and helps the character out in small ways. This includes blaster rifles. the Game Master) will judge the value of a given piece of contraband. This includes standard blaster pistols. Demolitionist 2-point Quality You’re had some training in the manufacture and use of high explosives. but that’s a different matter. Heavy blaster pistols. Actual allies who help the character in any way they can run three to five points. they might object more strongly. or a piece of military hardware. Equipment is rated for this Quality as follows: • Licensed: Ownership of the item is not necessarily illegal. It could be a lightsaber. Illegal items are usually confiscated if discovered. a brace of grenades. sale or ownership requires government license and approval. explosives. Note that while it’s obviously possible to purchase. The permit fee. Owning a licensed item is a one-point Quality. Whatever your experience. illegal. as a job skill. Dual Wield 6-point Quality When you have a spare weapon to wield in your off-hand. steal. Owning a military item is a twopoint Quality. starfighters. Owning a restricted item is a three-point Quality. Contraband Variable Quality You own a piece of gear that is uncommon. but a permit is required. isn’t too uncommon. quarantined. usually 5% of the item’s price. rumors or gossip cost one point. an assassin’s disruptor. a slicer’s rig. A restricted item brought into a system may be locked down on its ship. you get an extra action in combat. disarm. if you plan to keep and use it you must purchase this Quality to do so.Contacts that only provide hints. Private ownership of surplus equipment. This Quality also represents your character’s general ability to retain such items in most circumstances. You might have acquired it in the military. Owning an illegal item is a four-point Quality. depending on your character’s resources. paid at the time of purchase. • Illegal: This item is strictly illegal on most worlds. And you get to look cool doing it!
. • Restricted: Members of the general public cannot legally purchase or own the item. for example. Now. or confiscated. is an extra cost. and effectively place explosive devices. Possession results in severe penalties. you know how to “safely” arm. or from subversive documents that seem to circulate now and again. a blaster pistol is generally restricted in most civilized worlds—this Quality would make sure you don’t have any problems with the locals. or nearly unique. or otherwise acquire such objects during game play. enhanced cybernetic replacements. etc. this Quality sets you back two points. • Military: The item is usually available only to governmental organizations or to those with ties to them. The Supreme Chancellor (aka. Ownership without documentation results in minor penalties. if you’re caught with a lightsaber. however. Stormtrooper armor. and toxins are all restricted.
you must have the Wild Card skill appropriate to its use. Fearsome Visage 2-point Quality Your appearance is deliberately terrifying. It’s how you stay alive: the Way of the Gun is your thing. events. To use Fencing with a lightsaber or other duelingtype exotic weapon. This does not stack with the Dual Wield Quality. characters with this Quality gain a +5 bonus to Initiative rolls.Eidetic Memory 2-point Quality Your character has an uncanny ability to remember certain impressions. If you have this Quality and they don’t. and you’re faster than any man you’ve ever had to draw down on. He can hold a number of images in his mind up to his rating in Intelligence. people tend to notice—and avoid—you. when the Supreme Chancellor (aka. designed to provoke hesitation and panic in your foes. Because they are fairly immune to the “freeze” factor so common in dangerous situations. you get an extra parry action to defend yourself. modified by common sense (Fast Reaction Time can’t help the target of a sniper half a mile away. or other physical confrontations. Fencing 2-point Quality You are practiced in the skills and forms of fencing. Fast Reaction Time folks also receive a +1 bonus on Willpower Tests for resisting Fear. and you might want to consider buying Fast Reaction Time just in case! 40
. Anytime you’re wielding a melee weapon in combat. and always keep one within arm’s reach. or were just plain born that way. You gain a +2 to all intimidation rolls when your appearance is a factor. The weapon you’re using must be designed for dueling or this Quality doesn’t apply. Normally when someone has the drop on you—they have a blaster in hand (generally pointed at you) and you don’t—they automatically have the initiative. He can “freeze” a single static image in his mind. the Game Master) has no idea what you’re talking about! Fast Reaction Time 2-point Quality Most people freeze when something’s about to happen to them. he can recall that chosen memory with startling accuracy. like a schematic. you definitely stand out in a crowd. Whether you are tattooed red and black all over. or a “still shot” from a holo. you are always considered armed and dangerous—there’s no draw time for you. Should you both possess Gunslinger it’s a roll-off. and you take no penalties for being unprepared. hide behind an intimidating mask. Oh. or information. contact sports. he gets a +2 on the roll. and those who look upon you are like to remember it for a long time. So long as a weapon is within your immediate vicinity. though if his blaster’s already out and yours is not. You’ve been trained not to. the initiative is yours. After focusing for a few moments on a desired subject. You cannot take the Low Profile Quality with Fearsome Visage. and recall it with perfect precision later. for example). Gunslinger 3-point Quality You’ve had plenty of practice with a blaster. We recommend you write down what it is you want to remember so you have a good reference for later on in real time. In combat.
Lifestyle 1. but such wealth is not appropriate for player characters. You might be plain-faced.to 5-point Quality Characters with this Quality are tougher than nails. scarred but alive. each level provides a +1 bonus to Survival Tests. Up to a 2. If you didn’t take any levels of this Quality. in the reign of Emperor Palpatine. You get +2 to all Stealth rolls made when blending in is a factor. the terms are interchangeable—though quietly. You can choose a number of them from the Jedi Arts Maneuvers list to add to your combat chart equal to your Intelligence score. Some people don’t flaunt their wealth.) Higher levels of this Quality exist of course.000 credits in the game require one Success Level to purchase. and interrogation droids.to 5-point Quality This Quality represents the resources your character has to draw upon and the lifestyle to which he is accustomed to maintaining. it determines the credits he can come up with at the drop of a hat. Jedi Arts 5-point Quality Martial arts are common on many worlds in the galaxy. mind probes. of course. Your character will thank you! Iron Will 4-point Quality (2 if Force Sensitive) Your character is highly resistant to pesky things like Jedi mind tricks. but the greatest repository of such techniques was always the Jedi Order. well. ordinary. Even after they are severely wounded. If your character chooses to live at a basic subsistence level when you have more than one level in this Quality. and get a +4 to rolls made to resist fear. medical attention has a good chance of reviving them. etc. Each level of the Lifestyle Quality adds +2 to the purchase roll (which is simply 1d10 + bonuses. 41
. you should invest them here. and people find it more difficult to remember you once you’re gone. you can add his Willpower score as a bonus to the roll. Even today. instead living like the rest of us—only with deeper pockets. This roll covers all the nuances of over-pricing and haggling—the roll determines whether you made the purchase or not. Note that items for sale on the Black Market are rarely for sale at the otherwise listed price. Items that cost 1. Level five is the highest possible for human beings. Additionally. or a well-trained spy. If you have any Quality points left over. some alien species can have more levels. Having the Jedi Arts Quality gives you an extra range of combat maneuvers that you can draw upon during a fight.Hard to Kill 1.000 credit price tag requires two successes. This quality is bought in levels. this is a racial trait—others are just pig-headed or well trained. a toaster on legs. At any rate. For some. More importantly. you get to double your Willpower score to resist any of these things. Each level of Hard to Kill adds three Hit points to your character’s pool. you’re dirt poor and pretty much screwed—you’re shipmates are gonna get tired of buying your drinks real fast! Low Profile 2-point Quality You have something about you that causes people to overlook you most of the time.
gamblers. General. Six points buys you notoriety in all walks of life in a single star system. Flight Officer 3.Colonel. The greater version of this Quality—available only to certain alien species—offers four points of Armor Value all around. Lieutenant 4.Brigadier General. Each level of Lucky adds +1 to a roll (after the roll has already been made) once per game session. This bonus can be divided up however it’s needed. Natural Toughness 2. effectively. 6. Any use of this skill during the plan receives a +2 bonus. you’re renowned in a specific community (i.Lt. 8 or 10-point Quality You are known for something you’ve done (or are thought to have done. Lt. At ten points. Eight points represents a reputation that spans an entire sector. Captain 5. merchants. Officer 1 to 10-point Quality You have rank and authority in some military organization.2nd Lt.: smugglers.Major General.1st Lt.or 4-point Quality Your character is seriously thick skinned (and we’re not talking about feelings here. 4. Lucky levels are like low-key Force Points. Bounty Drawback. Admiral Reputation 2. but are more useful and—best of all—reusable. Cmdr. (jg). Captain. Commander. it’s a good thing the Emperor doesn’t allow open elections or you’d give him a run for his money!
. Ensign.) Sometimes a good reputation can be bad. Navy.) The lesser version of this Quality gives four points of Armor Value against bashing. Flight Cadet 2. 1. Listed below are ranks for Army. Colonel. Note that enlisted recruits have no rank.Major. Natural Leader 5-point Quality You have the ability to inspire people with your leadership. Lieutenant. General 7. or in a specific community throughout the galaxy. Luke blowing up the Death Star won him quite a reputation among the downtrodden and Rebellious (see also. Lucky bonuses can only be applied to the character’s own rolls. Commander.e.Lt.) For two points. Anyone following a plan under your orders can choose one skill that she will use while carrying out the plan.General. and Starfighter Corps. Lt. Commodore 8. Rear Admiral 9. For four points your rep applies in an entire given star system within that specific community. etc) in a specific locale.Captain. 6. Vice Admiral 10.Lucky 2-point/level of Quality Fortune smiles on you more than on most people. soldiers. well. for example. or in a specific community throughout a sector.
Some examples of specialties are listed in the Skill descriptions. Each level you take in this quality grants one Ship Point to spend on the ship. you are capable of operating a starship using the Pilot skill or Blaster skill without penalty.
. Characters who don’t have the Spacer Quality incur a –4 penalty to their rolls. It’s also hard to sneak up on him. Skill Specialization 1-point Quality You are especially skilled in one specific aspect of a general Skill. or a bounty hunter who’s a crack-shot with his daddy’s Heavy Blaster Pistol (Blaster. • Pain: Each level of this Quality subtracts one level of penalty for being severely wounded. tremor-sense. such as low-light vision. A character with this Quality gains a +2 bonus to any Perception-based rolls to sense trouble or danger in his immediate surroundings. The number of points in this Quality represents your stake in the ship’s ownership. a naughty Twi’lek skilled in Seduction (Persuasion). • Radiation: Add your levels in this resistance to Constitution rolls for resist the effects of harmful radiation. and other equipment will require the Contraband quality to acquire and retain. dark vision. and can react with uncanny quickness if necessary. others may apply: • Poison: Levels of Resistance/Poison add to Constitution rolls to resist poison. the same bonus applies when he resists Stealth rolls. Some types are listed below. and gain a +2 when doing your thing. Ship 2-points/level Quality You have a share in the ship that the player characters own. Situational Awareness 2-point Quality The observant almost always know what is going on around them. Each type of harm must be taken separately for this Quality. buying this Quality each time. and adds to Willpower and Constitution to stay conscious when injured. Choose one. Note that some restricted items like military-grade weapons. or something else. an ace in the seat of a Starfighter (Pilot). More importantly. You can have as many as you like. If you are the only one.Resistance 1-point/level Quality You are more resistant to certain kinds of harm. You might be a Botanist (Knowledge). extraordinary hearing. Special Sense 2-point Quality Your species (or perhaps you’re a droid or cyborg) has a special sense. Spacer 2-point Quality You are experienced in space travel. a keen olfactory sense. the ship actually belongs to you.) Whatever Specialization you choose must be specific. the ability to see into the infrared or ultraviolet spectrums. shields.
he goes for it hard. your character may even act against his better judgment or morality. Any time you want to influence someone to help you with something or do you a favor. in a serious way. • Desperate: The third level is the strongest—a desire so strong that it often overwhelms any scruples your character may have. This is a two-point Drawback. Whenever the Ambitious character desires something. depending on their resources and abilities. People are either a means to his ends or obstacles to be swept away. • Serious: The second level is stronger—presented with enough temptation. Your character knows what he wants and he spends a great deal of time and effort to attain it. Adversary 1. He may resist if what he’s contemplating is truly wrong and reprehensible. You know. Zero-G Training 1-point Quality You suffer from no Dexterity penalties incurred due to weightlessness. at a penalty of –1 to –3 if the temptation and potential rewards are great. but resisting requires a Willpower (doubled) roll.to 3-point Drawback Everybody wants to get ahead. There are three degrees of severity for this Drawback. 44
. • Mild: The first level is relatively low-key. An organization might be worth three to five or more points. a large police force maybe three. This bonus only applies if you have not tried to fight or intimidate your target or anyone else around recently. Ambition 1.Sweet Disposition 3-point Quality You are just so darn nice and wholesome that folks take kindly to you. depending on how bad they’ve got it in for you. you can just choose the Drawback and take the points and let the Supreme Chancellor (aka. limited only by what sense of caution or morality he may possess—and in some cases. This is a three-point drawback. A gang of thugs garners two points. the Empire in general is easily worth upward of five points. When presented with temptation. Alternatively. The more powerful the Adversary is the higher the point value. depending on its power. Individuals are rated from one to five points as Adversaries. not even by that.
Note: Drawbacks assigned during the game as a result of game-play do not grant the character extra points. and is willing to do almost anything to get it. A good enemy needs a good reason. but an Ambitious character wants it really bad. This is a one-point Drawback. For a high enough reward you’d turn on friends and loved ones. you gain a +2 bonus.to 5-point Drawback You’ve managed to piss someone off. Everyone else operates at a –3 to all Dexterity rolls when the gravity’s been switched off. That’s just the way it works. he can only avoid acting by making a Willpower (not doubled) roll. the Game Master) decide who the Adversary is and why later on. but he won’t break his own rules or those of society to do so. when you least expect it. and even betray your principles. Killing the Adversary is not usually enough to eliminate the Drawback—another Adversary of similar value will be sure to crop up shortly afterwards. with penalties ranging from –1 to –5 depending on the size of the prize.
Cruelty 1. he reserves this for those who have angered or attacked him. He may shun danger altogether. Clowns are generally accepted and liked when their quirky humor is not out of place. The biggest problem for the clown is that he just can’t keep his mouth shut when he knows being funny will only work against him. Severe Cruelty is not recommended for player characters. but a severe problem indicates a sadist with few feelings of remorse. Perhaps you’re deeply insecure (your character. Dependent 2. Any Perception rolls made involving the affected sense are at a –3 penalty. that is). watch out for people with the Humorless Drawback—they’ll seek out the Clown for special treatment every time… Cowardice 2. or maybe you simply delight in keeping folks off-balance with your comments. or maybe you just need to wear glasses. Maybe you’re a Defel with lightblindness. Use the value of this drawback as a penalty to rolls resisting Fear Tests. take hostage.or 2-point Drawback This is a person who actually likes to inflict pain and suffering. this Drawback is only worth two points. If you have only one dependent. Anybody who knows you realizes or strongly suspects that there’s something wrong. like a family. People may not even know there’s something wrong with you! • Severe: Your problem is pretty bad. Anybody who knows you realizes or strongly suspects that there’s something wrong. And people don’t always take you seriously when they ought to.
. or otherwise use against you. People may not even know there’s something wrong with you! • Severe: You problem is pretty bad. brings the value up to no more than three. At the lower level. especially when friends and loved ones are involved. • Mild: Your hang-up is controllable and the character seldom allows the problem to control him during times of crisis. and affects the character’s daily life.or 4-point Drawback Your character is more afraid of trouble and confrontation than most people. • Mild: Your hang-up is controllable and the character seldom allows the problem to control him during times of crisis. Also.Clown 1-point Drawback The clown refuses to take things seriously.or 3-point Drawback Your character has a relative or someone who is close to him—someone who is perfect for the bad guys to torment. especially when friends and loved ones are involved. even when it’s not appropriate. More. Dim Sense 2-point Drawback Your character has one sense that is sub-par for acuity. and affects the character’s daily life. or only risk it when he’s sure he has the upper hand. Needless to say. or at least uses humor to cover up all types of situations.
and is often coupled with others serious Drawbacks such as Ambitious. This is a one-point Drawback. and will not break it lightly. It might be that you are constantly nibbling on a certain kind of snack. A Greedy character wants stuff really bad. he goes for it hard. not even by that. Whatever he desires. he can only avoid acting by making a Willpower (not doubled) roll. easily offended. In a life-or-death situation where honor might be ignored.to 3-point Drawback Everybody wants stuff. at a penalty of –1 to –3 if the temptation and potential rewards are great. In general. etc. • Desperate: The third level is the strongest—a desire so strong that it often overwhelms any scruples your character may have. Money and possessions are his primary focus.to 3-point Drawback Your character follows a code of behavior. The more restrictive and rigid the code. and affects the character’s daily life. or have a peculiar affinity for the color orange. but resisting requires a Willpower (doubled) roll. but he won’t break his own rules or those of society to do so. Honorable 1. you must be specific. something you’re known for. acting like they’re better than everyone else. At least. This is a two-point Drawback. Greed 1. better looking—maybe you’re some or all of those things. When presented with temptation. smartest. This is a three-point drawback. Your character knows what he wants and he spends a great deal of time and effort to attain it. ever. and can have no more than one. and even betray your principles. if at all. At lower levels a character with an Ego problem is mildly annoying: competitive.or 2-point Drawback You are IT. Violent Temper. the higher this Drawback’s value. Anybody who knows you realizes or strongly suspects that there’s something wrong. Ego 1. a Willpower (not doubled) Test is necessary to overcome the psychological barriers enforcing the code of honor. your character may even act against his better judgment or morality. • Mild: Your hang-up is controllable and the character seldom allows the problem to control him during times of crisis. You might be good or you might not. • Serious: The second level is stronger—presented with enough temptation. A Severe Ego problem indicates a truly bent personality. you think you are. For a high enough reward you’d turn on friends and loved ones. baby! You’re The Man! The best. limited only by what sense of caution or morality he may possess—and in some cases. People may not even know there’s something wrong with you! • Severe: Your problem is pretty bad. There are three degrees of severity for this Drawback. the bravest. and is willing to do almost anything to get it. He may resist if what he’s contemplating is truly wrong and reprehensible. • Mild: The first level is relatively low-key. 46
. can’t refrain from generous helpings of sarcasm or profanity in your conversations. especially when friends and loved ones are involved. Whatever the Quirk. characters with this Drawback won’t violate their code. with penalties ranging from –1 to –5 depending on the size of the prize. Zealot. but you’ve deluded yourself into believing you’re all that.Eccentric 1-point Drawback You have some annoying little quirk that’s a part of you.
running up significant tabs at the local cantinas or a bad run at the Sabaacc tables is worth 2 points. friend or foe. especially those he dislikes. the exact nature of your brand of honor may vary. This is a two-point Drawback. bit by bit. Indebted 2-. . he will refuse to participate in acts of betrayal such as ambushes. • Minimal: Obeying the basic precepts of the organization or creed and not betraying its members are highlights here. An average employee has minimal obligation to his employer.or 6-point Drawback This Drawback indicates that the character owes someone something.) Even if the debt is repaid—at least in the mind of the debtor—the creditor may seek to extract more . The penalties for selfishness or disobedience are severe. • Rigid: Your character lives by a strict set of rules that controls most of his actions towards others. striking a helpless or unsuspecting foe. Even then. loss of employment. An Obligation must be followed to various degrees and grants a number of points based on the strictness of its dictates. For example. because once its been given. or all at once. harsh words…sometimes it can even be dangerous to say “no”. Obligation 1. This is worth one point. the individual owed attempts to gain recompense by one means or another. while something like the Wookie life debt would be worth 6 points.This Drawback comes in three levels. and he would only do so in cases of extreme need. Humorless 1-point Drawback Some people just lack the ability to laugh at life. and to whom.to 4-point Drawback Some rights are accompanied by duties. This is a three-point Drawback. Most people find this facet of this character’s personality to be unattractive or bothersome. Lying is anathema. He will not betray the trust of others once he’s accepted it. • Important: Your character is expected to routinely risk himself for the organization. Failure to fulfill one’s duties can lead to trouble—demotion. In addition to all other restrictions above. sacrificing a required amount of time (or what-have-you) for certain benefits. Other people’s attempts at humor are seen as wasteful or annoying. He is always on call and does not have time to pursue a normal job (unless it’s cover for the real assignment) or much of a personal life. it is inviolate. or cheating in any way. Owing a notorious gangster for dropping his spice cargo would be worth 4 points. . and will be called upon to repay that debt sometime. • Major: The welfare of the organization is placed above that of the character. and does his best to fulfill the promises he makes. Clowns and practical jokers are the antithesis for this character. If the character fails to repay her debt. Anybody else. 4. but the levels of severity should remain the same. possibly 47
. Your character always keeps his word. An Important Obligation is worth two points. are fair game. This is a one-point Drawback. • Minimal: Your character does not lie to or betray friends or those he respects. It’s possible to walk away at this level without serious repercussions. • Serious: This code of honor is more complex. and applies to everyone. The value of this Drawback depends on what the character owes. This often results in negative consequences (see the Wanted Drawback. he feels guilty and does not do a very good job: any tasks that require him to lie suffer a –2 to –6 penalty. He may be reluctant to give his word except in a good cause. and take everything with the utmost seriousness. and go above the basic precepts of membership.
Lobots—all names for the outcasts of society. Ambition. and they tend to attract the attention of cruel and abusive types. nerf-herders. to the exclusion of most other things. He is even expected to die for the organization. and mannerisms—or possibly just because of who or what they are—these characters seem to have a permanent “kick-me” sign taped to their backs. This is worth four points. To pursue his Obsession. Trust no one. Maybe you are scared. Because of their interests. Note that many of the higher point-cost derangement Drawbacks are specific obsessions (ei: Vendetta.or 2-point Drawback “They” are out to get you. and he is in constant danger of imprisonment. etc). Maybe you made a vow or just loathe physical violence. Outsider 3-point Drawback Misfits. 48
. but who almost certainly would be upset about their intensity) or a task (like performing some notorious or important feat). even self-defense. even when he’s speaking the truth. He may neglect other duties. This character can be annoying and even frightening to have around. habits. Paranoid characters often suffer from other mental and emotional Drawbacks as well. Outsiders tend to avoid paying too much attention to their surroundings. sooner or later. For two points. which is worth three points. This is a good way to pick up the Recurring Nightmares Drawback for free! Paranoia 1. you can never attack someone directly for any reason. Total: Your character must be totally devoted to the group. Your typical Rebel operative has this level of Obligation. Pacifist 2. Missions are extremely hazardous.•
including death. Everything is a conspiracy and everyone keeps secrets. and are often oblivious to other’s criticism. You might be allowed to overcome this with a Willpower roll (not doubled) in extreme circumstances—such as you mother will die if you don’t shoot the bad guy. other personal and professional. and his testimony less likely to be believed. he will go to almost any length (as limited by his morality). should that be necessary. For six points.or 6-point Drawback You are of a mind that violence solves nothing. you just cannot throw the first punch. Your character never knows when somebody is going to turn against him. and that disputes ought to be resolved peacefully. lack of charisma. You will not fight anyone who hasn’t directly attempted to attack you. Outsiders have a rough time in social situations. or maybe you just don’t like to hurt folks.
Obsession 2-point Drawback A particular person or task dominates your character’s life. they have a –2 penalty to rolls in most Social situations involving their own interests and needs. to pursue that which fascinates him. and preclude doubling up on the Obsession Drawback. A paranoid character expects treachery at every turn. or execution—typical of Rebel heroes. freaks. and rarely even trusts friends or family—he’s seriously bent. but he’s sure they all will. The “obsessee” may be a person (who may or may not be aware about your character’s feelings. torture.
and rarely wastes time on second thoughts.
Primitive 2-or 4-point Drawback You come from a world lacking access to modern technology. Acting on impulse no doubt puts the character in jeopardy. If your world is genuinely in the technological dark ages (no technology beyond water and musclepower) this is a 4-point Drawback. blasters etc) this is a 2-point Drawback. If your planet is a backwater which is just a little behind (no droids.•
Mild: Your hang-up is controllable and the character seldom allows the problem to control him during times of crisis.or 2-point Drawback This character is supremely overconfident and impulsive. especially when friends and loved ones are involved. repulsorlifts and hyperdrives. willing to take incredible risks. As a result you aren’t wellversed in many of the things more up-to-date citizens take for granted. Any tech beyond your understanding is at -2 on any roll. Anybody who knows you realizes or strongly suspects that there’s something wrong. especially when friends and loved ones are involved. your Supreme Chancellor (aka. • Mild: Your hang-up is controllable and the character seldom allows the problem to control him during times of crisis. widespread computer power. and affects the character’s daily life. often without thinking of the consequences. They 49
.or 4-point Drawback Something gives your character the heebie-jeebies. Reckless does not necessarily mean suicidal though. Primitive characters cannot generally use skills related to tech beyond their ken. Needless to say. Anybody who knows you realizes or strongly suspects that there’s something wrong. A reckless character prefers to act first and think about it later. He says what’s on his mind with no consideration for diplomacy or courtesy. rushes into dangerous situations. he never looks before he leaps—and gets into all kinds of trouble as a result. the Game Master) may check to see if your character suffers from nightmares. Phobia 2. it’s just stupid. especially when friends and loved ones are involved. People may not even know there’s something wrong with you! • Severe: Your problem is pretty bad. he has to make a Fear Test with a penalty equal to the value of the Drawback. but doing something that is clearly lethal is not role-playing. People may not even know there’s something wrong with you! • Severe: You problem is pretty bad. and affects the character’s daily life. Most of the time. or are just frightening and disturbing. Every night. • Mild: Your hang-up is controllable and the character seldom allows the problem to control him during times of crisis. If the situation would normally be frightening to someone without the Phobia. Recurring Nightmares 1-point Drawback Your character is plagued by terrifying dreams that relive some traumatic experience (or maybe a series of past events). People may not even know there’s something wrong with you! Severe: Your problem is pretty bad. Whenever the character faces the subject of his Phobia. Anybody who knows you realizes or strongly suspects that there’s something wrong. Recklessness 1. and affects the character’s daily life. add this Drawback’s penalty to the regular Fear Test penalty.
The more damaging the secret if it became known. or they might just have a tendency to fall for the wrong people. and tragedies and Country music. the higher the value of the Drawback. damage to your character’s reputation and livelihood would be worth one point. or maybe a rival stole your idea and got rich and famous off it. Ugly Variable Drawback This Drawback is the opposite of the Attractive Quality. Whatever the source of your 50
.may be imposed at his discretion or rolled randomly (a roll or “1” on a d10).to 4-point Drawback There exists a dangerous and hidden fact about your character. This doesn’t mean he’ll necessarily cause trouble for you if it looks like it will cause problems for him in return (an Imperial officer might administer a little extra beating to a captured Rebel. Any romantic relationship the character develops ends badly. Scum 3-point Drawback For some reason you are perceived by those in authority or of higher social standing as scum. though it can also represent dwarfism or giganticism. just because he can. but with a Bounty Hunter he might think twice). or be a known criminal.) Any benefits associated with your unusual size come from your species template. and it affects you every day. Something bad could happen to the character’s beloved. Maybe the Empire killed your family. This could be a secret identity or a shady past. life. It’s difficult to blend in with this Drawback. and all but impossible to find shoes in your size when you’re off-world… Tragic Love 2-point Drawback The character’s love life is the stuff songs are made of—sad songs. you’re just considered homely or unsightly. If you’ve inherited it as a species factor. you’re pretty repulsive. for example. if you purchase more or less than this. Anytime someone who thinks you’re scum could potentially give you favorable treatment he won’t. he suffers -1 to all rolls the following day as a result of exhaustion. –5 = Fugly. not this Drawback. limb. a particularly nefarious species. and everything else three points. On any night when the character is afflicted by this Drawback. An Ugliness rating of 4 or more can invoke a Fear test. Any secret that would seriously affect many people besides you is worth four points. At –3 or –4. Your Ugly rating applies as a penalty to any rolls involving social interaction where your looks could come into play. At –1 to –2 Ugly. Size 1-point Drawback You are either diminutive or gigantic (pick one.or 4-point Drawback You have a score to settle. Secret 1. this number is the “zero” value for your species. Vendetta 2. a threat to his wellbeing (facing arrest if the truth were known) is worth two points. other members of your race treat you accordingly. For example. You might belong to a questionable profession.
and affects the character’s daily life. and Sith Lords. Like. you have a modicum of self-control. He is willing to sacrifice anything. regardless of the risk. and affects the character’s daily life. • Mild: Your hang-up is controllable and the character seldom allows the problem to control him during times of crisis. This character is dangerous to both himself and others. or 8-point Drawback Bad people want you. maybe even Boba Fett if he’s got nothing better to do. especially when friends and loved ones are involved. but when they do you have a tendency to flip out and lose control. With the fourpoint version of Vendetta.
. The more severe version of this Drawback means you have very little ability or desire to restrain yourself (and you might consider a matching Cruelty Drawback to go with this one). and affects the character’s daily life. or a Sith Lord. Luke Skywalker pulled down an eight–point bounty when he blew up the Death Star… Zealot 1. 6-. It could also be that someone just wants a quiet word with you. Anybody who knows you realizes or strongly suspects that there’s something wrong. Violent Temper 2. or personal) are so strong that they dominate his life and behavior. Anybody who knows you realizes or strongly suspects that there’s something wrong. Wanted 2-. including his life (and the lives of others) in service to the ideals he holds dear. a Stormtrooper. especially when friends and loved ones are involved. People may not even know there’s something wrong with you! • Severe: Your problem is pretty bad. religious. 4-. Someone has to really provoke you. a cop or a hunter might take you in if he happened across you.or 4-point Drawback You have an anger problem! At the lower level. At two points. This is more common among Sith Lords. the Wanted Drawback is pretty serious—everyone is looking for you. a bounty is a small thing.) At four points things are a little more serious. which allows you to live a normal life—most of the time. Maybe you are a criminal—or a Rebel—or maybe you just skipped out on a debt. • Mild: Your temper is controllable and the character seldom allows the problem to control him during times of crisis. but its nothing you can’t handle. certain aliens. psychopaths. especially when friends and loved ones are involved. say. you just can’t let it go. People may not even know there’s something wrong with you! • Severe: Your problem is pretty bad.or 2-point Drawback A zealot is a person whose whole beliefs (political. Anybody who knows you realizes or strongly suspects that there’s something wrong. • Mild: Your hang-up is controllable and the character seldom allows the problem to control him during times of crisis. you might actually seek such opportunity out.peevishness. hunters show up now and then if you don’t lay low. At six-points. People may not even know there’s something wrong with you! • Severe: Your problem is pretty bad. but no one’s actively looking for you (probably. When the opportunity arises. you’ll take action.
Maj-Odo Homeworld: Cerea Attribute Adjustments: Str -1. attitudes typical of a race to help you keep in character. Bothan 2-point Species Description: Bothans are furry mammalian anthropoids known for being politicians and spies. and equine features.4 – 1. as the males are very short-lived. below. crafty. Still. Be warned. Hosk Trey'lis. Ti-Dal. peaceful and rational.5 meters. Some species have Modifiers. however. in this case – its included in the templates costs. Fast Reaction Time (2-pt.) Racial Quirks: Sneaky Languages: Basic 3 Cerean 3-point Species Description: A sophisticated and cultured humanoid mammalian species with tapering heads which house large binary brains. +1 Per (cap 6). all non-humans suffer the Scum Drawback whenever they’re in Imperial Jurisdiction (which is only a 2-point Drawback. Koth Melan Homeworld: Bothawui and several colonies Attribute Adjustments: +1 Dex (cap 6). Most Cereans are female. They tend to be calm. etc. So Leet.). They also possess an extra heart. preferring instead to manipulate situations behind the scenes. by the way). feline.). suspicious and curious by nature. which combines to make them a little annoying to other races.) Racial Drawbacks: Scum (2-pt.SPECIES TEMPLATES
The most common and arguably successful species in the Star Wars Galaxy are humans. but they are also loyal and brave. Bothans deal in information. Bothans differed in facial appearance and body structure with canine. which are bonus or penalties that don’t quite match up to full-fledged Qualities. Each includes bonuses and penalties to Attributes and other possible modifications to the character (take note of racial caps on Attributes.) Listed below are some of the classic and common Star Wars races available to players. Sylvn. Cerean 3
.). Height varies between 1. Bothans don’t believe in direct conflict. Example Names: Ki-Adi. Kai Hudorra. Paranoia (1-pt. racial Drawbacks. They are known to be manipulative. Quirks are simply role-playing devices.1 meters. Cereans are able to focus on many thoughts at the same time. which they use as a measure of wealth and power amongst themselves.) Racial Drawbacks: Greed (1-pt.7 and 2. racism is alive and well in the Galactic Empire—as a setting factor. to watch and wait for information and opportunity. and starting languages known. +1 Will Bonus Skills: +1 Con Bonus Qualities: Contacts (2-pt. Scum (2-pt. Borsk Fey'lya. Int +1 (cap 7) Bonus Qualities: Eidetic Memory (2-pt.) Racial Quirks: Aversion to high technology Languages: Basic 3. Culturally. there are countless alien species found in all walks of life. including bonus Skills and Qualities. Example Names: Asyr Sei'lar. Height averages around 1.
mathematics and medicine. and not usually very intelligent. +2 Dexterity Racial Cap: Strength 7. Dexterity. teaching. their main function is solving complex equations related to their field. Intelligence 3. often strong. restraining bolts.) Fourth-Degree droids are also highly regulated. M-TD Series translator droid Attribute Adjustments: +2 Perception Racial Cap: Strength 3. jets. If you want special gear or modifications. Examples: Baktoid Combat Atomata B1 Battle Droid. They are programmed to solve scientific problems quickly and put those solutions to effective use. All droids have the basic equipment and accessories that come standard with their model. and a selfgoverning combat droid is sure to draw unwanted attention. Low-Profile Racial Drawbacks: Outsider. E522 Series assassin droid Attribute Adjustments: +2 Strength. Willpower 3 Bonus Skills: +3 Knowledge Bonus Qualities: Low-Profile Racial Drawbacks: Outsider. flame-throwers. RX Series pilot droid Attribute Adjustments: +2. Intelligence 7. Intelligence 7 Bonus Skills: +1 Repair Bonus Qualities: Low-Profile Racial Drawbacks: Outsider.). you should spend extra points on the Contraband Quality.). Examples: 3PO protocol droid. Many are also programmed to act as controllers of complex systems. Your exact specs as a droid depend on your classification: • First-Degree Droids are effectively mobile computers. Wanted (3-pt) 53
. They’re generally equipped with appendages and control ports to allow them to interact with other machines. and the occasional Jawa. Honorable (Serious) • Fourth-Degree Droids are nearly all employed in security or military applications. almost always requiring supervision for tasks outside their core programming (which rarely includes the usual prohibition on killing sentients. advanced sensors. They are generally quick. such as armor. Examples: 2-1B medical droid. Humorless • Second-Degree Droids are often found in the engineering and technical science fields. Note also that most droids are programmed against harming sentient biological beings. Constitution 3. Violent Temper (2-pt. housekeeping. Perception 7 Bonus Qualities: 2 levels of Skill Specialization (any). Like first-degree droids. Examples: R2 Series astromech droid. Constitution 3. They can’t get into the best (or the worst) cantinas and they’re prone to dust contamination. Humorless. +2 Intelligence Racial Cap: Strength 3. These droids are often found in roles related to physics. Willpower 3 Bonus Skills: +2 Blaster Bonus Qualities: two levels of Contraband. although some sophisticated assassin droids fall into this category. and are found in spaceports and emergency services throughout the galaxy. protocol. concealed blasters. Constitution 6. Honorable (Serious) • Third-Degree Droids are designed to perform social services: translation.Droid 2-point Species Being a droid isn’t always a good thing. shields. Honorable (Serious). Fast Reaction Time Racial Drawbacks: Cruelty (2-pt. IT-0 interrogation droid Attribute Adjustments: +4 Intelligence Racial Cap: Strength 3. and secretarial work. or whatever.
Fifth-Degree Droids are the common laborers of the galaxy—cheap, predictable, and in most cases, disposable. They are mainly employed for carrying heavy loads or performing repetitive tasks. Examples: ASP series labor droid; J9 worker drone Attribute Adjustments: +2 Strength; +2 Constitution Racial Cap: Strength 7; Intelligence 3; Perception 3; Willpower 3 Bonus Qualities: Low-Profile; Natural Toughness (2-pt.) Racial Drawbacks: Outsider; Honorable (Serious)
Gamorrean 1-point Species Description: Brutish and violent warriors, Gamorians are swine-ish, stocky humanoids with green skin. Height varies between 1.3 and 1.6 meters. Homeworld: Gamorr Attribute Adjustments: Str +2 (cap 8); Con +2 (cap 8); Int -2 (cap 4); Per -2 (cap 4) Bonus Qualities: Natural Toughness (2-pt.) Racial Drawbacks: Scum (2-pt.) Bonus Skills: +1 Brawl Racial Modifiers: +2 when using one-handed weapons or axes; cannot speak Basic Racial Quirks: Hates droids Languages: Basic 3 & Gamorrean 3 Human/Near-Human 0/-2-point Species Description: Humans are the most numerous and politically dominant sentient species, so much so that almost all other bipedal sentients in the galaxy are referred to as “humanoid.” Many species appear to be very closely related to Humans, as they share many physical traits. These are commonly described as being Near-Humans, and are believed to have descended from Humans that evolved along distinct lines on other worlds. Among the most prominent near-Human race are Chalactans, Chiss, Hapans, Kiffar, the Miraluka, the Mirialans, Sith, and Zeltrons. All of these are mostly Human in appearance with unique and distinct defining characteristics. Homeworld: Coruscant; many others Attribute Adjustments: None Racial Drawbacks: Near Humans are considered Scum (2-pts.) by the Empire Ithorian 1-point Species Description: A species of intelligent mammalian herbivores commonly called "Hammerheads" because of their long, curving neck and T-shaped head. They tend to be calm, peaceful, tranquil and gentle. They have two mouths. Height varies between 1.8 and 2.3 meters. Example Names: Fandomar, Momaw, Oraltor, Trangle (animal names) Homeworld: Ithor Attribute Adjustments: Dex -1; Will +1 (cap 7) Bonus Skills: +1 Survival Bonus Qualities: +2 Wild Card Skill/Wilderness Lore; Sweet Disposition (4-pt.) Racial Drawbacks: Pacifist (2-pt.); Scum (2-pt.)
Mon Calamari 1-point Species Description: The Mon Calamari (also known the Mon Cal) are one of two sentient species indigenous to the world of Dac. Creative, quiet and inquisitive, Mon Calamari are fish-like amphibious humanoids with domed heads, webbed hands, and large eyes. They smell of salt and sea. Height varies between 1.3 and 1.8 meter. Example Names: Ackbar, Bant, Ibtsam Homeworld: Calamari (Dac) Attribute Adjustments: -1 Str, -1 Con Racial Modifiers: -1 to tests involving Dexterity, Perception or Willpower in a dry environment; +1 to tests involving Dexterity, Perception and Willpower in a moist environment; +2 Athletics tests in water Bonus Qualities: Special Sense/Low-Light Vision (2-pt.) Racial Drawbacks: Scum (2-pt.) Languages: Basic 3; Dac 3 Rodians 0-point Species Description: A reptilian humanoid species with violent tendencies, Rodians are tenacious and dedicated. They evolved from a jungle hunter-culture to populate all niches in galactic culture, despite their thuggish stereotype. Rodians have multifaceted eyes, a tapered snout, and a deep green skin. Height varies between 1.5 and 1.7 meters. Example Names: Andoorni, Beedo, Doda, Greedo, Greeata, Kelko, Navik, Wald. Homeworld: Rodia Attribute Adjustments: Dex +1 (cap 7) Bonus Qualities: Special Sense/Infrared Vision (2-pt.) Racial Drawbacks: Violent Temper (2-pt.); Scum (2-pt.) Racial Modifiers: +2 on tracking tests Languages: Basic 3; Rodese 3 Sullustans 0-point Species Description: A diminutive species of near-Humans, Sullustans have round, tapered skulls, large almond-shaped black eyes and facial jowls called dewflaps. They tend to be Pragmatic, pleasant and fond of practical jokes. Height varies between 1.3 and 1.8 meter. Example Names: Aril Nunb, Dllr Nep, Nien nunb, Sian Tevv, Syub Snunb. Homeworld: Sullust Attribute Adjustments: -1 Str; +1 Dex; -1 Con; +1 Per Bonus Qualities: Special Sense/Darkvision (2-pt.) Racial Drawbacks: Size (1-pt.); Scum (2-pt.) Racial Modifiers: Always remember how to return to an area previously visited; +1 to Astrogation tests Languages: Basic 3; Sullustese 3 Trandoshan 2-point Species Description: T'doshok in their native language, Trandoshans are large, bipedal reptilian humanoids with ability to regenerate lost limbs, although very slowly. Unlike many other reptilian 55
species, Trandoshans have no tails. They are typically violent, brutal and driven, but can show compassion and mercy. Height varies between 1.5 and 2.1 meters. Example Names: Bossk, Fusset, Krussk, Ssuurg, Tusserk. Homeworld: Trandosha (or Dosha) Attribute Adjustments: +2 Str (cap 8); -1 Dex; +1 Con (cap 7) Bonus Qualities: Natural Toughness (4-pt) Racial Drawbacks: Cruelty (2-pt.); Scum (2-pt.) Languages: Basic 3; Dosh 3 Twi’lek 3-point Species Description: An omnivorous humanoid species, Twi’lek’s are cunning, charismatic and profitoriented. The species bears two striking physical traits, the tail-like lekku protruding from the back of their skulls and a wide range of bright skin pigmentation ranging from green, orange, brown, yellow, blue, gray, pink, black, white, and purple, all in varying shades and hues. Height varies between 1.6 and 2.1 meters. Example Names: Mas Amedda, Dul Baturra. Homeworld: Ryloth Attribute Adjustments: +1 Per (cap 7) Bonus Skills: +1 Con; +1 Survival Bonus Qualities: Resistance/Poison (2-pt.) Racial Drawbacks: Scum (2-pt.) Racial Modifiers: Secret lekku communication Languages: Basic 3, Ryl 3 Wookie 5-point Species Description: Wookies, who refer to themselves as the People of the Trees, are a species of hairy bipedal humanoids known for their skill in battle. Wookies 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 Wookies have a reputation for hostility (pulling the arms off droids), they also possess a great capacity for kindness. They make loyal friends. Wookies have a great many traditions and customs that revolve around honor and loyalty, including the special bond of friendship called the honor family, and the sacred pledge of honor known as the life debt. Though arboreal, a Wookie never uses its climbing claws in combat. To do so is considered dishonorable and a sign of madness. In the Galactic Empire they are considered a slave race. Example Names: Attichitcuk; Bacca; Burtiin; Chewbacca; Chuundar; Fahraark; Freyyr Attribute Adjustments: +3 Str (cap 8); +2 Con (cap 7) Bonus Skills: +1 Intimidation Bonus Qualities: Hard to Kill (4-pt.; may buy up to 10-points total); Natural Toughness (2-pt.) Racial Drawbacks: Honorable (1-pt.); Violent Temper (1-pt.); Reckless (1-pt.); Scum (2-pt.); Wanted (2-pt.) Racial Modifiers: +2 climbing; cannot speak Basic Languages: Basic 3; Shyriiwook 3
Whatever their “thing” might be. Honorable. and are surprisingly vengeful towards anyone who would stand in their way. • Advantages: +1 bonus to Dexterity and Perception. 57
. Agen Kolar. Pacifist (2-pt. two levels of Lifestyle. to a former patron. place of birth. and many boast facial tattoos that can symbolize many things.). but they just don’t know what its like to be as alive as you are when you’re doing your thing! Some Artisans sculpt holograms. They are a proud.Zabrak 1-point Species Description: The Zabrak. including but not limited to family lineage. are a humanoid species known for having a fierce sense of self-determination and an equally dominant need for independence. All Zabrak bear a striking series of vestigial horns that crown the heads of both males and females. Increases to an Attribute cannot exceed a racial maximum by more than one point when applying a Template. +1 Knowledge. also known as Iridonians. strong. Maris Brood. Ego. or individual personalities. Tragic Love. the more severe penalty applies with no cost change. Artisan 2-point Package You’re all about the passion. +1 Con. Eeth Koth Attribute Adjustments: +2 Willpower Bonus Skills: +2 Survival Racial Drawbacks: Scum (2-pt. Bounty hunters rarely die from boredom. Example Names: Bao-Dur.) Racial Quirk: Arrogant Languages: Basic 3. and confident species which most other beings perceive as arrogant. with a proper education. three points to apply to a “profession” skill (Wild Card: Art for actual artists. Aristocrat 5-point Package You grew up among the rich and powerful. and others craft precision machines. Bounty Hunter 7-point Package The bounty hunter makes his living capitalizing on the vendettas of others. • Advantages: +1 to one mental Attribute. Some might call you a Drama Queen. two points of Reputation. tracking down fugitives for their enemies. depending on what kind of aristocrat you are. Artisans do it with all their heart and energy. Zabraki 3
PROFESSIONAL TEMPLATE S
Note: Qualities acquired from Template Packages stack. while Drawbacks do not. and sometimes your family name alone will get you places. Zealot (1-pt. Repair for technologists. or simply for justice.: “I’m a lover. one level of Lifestyle. Height is similar to humans. some become entertainers. not a fighter!”). usually). or Obligation. their masters. etc). Drell Kahmf. one level of Reputation • Disadvantages: two points in Adversary. • Disadvantages: Indebted (two points.
Serious Reckless Criminal 4-point Package You’ve chosen a life of crime. Low-Profile • Disadvantages: Scum. Contacts/Criminals (2-pt). kings and governments pretend doesn’t exist. no one will mourn him. +1 Con. following orders without question. intelligent. You have no real home (unless its mobile. moving from place to place as circumstances and opportunities take you. Humorless (1-pt. The Elite Soldier is more than that. Spacer and Situational Awareness Qualities. +1 Streetwise. Reputation Quality Disadvantages: Cruelty (1-pt. 58
. Either way. he’s often without formal rank or authority like normal soldiers. • Advantages: +1 to any one Attribute. loyal. Well. Armies across the galaxy employ soldiers. +1 Survival • Disadvantages: Scum.). boys and men with deadly implements whose primary objectives are girls and glory. senators. Since he operates frequently outside common laws and establishments. You might consider buying a few levels of the Obligation Drawback or the Rank Quality if you are a bona-fide military pilot. +1 Pilot. two-points of Contacts. the one that generals. +2 Streetwise. something to look forward to—nothing to keep you from moving on and having a whole new life. It’s just all part of the job for an Elite Soldier.). for all his skill and valor. but large numbers of so-called “bush” pilots have made their way into the ranks of the Rebel Alliance and other underground establishments. Scum
Brash Pilot 5-point Package You’re one of those hotshot. elite starfighter ace-types they make action holovids about. +1 Perception. And if he is ever captured or killed.•
Advantages: Five points to distribute between Blaster. a force cage to hold prisoners. Crime. Minor Cowardice. a sweet blaster. He is the best of the best. Still. Paranoia (1-pt. +1 Knowledge. a consummate professional. • Advantages: +1 to their Dexterity and Perception. you are a Drifter. the Soldier other soldiers whisper about in the dark. Fast Reaction Time. no one will come rescue him. too). Soldering is what he does—it’s who he is. but you’re okay with that. Your killer instinct. etc. +2 to the Pilot skill. Intimidation. you’re a petty scumbag. Recklessness Drifter 3-point Package Like a leaf on the wind. killing without hesitation—without remorse—is all part of the job. There’s always something new in your future. and Streetwise. the Elite Soldier is destined to be a faceless.). two points in the Contraband Quality (representing modified armor. and most of the galaxy will ever even know that he lived. +2 Crime. maybe you didn’t quite make it thru the academy. Ego (1-pt. or maybe it’s chosen you. unsung hero. Fighting other people’s wars. precision reflexes and Academy training make you a top gun to be reckoned with.).). • Advantages: +1 Constitution. • Disadvantages: Mild Ambitious. a living weapon. Minor Paranoia Elite Soldier 8-pt Package An Elite Soldier is the ultimate warrior: deadly.
one level of Lucky. or Melee. +1 Streetwise. Wanted (2-pt. and very insincere. from the frontiers of space to the deepest. Minor Paranoia
Fringer 4-point Package Fringers come from worlds outside “civilized space”. Gearheads are usually a little smarter than most people—meaning they aren’t really “people” people. +1 Willpower. but you’re determined to pull your own weight and make your mark on the universe. Minor Cruelty. though you try not to think about that too much. four levels of Hard to Kill • Disadvantages: –5 to the number of character points to spend on starting Skills. There are serious rewards for those who make it.) Disadvantages: Humorless. darkest levels of Coruscant.). and know all the scams. Iron Will. or any fringe of galactic society. They usually replace formal education with skills and knowledge gained from experience. Situational Awareness. beholden to no parent or master. +2 Wild Card/Gambling. at least the good ones. • Advantages: +1 Constitution. Fringers aren’t necessarily unfamiliar with advanced technology. Strength and Willpower racial caps reduced by one Lawman 5-point Package 59
. Natural Toughness (2-pt. You’re probably an orphan. three-points to spend in any combination of Blaster. or an apprentice to a more mature adventurer. two levels of Lifestyle. and everybody either loves you or hates you—but no one trusts you. a survivor unnoticed by the masses of civilization. Knowledge. Fast Reaction. • Advantages: +1Dexterity. Minor Recklessness.). and Repair • Disadvantages: Outsider Kid 4-point Package You’re a “child of the stars”. charming. Total Obligation.• •
Advantages: +1 to any two Attributes. but they don’t have accesses to the conveniences common on higher status worlds. Serious Greed. and Survival • Disadvantages: Outsider Gambler 5-point Package You’ve learned just about every game of chance there is.) Gearhead 4-point Package You’ve received some sort of technical training that makes you an expert at fixing and building things. Brawl. Streetwise. four points to be spread Computers. +1 to another mental attribute. and you intend to be there when the big prize is handed out! • Advantages: +1 Dexterity. one level of Attractive • Disadvantages: Indebted (2-pt. You’ve won and lost fortunes and been chased by bounty hunters and jealous husbands during your career. Low Profile. You might be a stowaway. +1 Con. +1Perception. three points to divide between Repair. Natural Toughness (2-pt. You’re colorful. Sweet Disposition. You do extremely well with the opposite sex. • Advantages: +2 to Intelligence.
Minor Honorable. but so far you’ve stayed one step ahead in the game. • Advantages: four levels of Hard to Kill. +1 Athletics. so that’s the holo-drama some shtick made about your life when you wasted those Imp’s. +1 Intimidation. always looking for a way to make a living. You’re known to be independent. much preferring to be alone in a familiar wilderness than amongst the civilized. but you’re fighting the good fight. • Advantages: two points in any of your physical attributes. You enjoy the notoriety that the label “pirate” conjures up. +1 Knowledge. Pirate 4-point Package You started out as a simple spacer. Scum Scout 4-point Package You’re the laconic sort. Clown (or Humorless for the serious types). As a one-man Rebellion. two points in Contacts. Spacer. You might have some kind of ethic you follow. it defines who you are. though. They spent some time and money on your training. two levels of Hard to Kill. and that’s what counts. You’re one of the hardier folks in the galaxy—you can’t seem to take danger seriously. You probably signed onto a professional company as a youth. +1 Brawl. and you didn’t want to rock the boat. • Advantages: +1 to any one physical Attribute. Every now and then someone shows up to try and collect the reward. a desperado wanted for crimes against the Galactic Empire. and you love a good party…boarding party. two points of the Hard to Kill. Wanted (4-pt. part of a governmental security force on your home planet. but got the woman you loved instead. tough. Natural Leader.) Scum. two points of Contraband • Disadvantages: Wanted (4-pts). +1 Melee. and you went along with it. okay. you know you probably won’t live long. and set out on your own. +1 Brawl. You’re a hard-core outlaw.You are—or were—a law enforcement officer. Minor Greed Outlaw 6-point Package Your old life used to put you in pretty regular contact with Imperials. and are often sought after for 60
. +1 Crime. Okay. but what made you great at your job was something you were born with. and you developed a conscience. +1 Athletics. Gunslinger. but you’re still a pirate. Situational Awareness • Disadvantages: Minor Honorable. One day they went too far. Wanted (2-pt. but before long your captain was ordering you and the rest of the crew to attack other ships. +1 Survival • Disadvantages: Minor Cruelty. but the money was too good. +1 Blaster. +1 Intimidation. and smart. and whether you’re still a lawman or not. that is… • Advantages: +1 Blaster. You always knew they were no good for your people. robbing ships for valuables. +1 Blaster. who haven’t forgotten Merc 5-point Package You are a mercenary. you’re something of a folk hero others can look up to and take the courage to resist oppression. You’ve made a living out of being wanted. but you have a tendency to walk over dead bodies. survived a campaign or two. You’ve since gotten away from that bloodthirsty bunch. either government or criminal • Disadvantages: Minor Ego. They tried to kill you. but it’s close enough to the truth. +1 Pilot.) by those he’s crossed in the line of duty.
+1 Willpower. Stealth and Survival • Disadvantages: Outsider Smuggler 6-point Package Whether it’s guns. +1 Stealth. You might be part of the elaborate Bothan Network. Many Spies spend points on the Contraband Quality. you’re the person to call for transportation across restricted space. +1 Perception. Situational Awareness. a simple woodsman. Secret (4-point). (J/K) • Advantages: +1 Constitution. you also know who’s most likely to purchase those goods. +1 Intimidation. Spacer • Disadvantages: Indebted (4-pt. or parts. Minor Cruelty. You may eventually rise above your situation. +1 Computers. Whatever it was. +1 Brawl. Gunslinger • Disadvantages: Recurring Nightmares. Minor Violent Tendencies Veteran 4-point Package You’re a veteran from some far off conflict on some far off world. five points to be divided between Athletics. a guerilla fighter. You were a common man who stood up for a cause. • Advantages: +1 Intelligence. Not only do you know who has goods to sell. +1 Streetwise. or even an Ewok. two levels of Hard to Kill. but you’ll always be a thug.). • Advantages: +1 Willpower. or maybe you were part of a civil war in your home system. too. or simply a nosey kubaz with too much time on his hands.). two points in Contacts (criminal. Minor Greed. • Advantages: +1 Strength. a secret agent for the Rebellion. +1 Blaster. Low Profile • Disadvantages: Total Obligation. Blaster. Natural Toughness (2-pt. a tracker. depending on how well funded they are. Mild Paranoia. Maybe you were part of the resistance when Imperial Star Destroyers first appeared in your skies. risking life and limb to defend what you believed in. and it changed you forever. +1 Con. Minor Paranoia. +1 Crime. two levels of Hard to Kill. Mild Zealot A spy gains +1 to each of his mental attributes. people. +1 Con. Eventually you came to make a living by passing on this hardness to others. Thug 4-point Package You grew up in a hard place and became hard yourself in order to survive. +1 Perception. Scum Spy 6-point Package Knowing other people’s business is your business. +1 Constitution. as well as one points each among.employment by those who are not. four levels in Contacts (which may be split up into multiple contacts). Minor Greed. Medicine. usually) • Disadvantages: Scum. Iron Will. You might be a professional hunter. +1 Streetwise. Minor Honorable
. it’s a life you left behind. +1 Melee. • Advantages: +1 Intelligence. He gets the. one level Lucky.
+1 to one mental Attribute. These Templates determine which Force Powers a character may learn.). +1 Brawl. We’ll assume the later.)
. though you may not realize it. trained in the ways of the Force. You lost your soul to it. a would-be guardian of peace and justice in the Old Republic…. +2 Perception. Without further training. this template isn’t good for more than a few perks and the potential for lots of trouble. Fallen Special Package Whether you were once a Jedi Knight or a mystic of some other tradition. Jedi Arts. +1 to any one mental Attribute. Violent Temper (2-pt. he automatically acquires this template.or a dispossessed fugitive in the New Order. should you find a teacher later on. Prerequisite: Force Sensitive You are a Jedi Knight in training. then Control in case of ties) • Disadvantages: Minor Ambitious. Jedi Knight. +1 Knowledge. and very likely hiding from the “Law. but during the time of the Galactic Empire they are special indeed. Reputation (2-pt. the Game Master) approval. Learning any of these Force Traditions requires the Supreme Chancellor’s (aka. Force Traditions are progressive: to buy the Jedi Master template a character must first have first been Force Sensitive. there must be training involved in order to acquire Force Tradition Template. Fast Reaction Time • Disadvantages: Secret (3pt. Important Obligation Jedi Knight 12-point Package. Such people are rare in any era. although being force sensitive qualifies you to purchase the progressive Jedi Padawan. +1 Athletics. +1 Knowledge. then passed the trials and tests necessary to qualify for training as a Knight. +1 Pilot. • Advantages: +1 to the character’s highest Force Skill (order of preference being Alter. +1 Athletics. and Jedi Master—or other—Packages. Prerequisite: Jedi Padawan You are a full-fledged Jedi Knight. Wanted (4-pt. Acrobatic • Disadvantages: Minor Honorable. +1 Skill Specialization/Lightsaber • Disadvantages: Major Obligation. Sense.) Force Sensitive 4-point Package You are naturally sensitive to the ebb and flow of the Force. Minor Cruelty.) Jedi Padawan 12-point Package. When all of a character’s Light Side Points are converted to Dark Side Points. Iron Will. +1 Control. • Advantages: +2 Dexterity.” • Advantages: +1 to any two physical Attributes. you walked too close to the line and fell into the grasp of the Dark Side of the Force. • Advantages: +1 to one physical Attribute. then received training to become a Padawan.FORCE TRADITION TEMPLATES
Note: Unlike other Template Packages. Minor Paranoia. +1 Wild Card/ Lightsaber. As with the other Template Packages. four-point Contraband/Lightsaber. a sworn guardian of peace and justice. Situational Awareness. all racial caps raised by +1.
+1 to all Force Skills. faster power is overwhelming. hatred and all the other tools of corruption it can muster. two levels of Hard to Kill. Serious Cruelty. and become Marauders. fear. +1 Intimidation. +1 Survival. many secrets can be found hiding in the shadows. a Master and an apprentice (who may technically just be a Dark Jedi or Sith Marauder for the time being. +1 Athletics. From time to time the Dark Side will call upon a Student. Situational Awareness. Prerequisite: Dark Jedi/Sith Marauder A true master of the Dark Side of the Force is without peer—some would say he is only a master of evil. +1 Wild Card/ Lightsaber • Disadvantages: Serious Ambition. but it does open you up to the influence of such forces. In lieu of a Jedi Order to maintain. easier. +1 Control. the Dark Side’s lure of greater. Being a Student of the Dark Side is not in itself corrupting and evil. It’s all pretty much the same thing. Acrobatic.) Student of the Dark Side 6-point Package.) Note that these positions are currently filled—you may have heard of them.” and a few of them survived to regret it. until he comes into his powers. • Advantages: four points to divide among the mental Attributes. • Advantages: +1 Con. Fast Reaction Time. more seductive. Hardto-Kill (5-pt. There are only ever two Sith Lords at any given time. Such are destined to become Dark Jedi. an Old Republic to defend. +1 Brawl. +1 Knowledge.Jedi Master 12-point Package. Natural Leader. +1 Knowledge. +1 Stealth. anger. Others who attained knowledge thru arcane studies are invariably drawn to ancient Sith teachings. +1 Alter • Disadvantages: Mild Ambitious. “know thy enemy. Serious Violent Temper Sith Lord 5-point Package. some students of the Force dabble in darkness. Prerequisite: Force Sensitive Quicker.) • Disadvantages: Total Obligation. Recurring Nightmares Dark Jedi/Sith Marauder 7-point Package. Prerequisite: Fallen For some Padawans and Jedi Knights. Whether you first became a Student of the Dark Side by studying mysterious scrolls and ancient tomes or were taken in by a smooth talking Sith who hinted that the Dark Side might be a pathway powers unnatural. the rare Jedi Master who survived the Purge has spent years in solitary mediation in order to unveil the deeper mysteries of the Force. visiting him with temptation. Still. and the lure of the Dark Side is a temptation some cannot resist. 63
. or peace to enforce. leaving those too weak to resist changed and broken in its wake. +1 Medicine. • Advantages: +1 to each physical Attribute. +1 Stealth. Some Students start down the dark path by reasoning. +1 Intimidation. Prerequisite: Jedi Knight The Jedi Master is deeply in-tune with the Force. Wanted (6-pt. Scum. indulging their vices instead of mastering them in a quest for many that leads to madness and death. but it’s all pretty moot when you can throw lightning around and kill your enemies from a serious distance. +1 Alter. this is the first step down the dark path. +1 Skill Specialization/Lightsaber.
+1 Intimidation. Secret or Wanted at two points. • Advantages: +1 Willpower. Severe Zealot. Jedi Arts uses Intelligence for this purpose. Much… • Advantages: +1 to any one physical and to any two mental Attributes. Extra actions can be either (see Combat Complications. Obligation. Your people never achieved the level of mastery the Jedi Order did.) • Disadvantages: Serious Paranoia. You cannot aim if you are forced to take any other action that round. or some other miracle-worker from a non-Jedi tradition. Still. witch. sorcerer. You’re not as persecuted by the Empire as they were either.) Force Adept 6-point Package. +1 Knowledge. +1 Sense. some apprentice Sith Lords have turned out to be naively loyal. any Force user can’t be too careful these days. and wherever you go you manage to strike an air of terrible mystery without even trying. it’s expected that the one will someday rise up and overthrow the other. priest. Serious Ego Alien Student of the Force 8-point Package. +1 to one Force Skill • Disadvantages: choose Pacifist. Each blast of Autofire is effectively a group of up to10 shots.The relationship between two Sith Lords is always precarious. Secret or Wanted at four points The Force Adept gains. +1 Medicine. All characters can take two actions in a turn. +1 to each of the Force Skills. Aiming is a separate roll from the attack roll. +1. +1 Stealth. Obligation. Diving the secrets of the Force is your passion and privilege. The new apprentice is almost always welcomed by the master with open arms. • Advantages: +1 to all mental Attributes. the successes add to the attack roll next round. which is often too late. He also gains two free Mysteries. Honorable (1-pt. Specialization/Lightsaber. and gets five extra points to divide among them. +1 Medicine.) Moves a character does not know may be attempted at an additional –4 penalty. Autofire: You can use a weapon that is capable of firing a continuous spray of blaster bolts until it runs dry or overheats (which is will do if fired continuously for three rounds in a row. and inevitably fall at the hands of a Dark Jedi or Sith Marauder who they thought was beneath them. Situational Awareness.
• Aiming: Aiming delays the shot action until the following turn. +1 Survival. +1 Alter • Disadvantages: choose Pacifist. +1 Con. hailing from some obscure alien culture that had insight into the Force and passed that tradition on to you. Prerequisite: Alien Student of the Force You are a wizard. It is a Perception + Blaster roll.
(VII) APPENDIX B: COMBAT MANEUVERS
All characters start with a number of Moves equal to their skill rating in that category. On the other hand. but your abilities are…different. Prerequisite: Force Sensitive You are a mystic. Iron Will. He also gains +1 to each of the following skills: The Force Adept gains +1 to his Sense Power. which 64
. Sith Lords are quietly sinister masters of the Force. +1 Knowledge. He may learn up through Intermediate Force Powers. Hard-to-Kill (5-pt. often unassuming until their true nature is revealed. and for this reason the master is wise to never teach the apprentice everything he knows. one offensive and one defensive. +1 Survival. requiring a round to rest).
and base damage is per the weapon type. Not having this Move (plus the Spacer Quality. sucker-punches. Damage is still lethal. whether you have the Blaster skill or not. but not doubled. Damage is normal. Block: Put up your dukes and don’t let ‘em hit anything important. The roll is Dexterity and Brawl –2. wedgies—all designed to give a dirty fighter the advantage. Turret: You can effectively use a heavy. This Move is not considered a friendly gesture. Base damage is (2x Strength). Multishot: You can shoot as fast as you can pull the trigger. if it’s a starship weapon) incurs a –4 penalty to the attack roll. Dirty Tricks: A handful of sand. and the damage base is (2x Strength). mounted weapon. For every two successes on your attack roll. The roll is Dexterity + Brawl –1. The drawback is that if your kick is successfully defended against with a Block maneuver. Your attack rolls are not penalized. This is also useful for shooting objects out of hands. Females must make the roll also.•
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requires one attack roll. but suffer a cumulative –3 roll. The roll is Dexterity + Athletics –2. Blast: The basic maneuver with a blaster—everyone knows you point it and pull the trigger. The roll is Dexterity + Blaster. For the first round of 10 shots. a controlled burst. This Move is free. ear-slaps. The defensive roll is Constitution + Brawl +1. Head Butt: This maneuver is especially useful in grappling or other close-quarter combat. Groin Shot: This attack roll receives a –3 penalty. and any ranged attacks made against you from outside of Pistol Range are at a –4 penalty. Every turn the character must make a new roll to recover with a cumulative +1 bonus. your target gains a –1 penalty to all his dice rolls. Roll Dexterity + Blaster at -4. but a male victim must get at least one success on a roll of Willpower (doubled) minus the successes of the attack or be unable to take any actions for the turn. 65
. The penalty is waived if the defender has the Situational Awareness Quality. the target must immediately make a Survival Test or die. The roll is Dexterity + Athletics. and base damage is 2 x (Strength + 1). All characters get it for free. the attacker takes damage instead. This Move is free. with a cumulative –2 penalty for each shot after the first. but only suffer a –1 penalty. but the damage modifier becomes x4. Each subsequent attack that turn requires another roll. Duck: This is the basic defensive maneuver that requires no training or skill to master. etc. Crippling Shot: You shoot to maim. with a cumulative – 4 penalty. The attack roll suffers a –4 penalty. The roll is Dexterity + Melee –2. This penalty stays until the victim is fully healed. The roll is Dexterity + Brawl and is resisted by Perception + Brawl –2. Precise Shot: You specifically aim for a vital location. If the Head Butt misses. Burst Fire: This is a professional soldier’s three-taps of the trigger. A weapon must be capable of Multifire to do this Move. Make one attack roll. your opponent gets a chance to grapple. Head Shot: You always aim where it can do the most damage. Roll Dexterity + Blaster. not to kill. Kick: This Move is one step up from a Punch.
• • • Avoidance (Run Away): Don’t get hit! This is the most basic Brawl Move. The success levels do not add to the base damage if this Move is used. Sniper Position: This allows a character to shoot normally from a prone position. and is purely instinctual. Successive Bursts use the same rule. the success levels of the roll determines how many bolts hit. each success level allows one bullet to hit the target. The penalty becomes –4 if no cover is available.
For every two successes on your attack roll. 25). Strike: This is the basic swing of the gaffi stick. The success levels do not add to the base damage if this Move is used.
• • Avoidance (Run Away): This Move is identical to the Brawl maneuver of the same name. If successful. This is also useful for knocking objects out of hands. and is resisted with the defender’s Strength (not doubled) roll. All characters have this move. The target must make a Strength (not doubled) check or be knocked prone. Range is two yards per level of Strength. but not doubled. etc. they must pass a Survival Test or die. An unbalanced weapon can be thrown with a –5 penalty. Damage over the target’s Hit Points cripples or severs that limb. The roll is Dexterity and Brawl. using a Strength + Brawl –2 roll. and the damage base is (x Strength). If the damage is enough to reduce the victim to –10 Hit Points or more. Hack Extremity: The roll is Dexterity + Melee –2. The roll is Dexterity + Athletics. The victim must make a Constitution (doubled) roll to with a penalty to this maneuver’s successes or be KO’ed. falling prone. Throw Weapon: Weapons designed to be thrown can be with a Dexterity + (Athletics or Melee –1) roll. but the damage modifier becomes x4. Crippling Strike: This Move is similar to the Blaster Crippling Shot. A target must already be grappled. If the attacker has the Jedi Arts Move: Choke Hold. Wall Smash: You must have enough Strength to lift your opponent for this maneuver to work (see the Strength chart. excess damage is lost. With a Strength + Athletics roll you can swing your opponent around and Smash them into stuff.) Toss: This is good for throwing people into reactors. This Move is used in conjunction with some other Brawl attack maneuver. The roll is Dexterity + Melee –2.•
Knockout: By various means. The defender must already be grappled and the attacker must have a minimum Strength of 4. your target gains a –1 penalty to all his dice rolls. An opponent rendered prone with this Move can be grappled automatically. The defender may also resist with a similar roll. chopping off said hands. The attack roll suffers a –4 penalty. 66
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. Damage is still lethal. even a little kid can do it! Everyone gets this maneuver for free. Base damage is (2 x Strength). Disarm: This is a resisted action using Dexterity + Melee –2. Dexterity + Melee. you can leave your opponent unconscious instead of permanently damaged. The total damage is halved (unless you have a nice heavy object in hand. Precise Stab: You specifically aim for a vital organ. This penalty stays until the victim is fully healed. and can be Avoided but not Blocked. base damage is equal to Strength and the victim is tossed one yard per success level. Slam Tackle: This attack uses Strength and Athletics. but the damage is multiplied by five. Parry: This is the defensive Move for those who like to fight back. Punch: This is the most basic Brawl Move. and is lethal (duh. Decapitation: The roll is Strength and Melee –5. Tear Arms from Sockets: You know the drill. Angel p. Your Strength must be over six to use this maneuver. requiring no skill or experience to use. The roll is Strength (doubled) –4. in which case he –2 on the initial roll is also waived). You must also first succeed in a grapple roll. the Knockout roll becomes Strength + Brawl +2. a Strength + Brawl roll must get a number of successes in excess of the victims Strength score and—POP—no arms! Damage is (x3 Strength).
the base damage is (4 x Strength) point (lethal). Spin Kick: This roundhouse kick is powerful. successes from this action add to his next attack against that target. but has the same drawback as a regular Kick (see Brawl Moves). The roll is Dexterity + Brawl +2. It uses Intelligence + Brawl (or Melee) and is resisted reflexively with Perception and Brawl (or Melee). a Dexterity + Brawl –4 roll to attack. Jump Kick: This involves leaping into the air and booting your opponent in the head. but your hands are deadly weapons. Feint: The art of misleading your opponent and striking from an unexpected direction. and if successful inflicts Strength damage on the attacker. If the roll does not exceed the successes of the attacker. second. You must have a minimum Dexterity score of 4 to learn this Move. Base damage is 3 x (Strength +1) with an additional bonus of the success levels on the Athletics roll. This penalty stays until the victim is fully healed. Crippling Blow: This Move is like Crippling Shot & Strike. the damage of the incoming weapon is increased by five. Roll Dexterity + Brawl –4. If the attacker’s roll is higher. Failing the Athletics roll means the character falls prone. After that. and the Jump Kick is the only maneuver that can be attempted in a round (no extra actions allowed). and are able to make attacks and defensive rolls while on the ground at a –2 penalty. Ground Fighting: You know how to fight prone. second. You must have a minimum Dexterity score of 4 to learn this Move. the attacker rolls and adds Strength and Brawl. Base damage is 3 x (Strength +1) with an additional bonus of the success levels on the Athletics roll. your target gains a –1 penalty to all his dice rolls. Failing the Athletics roll means the character falls prone. If the attacker wins. The roll is Dexterity + Athletics –5. Damage is still lethal. Failure indicates instant death. a Dexterity + Athletics roll to get airborne.Jedi Art Moves
• Catch Weapon: Catching sharp. Block Melee: Parrying melee attacks with your bare hands. For every two successes on your basic attack roll. the character must succeed at a grapple check.
• • •
. The victim must already be grappled. a Dexterity + Brawl –3 roll to attack. Double Jump Kick: This involves leaping into the air and striking out at two adjacent targets. but not doubled. the victim is automatically rendered unconscious. Choke Hold: Roll Strength + Brawl –2. pokey things. It uses Dexterity and Brawl –2. excess damage is lost. This move requires two rolls (though it is considered a single action): first. Punch Block: Why simply block when you can inflict damage too? The defensive roll is Dexterity + Brawl –2. If the total damage reduces the defender to –10 Hit Points he has to make a Survival Test with an added penalty equal to the success levels of the Break Neck roll (in addition to normal modifiers). a Dexterity + Athletics roll to get airborne. either in quick succession or at once. If successful. The defender makes a Strength + Constitution roll. Damage over the target’s Hit Points breaks the offending limb. Break Extremity: The opponent must be grappled for this maneuver to succeed. and does 2 x (Strength +2) base damage. The success levels do not add to the base damage for this Move. Break Neck: Before this maneuver can be attempted. and the Double Jump Kick is the only maneuver that can be attempted in a round (no extra actions allowed). This move requires two rolls (though it is considered a single action): first.
the target falls prone and takes Strength base damage. you effectively restrain your opponent.•
• • •
Sweep Kick: This does little damage. you get the weapon. but knocks an opponent prone by kicking their feet out from under them. The roll is Dexterity and Brawl –1. Takedown: Throws. The defender resists with Strength (or Dexterity). Resisting the action is reflexive. If successful. Roll Strength + Brawl. The rolls for this Move are Dexterity + Brawl –4 to attack and defend. and uses the Avoidance maneuver. Wall Flip: This involves running up a nearby wall and flipping back behind a pursuing attacker. even if he’s attacking in the same round.
. right at the feet of your enemies! You must have the Acrobatic Quality to learn this maneuver. The roll is Strength + Brawl –2. the victim suffers a –1 penalty to all rolls while held per success level of the attacker (the full success levels. flips. The roll is Dexterity + Athletics –3. If successful. any close attack made against him is parried as a reflexive action. trips. the defender takes Strength points of base damage and he must make a Dexterity + Athletics roll to keep his feet. Anyone who steps into range of the character is attacked. and is ineffective against ranged attacks. It’s the only action that may be attempted in the turn. Take Weapon: This is a resisted action using Dexterity + Brawl –3. If the attacker wins. every turn past the first this maneuver is used applied an additional –1 penalty to the roll. Wrestling Hold: Making the most of your grapple check. avoidance moves made by this character are always made with a +2 bonus. Whirling Weapons: You weave your weapon in complex and non-self-debilitating patterns. This Move is used as a single defensive roll against all opponents in position around him. This requires the Acrobatic Quality. etc. before being resisted). Failure to perform this maneuver successfully results in a spectacular prone position. Also. He also gains the initiative on the next round over them. So. If successful. so long as he has room to maneuver. but negates the inability to attack while defending. Tumbling: The art of bouncing around your opponent while in combat. Also.