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A Heavily Modified and Streamlined Hack of

West End Games’ Classic Space-Fantasy Rules


HyperspaceD6 v2.8 (WIP) Table of Contents
Released May 2022 INTRODUCTION 3
Writing and Design by Matt Click
THE BASICS 4
Additional Design by Michael Barker
Illustrations by HodagRPG ATTRIBUTES & SKILLS 6
Join us on the HyperspaceD6 Discord! https://discord.
gg/vtVE5Hswfv
DICE CHECKS 7
The complete text of HyperspaceD6 is licensed COMBAT 8
under Creative Commons Attribution-NonCommercial-
ShareAlike (CC BY-NC-SA). You can create derivative
works using this text as long as you credit HyperspaceD6
CHARACTER CREATION 10
and Matt Click, and license material under identical terms
for non-commercial purposes. SPECIES 11
ROLES 16
BURDENS 20
EDGES 21
EQUIPMENT 22
ADVANCEMENT 25
THE FORCE 26
LIGHTSABER DUELS 27
ENCOUNTERS 28
INTRODUCTION
Classic Space-Fantasy Rules Acknowledgments
The original version of these rules were written and To my fellow creators: Jez Gordon, whose D6 Rules
published by the now-defunct West End Games (WEG) Essentials inspired my own version of this game; the
between 1987 and 1999, comprising three separate REUP team, through whom WEG’s legacy lives on; and
editions. The RPG helped renew interest in everyone’s Diem Ephée, whose Quick Reference Guide aided my
favorite space-fantasy movies in the early ‘90s, while efforts immeasurably.
also establishing much of the groundwork of what later
To Tea and Rho for supporting me with love and
became the expanded universe.
encouragement (and infinite patience).
HyperspaceD6 aims to uphold this rich legacy while also
To my dad, Shawn, for introducing me to my favorite
bringing the mechanics into a more modern tabletop RPG
space-fantasy universe, roleplaying games, and pretty
playscape.
much everything else I love.
HyperspaceD6 To Barker, Tim, and James for being my game design
heart, hands, and head, respectively.
HyperspaceD6 is a heavily modified, streamlined, and
stripped-down version of WEG’s classic space-fantasy To Hodag, for allowing his own loving vision of this
rules. Utilizing house rules and hacks from across the universe to enrich these rules.
community, HyperspaceD6 seeks to further modernize And finally, to you — thanks for bringing HyperspaceD6
WEG’s classic RPG and present it in a simplified, easy- to your game table, rolling fistfuls of dice, and carrying on
to-pick-up package, with a narrative/cinematic focus and a 30-year legacy.
cues taken from more modern tabletop games.
May the Force be with you.
Major Changes
HyperspaceD6, in addition to presenting the rules in a
much slimmer package, includes a few major departures
from the game as you might know it. If you’ve played the
older editions, this game should feel familiar yet fresh; if
you’re new to the system, it should be relatively simple to
pick up and play.
• Attributes add dice, while skills add pips
• Armor provides armor dice, which reduce damage
• Upgrade Points replace Character Points
• Destiny Die replaces the Wild Die
• Defense, Initiative, and Resolve scores added
• The Force attribute added
• Skill list pared down and simplified
• Range bands replace distances
• Critical success and critical damage added
• Help action added to combat
• Lightsaber duel rules added
• Vehicle stats and combat simplified

More to Come!
HyperspaceD6 is a work-in-progress. There’s lots more
to come!
• A GM section with prep tools, story hooks, and
random generators
• Optional rules to create your preferred play
experience
• Additional vehicles and enemy statblocks
• Replacing placeholder text with real copy
• And lots more!

3
THE BASICS
Players and the Game Master Defense, Initiative, & Resolve
Each person participating in a session of HyperspaceD6 Each character, including NPCs, has a trio of static scores:
is a player, and one player assumes the role of Game Defense, which allows you to avoid attacks; Initiative,
Master (GM). The GM prepares the session, adjudicates which determines your order in combat; and Resolve,
the rules, and portrays all non-player characters (NPCs) in which absorbs damage, strain, and stress.
the game.
See page 10 for more about these scores.
Each other player creates a unique character, which they
portray over the course of a session or multiple sessions Armor Dice
comprising a campaign. Each player is in charge of
managing their own character, tracking Resolve and other Characters and NPCs wearing armor have access to
resources, and acting and speaking as their character armor dice: D6s rolled to reduce incoming damage. When
would. you roll a 6 on an armor die, you lose it, and cannot roll it
again until after downtime.
See page 10 for character creation guidelines.
See page 8 for more about armor dice.
Rolling Dice
Destiny Die
HyperspaceD6 uses six-sided dice (D6) exclusively – all
you need to play this game is a fistful of dice. In each dice check, one D6 must be easily distinguishable
from the others (typically a different color). This is the
When you attempt something challenging, risky, or Destiny Die, which represents the Force, as well as the
dramatic, you roll a number of D6s equal to the applicable pull of luck and fate in the universe. It behaves like any
attribute — this is called a dice check. After rolling, you other die, adding its total to the check — but on the roll of
total up the dice results and, after adding a possible a 6 on the Destiny Die, the die “explodes.” Add the result
modifier from a relevant skill, check the total against the to the total of your dice check, then roll the Destiny Die
target number (TN). If you meet or exceed the TN, you again. It’s possible to roll the Destiny Die multiple times
succeed! with additional results of 6.
See page 7 for more on dice checks and target See page 7 for more on the Destiny Die.
numbers.
ONLY ROLL WHEN IT MATTERS Scenes, Rounds, & Downtime
When you attempt something dangerous, challenging, Scenes represent non-combat narratives. Scenes might
or otherwise important, the GM might call for a dice encompass minutes, hours, or even days, and characters
check to determine the outcome. If something doesn’t can act in whatever order they wish.
matter in the grand scheme, or is ultimately too easy or
safe to fail, then a roll isn’t required. Rounds are roughly six seconds of combat or other action-
oriented encounter (such as a chase), wherein characters
and NPCs take turns declaring and resolving actions in a
Attributes and Skills set order.

Characters in HyperspaceD6 have six attributes: Downtime represents time spent in relative safety,
Dexterity (DEX), Knowledge (KNO), Mechanical (MEC), where characters are free to rest, recuperate, and repair
Perception (PER), Strength (STR), and Technical (TEC). damaged equipment. During downtime, characters regain
Some characters also have access to a seventh attribute: lost Resolve and armor dice.
The Force (FOR). Each attribute is assigned a number,
called a dice code, which denotes the number of dice you Actions
roll with that attribute (e.g., a character with a DEX dice
On your turn, you can move and take a single action – but
code of 3D rolls three D6s on Dexterity checks).
you can also push your luck and attempt multiple actions.
Each attribute also lists a handful of associated skills, For each action taken beyond the first, you reduce all rolls
which can add modifiers called pips to applicable rolls for the round by -1D. The number of additional actions
(e.g., a character with a DEX of 3D attempting to attack at possible per round is limited by your Dexterity dice code
range with a blaster pistol adds their Blasters skill of +2, (e.g. a character with 3D DEX can take a maximum of four
rolling three dice and adding 2 to the total). actions each round – an initial action, plus three additional
actions).
See page 6 for more on attributes and skills.
In addition to your action(s), you can also freely speak, drop
stuff, hand off items, and any number of other mundane
activities within reason and at the GM’s discretion.
See page 8 for more details on actions.
4
Range Bands Characters start each session with a number of Force
Points equal to 1 plus their Force attribute (or 1, if they
HyperspaceD6 uses range bands to represent movement don’t have the Force attribute). When you spend a Force
and distance: close, near, far, and distant. A character can Point, you alter the fate of your character, doubling the
move between two bands on their turn for free – further number of dice you would normally roll on a check. Force
movement requires actions. Points reset at the beginning of each session. You can
only spend one Force Point per round.
See page 8 for more about range and movement.

Upgrade Points & Force Points Cinematic Style


HyperspaceD6 seeks to evoke the feel of films and
Upgrade Points are awarded to players for stellar roleplay
TV shows – larger-than-life heroes pulling off daring
and furthering the narrative at the table. Characters
maneuvers and surviving incredible odds. Narrative,
typically earn a handful of UPs per session by completing
cinematic gameplay is the focus. Rather than agonizing
missions, surviving encounters, and overcoming
over how many meters away the enemy is, describe the
obstacles. You can spend a Upgrade Point to alter a dice
heat of the blaster bolts sizzling by, the harsh static of
check before or after you roll, adding one additional die.
the enemy comms. Instead of tracking the positions of
You can only spend one Upgrade Point per round.
fighters in a dogfight, visualize the hectic back-and-forth
Upgrade Points are also used to improve attributes, – a starfighter’s twin ion engines howling past, laser fire
skills, weapons, and armor between sessions or during from your snub fighter’s quad cannons barely missing its
downtime, and can be saved up and spent later. solar panels. Always put fun and excitement first.

5
ATTRIBUTES & SKILLS
ATTRIBUTE & SKILL LIMITS Mechanical (MEC)
No matter how powerful or experienced your character Mechanical represents a character’s proficiency with
is, no attribute can ever exceed 6D on your character vehicles and starships and their various weapons and
sheet. Likewise, no skill can ever exceed +6. You can computer systems.
still roll more than six dice for various reasons (group
checks, bonuses from items, etc.), but you can never • Astrogation: Navigate space and hyperlanes
innately exceed six dice or six pips. • Drive: Operate repulsor craft and land vehicles
• Gunnery: Use heavy and mounted weapons
Dexterity (DEX) • Pilot: Operate and maneuver starships
• Sensors: Operate systems to scan and search
Dexterity represents a character’s speed, skill, and
precision. Perception (PER)
• Agility: Leap, flip, tumble, and dodge Perception represents a character’s awareness, empathy,
• Blasters: Operate ranged blaster weapons and social skills.
• Melee: Wield melee weapons
• Deceive: Con, bluff, or convince
• Steal: Lift, stow, and hide items
• Hide: Avoid notice and sneak past threats
• Throw: Hurl items such as knives or grenades
• Persuade: Negotiate and charm
Knowledge (KNO) • Search: Look for hidden objects or details
• Tactics: Coordinate and strategize
Knowledge represents a character’s intelligence, know-
how, and breadth of lore and data. Strength (STR)
• Galaxy: Recall knowledge of the known galaxy Strength represents a character’s physical might and
• Streetwise: Navigate criminal underworld fortitude, and their ability to shrug off wounds.
• Survival: Utilize survival skills and knowledge
• Athletics: Push, pull, lift, and climb
• Willpower: Resist and overcome mental attacks
• Brawl: Attack with unarmed/improvised strikes
• Xenology: Identify cultures and languages
• Intimidate: Impose and coerce others
• Stamina: Push through exhaustion or illness
• Swim: Move through water and other liquids

Technical (TEC)
Technical represents a character’s skill with repairing,
modifying, and operating technology.
• Armament: Repairing weapons and armor
• Computers: Operate and hack computer systems
• Droids: Build, repair, and interact with droids
• Medicine: Treat injury and illness
• Vehicles: Repair speeders and starships

The Force (FOR)


The Force is a unique attribute only available to Force-
sensitive characters. It represents their connection to the
mystical energy field known as the Force, as well as their
skill in manipulating it.
• Alter: Move objects telepathically
• Control: Master one’s own mind and body
• Sense: Detect others and read minds

6
DICE CHECKS
Rolling Dice Checks Group Checks
When a character attempts something challenging, When multiple characters make a dice check together,
dangerous, or risky, the GM calls for a dice check. The the character with the highest dice code rolls, adding +1D
player gathers a number of dice equal to the dice code for each character or NPC assisting them, within reason
of the applicable attribute, rolls them, adds the pips from and at the GM’s discretion. During combat, dice checks
an applicable skill, and compares the total to the dice can be similarly aided using the help action (page 8).
check’s target number (TN).
Modifying Checks
Target Numbers
Spending a Upgrade Point adds +1D to a dice check.
Target numbers represent the number to meet or beat in Spending a Force Point doubles the number of dice rolled
order to succeed on a dice check. TNs have four levels of in a check. Some equipment adds +1D to dice checks
severity, from easy to challenging. under specific circumstances. Lastly, the GM can choose
to add or subtract a single die from a dice check to
Level TN Examples represent advantageous or disadvantageous conditions.
Easy 5–10 Navigating charted hyperlanes,
repairing minor damage Cumulative Checks
Moderate 10–15 Identifying obscure tech, For particularly complex, challenging, or time-consuming
spotting hidden details activities, the GM might call for a cumulative check –
instead of a single roll made against a TN, a character
Difficult 15–20 Slicing secure systems, hitting (or multiple characters) makes multiple dice checks, the
moving targets totals of which are cumulated against the TN. When the
Challenging 20–30 Leaping great distances, total of the cumulative checks meets the requirements of
resisting powerful Force abilities the task, the challenge is completed successfully.

Destiny Die Multiple Actions


One die in each dice check must be a easily When a character attempts multiple actions in a short time
distinguishable from the other dice – this is the Destiny (such as during a round of combat), each dice check is
Die, which represents luck, fate, and the influence of the rolled with -1D for each action beyond the first. A character
Force. The Destiny Die adds its result to your total like can only take a number of additional actions equal to their
any other die, but if the result is 6, the die “explodes,” Dexterity dice code.
and you add the result to your total and roll the Destiny
Die again. Alternatively, rather than rolling the Destiny Die
again, you can choose to gain some sort of further benefit
or advantage beyond the success of the dice check.

YOU ALWAYS ROLL THE DESTINY DIE


One die in every dice check must be a Destiny Die.
This means that if you’re only rolling a single die, that
die is the Destiny Die. Note that damage rolls and
armor dice rolls are not dice checks, and therefore do
not include the Destiny Die.

Critical Success
If the result of a dice check is double the TN, you’ve
achieved a critical success — the final effect is up to the
GM, but ultimately your efforts are twice as successful.

Opposed Checks
When a character opposes another character’s check,
they both roll and compare results. The highest result
wins, and players win ties against NPCs.

7
COMBAT
Combat Rounds Resolving Actions
A round in combat (or another action-oriented scene like Each combatant’s actions are resolved in order after
a chase) encompasses roughly 6 seconds, meaning 10 they’ve declared them. The combatant makes all
rounds of combat represents a minute, more or less. necessary checks, rolls damage, and resolves other
effects before initiative proceeds to the next combatant.
Initiative
Range Bands & Movement
In combat scenes, combatants declare and resolve
actions in descending order of highest Initiative score to The four range bands are: close, near, far, and distant.
lowest Initiative score. Player characters win ties against Combatants can move from one range band to the next
NPCs; players can decide who goes first in the event of a as a free action on their turn. Moving to farther range
tie among them. bands requires an action for each range band (e.g. moving
from near to close is free, but retreating from close to far
Declaring Actions requires an action).
At the beginning of their turn, each combatant declares Attacking
the actions they want to take that round – at least one, and
a maximum of additional actions equal to their Dexterity Attacking involves making a dice check against the target’s
(e.g., a character with a Dexterity of 3D can take up to four Defense and rolling damage on a hit. The attribute and
actions in a round). Each action a character takes beyond skill used for the check is determined by the attacker’s
the first reduces all dice checks for the round by -1D (e.g., weapon (DEX (Blasters) for firearms, STR (Brawl) for fists,
a character taking three actions would reduce all skill etc.).
checks by -2D).
Combatants can choose to hold any number of their
Helping
actions, declaring a triggering effect and resolving the As an action, you can help another character by making
action once triggered (e.g., “I’m going to shoot my blaster a dice check appropriate to the situation and at the GM’s
at the first Stormtrooper through that airlock”). Held actions discretion. If successful, your ally adds +1D to their next
can interrupt initiative order. dice check. If you double the TN (critical success), the ally
adds +2D instead.

8
Cover and Distant Range Stunned
When a combatant takes cover or is otherwise obscured Certain weapons, like the stun setting on a blaster or a
from view, they add +5 to their Defense. stun grenade, might cause a target to become Stunned. A
Stunned target cannot move or take actions until the end
A combatant also adds +5 to their Defense against of their next turn.
attackers at distant range. These modifiers stack (e.g.
a target behind cover at distant range increases their
Defense by +10).
Downed
When a combatant’s Resolve is reduced to 0, they become
Damage Downed. A Downed character cannot act or move until
they regain Resolve, either through downtime or through
When a combatant succeeds on their attack roll and the use of equipment such as a medpac. A Downed
strikes their target, they then roll a number of damage character is essentially out of action, either injured,
dice and add any modifiers as indicated by weapon. knocked unconscious, or otherwise unable to contribute
The target’s Resolve score is then reduced by a number to the combat scene. NPCs and enemy combatants are
equal to the damage dealt. considered out-of-action.

Critical Damage INJURY AND DEATH IN HYPERSPACED6


When attacking, if you double your target's Defense Death is not a common occurrence in HyperspaceD6;
with your dice check (critical success), you can roll your even characters Downed in combat can recover fully
damage dice twice (adding any modifiers twice as well). through rest and recuperation. When a character
becomes Downed, the player can decide, along with
the GM, if any major or permanent effects occur: a
Armor Dice new burden to represent injury or trauma, a scar to
Combatants wearing armor have access to armor dice. commemorate the event, or even death in the right
When you take damage, you can choose to roll any circumstances.
number of your remaining armor dice to reduce the
incoming damage by the result. If you roll a 6 on an armor Damage Scale
die, after reducing the damage, the armor die is lost, and
you cannot roll it again until after downtime. When a character attempts to damage a vehicle or
starship, or vice-versa, the damage is adjusted (either
Staggered multiplied or divided) to reflect the difference in scale. For
each step up in scale, damage is halved; for each step
A character becomes Staggered if an attacker rolls a 6 down, damage is doubled (e.g. a character attacking a
on their Destiny Die on their dice check. A Staggered speeder halves their damage, while a speeder attacking
character rolls -1D on all dice checks until the end of their a character doubles its damage).
next turn.
Speeder (X2) Starship (X4) Structure (X8)

Vehicle Combat
Combat between speeders, starships, and other vehicles
functions similarly to combat between characters. A
vehicle is essentially its own character, with its own unique
skill (Maneuverability); Defense, Initiative, and Resolve
scores; and shield dice instead of armor dice. Functionally,
it operates exactly the same, and can be Staggered,
Stunned, or Downed just like a character.
Each vehicle involved in a combat acts in Initiative order,
with each combatant aboard declaring and resolving
actions in any order they wish.
Vehicles use the same four range bands as characters,
albeit at a much larger scale.
To attack a vehicle, the pilot or co-pilot rolls a Pilot or Drive
check and adds the vehicle’s Maneuverability, attempting
to meet or exceed the target vehicle’s Defense score.
Combatants manning turrets or other vehicle-mounted
weapons instead roll Gunnery and add the vehicle’s
Maneuverability.

9
CHARACTER CREATION
Concept, Name, & Pronouns
First, print off a copy of the HyperspaceD6 character
sheet, or use the form-fillable electronic version.
Now, conceptualize your character. Come up with a high
concept, no more than a few words: merc with a heart of
gold, ex-soldier turned freedom fighter, gunslinger with a
cybernetic eye, etc.
In addition to your high concept, choose a suitable name
for your character. When in doubt, there are plenty of
name generators available online.
You should also specify your character’s pronouns for
easy reference.

Species
Next, choose your species. Most characters in the
universe are Human (or Near-Human), but many other
cultures play prominent roles — Bothans, Rodians,
Wookiees, and countless others. You can also choose to
play a droid, selecting from a handful of iconic choices
such as assassin, astromech, or protocol droid.
Choose a species from the list starting on page 11,
then note your base attributes and skill bonus on your
character sheet.
You can also choose to create a custom species using the Defense, Initiative, & Resolve
guidelines on page 11.
Defense represents a character’s ability to dodge, parry,
Role or otherwise avoid damage. Your Defense equals 6 plus
your Dexterity dice code plus your Agility pips.
Now choose a role. This is your character’s career,
Initiative represents a character’s general awareness,
specialization, or destiny. They might be a soldier, a noble,
preparedness, and ability to coordinate with allies. Your
a smuggler, or even a Jedi. Choose your role from the
Initiative equals 6 plus your Perception dice code plus
list on page 16 and adjust your attributes accordingly.
your Tactics pips.
Each role also includes a list of skills — choose three from
the list to increase by +1. Resolve represents your vitality, endurance, and
resilience. Your Resolve equals 6 plus your Strength dice
Each role lists starting gear — note these items on your
code plus your Stamina pips.
character sheet.
You can also choose to create a custom role using the Armor Dice
guidelines on page 16.
Characters wearing armor gain access to a number of
Burden & Edge armor dice: D6s rolled in response to successful attacks
to reduce damage.
Burdens include obligations, duties, debts, or
complications; edges include unique gear, special skills, Appearance & Personality
connections, wealth, or even Force sensitivity. Choose
one burden and one edge from the lists starting on page Now write a short description of what your character looks
20. like, how they interact with others, and any distinguishing
features or quirks that set your character apart.
Extra Gear
Upgrade Points & Force Points
Each character starts with 200 credits with which to
purchase equipment in addition to the starting gear Each character starts with 6 Upgrade Points, as well as a
provided by their role. The GM can adjust these starting number of Force Points equal to 1 plus their Force attribute
funds as they see fit. Find weapons and armor on page (or 1, if they do not have the Force attribute).
23, and more general gear on page 24.

10
SPECIES
Sentients
Human / Near-Human
DEX KNO MEC PER STR TEC
2D 1D 2D 2D 1D 2D
Adaptable: +2 to one skill of your choice
The most diverse, widespread, and prolific species in
known space, Humans and their Near-Human offshoots
dwell on nearly every populated planet in the galaxy,
from the urban centers of the Core Worlds to the farthest
reaches of the Outer Rim.

CUSTOMIZING SPECIES
These species templates represent a typical individual
of each species, but there are no absolutes in a galaxy
far, far away. To create your own species or modify a
template to better fit your character concept, follow
these guidelines: Each attribute starts at 1D. Then
distribute 4D across the six attributes, not exceeding Bith
3D in any one attribute. Then add +2 pips to a skill
in which the species excels due to their culture or DEX KNO MEC PER STR TEC
physiology. 2D 2D 2D 1D 1D 2D
Nimble Fingers: +2 Steal
Aqualish Bith have pale skin, glassy eyes, and multi-jointed, highly
DEX KNO MEC PER STR TEC articulate digits. With their natural dexterity, Bith are known
throughout the galaxy as skilled scientists, engineers,
2D 1D 2D 2D 2D 1D painters, and musicians.
Aquatic: +2 Swim
Bothan
Large bipeds with bony crests atop their skulls and two
pairs of arms, Besalisks are famed for their physical DEX KNO MEC PER STR TEC
strength, endurance, and vault-like memory, as well as 1D 2D 1D 3D 1D 2D
their culture’s intense work ethic and sense of loyalty.
Elusive: +2 Hide
Besalisk Mammalian bipeds with bestial features, Bothans are
DEX KNO MEC PER STR TEC perhaps best known for their prolific spy network.
Bothans, though their government remains neutral, have
2D 1D 1D 2D 2D 2D long played a vital role in war and intrigue.
Multiple Arms: +2 Athletics
Cerean
Large bipeds with bony crests atop their skulls and two
pairs of arms, Besalisks are famed for their physical DEX KNO MEC PER STR TEC
strength, endurance, and vault-like memory, as well as 2D 2D 1D 2D 2D 1D
their culture’s intense work ethic and sense of loyalty.
Binary Brain: +2 Willpower
Towering, steepled skulls house binary brains, supported
by a pair of hearts, allowing Cereans to process information
rapidly. As a culture, Cereans shy from technology and
urban sprawl, prefering the quiet and natural abundance
of their homeworld to the bustle of the Core Worlds.

11
Clawdite Ewok
DEX KNO MEC PER STR TEC DEX KNO MEC PER STR TEC
2D 1D 2D 3D 1D 1D 2D 2D 1D 3D 1D 1D
Shapeshift: +2 Deceive Wild: +2 Survival
Possessing the uncanny ability to change the color and Native to dense forests, the Ewoks are diminutive but
texture of their skin at will, Clawdites are remarkable capable ursine bipeds who live in harmony with the wilds
shapeshifters. Also commonly called changelings, these around them. Rarely seen beyond the trees of their home,
reptillian humanoids are increasingly rare throughout the the natural curiosity of the Ewoks has nevertheless led
galaxy, often hiding themselves in plain sight. some to venture out into the stars.

Chadra-Fan Falleen
DEX KNO MEC PER STR TEC DEX KNO MEC PER STR TEC
2D 2D 1D 3D 1D 1D 2D 2D 1D 3D 2D 1D
Keen Senses: +2 Search Pheromones: +2 Persuade
Bat-like, mammalian bipeds with flared noses and furry Repto-mammalian bipeds with mottled green skin and
hides, Chadra-Fan can see in the infrared and ultraviolet ridged skulls, Falleen exude powerful pheromones which
spectrums, detect sounds from kilometers away, and have an alluring affect on most humanoids. Notably, the
identify a creature by scent alone. Their keen senses and Black Sun crime syndicate is overseen by a cabal of
cunning minds bely their minuscule physical stature. Falleen nobility.

Clone (Jango Fett) Gamorrean


DEX KNO MEC PER STR TEC DEX KNO MEC PER STR TEC
2D 1D 2D 2D 2D 1D 2D 1D 1D 2D 3D 1D
Rigorous Training: +1 to two skills of your choice Brute: +2 Brawl
The bounty hunter Jango Fett provided the genetic These porcine bipeds sport heavy, squat frames, flat
material to create and train millions of cloned soldiers for snouts, and tough hides in hues of gray and green. Known
the Republic. Following the Clone Wars, many went on for their strength and resilience, Gamorreans commonly
to serve the newly formed Galactic Empire, while others find work as bodyguards and enforcers on the Outer Rim.
defected to forge their own path.
Gand
Dug
DEX KNO MEC PER STR TEC
DEX KNO MEC PER STR TEC 2D 1D 1D 3D 2D 1D
3D 1D 2D 1D 2D 1D
Findsman: +2 Search
Leap and Climb: +2 Agility
The stocky, insectoid Gand have three-fingered hands,
The curious physiology of the long-snouted Dug allows multi-faceted eyes, and chitinous exoskeletons. As a
them to walk on their hands and use their prehensile toes culture, the Gand are an incredibly spiritual people, and
like other species might use fingers, lending them an “findsman” are famed for their mystical tracking abilities.
uncanny dexterity.
Gran
Duros
DEX KNO MEC PER STR TEC
DEX KNO MEC PER STR TEC 2D 1D 2D 2D 2D 1D
2D 1D 3D 1D 1D 2D
Infrared Vision: +2 Search
Navigator: +2 Astrogation
Distinct with three eye stalks and goat-like snouts, the
Famed spacefarers and pathfinders, the blue-green- Gran were a peaceful people whose bonds of family and
skinned Duros have explored the galaxy for millennia. friendship were highly valued. The Gran’s infrared vision
Duros have distinct red eyes devoid of irises, lipless also allowed them to empathically gauge a creature’s
mouths, and long, smooth faces with no discernible nose. disposition based on heat patterns.

12
Ithorian
DEX KNO MEC PER STR TEC
2D 2D 1D 2D 2D 1D
Bellow: +2 Intimidate
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti. Maecenas venenatis
porta tortor, quis elementum erat varius ac.

Kel Dor
DEX KNO MEC PER STR TEC
2D 2D 1D 2D 2D 1D
Leathery Hide: +2 Stamina
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti. Maecenas venenatis
porta tortor, quis elementum erat varius ac. Aliquam erat
volutpat.

Lasat
Gungan
DEX KNO MEC PER STR TEC
DEX KNO MEC PER STR TEC 2D 1D 2D 2D 2D 1D
2D 2D 1D 2D 2D 1D Prehensile Feet: +2 Athletics
Amphibious: +2 Swim Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Distinct with three eye stalks and goat-like snouts, the Vestibulum rutrum hendrerit enim, id convallis turpis
Gran were a peaceful people whose bonds of family and fermentum a. Suspendisse potenti. Maecenas venenatis
friendship were highly valued. The Gran’s infrared vision porta tortor, quis elementum erat varius ac. Aliquam erat
also allowed them to empathically gauge a creature’s volutpat.
disposition based on heat patterns.
Mon Calamari
Harch
DEX KNO MEC PER STR TEC
DEX KNO MEC PER STR TEC 1D 2D 2D 2D 1D 2D
2D 2D 2D 2D 1D 1D Aquatic: +2 Swim
Spiderclimb: +2 Athletics Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum rutrum hendrerit enim, id convallis turpis
Vestibulum rutrum hendrerit enim, id convallis turpis fermentum a. Suspendisse potenti. Maecenas venenatis
fermentum a. Suspendisse potenti. Maecenas venenatis porta tortor, quis elementum erat varius ac. Aliquam erat
porta tortor, quis elementum erat varius ac. Aliquam erat volutpat.
volutpat.
Muun
Hutt
DEX KNO MEC PER STR TEC
DEX KNO MEC PER STR TEC 1D 2D 2D 2D 1D 2D
1D 2D 1D 3D 2D 1D Cold Calculations: +2 Persuade
Leathery Hide: +2 Stamina Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum rutrum hendrerit enim, id convallis turpis
Vestibulum rutrum hendrerit enim, id convallis turpis fermentum a. Suspendisse potenti. Maecenas venenatis
fermentum a. Suspendisse potenti. Maecenas venenatis porta tortor, quis elementum erat varius ac. Aliquam erat
porta tortor, quis elementum erat varius ac. Aliquam erat volutpat.
volutpat.

13
Nautolan Togruta
DEX KNO MEC PER STR TEC DEX KNO MEC PER STR TEC
2D 2D 1D 2D 2D 1D 2D 2D 1D 2D 2D 1D
Amphibious: +2 Swim Echolocation: +2 Search
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Vestibulum rutrum hendrerit enim, id convallis turpis Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti. Maecenas venenatis fermentum a. Suspendisse potenti.
porta tortor, quis elementum erat varius ac. Aliquam erat
volutpat. Toydarian
Neimoidian DEX KNO MEC PER STR TEC
1D 1D 2D 3D 1D 2D
DEX KNO MEC PER STR TEC
1D 2D 2D 2D 1D 2D Shifty: +2 Streetwise
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Cunning Leader: +2 Tactics
Vestibulum rutrum hendrerit enim, id convallis turpis
Lorem ipsum dolor sit amet, consectetur adipiscing elit. fermentum a. Suspendisse potenti.
Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti. Maecenas venenatis Trandoshan
porta tortor, quis elementum erat varius ac. Aliquam erat
volutpat. DEX KNO MEC PER STR TEC
2D 1D 1D 2D 3D 1D
Quarren
Regeneration: +2 Stamina
DEX KNO MEC PER STR TEC
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
3D 1D 2D 1D 1D 2D Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti.
Aquatic: +2 Swim
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Twi’lek
Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti. Maecenas venenatis DEX KNO MEC PER STR TEC
porta tortor, quis elementum erat varius ac. Aliquam erat 2D 1D 1D 3D 1D 2D
volutpat.
Empathic: +2 Deceive
Rodian Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis
DEX KNO MEC PER STR TEC
fermentum a. Suspendisse potenti.
3D 1D 1D 2D 2D 1D
Reputation: +2 Persuade
Utapaun
Lorem ipsum dolor sit amet, consectetur adipiscing elit. DEX KNO MEC PER STR TEC
Vestibulum rutrum hendrerit enim, id convallis turpis 1D 2D 1D 2D 2D 2D
fermentum a. Suspendisse potenti. Maecenas venenatis
porta tortor, quis elementum erat varius ac. Aliquam erat Imposing: +2 Intimidate
volutpat. Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis
Sullustan fermentum a. Suspendisse potenti.
DEX KNO MEC PER STR TEC
Weequay
2D 1D 3D 2D 1D 1D
DEX KNO MEC PER STR TEC
Ace: +2 Pilot
2D 1D 2D 2D 2D 1D
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Vestibulum rutrum hendrerit enim, id convallis turpis Mighty: +2 Brawl
fermentum a. Suspendisse potenti. Maecenas venenatis Lorem ipsum dolor sit amet, consectetur adipiscing elit.
porta tortor, quis elementum erat varius ac. Aliquam erat Vestibulum rutrum hendrerit enim, id convallis turpis
volutpat. fermentum a. Suspendisse potenti.

14
Wookiee
DEX KNO MEC PER STR TEC
2D 1D 1D 1D 3D 2D
Mighty: +2 Brawl
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Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti.

Zabrak
DEX KNO MEC PER STR TEC
2D 2D 1D 2D 2D 1D
Tenacious: +2 Willpower
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Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti.

Droids
Assassin Droid
DEX KNO MEC PER STR TEC
3D 1D 1D 2D 2D 1D
Deadly: +2 Blasters
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Vestibulum rutrum hendrerit enim, id convallis turpis Labor Droid
fermentum a. Suspendisse potenti.
DEX KNO MEC PER STR TEC
Astromech Droid
1D 1D 1D 1D 3D 3D
DEX KNO MEC PER STR TEC
Hard Labor: +2 Athletics
1D 1D 3D 1D 1D 3D
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Utility: +2 Vehicles Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti.
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis Medical Droid
fermentum a. Suspendisse potenti.
DEX KNO MEC PER STR TEC
Battle Droid
1D 2D 1D 2D 1D 3D
DEX KNO MEC PER STR TEC
Field Medic: +2 Medicine
3D 1D 1D 1D 3D 1D
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Warmachine: +2 Stamina Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti.
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis Protocol Droid
fermentum a. Suspendisse potenti.
DEX KNO MEC PER STR TEC
1D 3D 1D 2D 1D 2D
Etiquette: +2 Xenology
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Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti.

15
ROLES
Diplomat Entertainer
DEX KNO MEC PER STR TEC FOR DEX KNO MEC PER STR TEC FOR
– +1D – +2D – – – – +1D – +2D – – –
+1 Skill Boost (choose three): Agility, Blasters, Melee, +1 Skill Boost (choose three): Agility, Blasters, Melee,
Galaxy, Streetwise, Willpower, Xenology, Persuade, Steal, Throw, Galaxy, Streetwise, Persuade, Tactics,
Tactics, Deceive, Hide, Search, Intimidate, Computers Deceive, Hide, Search, Athletics, Stamina
Starting Gear: Holdout blaster, padded flightsuit, survival Starting Gear: Holdout blaster, padded flightsuit, survival
pack, comlink, datapad, pocket scrambler pack, comlink
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti. Maecenas venenatis fermentum a. Suspendisse potenti.
porta tortor, quis elementum erat varius ac. Aliquam erat
volutpat. Hunter
Doctor DEX KNO MEC PER STR TEC FOR
+2D – – +1D – – –
DEX KNO MEC PER STR TEC FOR
+1 Skill Boost (choose three): Agility, Blasters, Melee,
– +1D – – – +2D –
Steal, Throw, Galaxy, Streetwise, Survival, Drive, Gunnery,
+1 Skill Boost (choose three): Agility, Blasters, Melee, Pilot, Hide, Search, Athletics, Brawl, Intimidate, Stamina,
Galaxy, Willpower, Xenology, Search, Stamina, Armament
Computers, Medicine
Starting Gear: Combat knife, blaster carbine, light armor,
Starting Gear: Combat knife, holdout blaster, padded survival pack, comlink, macrobinoculars, binders
flightsuit, survival pack, comlink, medpacs (2)
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum rutrum hendrerit enim, id convallis turpis
Vestibulum rutrum hendrerit enim, id convallis turpis fermentum a. Suspendisse potenti. Maecenas venenatis
fermentum a. porta tortor, quis elementum erat varius ac. Aliquam erat
volutpat.
Engineer
DEX KNO MEC PER STR TEC FOR
– – +1D – – +2D –
+1 Skill Boost (choose three): Agility, Blasters, Melee,
Throw, Galaxy, Streetwise, Drive, Gunnery, Sensors,
Search, Stamina, Armament, Computers, Droids, Vehicles
Starting Gear: Combat knife, blaster pistol, padded
flightsuit, survival pack, comlink, datapad
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a.

16
Infiltrator Pilot
DEX KNO MEC PER STR TEC FOR DEX KNO MEC PER STR TEC FOR
+1D – – +2D – – – – – +2D – – +1D –
+1 Skill Boost (choose three): Agility, Blasters, Melee, +1 Skill Boost (choose three): Agility, Blasters, Galaxy,
Steal, Throw, Streetwise, Survival, Deceive, Hide, Search, Streetwise, Astrogation, Drive, Gunnery, Pilot, Sensors,
Athletics, Brawl, Stamina, Computers, Droids Search, Computers, Droids, Vehicles
Starting Gear: Combat knife, holdout blaster, light armor, Starting Gear: Blaster pistol, padded flightsuit, survival
survival pack, data spike, comlink pack, comlink
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti. Maecenas venenatis fermentum a. Suspendisse potenti.
porta tortor, quis elementum erat varius ac. Aliquam erat
volutpat. Scavenger
Noble DEX KNO MEC PER STR TEC FOR
– – – +1D – +2D –
DEX KNO MEC PER STR TEC FOR
– +2D – +1D – – – +1 Skill Boost (choose three): Agility, Blasters, Melee,
Steal, Galaxy, Streetwise, Survival, Astrogation, Drive,
+1 Skill Boost (choose three): Agility, Blasters, Melee, Gunnery, Pilot, Sensors, Persuade, Hide, Search, Athletics,
Galaxy, Streetwise, Xenology, Persuade, Tactics, Deceive, Armament, Computers, Droids, Vehicles
Hide, Search, Intimidate
Starting Gear: Truncheon, blaster pistol, padded
Starting Gear: Holdout blaster, padded flightsuit, survival flightsuit, survival pack, comlink, datapad
pack, comlink, datapad
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum rutrum hendrerit enim, id convallis turpis
Vestibulum rutrum hendrerit enim, id convallis turpis fermentum a. Suspendisse potenti. Maecenas venenatis
fermentum a. Suspendisse potenti. Maecenas venenatis porta tortor, quis elementum erat varius ac. Aliquam erat
porta tortor, quis elementum erat varius ac. Aliquam erat volutpat.
volutpat.

17
Scholar Scoundrel
DEX KNO MEC PER STR TEC FOR DEX KNO MEC PER STR TEC FOR
– +2D – – – +1D – +1D – +2D – – – –
+1 Skill Boost (choose three): Agility, Blasters, Galaxy, +1 Skill Boost (choose three): Agility, Blasters, Melee,
Streetwise, Willpower, Xenology, Astrogation, Sensors, Steal, Throw, Streetwise, Astrogation, Drive, Gunnery,
Search, Armament, Computers, Droids, Medicine, Pilot, Sensors, Hide, Search, Armament, Computers,
Vehicles Vehicles
Starting Gear: Holdout blaster, padded flightsuit, survival Starting Gear: Brass knuckles, blaster pistol, padded
pack, comlink, datapad, fusion lantern flightsuit, survival pack, comlink
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. Suspendisse potenti. fermentum a. Suspendisse potenti. Maecenas venenatis
porta tortor, quis elementum erat varius ac. Aliquam erat
Scout volutpat.
DEX KNO MEC PER STR TEC FOR Soldier
+1D – – +2D – – –
DEX KNO MEC PER STR TEC FOR
+1 Skill Boost (choose three): Agility, Blasters, Melee, +2D – – – +1D – –
Steal, Throw, Galaxy, Streetwise, Survival, Xenology,
Astrogation, Drive, Pilot, Sensors, Hide, Search, Medicine, +1 Skill Boost (choose three): Agility, Blasters, Melee,,
Vehicles Throw, Drive, Gunnery, Sensors, Hide, Search, Athletics,
Brawl, Intimidate, Stamina, Armament, Medicine, Vehicles
Starting Gear: Combat knife, blaster carbine, light armor,
survival pack, comlink, datapad, macrobinoculars Starting Gear: Combat knife, blaster carbine, light armor,
survival pack, comlink, datapad
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis Lorem ipsum dolor sit amet, consectetur adipiscing elit.
fermentum a. Suspendisse potenti. Maecenas venenatis Vestibulum rutrum hendrerit enim, id convallis turpis
porta tortor, quis elementum erat varius ac. Aliquam erat fermentum a. Suspendisse potenti. Maecenas venenatis
volutpat. porta tortor, quis elementum erat varius ac. Aliquam erat
volutpat.

18
Spy Jedi Guardian
DEX KNO MEC PER STR TEC FOR DEX KNO MEC PER STR TEC FOR
+1D – – +2D – – – – – – – +1D – +2D
+1 Skill Boost (choose three): Agility, Blasters, Melee, +1 Skill Boost (choose three): Agility, Melee, Galaxy,
Steal, Throw, Galaxy, Streetwise, Astrogation, Sensors, Willpower, Xenology, Pilot, Search, Athletics, Brawl,
Hide, Search, Athletics, Brawl, Intimidate, Swim, Stamina, Intimidate, Alter, Control, Sense
Armament, Computers
Starting Gear: Lightsaber, light armor, survival pack
Starting Gear: Combat knife, holdout blaster, padded
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
flightsuit, survival pack, comlink, datapad, pocket
Vestibulum rutrum hendrerit enim, id convallis turpis
scrambler
fermentum a.
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim. Jedi Sentinel
Thug DEX KNO MEC PER STR TEC FOR
+1D – – – – – +2D
DEX KNO MEC PER STR TEC FOR
+1D – – – +2D – – +1 Skill Boost (choose three): Agility, Melee, Steal,
Throw, Galaxy, Willpower, Xenology, Astrogation, Drive,
+1 Skill Boost (choose three): Agility, Blasters, Melee, Pilot, Sensors, Hide, Search, Computers, Vehicles, Alter,
Throw, Streetwise, Willpower, Drive, Search, Athletics, Control, Sense
Brawl, Intimidate, Stamina
Starting Gear: Lightsaber, light armor, survival pack
Starting Gear: Brass knuckles, blaster pistol, padded
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
flighsuit, survival pack, comlink
Vestibulum rutrum hendrerit enim, id convallis turpis
Lorem ipsum dolor sit amet, consectetur adipiscing elit. fermentum a. Suspendisse potenti. Maecenas venenatis
Vestibulum rutrum hendrerit enim, id convallis turpis porta tortor, quis elementum erat varius ac. Aliquam erat
fermentum a. Suspendisse potenti. volutpat.

Trader
DEX KNO MEC PER STR TEC FOR
– +1D – +2D – – –
+1 Skill Boost (choose three): Blasters, Galaxy, Streetwise,
Xenology, Astrogation, Sensors, Persuade, Deceive,
Search, Armament, Computers, Droids, Medicine,
Vehicles
Starting Gear: Truncheon, holdout blaster, padded
flightsuit, survival pack, comlink, datapad
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim

Jedi Consulor
DEX KNO MEC PER STR TEC FOR
– – – +1D – – +2D
+1 Skill Boost (choose three): Agility, Melee, Galaxy,
Willpower, Xenology, Astrogation, Pilot, Persuade, Tactics,
Hide, Search, Athletics, Intimidate, Alter, Control, Sense
Starting Gear: Lightsaber, light armor, survival pack
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a.

19
BURDENS
Addicted Exile
You harbor a dependency on a harmful substance or For crimes you committed (or were framed for), or by your
activity: alcohol, deathsticks, stims, gambling, etc. Work own accord, you’ve hermited yourself into exile. There
with your GM to determine the nature of your addiction. are places you simply cannot go without raising the ire of
For each day without access to the substance or activity, those you wronged.
reduce all dice checks by -1 pip, to a maximum of -6 pips.
Dependent
Aged
You are responsible for someone’s well-being — a friend,
You carry a lifetime of wisdom, but the years weigh heavily family member, or ward. Name them, and determine your
on you. Gain +1 pip in two Knowledge skills of your choice, relationship. They require regular aid and support.
but reduce one attribute of your choice with a dice code
of 2D or more by -1D. Haunted
Arrogant Memories plague you. Roll 1D every 24 hours — on the
result of 1, you are overwhelmed by the memory and
Your confidence and self-assuredness might be justified, suffer -1D to all Knowledge and Perception dice checks
but your cocky attitude often lands you in troublesome for the remainder of the day.
situations. You cannot will yourself to back down from a
challenge, bet, or boast. Illness
Code You struggle with an illness, and though you have good
days and bad, it never fades completely. Roll 1D every 24
You adhere to a strict code of honor or ethics that guides hours — on the result of 1, your illness gets the better of
or dictates your actions and behavior. Determine your you, and you suffer -1D to all Dexterity and Strength dice
code’s basic tenets. Your code often puts you at odds with checks for the remainder of the day.
others, and breaking that code might come with severe
complications. Impoverished
Dark Secret You barely have two credit chits to rub together. Instead
of your starting gear, you have only 150 credits to spend
You’re running from a terrible secret that could destroy on equipment.
you or a loved one. Determine the nature of this secret, as
well as the consequences of its discovery. You take every Old Wound
precaution to avoid revealing your secret, often to your
detriment. An old injury plagues you still. Choose an attribute befitting
the wound. Roll 1D every 24 hours – on the result of 1 or 2,
Debt suffer -1D to all dice checks with that attribute.

You owe a powerful figure or faction a great debt. Whether Phobia


in credits, resources, or favors, you cannot repay what you
owe, and you know that you may soon be at the whim of You struggle with an illogical fear that overrides all reason
bounty hunters. when confronted with it. When in the presence of your
phobia’s subject, suffer -2D to all Knowledge dice checks,
Enemy and -1D to all other dice checks.

A nemesis from your past still weighs heavily on your Wanted


mind, and you often adjust your actions and behaviors to
avoid confronting this person. Name them, and determine You flee from authorities due to a crime you committed
your relationship. in your past, or because of business left unfinished. You
glance over your shoulder in every new port, constantly
Enslaved on the lookout for bounty hunters.

At one point in your life, you bore the weight of shackles, Young
but have since escaped your servitude. You cannot stand
to see others in chains, often going out of your way to What you lack in experience you make up for in talent.
help those in need — this often stirs up trouble for you. Choose two skills in which you have +1 or more, and
reduce them by -1 (minimum 0). Then, choose one attribute
and increase it by +1D.

20
EDGES
Bruiser Heirloom
In a galaxy where most carry ranged weapons, you’ve You carry a valuable artifact, trinket, or piece of gear.
learned to exploit your enemy’s reliance on blasters. Determine the nature of this item and its significance to
When fighting with a Brawl or Melee weapon, add +2 you. The item grants +1 pip to a single relevant skill when
damage. used or activated.

Brute Strength Keen Mind


You swing your melee weapons like cudgels, relying on You rely on your intelligence to avoid danger, anticipating
physical might in close combat. You can choose to use attacks and hazards. You can use your Knowledge dice
Brawl to roll attacks with melee weapons. code in place of Dexterity to calculate your Defense.

Companion Knack
You needn’t face the rigors of the galaxy alone. You’re You have a talent that just comes naturally. Choose one
joined on your exploits by a small but loyal companion — skill, and re-roll any 1s on dice checks made using it. Put
a beast, droid, or other lifeform — who aids you and your an asterisk beside the skill on your character sheet as a
allies at the GM’s discretion with simple tasks, adding +1D reminder.
to relevant dice checks.
Luck
Connection
Call it destiny or the Force – you know it’s just dumb luck.
You are tied to a powerful or resourceful figure or faction, When you spend a Upgrade Point on a dice check, add
and can call upon them for aid at the GM’s discretion. Work +2D instead of +1D.
with your GM to determine the nature of the connection.
Mighty Resolve
Cybernetics
Why dodge attacks when you can just absorb the damage
You have a cyber enhancement. Determine the nature like an armored vehicle? You can use your Strength dice
of the cybernetic addition/replacement, then choose an code in place of Dexterity to calculate your Defense.
appropriate skill to increase by +1 pip (e.g. Athletics for an
arm, Search for an eye, etc.). Sanctuary
Fame/Infamy You have a home friendly to you. Determine the nature of
this place and its people. You can always find shelter and
You are known for your deeds or expertise. Determine resources there when you need them.
the nature of your fame (or infamy). You can leverage this
fame to secure aid and resources at the GM’s discretion. Tough
Force Sensitivity You’re hardier than most. When calculating your Resolve,
add your Strength dice code twice.
The abilities you possess cannot be explained. Your
connection to the Force may be faint, but it’s there, and Trained
you can call upon it when you need it. If you do not have
a Force dice code, increase it to 1D. You excel in a particular field. Choose a skill to boost by
+1 pip.
Fortune
Weapon Mastery
Through inheritance, hard work, or luck, you’ve come into
considerable money and resources. You start with 1,000 You’ve trained with a particular weapon or fighting style.
additional credits, and can secure small loans or leverage Choose Blasters, Melee, Throw, or Brawl — you deal +4
resources at the GM’s discretion. damage when attacking with weapons of that type.

21
EQUIPMENT
Weapon Skills Consumable: A consumable item is lost when used.
Double: This weapon has two sides, allowing its wielder
Each weapon lists its linked skill, and a few include a to quickly follow-up with an offhand attack. The damage
second possible skill (e.g. the lightsaber can be wielded for both attacks is rolled with -1D, but it only counts as a
using Melee skill, but also lists the Control skill). When single action.
wielding a weapon, you use the listed skill (or choose one,
in the case of two) when rolling to attack with that weapon. Explosive: When rolling damage for an explosive weapon,
each die that rolls a 6 “explodes” and can be rolled again
Damage for additional damage.

Most weapons list the damage they deal on a succesful Obscuring: An obscuring weapon creates fog, smoke,
attack, usually including a number of dice and a pip or flames within near range of the target, persisting for
modifier. For some weapons, in place of a dice code, 1D rounds and blocking line of sight. Targets within the
they list the Strength attribute. In this case, the character obscurity benefit from cover (page 9) but cannot see
wielding the weapon rolls a number of dice equal to their beyond it.
Strength dice code, then adds the listed pip modifier (e.g. Piercing: Damage from piercing weapons cannot be
a character with STR 3D reduced using armor dice.

Special Qualities Reflective: A reflective weapon can block or parry blaster


bolts, and provides a number of armor dice.
Auto-Fire: This weapon can fire at a normal rate of fire, or
Stun: When attacking with a stun weapon, on the result of
be toggled to auto-fire to unleash a hail of blaster bolts.
6 on the Destiny Die, instead of becoming Staggered, the
When attacking with an auto-fire weapon, you can choose
target is Stunned in addition to suffering the damage (see
to reduce the dice check by any number of dice. If the
page 9 for more on the Stunned condition).
attack hits, you add a number of damage dice equal to the
number of dice withheld from the dice check . Thrown: A thrown weapon can be hurled at a target within
near range. The wielder makes a Throw dice check and
Bayonet: This weapon can be affixed to a blaster and
deals normal damage.
used as a stabbing weapon.
Slow: A slow weapon requires reloading or additional
Burning: This weapon deals ongoing damage. Once
effort to ready; you can only attack with it every other turn,
dealt damage by a weapon with the burning quality, the
and never twice in one turn.
target takes an additional 1D of damage at the start of
each of their turns until they use an action to make a TN Spread: A spread weapon allows you to split the damage
10 Dexterity check to extinguish the flames. between multiple targets, the maximum number of which
is indicated on the weapon. The additional targets must
Concealed: This weapon is easy to stow away and hide
be within near range of the initial target.
from prying eyes. You gain +1D to dice checks made to
conceal the weapon.

22
Brawling Weapons Skill Damage Cost Special
Unarmed Strike Brawl STR – –
Brass Knuckles Brawl STR + 2 50 Concealed
Shock Gloves Brawl STR + 3 200 Stun
Melee Weapons Skill Damage Cost Special
Combat Knife Melee 1D + 2 25 Bayonet, Concealed, Thrown
Truncheon Melee/Brawl STR + 2 75 Concealed
Gaffi Stick Melee STR + 2 – Double, Piercing
Vibroknife Melee 2D + 2 200 Bayonet, Concealed, Thrown
Vibro-ax Melee/Brawl STR + 3 300 –
Vibroblade Melee 3D + 2 500 –
Forcepike Melee 3D + 2 600 Double
Electrostaff Melee 2D + 2 1,000 Double, Stun
Lightsaber Melee/Control 4D + 2 – Piercing, Reflective 2D
Blaster Weapons Skill Damage Cost Special
Holdout Blaster Blasters 2D + 2 250 Concealed
Blaster Pistol Blasters 2D + 4 500 –
Heavy Blaster Pistol Blasters 3D + 2 600 –
Blaster Carbine Blasters 3D + 4 600 –
Blaster Rifle Blasters 4D + 2 1,000 –
Scatter Blaster Blasters 3D + 2 1,250 Spread 2
Heavy Blaster Rifle Blasters 4D + 4 1,500 Auto-fire
Energy Bow Blasters 3D + 2 – Piercing
Bowcaster Blasters 3D + 2 – Explosive, Slow
Light Repeating Blaster Blasters/Gunnery 5D + 2 2,000 Auto-fire, Spread 2
Heavy Repeating Blaster Blasters/Gunnery 5D + 4 3,000 Auto-fire, Spread 3
Explosives Skill Damage Cost Special
Flame Projector Gunnery 2D + 2 1,500 Burning, Obscuring, Spread 3
Missile Tube Gunnery 5D + 2 3,500 Explosive, Slow, Spread 4
Frag Grenade Throw 4D + 2 100 Consumable, Explosive, Spread 3
Smoke Grenade Throw – 125 Consumable, Obscuring
Stun Grenade Throw 3D + 2 175 Consumable, Explosive, Spread 3, Stun
Thermal Detonator Throw/Gunnery 5D + 2 1,500 Consumable, Explosive, Spread 6
Armor Armor Dice Cost Special
Padded Flightsuit +1D 100 –
Light Armor +2D 250 –
Medium Armor +3D 750 -1 Defense
Heavy Armor +4D 3,000 -2 Defense
Battle Armor +6D 6,000 -3 Defense

23
Tools, Kits, & Survival Gear Cost Special
Includes backpack, rations (1 week), syntherope (45m), glowrod,
Survival Pack 200
medpac, mesh tape, breath mask
Provides protection from the elements, adding +1D to dice checks
All-Weather Cloak 100
to resist extreme weather and temperatures
Data Spike 150 +1D to Technical (Computers) checks to hack, slice, or disable locks
+1D to Technical (Armament/Droids/Vehicles) checks to repair,
Toolkit 750
modify, or interact
+1D to Technical (Medicine) checks to heal, treat injuries or
Medical Kit 750
illnesses, or diagnose ailments
Medpac 100 Consumable; TN 10 Technical (Medicine) check to heal 3D Resolve
Consumable; TN 10 Technical (Armament/Droids/Vehicles) check
Repair Kit 200
to repair 3D Resolve or restore all armor dice
Consumable; TN 10 Technical (Armament/Droids/Vehicles) check
Mesh Tape 25
to repair 1D Resolve or restore 1 armor die
Syntherope (45m) 10 –
Glowrod 25 Consumable; Sheds light up to near range for 1D hours
Fusion Lantern 150 Sheds light and warmth up to far range
Breath Mask 50 Provides oxygen and filters smoke/toxins for up to 1 hour at a time
Secure the limbs of a creature to prevent movement; TN 25
Binders 30
Strength (Athletics) to break free
Tech & Gadgets Cost Special
Comlink 75 Communicate with allies over short distances
Display, store, and access data; interface with droids and
Datapad 100
computers
Jetpack 2,000 Move one additional range band without using an action
Macrobinoculars 100 +1D to Perception (Search) checks at far and distant range
Use an action to aim and gain +4 to next Dexterity (Blasters) check
Scope 200
at far or distant range
Consumable; track a person, object, or starship across star
Tracking Device 500
systems
Pocket Scrambler 200 Create secure, encrypted channel for use with comlinks

ITEMS MODIFYING DICE CHECKS


Some items list specifics for how they function in
the game, others are more loose or vague in their
guidelines. In general, if a character utilizes an item in a
creative or applicable way while performing an action,
the GM can choose to modify their roll by adding +1D
to represent the item.

24
ADVANCEMENT
Gaining Upgrade Points Unlocking the Force
The GM can award Upgrade Points (UPs) to players for Sometimes, characters don’t realize their potential in the
immersive roleplaying, clever problem-solving, and Force until it awakens within them. A character can spend
supporting other players. Players should also receive 20 Upgrade Points to add +1D to the Force attribute and
UPs for completing tasks, defeating major enemies, and unlock its use.
furthering the story of the campaign. In general, each
player should receive between 3 and 5 Upgrade Points
per session. Upgrade UP Cost
+1 pip to skill 3X new pip total
Spending Upgrade Points
+1D to attribute 6X new dice code
Between each session (or during downtime with the GM’s
permission), players can spend Upgrade Points to improve +1 damage to weapon 3X new damage modifier
attributes, skills, gear, and vehicles. Upgrade Points carry +1D to armor 6X new armor dice total
over between sessions and can be saved to use later.
Unlock the Force 20
Improving Skills
Improving a skill by +1 pip costs 3 UPs times the skill’s new
total pip modifier (e.g., improving a Blaster skill of +1 to +2
pips costs 6 UPs). Each skill can only be improved by +1
pip at a time, and your skill pips can never exceed +6.

Improving Attributes
Improving an attribute by +1D costs 6 UPs times the
attribute’s new dice code (e.g., improving a Dexterity
attribute of 1D to 2D costs 12 UPs). Each attribute can only
be improved by +1D at a time, and your attribute dice code
can never exceed 6D.

Improving Weapons
With enough time and resources, you can choose to
spend UPs to make upgrades to weapons, improving
their damage. When doing so, spend 3 UPs times the
new damage modifier (e.g., spend 9 UPs to increase the
damage of a holdout blaster from 2D + 2 to 2D + 3). You
can only improve a weapon’s damage by +1 at a time, and
can never exceed +6.

Improving Armor
You can also allocate UPs to add armor dice to your
favorite armor, spending 6 UPs times the new total number
of armor dice (e.g., upgrading a padded flightsuit from +1D
to +2D costs 12 UPs). You can only improve an armor by
+1D at a time, and can never exceed 6D.

IMPROVING CONSUMABLE ITEMS


Items like grenades are consumable, but they can still
be improved like non-consumable items. For example,
if you choose to spend UPs to increase the damage of
your frag grenades from 4D + 2 to 4D + 3, all of your
frag grenades — both those currently in your inventory
and any you might acquire in the future — use your
improved damage modifier.

25
THE FORCE
Using the Force
The Force allows beings sensitive to its energy to unlock
incredible abilities and perform impossible feats. Force-
users can read thoughts, sense lifeforms, move objects
telepathically, manipulate minds, push themselves to their
physical and mental limits, even stop blaster bolts.
When a character attempts to accomplish something
using the Force, the GM determines which Force skill
applies: Alter, Control, or Sense. Force checks can be
rolled against a TN, against a character’s Defense, or
against an opposed roll for particularly adept Force-users.
The following table lists some examples of effects
possible with the Force, along with the skill used, and the
recommended TN. This is by no means the limit of what
the Force can do – use these only as a foundation.

THE “MUNDANE” FORCE


The Force often manifests subtly, and those attuned
to its energies can affect their environments in more
“mundane” ways. As with all skills, when using the
Force presents no risk or narrative significance, a dice
check is not required. A character using the Force to
close a door, for example, or float a piece of fruit across
the room, would not usually roll a dice check.

Effect Skill TN
Lift an object with your mind Alter 5 Force Points
Ease the panic of an ally Control 5 Any character can spend a Force Point to double the dice
Sense coming danger Sense 5 they roll on a skill check. But only a Force-user can use
Force Points to perform otherwise impossible feats.
Disarm an enemy from a distance Alter 10
HyperspaceD6 depicts the Force as the mystical, myriad
Mask your presence from enemies Control 10 energy it is – unwieldy and unpredictable, wondrous
and terrifying in equal measure. There are no limits and
Read a creature’s surface thoughts Sense 10 no set powers. It’s up to the players to be imaginative,
Lift or hurl a creature with your mind Alter 15 drawing inspiration from the Star Wars films and expanded
universe; the GM adjudicates, calling for appropriate
Leap a great distance or height Control 15 Force skill checks and using their best judgment to limit
the Force and keep it fun and flexible.
Influence a creature’s behavior Sense 15
Affect the local climate Alter 20 The Dark Side
Resist the influence of the Dark Side Control 20 When a Force-user draws upon the Force in anger,
frustration, or ambition, they tap into the Dark Side. Rather
Project your image to others Sense 20 than track the corruption of the Dark Side, it falls to the
player to roleplay their use of the Force, and take into
Dealing Damage with the Force account the seeping shadow of the Dark Side. The further
When a character uses the Force to injure a foe, they one falls into that shadow, the more potential power a
can roll a number of damage dice equal to their Force Force-user unlocks – but at great cost.
attribute, also adding a damage modifer equal to their Once they’ve fallen far enough, a Force-user can use
pips in the relevant Force skill. Force skills and Force Points to activate abilities like Force
choke, Force lightning, and darker powers still.

26
LIGHTSABER DUELS
When to Use These Rules Duel Dice
A duel between two lightsaber-wielding Force-users is Duel dice represent your momentum in the duel – the
not a traditional combat – it’s more akin to a test of wills. advantages you’ve gained through mastery of your
These standoffs pit two or more Force-users against one lightsaber, strategy, and the Force.
another, utilizing martial prowess as well as tactics and
Duels using these rules tend to end suddenly and
Force powers to gain the upper hand. When staging a
explosively. On a combatant’s turn, if they feel they can
climactic duel, consider using these rules for lightsaber
conceivably beat their opponent, they can choose to end
duels rather than the standard combat rules.
the duel and roll their side’s duel dice, making a final,
decisive action. Their opponent then does the same. The
Running a Duel higher roll wins the duel. You cannot use Upgrade Points
A duel proceeds in rounds, similar to combat, but more or Force Points to alter this final roll.
nebulous in how much time passes.
Ending a Duel
On their turn, a combatant declares their action and makes
an opposed check to determine success. It could be as When either opponent chooses to roll their duel dice, the
simple as pressing the offensive with their lightsaber (an duel ends, and a victor emerges. The winner of this roll
opposed Melee check) or telepathically hurling crates decides the outcome – they can wound their opponent,
(an opposed Alter check); or it could be something more disarm them, or even knock them unconscious and leave
nuanced, like goading their opponent into a rage (an them for dead.
opposed Deceive check) or leaping across platforms to
gain a more advantageous position (an opposed Agility DUEL RULES FOR OTHER SCENES
check). These rules were designed to evoke the dynamic
Each side starts with one duel die. When a combatant push-and-pull of lightsaber combat, but can easily
succeeds on an opposed check, they add one additional work in staging everything from big battles and chase
duel die to their side’s pool. scenes, to tense negotiations and heists.

27
ENCOUNTERS
Imperials & Rebels
Stormtrooper
DEX KNO MEC PER STR TEC FOR
3D 1D 1D 1D 2D 1D –
DEFENSE INITIATIVE RESOLVE ARMOR
9 7 8 3D
Blaster Rifle (3D + 2): 4D + 2 damage

Skills: Blasters +2, Intimidate +2

Imperial stormtroopers rely on superior numbers


and firepower to surround and overwhelm enemies,
suppressing any resistance in a shower of blaster bolts.

Scout Trooper
DEX KNO MEC PER STR TEC FOR
3D 1D 2D 3D 2D 1D –
DEFENSE INITIATIVE RESOLVE ARMOR
10 11 8 2D
Blaster Pistol (3D + 3): 2D + 4 damage

Skills: Agility +1, Blasters +3, Hide +2, Tactics +2

Lighter armament affords scout troopers better mobility


and adaptability in the harsh environs of remote
battlefields. TIE Pilot
DEX KNO MEC PER STR TEC FOR
Death Trooper
2D 1D 3D 2D 1D 2D –
DEX KNO MEC PER STR TEC FOR
4D 2D 2D 3D 3D 2D – DEFENSE INITIATIVE RESOLVE ARMOR
8 8 8 1D
DEFENSE INITIATIVE RESOLVE ARMOR
Blaster Pistol (2D + 2): 2D + 4 damage
13 12 12 4D
Heavy Blaster Rifle (4D + 4): 4D + 4 damage [autofire] Skills: Blasters +2, Pilot +3

Frag Grenade (4D + 3): 4D + 2 damage [exploding, TIE pilots must possess great skill to survive behind the
spread 2] yokes of those deadly starfighters — or simply brazen
enough to outrun death.
Skills: Agility +3, Blasters +4, Throw +3, Hide +2, Tactics
+3, Intimidate +3, Stamina +3

Comprising the deadliest soldiers in the Empire’s ranks,


death troopers are highly trained, impressively outfitted,
and merciless in their tactics, often living up to their name.

28
Imperial Officer YT-2400 Light Freighter
DEX KNO MEC PER STR TEC FOR MANEUVERABILITY RESOLVE SHIELDS
2D 3D 2D 3D 2D 2D – +2 20 3D
DEFENSE INITIATIVE RESOLVE ARMOR Fire-linked Laser Cannons [2]: 3D +2 damage
8 12 8 –
Concussion Missiles: 4D + 2 (explosive)
Blaster Pistol (2D + 2): 2D + 4 damage
This compact cargo hauler and personnel transport is one
Skills: Blasters +2, Tactics +3 of the more nimble starships in the Correlian Engineering
Corp’s YT-series. Capable of operating with a single pilot,
Their gray- and khaki-uniforms bedecked with rank the light freighter has ample room for three crew and up
insignias and code cylinders, Imperial officers often from to six passengers, with space enough for 150 metric tons
the safety of cargo. A stock YT-2400 features a pair of dual laser
cannons mounted on servo turrets, one dorsal and one
Rebel Trooper ventral.
DEX KNO MEC PER STR TEC FOR TIE/LN Fighter
2D 1D 2D 2D 2D 1D –
MANEUVERABILITY RESOLVE SHIELDS
DEFENSE INITIATIVE RESOLVE ARMOR
+2 10 –
11 11 8 2D
Laser Cannons: 2D damage
Blaster Carbine (3D + 2): 3D + 4 damage
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Skills: Agility +2, Blasters +2, Throw +1, Hide +2, Tactics Vestibulum rutrum hendrerit enim, id convallis turpis
+3 fermentum a.

Equipment: Light armor, blaster carbine TIE/IN Interceptor


Lorem ipsum dolor sit amet, consectetur adipiscing elit.
MANEUVERABILITY RESOLVE SHIELDS
Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a. +3 10 –

Rebel Commando Laser Cannons: 2D damage


Lorem ipsum dolor sit amet, consectetur adipiscing elit.
DEX KNO MEC PER STR TEC FOR Vestibulum rutrum hendrerit enim, id convallis turpis
3D 1D 2D 2D 2D 2D – fermentum a.

DEFENSE INITIATIVE RESOLVE ARMOR


11 11 8 2D
Blaster Rifle (3D + 2): 4D + 2 damage

Frag Grenade (3D + 1): 4D + 2 damage [explosive, spread


(2)]

Skills: Agility +2, Blasters +2, Throw +1, Hide +2, Tactics
+3

Equipment: Light armor, blaster carbine, frag grenades

Lorem ipsum dolor sit amet, consectetur adipiscing elit.


Vestibulum rutrum hendrerit enim, id convallis turpis
fermentum a.

29

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