Professional Documents
Culture Documents
Spending s, a, x, t, and y in social encounters
COST Result Option
s Basic knowledge of the general situation
ss As above, but including key players, their history, and their involvement in the dispute.
sss Basic knowledge and key players , as well as some of the obstacles at play.
Recover 1 Strain. May be spend to affect unexpected subjects beyond the original target. Add b to the next allied active character’s
a or x check. Notice a single important point in the ongoing encounter, such as an overly curious waiter or some drapes your character can
stand behind to avoid being recognized.
Learn the Strength or Flaw of the targeted character or Personality quires of one or more important NPC. Reputation improving ones
aa or x status in the faction. Add b to the targeted character’s next check. Add b to any allied character’s next check, including that of the
active character.
aaa Learn the Desire or Fear of the targeted character. Successfully conceal your true goal in the encounter. Learn the true goal of your
or x target, if your target has one.
Learn any one Motivation facet of any character in the encounter (with GM’s Approval). like a seemingly unrelated but critical
detail. Make a target become a recurring character who faithfully decides to follow the acting character. Upgrade the difficulty of the
x targeted character’s next check. Upgrade the ability of any allied character’s next check, including that of the current active character.
Do something vital, such as getting everyone’s attention, or distracting all the guards so your character’s friends have a chance to do
something important.
The active character suffers 1 strain. May be spent to reduce the number of people affected by the target. The active character gets
t or y distracted or sidetracked momentarily. This can result in their being unable to activate an ability that requires spending a maneuver
on their next turn, or it may just result in their being dragged into a lengthy and boring conversation.
The active character accidentally reveals their own Strength or Flaw. Reputation in the faction is lowered or damaged. Add b to the
tt or y targeted character’s next check. The active character or the allied character suffers b to their next action.
ttt or The active character accidentally reveals their own Desire or Fear. The active character accidentally reveals their true goal this
y encounter.
The active character accidentally reveals a Motivation facet of one of their allies. Learn one false Motivation facet of the target
character (the active character believes it to be true). like a fact the GM gives that is misleading or wrong. Upgrade the difficulty of an
y allied character’s next check or the next check of the current active character. The active character becomes so embroiled in irrelevant
events in the encounter that they cannot do anything important during the next round. The target may become a recurring thorn in
the side of the acting character and continually undermine his authority.
Plot Course [ Astrogation ( ) or Perception ( )] Silhouette of Firer Equal to or +/-1 than target
On a success, each s reduces the difficult terrain penalty on the next piloting Silhouettes 2+ Smaller than target
check by . Silhouettes 2 Larger than target
Silhouettes 3 Larger than target
Co-
Co -pilot [ Piloting ( )] Silhouettes 4+ Larger than target
With a successful check, each un-cancelled s downgrades the difficulty of the
next piloting check by 1.
Jamming [ Computers ( )]
On a success, one enemy ship/vehicle has jammed communications and must
pass a Computers ( ) check to use them. Increase the difficulty by per
ss. a may be spent to jam one additional target.
Accelerate/Decelerate [ Pilot Only ]
Boost Shields [ Mechanics ( )] Increase or reduce ship/vehicle speed by 1.
Suffer 1 System Strain. On a success, increase the defence in one zone by 1,
for 1 round per s. Fly/Drive [ Pilot Only ]
Ship moves between range bands depending on speed (see below)
Fire Discipline [ Leadership ( ) or Discipline ( )] Speed 0 : Cannot move
On a success, add to the next attack made from the ship/vehicle. Affect 1
extra attack per ss. Any a/x rolled may be spent on affected attacks to Speed 1: Maneuvers x 2 Close Short
activate weapon qualities and score critical hits.
Speed 2-
2 -4: Maneuvers x 1 Close Short
Scan the Enemy [ Computers ( ) or Perception ( )] Maneuvers x 2 Close Medium
On a success, roll twice for the next critical hit against the target and choose
one result. Affect 1 extra critical hit per ss. Any a/x rolled may be spent Speed 5-
5 -6: Maneuvers x 1 Close Short
on attacks against the target to activate weapon qualities and score critical Maneuvers x 1 Close Medium
hits until the end of the round. Maneuvers x 2 Close Long
Slice Enemy Systems [ Computers ( )] Evasive Maneuvers [ Pilot only; Silhouette 1-4; Speed 3+ ]
On a success, reduce the target's defence in one zone by 1, for 1 round per s. Until the end of the round, upgrade the difficulty of all attacks against the
aa may be spent to inflict 1 System Strain, and x may be spent to disable ship/vehicle once, plus up to one extra time per point of handling the vehicle
a weapon for 1 round. has. Upgrade the difficulty of all attacks from the ship/vehicle by the same
amount.
Gain the Advantage [ Pilot only, Silhouette 1-4 ]
Add/remove for each point of speed lower/higher than the target. On a Stay On Target
Targe t [ Pilot only, Silhouette 1-4; Speed 3+ ]
success, ignore any penalties imposed by the pilot/target's usage of Evasive Until the end of the pilot's next turn, upgrade the ability of all attacks made by
Maneuvers, and the pilot may choose the relative positioning of the two, until the ship/vehicle once. Upgrade the ability of all attacks against the
the target Gains the Advantage back. ship/vehicle once.
Starship Condition
s Each additional s reduces time to calculate by 1 level.
Ship Lightly Damaged (Hull Trauma > 50%) +
s Each additional s allows better positioning when
Ship Heavily Damaged (Hull Trauma < 50%) + arriving in system (see Table: Sublight Travel Times).
Times
Miscellaneous Astrogation Modifiers a For every a, reduce total travel time by 10% up to a
total of 50%.
No nav computer or Astromech droid +
x Reduce time to calculate to 1 round.
Rushed Calculations * + per level** Reduce total travel time by 25% per x to no more
Thorough Calculations * - per level** than 75%.
Arrive precisely in system as required by the player.
Using outdated/antiquated charts + or more
t For every t increase total travel time by 10%.
Using updated charts + or more Increase positioning when arriving in system (see
Table: Sublight Travel Times).
Times
Imperial Supply Run (Between Bases) - per level
ttt A mis-jump occurs. GM determines location of arrival
Sector Ranger Patrols (Between Bases) + within trajectory.
or y
Route Travelled Previously Upgrade Skill
y For every y increase total travel time by 25%.
* Increased or decreased time taken to calculate the jump to hyperspace. Hyperspace mishap. Ship incurs a critical hit, with +10
** You can never reduce the calculation time to less than a round, and never more
than 4 hours. Difficulty Upgrades can never be removed in this manner. per additional y on the check.
STANDARD STANDARD
a Recover 1 system strain t If piloting a ship, sudden maneuvers force the ship to slow down by 1 point
or x Add to the next allied active character's Piloting, Gunnery, Computers, or or y of speed.
Mechanics check. The active character loses the benefits of a prior maneuver (such as
Notice a single important point in the ongoing conflict (eg. fatal flaw in an executing Evasive Maneuvers or Aim)
Aim until he performs the maneuver
enemy ship's course, a weak point on an attack speeder, etc). again.
Inflict a Critical Hit with a successful attack that deals damage past armor The character's active ship or vehicle suffers 1 system strain. (This option
may be selected more than once.)
(a cost may vary)
Activate a weapon quality (a cost may vary) tt An opponent may immediately perform one free maneuver in response to
or y the active character's check.
aa Perform an immediate free maneuver, provided the active character has not
Add to the targeted character's next Piloting or Gunnery check.
or x already performed two maneuvers in that turn.
The active character or an allied character suffers on his next action.
Add to the targeted character's next Piloting or Gunnery check.
Add to your next Piloting, Gunnery, Computers or Mechanics check. ttt The Initiative slot being used by the active player drops to last in the
Add to any allied character's next Piloting, Gunnery, Computers or or y Initiative order.
Mechanics check, including the active character. The active character grants the enemy a significant advantage in the
ongoing encounter, such as drifting straight into his line of fire, decreasing
aaa When dealing damage to an opposing vehicle or ship, have the shot the difficulty of any checks made against the active character's ship or
or x temporarily damage a component of the attacker's choice rather than deal vehicle by one until the beginning of that character's next turn.
hull damage or system strain. The effects of this are up to the attacker and
the GM, and should make logical sense. For example, damaging a ship's y+ The primary weapon system of the active character's ship (or the particular
shield generator should drop its defense to 0 until the generator is repaired Success weapon system he is manning if he is acting as a gunner) suffers the effects
(ideally with a Mechanics check). However, it should not be too debilitating. of the Component Hit Critical. This does not count toward the ship's
Downgrade the difficulty of your next check once. accumulated Critical Hits.
Ignore penalizing terrain or stellar phenomena until the end of the active Upgrade the difficulty of an allied character's next Gunnery, Piloting,
character's next turn. Computers, or Mechanics check, including the current active character.
If piloting the ship, perform one free Pilot Only maneuver (provided it does The active character suffers a minor collision either with one of his
not break the limit of maximum number of opponents within close range or with the stellar phenomena/terrain he is
flying or driving through.
Pilot Only maneuvers in a turn).
Force the target ship or vehicle to veer off, breaking any Aim or Stay on y+ Fail The active character suffers a major collision either with one of his
Target maneuvers. opponents within close range or with the stellar phenomena or terrain he is
flying or driving through.
x Upgrade the difficulty of the targeted character's next Piloting or Gunnery
check. ASTEROID/DEBRIS FIELD
Upgrade any allied character's next Piloting, Gunnery, Computers, or t Narrow Margin: Path through the debris field suddenly gets much smaller.
Mechanics check. Add to the craft's next Gunnery or Piloting check.
or y
Turing the tide of battle (eg. destroying a capital ship's shield generator, Gravel Pile: Craft passes through a hail of small debris. Add to the craft's
losing a pursuing ship in an asteroid field, etc). next Gunnery or Piloting check, and ship takes 1 system strain that ignores
armor.
xx When dealing damage to an opposing vehicle or ship, have the shot destroy
some important component of the attacker's choice rather than deal hull
damage or system strain, leaving it completely inoperable until fully repaired.
tt Hazard!: Large hunks of rubble or wreckage collide in close proximity to the
or y active ship, sending a dense cloud of debris into its path. Upgrade the
As with the above option for disabling a component, this should be agreed difficulty of the ship's next Piloting check by one.
upon by the GM and player, but could include destroying the engines of a
fleeing ship, taking out their hyperdrive, or blowing off weapons. Light Blast: An unstable asteroid or energy cell explodes nearby, rocking the
active ship and inflicting system strain equal to the t generated.
ASTEROID/DEBRIS FIELD
y+ Oops!: Active vehicle clips a piece of debris, suffering a minor collision and
a Screen: Swerve around a chunk of debris, granting to active character or
Success reducing speed by 1.
or x an allied character's next Piloting check.
Blast: A high-energy impact in the field or drifting energy canister detonates,
Weave: Upgrade difficulty of all Gunnery checks targeting this craft until the sending a powerful shockwave into the path of the active vehicle, inflicting
aa
pilot's next turn. system strain equal to twice the t generated.
or x
Clear Patch: The difficulty of all skill checks is downgraded by one die until
the active character's next turn. y+ Hold On!: Vehicle smashes into the side of an asteroid or large piece of
Fail debris, suffers a major collision, and careens out of control. The craft
immediately suffers the "Knocked Off Course" Critical.
aaa Variable Density: Find a path through the rubble; active character's next
or x Piloting check is Average ( ) difficulty. NEBULA/GAS ANOMOLY
x Look
Look Out!: Force one enemy craft in the encounter to suffer a minor t Unresponsive: Light energy discharge from the cloud disrupts the ship's
collision with an obstacle the active character just dodged. or y controls. Add to the craft's next Gunnery or Piloting check, and ship takes
1 system strain that ignores armor.
Got You!: Active character's ship gains the benefits of Gain the Advantage
on a target of choice after skillfully maneuvering around the surrounding Dazzled: A flash of lightning from the cloud, too far away to harm the ship,
terrain. is still bright enough to disorient the active character. Upgrade the difficulty
of this ship's next Piloting check by one.
xx Blinders: Active craft deftly swerves around a large chunk of incoming
debris that an opposing ship doesn't see. Force one enemy craft at close tt Out of Nowhere: A sudden and unexpected of cloud of debris appears in
range to suffer a major collision. or y the flight path of the active ship. The ship's next Piloting check difficulty is
determined using the Stellar Phenomena rules.
NEBULA/GAS ANOMOLY Too Cloe: The fog clears briefly to reveal an enemy ship or debris at point
blank range. The active character must make an immediate Piloting check at
a Clear Scopes: The sight limitations of the nebula lift briefly, granting to
Stellar Phenomena difficulty. Failure results in a minor collision.
or x active character or an allied character's next Piloting check.
Light Blast: An energy discharge from the nebula cloud rocks the active ship
aa One with the Fog: Upgrade difficulty to all Gunnery checks targeting this and inflicting system strain equal to the t generated.
or x craft until the pilot's next turn.
y+ Heavy Blast: A heavy energy discharge from the nebula cloud rakes across
aaa We Lost Him: One enemy craft is removed from the encounter, but remains Success the active ship, inflicting system strain equal to twice the t generated.
or x intact. A future y result may be used to return this combatant to the fight.
y+ Systems Damaged: Suffer the effects of Heavy Blast. Additionally, the
x Clouds are My Allies: Active characters ship gains the benefits of Gain the Fail energy blast temporarily shorts out all power in the ship. The craft
Advantage on a target of choice after skilfully maneuvering around the immediately suffers the "Engines Damaged" Critical Hit.
surrounding terrain.
LARGE SPACE BATTLE
xx Sparks Fly!: Gain the benefits of Clouds are My Allies.Allies Additionally, active
t Light Flak:
Flak: Add to the craft's next Gunnery or Piloting check, and ship
craft triggers a discharge that hits one enemy craft of the pilot's choice at
or y takes 1 system strain that ignores armor.
close range, inflicting the equivalent of a minor collision.
Light Blind: A flash from an explosion within the pilot's field of view
LARGE SPACE BATTLE disorients the active character. Upgrade the difficulty of the ship's next
Piloting check by one.
a Elusive: Active ship expertly jinks around other craft or debris in the fight,
or x providing some cover. Add to all Gunnery checks targeting this craft until tt Structural Failure: A sudden cloud of debris from an exploding ship or
the pilot's next turn. superstructure appears in the flight path of the active ship. The ship's next
or y
Moment of Clarity: Pilot positions himself to get a brief glimpse of the Piloting check difficulty is determined using the Stellar Phenomena rules.
larger battle, granting to active (or an allied) character's next Piloting Heavy Flak: Upgrade craft's next Gunnery or Piloting check by one, and ship
check. takes 1 hull trauma that ignores armor.
Light Blast: A nearby loose fuel cell detonates, rocking the active ship and
aa Tuck and Roll: Upgrade difficulty to all Gunnery checks targeting this craft
inflicting system strain equal to the t generated.
or x until the pilot's next turn.
ttt Watch Your Vector: The flight path of the encounter crosses another group
aaa Were’d
Were’d They Go?: In the fury of the fight, one enemy craft is removed from
of engaged fighters that scream by on a different vector. Active character's
the encounter, but remains intact. A future y result may be used to return or y
or x craft is hit with a stray blast from a medium laser cannon (damage 6 only,
this combatant to the fight. no critical rating); upgrade craft's next Gunnery or Piloting check by one.
x Look Out!: Force one enemy craft in the encounter to suffer a minor
y+ Ouch!: Vehicle clips a piece of superstructure or debris suffering a minor
collision with loose debris the active character just dodged. collision and reducing speed by 1.
Success
I Have You Now!:
Now!: Active character's ship gains the benefits of Gain the Heavy Blast: A large shockwave from a nearby explosion shakes the active
Advantage on a target of choice after skillfully maneuvering around a
ship, inflicting system strain equal to twice the t generated.
smaller capital ship or part of a bigger ship.
xx Eat This!: Force one enemy craft at close range to suffer a major collision y+ Fail Strap In!: Vehicle collides with the side of a capital ship's superstructure or
another fighter in a passing dogfight, suffering a major collision, and begins
with the superstructure of a nearby capital ship or large piece of loose
to tumble. The craft immediately suffers the "Knocked Off Course" Critical
debris.
Hit.
Version 1.0