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EXPANSION DESIGN AND DEVELOPMENT Zaeh Tewalthomas
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EDITING DEVELOPMENT
/ John Shortino Chri s Gerber
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COVER ART
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INTERIOR ART
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LUCASFILM
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CREDITS
LOIUMITB> POWER
MYSTICS OF THE FORCE
F rom the moment Uncle Oiven referred to Ben Ke nobi as a
'\vlzard " (and "3 crazy old ma n"), Mystics have been a vita l
part of Star Wars. The supernatura l ab ilities of the Jedi , and
Chapter II: Dangerous Crafts details new Items, weap-
ons, and veh icles suitaole to t he species and the spec ializa-
tio ns prese nted in th is boo k. From Ouro Blades, t rad itiona lly
the ir opposites in the Sith, form a co rnerstone of the myt hol- wielded by the Roya l Guard of t he Th isspiasian Blood Mon -
ogy of a galaxy far, fa r away. arch, to reli cs and esoteric mystical too ls like the Tholothian
Puzzle Box, the gear presented in this cha pter offers a wide
Du rin g t he days of t he Jed i Order, some Mystics lived
varie t y of opt ions fo r Mystic characters. Mystics often find
clo istered lives 'Nit hin t emples spread througho ut the galaxy,
themselves travel ing far from the beate n path, venturing far
see king to deepen the ir con nection with the Force t hrough
across the ga laxy to INherever their ca lli ng takes them. Veh i-
constant rigorous study and medita tion With the rise of the
cles like the T- 13 A irspeede r and t he Tagge Dustcrawler may
Empire and t he exte rmi nation of the Orde r, Jedi no longer
offe r needed tra nsport, and sta rs hips such as the H-Type
fi nd Force-sensitive individua ls and offer a venu e fo r instruc-
Nubia n Yac ht, the massive Ithorian he rd sh ip, and t he Man -
tion and tra inin g. Those who lean toward the disciplines of
da lorian Pro tectorate "Fang" Sta rfigh ter al l co uld be encou n-
the Mystic often now fin d themse lves un fe tte red to expand
te red along the jou rne y, or utilized by a Mystic on thei r pat h
the ir knowledge of t he Force. Yet with this freedom comes
to delve deep ly into the mysteries of t he Fo rc e
danger-not only of discovery by agents of the Empire, but
also of fal ling into t he t rap of their ow n hubris, reach in g too Chapter III: Guided by the Force offers GMs extensive
far, and risking the embra ce of the dark side of t he Force. guidel ine s for integrating Mystics into an ongoi ng FORCE AN D
DESTINY campa ign, as INel 1as providi ng example enco unters
UNLIMITED POWER greatly expands t he opt ions for Mysti c
and adventure seeds gea red towards Mystic cha racters_ The
characters in your FORCE AND DESTINY ca m paigns_It prov ides
Living Force is presented as a ca m pa ign eleme nt, offering
players with new ways to run Mystics and gives Ga me Mas-
GMs suggestions on usi ng visions. pre senting the wil l of the
te rs suggestions for inc luding Mystics in t heir sto ri es, from
Fo rce as a narrative theme, and more. The chapter con ti n-
stand -alone encou nte rs to advice for incl udi ng t hem in ongo -
ues wi t h a section on expanded Force powe rs, and new rules
ing campa igns_ Along the way, it gives new equ ipmen t , new
for flex ible and freefo rm Force use, as we ll as Force duels-
Force povvers, new rules for us ing the Force in different ways,
co ntests pitting each ind ividual's maste ry of the Force
and even advice for running charac ters who have falle n to
aga inst the other. The ch apter conc ludes with a sect ion that
t he dark side of t he Force
expands upon t he materia l in FORCE AND DESTINY govern ing
Chapter I: Lumi nous Beings introduces three new spe - Player Characters fa lling to the dark side. The ma terial in t hi s
cies 'Ne ll-suited to the Mystic's deep co nn ect ion to the Fo rce chapter gives a GM guida nce on allmving a falle n cha racter
t he Thisspias ian, the Vurk, and the Tholo thia n. The chapter to con tinu e as a da rk side Player Character-i ncluding the
also features the ,A., lchemist, t he Magus, and the Prop het, ra mifica tions of that fa ll for the campa ign, op portu niti es for
three new Mystic spec ializations tha t delve into the myster· cha racters to be in opposit ion, and t he effects on the Mo ral·
ies of the Force in different ways. ity ru les.
The Alc hem ist p ractices a lost art. never embraced by
t he Jedi. to chan nel the Fo rce into physical form. They
craft objec ts of great power, givi ng life to the in ani-
mate, and crea ti ng concoctions to hea l the body_ In
Lhe past, va ri ous orde rs who used this art fe ll to the
da rk side. The Alchemi st must wa lk a ca refu l pa t h.
The Magus experiments wi th t he Force, seek-
ing out so-ca lled forbidden know ledge, forgotte n
ri tuals, and sLra nge practices. Unrestri cted by
t he Jedi Order, the Magus can ma nip ulate t he
Fo rce to exh ibit myst ica l powers, doing amaz ing
and seeming ly imposs ible things
Fina ll y, the Prophe t acts as an interpreter of
the Fo rce to thei r fo llowers, offering a voice of
hope in the struggle aga inst the dark. Where the
Advisor offers counse l to an individual, Prophets
influence entire commun it ies- pote ntially even
t he enti re ga laxy, if given the means to spread
their message.
Wit h t hese species, specia lizations, new
signature abi lities, and Force powers, th is
chapte r IS ext remely useful fo r any cha rac-
te r wi t h a Myst ic be nt.
MYSTICS IN STAR WARS
T here are no Force users with a deeper con nection to the
Force tha n Mystics, In man y ways, they are the diametric
opposite of the Consular. Whereas Consulars are disciplined,
MYSTICS IN THE CORE
Mys tics are ra re sights in the dense ly-pop ulated Core. It is
medi tative Force users who bring pea ce to t he galaxy through among t hese wo rld s where t he grip of the Empire is stro n-
a foc us on the commo n peopl e, Mystics are wie lders of mo re gest-and IN here discove ry is the utmost danger. The light
pote nt powers, using the deepest secrets of the Fo rce. and of hope is too easily ex tinguished in t he maze of sp rawli ng
influenc ing others for good or ill. They are draw n to a hi gher cities, and MystiCS 'Nit hin t he halls of powe r ca n attrac t too
ca lli ng, a deeper und erstandi ng of the Force. whether to seNe muc h atten t ion . As a Forc e se nsit ive in an era of persecu ti on,
others, or serve themselves. the ce nter of powe r is perhaps the last place one shou ld be
In t he days of t he Old Repub lic. few common citizens Yet t hese are also the worlds where the Jed i had their
enco untered Jedi who wa lked the Mystic pat h. Few made greatest te mp les. Whi le the Emp ire ha s crus hed the Order,
a point of traveling am ong t he populace. Most spent t heir torn down thei r te mples, and either dest royed or co nfiscat-
time in study and co ntemp lation of t he Force, while others ed their treasures, there are still unknown cac hes and way
offered thei r tute lage in rarified company, comm unica ting stat ions t hat may co nta in secret knowledge vita l to a deeper
t he will of the Fo rce to leaders of the ga laxy. Not all Myst ics understandi ng of t he Force. Forgotten rites or methods su p-
we re Jedi, either: Myst ics followed othe r path s such as t he pressed by the Jedi Order could now be fou nd and utilized
Gu ardians of the Whi lls or t he Night sisters of Dathom ir. This to serve the greater good . If one is wi lli ng to take t he risk,
relative ra ri t y con tributed to t he mysterious reputation of vital know ledge might even be stolen from wi thi n t he laby rin -
the Mystics. Peop le spoke in hus hed tones abou t the clo is- thi ne va ults of th e Empire itse lf. Mystics, prov ided t hey are
te red wizards in thei r towe rs, possessed of strange powe rs ca reful, could discove r muc h in places such as these
/
and offering counsel to th e very powerfu l.
It IS also here, In the center of ga lactic civ ilization, where
the message of hope ca n be most effec tivel y spread . Pro -
MYSTICS RESURGENT vided the opportun ity to commun icate t heir message, one
might influ enc e not just Ind ividuals or sma ll comm unitie s,
Ironical ly, yv ith the rise of the Empire and t he sup pres sion of
but entire syst.ems and beyo nd . The halls of powe r are filled
t he Jedi Order, it is now more common to en co unte r a Mys-
with ind ivid uals whose decis ions affect billio ns of lives, and
/ t ic than it wa s du ring the days of the Repub lic. Many Mystics
calle from worlds INhere th eir conne cti on to the Force made
if t hose individuals could be given t he proper co un se l. the
effect wou ld be immeas urab le. A sto ne thrown into that
them a revered pa rt of the cult ure, eit her in a religiOUS or pond cou ld have ri pples felt in th e farthest co rn ers of the
shamanic trad itio n or as a charismatic leader. In days past
galaxy. The difficu lty would be in locati ng t hose in positions
t hese in dividua ls wo uld have bee n found by the Je di and
of power wh o are open to rece ive such counse l. With t he
brou ght into t he O rder to receive instruction an d train ing, Emperor's disso lution of t he Ga lactic Senate, that task has
which te nded to remove t he m from everyday society.
become far more dau nti ng- al thoug h there are certain ly
Now, Mystics tend to rema in wit hin the cultural trad itions Mystics who may be draw n to se ize power for themselves,
of their home s. Ce rtainly, those who disp lay overt use of rathe r tha n re ly on counse lin g others. Afte r all, who better to
the Fo rce att ract t he attent ion of the Empi re and are soon enact t he changes required by the wi ll of the Force?
/ / elim inated. Ma ny, however, have been ab le to avoid notice.
Wha t does the Emp ire ca re abo ut a village shaman on some
bac kwa ter world in the Western Reaches? Mystics re ly upon
MYSTICS IN THE
./
the Force as the ir crucial guide and mento r, which teaches OUTER RIM
them to tru st t he ir instincts. These instincts have served to
keep ma ny Mystics safe From notice as the da rknes s in the The scattered world s of the Oute r Ri m are the far fronti er
ga laxy has grown. of the ga laxy- sma ll, spa rsely-popu lated se ttlements and
undeve loped pri mi t ive worlds, fa r removed fro m the ma in-
/ The time has co me to ca st out t hat da rkness. Mystics, with
st ream of ga lac ti c civilization. Th is is the t rue territory of the
t heir knowledge of the hidden secrets o f the Fo rce, ca n offer
Mysti c. Among the dista nt and nearly-fo rgo tten world s, one
light and hope at a time wh en it is most desperately needed
might more easi ly avoid the ever-watc hful eye of the Empire.
Force-se nsitive students are appearing, and the only t hing In an almost lawless region, where settlers, outl aws, crimi-
that can save them fro m either fal lin g to the da rk side of the
nals and Rebe ls alike all te nd to mind thei r own busin ess,
Force or fall ing beneat h the might of the Emp ire is knowledge the ~trange powers of a Myst ic might draw some degree of
and in stru ction. Mystics, fol lowing the will of the Force, sea rch attent io n, but far le ss than t hey would in the Co re. Shou ld
the galaxy fo r repos itories of hidden lore: ancie nt holocrons, th e Empire take not ice, t here is always some forgotten co r-
powerfu l ve rgences, an d long-forgotten relics. Increasing their ner of the map where one might go to re ma in hidden.
knowledge of the Force, Mystics hope to forge a new legacy-
a new light aga in st the darkness. The Force can offe r hope and
a path forwa rd_ Mystics light the way.

I I -

INTRODUCTION
UOLIMITED POWER
Ancient secrets can also be found beyo nd t he edges of The charisma and captivating presence of a Mystic can
civilization. Lost planets, distant fortresses of ancient orders, also serve them well in the advancement of thei r goals in
long-forgotten Fo rce-sensitive tradit ions- ali po tential sourc- this part of the galaxy. Many find themse lves in posi t ions
es of new knowledge to deepen a Mystic's connect ion wit h of influence in sma ll settleme nts, where they might fulfill a
t he Fo rce. Knowledge hidden for thousa nds of years and rel igious or a civic ro le. Tend ing to th e needs of a commun ity,
practices pe rhaps unknown eve n to the Jed i may lie shroud- whet her as a cou nse lor, a judge, or a shaman, one can offer
ed among t he isolated and sec luded reaches. Rumors and help to those who most ne ed it. Other Mystics wield their
hints of such things drift t hrough t he babble and chatter of influence more ind irectly. So me are val ued for their insight
trading posts and spaceports. the stufr of spacers' yarns told and advice to those in autho ri ty-w hi ch, in the Ou ter Rim,
over a drink. A keen discernment and words in the ri ght ear might include outlaws or crime lords. The benefit of serv-
can send a Mystic off in pursuit of the truth that lies behind ing suc h an unorthodox master. assum ing the Mystic can
such tates. rema in true to thei r pri ncip les, is that often such
organ izat ions do not ba lk at the strange powers
of a Fo rce sensitive in their employ. A cri me lord
may not be entire ly t rus tworthy, bu t might ma in-
ta in someth ing approaching a sense of loyalty
to an individua l they see as valuable.
There is also no love fo r t he Empire
among those ci rcles, wh ich offe rs a
Mystic a certa in degree of assur-
ance. Additiona lly, t he dens of in iq -
uity where out laws and criminals
thrive tend to attra ct t ravele rs from
all over the Oute r Rim, and a Mystic
may find them a good place to acq uire
inf0rmation and rumors to aid them in
tMe diswvery of lost arts.
At the edges of society, Force users
might be able to be a bit more ope n
with their powe rs, but even he re,
remaining in place for too long is /
not recommended . Those who wish
to curry favor with the Emp ire in
order to. increase t heir own author- (
ity inevitably speak of what t hey have /
seen, and t he ri sk to others posed by
the simple presence of a Mystic is too
great a t hreat to ignore_Given th at, Mystics
often drift from world to world, never staying in
place for too long. They are cast about on the tides of
the galaxy, washing up upon distant shores and touch -
ing the lives of others, on ly to move on aga in. A Myst iC
who does sett le in one location does so as far from
civil ization as poss ible, to avo id the risk to the mse lves
and othe rs-a crazy hermi t, far out in the wil derness,
practicing strange and esoteric rites.

INTRODUCTION~
. '
UNUMrTED POWER ~
MYSTERIES OF THE GALAXY

J
O f all of the Force-sensitive careers, Mystics deal most in
the abstract. More tha n any other Force user, Mystics
concern themse lves with the untouchable and incorporeal. All
Once they master these three aspects, Mystics eventu-
ally perceive the broade r implications o f consequences,
connect ions, and contro l. Kn owing the future doesn 't auto-
Mystics tend to see ex iste nce in one of three ways: through an matically mean knowing how to change the future. Actions
understanding of time, through an understanding of people, over time, actions by people, and actions of the self resul t
and through an understanding of their own psychology_ in consequences. Mystics must understand how action s
/ rip ple through time. Even the Force changes through cause
Bei ng in touc h with time means see ing (though per haps
and effect, and understand ing those cha nges help s a Mystic
not comp reh end ing] the past and t he future as easily as one
und erstand the co nseq ue nc es
can see the presen t. The Force ebbs and flows, and through
drea ms. visions, or mere intui tion, carries knowledge forward Mystics need to know how to forge and break connec-
(or backwa rd) on the currents of ti me. By following that flow. tions. The Force manipulates events such that two uncon~
a Force user can see and predict the future. Through the nected people may find themselves at the right place and
Force, knowledge is never truly lost or dest royed. the right time with a commo n purpose. In regards to the
Force, the re are no coi nc id ences. Mystics who can see those
Mystics are also in touch with people via the Liv ing Fo rce
connect ions, or the frayed ends of a bro ke n connection, can
that flows through nea rly all bei ngs. The emotions, fea rs,
tug on one string of a web and affect individuals, places, or
hopes, pains, and trium phs of the galaxy's sentient beings
events from afar.
call out to Mystics th rough the language of the Force. By
sensing minor disturbances, Force users can tell if a person Lastly, M ystics must learn control over thei r powers. With -
is suffering or in distress. By sensing st illness and peace, one out that con trol. a Force us er can do irrepa rable harm to
can see hap p iness and ca lm. peop le or t hings. Sometimes not using the Force at all can
resu lt in a beneficia l cha nge. Understa nd ing one's own limi-
Lastly, all of the most powerful Mystics are in touch with
tations represents a true understanding of one's control and
their inner selves. Prejudices, b iases, personal terrors, and
discipline
even hidd en desi res can bl ind Mystics from the truth. They
cannot know the Cosmic Force without understanding the Ultimately, Mystics discover that they may not have any
Living Fo rce, and th ey can not understand th e Living Force con trol at all. This terrif4es many disciples, but a few find th is
if they don 't understand their own mind s. True mastery of rea lization freeing, pro mpting th ese enlightened Mystics Lo
the Force req ui res deep in trospection, and even the most take the fi nal step and allow th e Force to guide them.
en lightened Mystics can be surprised by their own feeli ngs.

MYSTIC BACKGROUNDS
T he path of a Mystic is an unpredictable and mysterious can be personal, to seek en lightenment. The answers can

[
one. While som e Mystics have meditated for deca des and be socia l, mot ivati ng oth ers to be and do better. Because of
/
rece ived only mi ld enlighte nm en t, othe rs have com e across art's emotiona l nature, hovvever, arti sts ca n be tempted to
Visions and hidden knowledge with little to no effort. Mystics the dark side. These artists use their work to shock, provoke,
also come from a wide variety of backgrounds, some enlight- and upset~ not to illustrate a greate r truth, but to en hance
ened, some agnostic, and even a few materialistic. What those dark feelings, reinforcing hate and anger.
unites all Mystics is a willingness to peer into the infinite,
Advisors with an artistic background tended to be teach-
regardl ess of whether their eyes have been opened through
ers an d critics. Their aim was to improve ot her peopl e's cre-
dedicated practice or sud den in sight.
ativity and means of exp ression, not only pointing out flaws
but cul tivating improvemen t, encouraging strengths, and
ARTISTS fostering growth. Over time, however, these would-be Advi-
sors found themselves guiding their charges' emotional and
The Fo rce grants people thoughts, visions, and emotions
spiritu al maturity, helping them be better peo ple as well as
that some ca n' t process, so they turn to other means to
better crea tives. In turn, the menlo rsh ips improved the Advi -
communi cate these Idea s. Th ese artists often fin d them -
sors ' ow n works, their own understanding of the galaxy, and
selves frustrated, driven to express an id ea bigger than the
their own psyches. Their stud ents' breakthroughs become
artistic med ium. While most artists create in order to find an
their own breakthroughs. opening th eir inn er eyes to the
audien ce, Mystic artists crea te to find answers. The an swers
ways of the Force.

LUMINOUS BEINGS
. . . . .nEDPOWER
Some Alchemi st s started out as sculptors. clothing Artist ic Seers confused their own ideas with Force-
designers, and body modifiers, working in the physical. They inspired insights. These tortured individuals jotted down
found them selves drawn to making a thing with a pu rpose, these ideas, but words fa iled to convey the true meaning.
a reason given form. Admi rers would tell these artists that This turned into a process of writing and ed iting that seemed
their works had a mind of their own , a life and personality. endless, frustrating, and pointless_These writers and poets
Th is praise, however, never felt true. They we ren't the ones scribed long polemics eviscerating tyrants or oppressive sys-
who gave it life; something else. something unexplainable, tems, works of fiction that had a deep seed of truth. or mani-
did . Without realizing it. these artists had designed with the festos urging people to rise up. When these writers managed
principle that Force follows form follows function, until one to overcome their own parano ia and fears, they found them-
day they had discovered al l three meant the same thing. se lves with a renewed purpose as Seers.
It might surprise some that many Makashi Dueli st s did Artists on t he pa th of the Magu s tended to make the
not start off studying com bat or warfare. A numbe r of them medium th e message. These art ists blended diffe rent artis-
had an artistic be nt, an d being draw n to t he fluid motions of tic forms but also integrated thei r ow n bodies into the art.
the body, tended to be danc ers. In t heir early stud ies, they The suffering t hey infli cted upon themselves represented
moved their bodies to music, but that didn' t fee l quite right. the sufferi ng of the galaxy. The blood they shed
In an epiphany, they danced in sil ence and found a rhythm expressed the vitality draining from society. The
that had no sound and no touch, bu t st ill felt real. Over body modifications t hey endu red reflected the
time, their dancing helped achieve a meditative state, changes and distortions of oppression. Some
merging mind and body with a tempo indescribable- of these artistic projects perfectly mirrored
the Force. ancient rituals to enhance perception,
bringing them closer to an unexpected
Artists who eventually became Prophets com-
enl ightenment.
bined sound and word, mixing and matching the
cade nce of language with metaphor. Pitch, tone.
and volume helped convey their message as
much as the content. Not surprisingly, these
proto-Prophets started off as spoken -word
poets and singers, sometimes in a rel igious
choir, but just as ofte n as street perform ers.
When peop le. with no prompt ing what so-
ever, shouted out, call ed bac k,
and joined in the perfo rmance,
these artists bega n to see
words as a co nnecti ng pow-
er. From there, it didn't
take much for the artist
to hear the Cosm iC
Force calling back.
AUGURS Soon -to-be Proph ets usually served a community as an
augur, sometimes in a religious role, but in others prosely-
Augurs served a straightforward function: they exposed the tizing a united ethos or philosophy. They may have repre-
truth to those who listened. They could have been anything sented a margina lized group seeking a coheSive Identity. a
from a fortune-teller to a psychologist. offering insights on group of caf-house revolutionaries plotting rebellion, or even
what people should do, but also revealing hidden truths a rioting group of agricultura l workers who needed a voice.
to help people make their own decisions. Some augurs These augurs didn 't simply predict the future. Their wo rds
received academic or institutionalized traini ng, while others linked each individual not only to each other, but to an ideal
simply had an uncanny intuition (such as a village elder or and legacy of resistance. In a way, these augurs served as
community lea der) , Most were content with this role. The condui ts of idealism and information, and it look little to see
few who had th e hum ility to delve deeper discovered the the Fo rce as the true sou rce of th is knowledge.
Fo rce as t he so urce of th eir wisd om.
Seers sea rch fo r tru th . Those who were once augurs may
Au gurs who fell to t he dark side encouraged their vic tims' have been class ic wise men and wo men. but others took on
darkest desires and instincts, en hanc ing t heir anger and pro fessions such as arc haeologists, scientists, and reporters.
push ing them toward viole nce. These augu rs sometimes All of these augurs sha red an instinctive feeling tha t the cur-
inflicted ha rm on others, mistaking pain, deprivaUon. and rent, common knO'ivledge didn't tell the full story. Arch ae-
violence for a means to understanding. ologists dug to reveal a lost past, scientists experi mented
and observed to find a hidden principle, and reporters
Augury is the most common skill for an Advisor , although
researched and interJiewed to find an unspoken narrative. It
these individuals didn't on ly assist high-ranking officials or
takes veri little for augurs to become Seers; they have been
people in power. They were drawn to anyone in mental or
seeking truth all thei r lives.
emotional distress. In many cases. the disenfranchised and
powerless suffer more anxiety and fear.
Alchemists who bega n as augurs served a vari-
ety o f roles. Some experimented with chemi-
cals to produce visions, ei ther through
street drugs or corporate-sponso red
researc h into mi nd-enha ncing medicines;
Other alchemica l augurs produced va 9-
cines to inoculate a popu lation from an
impen ding outb reak or produced analge·
sics to ease pa in. A ll of them shared the
ab ility of diagnosis, isolating the source of
an ailment and pe rceiving a cure. Of all of
the augur backgrou nds, Alchemists have
the most practical of mind sets; looking
forward to results, th ey take a little lon-
ger to accept the Force as a guiding
principle.
Augurs who would become
/ Makashi Duelists frustrated
those who came to them for
advice. Sometimes these augurs
wou ld give direct (and rather
blun t) advic e, almost commands.
Other ti mes, their word ing was so
vague as to be worth less, a puz-
zle to provoke end less questions
and doubt. Petitio ners wa ndered
off confused and often angry.
yet the words would stick in t heir
minds. wh irli ng co nstantly in thei r
conscious and subconscious, unti l
understanding cam e with a flash of
clarity. These augurs would often
come to their own understand-
ing of the Force in similar ways,
unaware that they too need to be
shocked or surprised out of their
own limited vision.
Some augurs I'I/ho vl/a lked the Magus pa th appeared Prophets who started as con arti sts sold futu res- literal
mad . They wo uld act with no discernib le pattern. One day, futures- and tricked gro ups of people into believing t heir
they plas tered poste rs with images or ph rases t hat ca ugh t sp iritua l nonsense. They rationalized that it didn't harm
a pedestria n's imagination. On another day, they sent mes- anyo ne if people believed someth ing fa ke. Bes ides, fa lse
sages thro ugh the HoloNet to warn officials of incoming dan- hope is better t han no hope at all. When t he fabricated
gers. On sti ll ano ther day, these augurs shouted out warn - hope propel led people to do great th ings, no one was more
ings on the street corner to change t he mood of a crowd aston ished t han t he can artist. These ind ividuals th en rea l-
Magus augu rs may appear not to act with a goal; however in ized t heir higher ca lling, and th at thei r hope was not so
actual ity t hey can see t he flow of the Force and do its will- false after all.
whatever t hat will may be. Con artist Seers were fortune-tellers. On more civilized
worlds, they served as entertainment ; eve n the audience
CON ARTISTS knew t he performances were fake. Using tells, vague ph ras-
ing, and eve n modern tech niques such as HoloNet da ta
Fo rce sens itives don't necessa rily need to come from a back-
d ives or surve illance devices to eavesdrop before t he show,
grou nd of enlightenme nt and self-reflect ion . Especially dur-
fake Seers pretended to read their audie nce 's past in orde r
ing t hese tumultuous tim es, Mystics can emerge even from a
to predict t heir fu ture. Whe n t heir pred ict ions had more tha n
history of gambling, t rickery, and swindl ing. So me used their
a ring of t ru th in them, these can artists cou ld not deny t he
ab ilities to con the wea lth y or powerfu l, ra t iona lizi ng t hat two
source of their insigh t.
wro ngs do make a right. Othe rs pulled co ns to make a living
'ivh ile doing what they cou ld to mi tiga te harm. A few did th eir The Magus way urged these co n artists to be skeptics
best to ignore their conscie nce. What un ited these con art- Educating themse lves in the techn iques of stage magic,
ists wasn't t heir CrIm inal sk ill s, bu t a nagging se nse that life th ey spo tted shell games, sleigh ts of hand, body read ings,
co uld offer somet hing greater. While a crim ina l life doesn't and a variety of other tricks . Often abrasive, they spen t
usually lead to en li ghte nmen t, when these con artists so ugh t a lot of time critiquing relig ious doctri nes, busting cu lts ,
answers, they found t hem rat her quickly. Afte r al l, they co uld and expos ing sca ms. When these skeptics discovered an
recogn ize a good con, and whe n the Force turn ed out to be ancient ritu al from an outdated religion ca ll ed the Force,
the rea l thi ng, they became ardent tru e bel ievers they enth usiast ically tried to debun k it and failed . Th is
drove t hem to dig deeper and fi nd more secret s, until they
Advisors who starte d off as ca n artists saw fi rstha nd the
becam e devout Magi.
tricks and t rade of the crimina l underwo rl d, and used t heir
knowl edge to help others avo id t hese traps. In some cases,
t hey worke d fo r cas ino owne rs and crimi nal bosses as spot-
ECONOMISTS
ters to find cheaters or as "coo lers ' to manipulate a table,
Econom ics is the stud:,1 of resource allocation, bu t deep in
making it harder for others to win. Pretty soon , even adv ising
its heart, it IS t he study of peop le and t heir cho ices. Th ese
people of co ns and cheat ing felt inadeq uate; it only embo ld-
proto -Mystics saw patterns, an' invisib le hand that moved
ened more greed and gambling. These con art ists went on to
resources to peop le in need, enric hed planets, and co n-
find ot her answers.
necte d disparate commu nities, defying the black-and-white
These budd ing Alchemists didn't use the ir ab ilities for mora lity of a prof'it spreadsheet. Co ld econom ic t heories
goo d at fi rst. As co n artists, t hey created fakes: harm less and practices can clash 'l'v ith the warm t h and light of the
chemicals instead of dangerous drugs, a "price less" pa int- Force, however. If a po licy ca n ma ke five mi llion people te n
ing for the ri ch, or even weapons that did n't function (for t imes as wea lt hy. but at the opp ression of one mi llion, co uld
the trul y brave or foo lish). Whe n t he fakes some how helped t hat be argued as good po licy? What promotes a fa ll to the
improve live s, such as that dose of fake sp ice curing some- dark side more than t urning suffering in to mere numbers to
one's addiction or t ha t co unte rfei t pa inting in spi ring the rich be man ipulated?
patron to dona te to charity, t hese con artists cha lked It up to
Eco nom ic Advisors served on po litica l councils, corpo-
happy acc id ents . Soon, th ey foun d t hemselves glad of these
rate boards, or in high -leve l academic positions. They had
mistakes and gave up th e criminal life to do good
an unca nny knack for see ing tre nds and shifts in buye r and
When a con artist becom es a Makashi Duelist. it is usu- se ller behavior. Whe n their bosses decided to pick rap id but
ally due to a lifetime of moveme nt. These individuals know dest ruct ive profi t over slow, steady, and constructive growth,
a wide variety of co ns and move fro m place to place, sens- t hese eco nom ists beca me frustrated at how a si ngle indi-
ing whe n a place or a mark is "hot" or "co ld." In order to vidual could ca use such misery. Peers told t hem t hat eco-
figu re out a target's mett le, they fi rst tested out st rengths, nomi cs has no moral ity and t hat the market wou ld right
perform ing sma ll t ricks to gauge gull ibil ity and lying to buy itse lf. Rejecting t his co ld concl usio n, t hese econo mists fo und
t ime. When they saw an opportun ity, t hey wh ittled down that the Force anS'vve red the ir quest ions durin g their crises
their op pos ition With blows or word s- perfec t Makashi Duel- of consci ence
ist tech ni que.

LUMINOUS BEINGS
UNUMITED POWER

!
Alchemists who were economists saw the distribution of POLITICAL EXPERTS
goods as an indicator of health. Alchemists with this back-
ground tossed out supplies and balms, like messages in a Politica[ experts found themselves able to see the bigger
bottle out into the ocean , thinking market forces delivered picture and used thei r time to change (or maintain) [ocal
them to the right person at the right time. The patterns governments. [f only people acted this way, these experts
hinted at a benevolent intelligence, and the first test of this thought, then these problems would be solved. The needs
understanding came when they encountered individuals, and desires of the community should influence the laws of
organizations, or corporations that hoarded their creations. th e community, not vice versa. Emboldened or frustrated
These econom ists began to push and disrupt these acts of by the political process, these experts looked for something
selfish ness , a call to act ion from the Force. bigger and more meaningful, and awakened to the power of
the Force.
Some econ omi sts have seen people, comm unities, or
eve n whole plan ets climb and fall in periodic waves. A[te r- Not all po litica [ awa ken ings come wit h en lightenmen t
ing t hese econ omi c va ri ances to so fte n the fall and ease Some political experts did n' t learn to serve their commu ni-
the cli mb require d a variety of techn iques. Direct econo mic t ies, and in stead tried to manipu late them by appea ling to
stimulus plans fo r short-term gains, gradua l educationa l sup- their ba se de sires and fears, or punished them with restric-
port for long-term growth, and even the right word or phrase tive Ja"vs. They sought to control others, a seductive desire
wh ispered in an inf[uentia l ear were all valid actions akin from the dark side of the Force.
to the thrusts, footwork, and feints familiar to all Maka shi
Po litical experts who would become Advisors worked
Duelists. By comparing macro-economic acts to individual
within the system, seeing the system as a network of peo-
physical actions, these economists began to understan d the
ple. Pol itics isn't an unfeeling machine after all, but a web of
Makashi form.
people pushing and pulling toward their own desires_ They
Economists tend to predict doom and gloom. Every pressed hands, spoke encouraging words. and made essen-
spike in productivity comes with a depressed fa ll. Every tial contacts. These politica[ experts became adept at pulling
crash comes with predictions of lengthy austerity. Would-be strings, seeing them reverberate throughout the web. This
Prophets predicted these disasters in Ho[oNet broadcasts, webbing began to resemble the connections Mystics see
articles, or even old -fashioned declara tions on the street throughout the galaxy.
Their words brought despair (or merely eye ro[ls) to many,
Pol itical ex perts who saw the galaxy like Alchemists
but helped just enough people to give these economists a
viewed law and governance as an unfeeling machine, and
glimpse of a high er purpose. This ca lling kept them seekin g
devised co ncoc tions and inventions to fix that mac hine
the trut h until they discove red the Force
Medici ne ca n treat the symptoms of a broken system. suc h
Economic Seers saw planets as poo ls of wate r, al ternate ly as diseases cause d by a ma lfunctioni ng wate r pu rifier, and
evaporat ing (exports] and being fed by a river (imports). Th e make t he whole fee l better. The infected communi ty ca n
idea of this flow of water tlck[ed ... something in the back of then become productive and vital. and thus provide the
their minds. They researched, argued with academics, and energy and will to fix the broken part. It is then a short step
bothered experts, all in search of an unseen manipulator oil- from thinking of a community as a living being toward seeing
ing the pool, carving out the banks. and damming up the the Force as a living thing.
flow. When they compiled this knowledge, they saw potential
Makashi Duelist-style tactics in politics utilize every
futures that could not be explained with straightforward sup-
social weapon: propaganda, speech writing, door-to-door
ply and demand models. They saw the living and breathing
campaigning, and personal connections. These political
Force staring right back at them.
experts used this arsenal to push righteous taws or candi -
Some economists lived the life of their own convictions dates into action. They worked like a steady drop of water,
by budgeting their existence (usually due to impoverished ch ipping away at the rock of the status quo. Eventually, they
backgrounds) . They spent their time sifting between their led a tidal wave of support, motivating the people them-
needs and desires, isolati ng what they could survive without. selves into a mighty river, washing away the po[itical elites
and identi fying what they absol utely needed. Taking a li t era l Their un derstanding of the Force happened in the same way:
accountin g of one's li fe on an economic ba lance sheet can bu ilding wit h ea ch action, cresting at a single moment, and
reveal essen tial sel f-t rut hs as much as any medi tation (th is is openi ng t heir eyes to t heir destiny.
a reaso n why so me Jedi turned to a life of monastic auste ri-
ty) , [n some cases, desperation for a meaning beh in d the aus-
terity drove t hese individuals on to the path of the Magus

LUMINO US BEI NGS


UNLJMJTED POWER
Th e Prophets of the politica l sphere were pun dits, com - Alchemists who were ecstatics didn't sim ply use drugs
mentators, or critical analysts- both professional and ama - recrea tionally, althou gh some Alchemists with this back-
teur. They saw how a ca ndida te or pol icy cou ld affect the ir ground did come to thei r enli ghten ment experim enting wi th
listeners and wou ld advise acco rd ingly. Whe ther motiva ted mood-a ltering, consciousn ess-en hanci ng substances. Som e-
by do om and gloom or by a compassi on for their au dience, times they worked to create an alternative drug. isolat ing the
these polit ical experts began to see how their local commu - dangerous compounds while ex tracting the che micals that
nities were connec ted, then cities and planets, and eventual - enhanced the body and mind. Why did they achieve visions
ly saw how systems across the galaxy influenced each other. and inSights, however. whereas ot hers merely experienced a
high? After some searching, they discovered that they didn't
Poli tical Seers sought long-term changes and balances. A
need drugs to see the energy binding the galaxy together.
bit removed from day-to-day politics. they came from aca -
demia or governmental analysis groups, or were self-ed ucat- Ecstatics who eventually became M akashi Duelists
ed inte ll ectuals. Th ey were all united by a co mmon abil ity· we nt through life wi th litt le int rospection , acting and react-
they were able to forecast how a set of laws and systems Ing nonsto p in a INhirling, spinning motion. They proc laimed
allowed people the freedom to choose their own path. Yet a philosophy of living in the moment. Plenty of peop le got
they kept seeing something else, a greater law pushing and caught up in this whirlwi nd, drawn to their orbit but never
nudging in the background. When they pulled back the final really landing. Most of these ecstatics simply indulged their
veil, they discovered a vast system. that of the Force. own self-gratification, but a few struggled to balance instinct,
intellectual thoughtfulness, and caution. When they finally
A Magus utilizes rituals, but can also experiment, modify,
reconci led this struggle, they discovered the Makashi form
an d apply new rites. Political experts of this background
fit seamlessly (nto thei r mlndset.
experimented like social scientists. They took a politica l sys-
tem and subt ly influe nced a va ria ble, ch ipping away like a Ec sta tic Prophets usually had so me connec tion with a
water drop on a stone to see wha t holes cou ld be crea ted. fri nge religious group These ecstatics quickly gathered a fol-
What patterns could they see, and could they replicate t hem lowing, one that either threatened the leadershi p of t he orig-
elsewhere? Their awakening had begun the moment th ey inal rel igious group or the authority of the dominant culture.
realized they could influence these systems directly. They For some, these emotional bursts of Insight frigh tened them.
became a new variable, changing outcomes through shee r Were they mad? When others found essential truths in their
force of will. Their awakening arrived when they realized the uncontrolled actions and babbling, these ecstatics began to
variable was the Force. won der if they did have a connection to something greater.
Most ecstatics ten d to have a Seer-li ke quali ty; t heir
RELIGIOUS ECSTATICS attrac tion to sudden, life-changing vi sions or insights mim -
icked traditio nal seers, who used mind-alteri ng substances,
Ecstatics allowed the Force to flow through them uninhib-
isolation . meditation, and deprivation to achi eve similar
ited_ These people interpreted the Force through their own
states. Ecstatic Seers spent their lives seeking answers, try-
religions, adding insights and ideas that for some illuminat-
ing more and more extreme activities-usually something
ed, others perplexed, and a few terrified. This "madness"
that defi ed death- to provoke an intense emotional reac-
and speaking for the gods were actually thei r attem pts to
ti on. They ach ieved a sense of peace when they got in touch
describe their thoughts and feelings of the Force. When they
wi th t he Force, bu t they never lruly got away fro m the cha-
discovered t he Force to be a universal power, they didn 't
otic and ra nd om natu re of th eir visions
abando n their re ligion, but sim ply fou nd the truth s wi thin.
forging a new yet still traditional pa t h. Magus ecstatics fo und themselves usi ng strange ri tua ls
and techniques to bring themselves to a higher state of con-
Allowing unchecked emotion to fuel religious fervor, how-
sciousness. At first, they needed somethi ng to shock them
ever, can take an ecstatic toward the dark side. Mistaking
out of their physical comfort, using fasting, icy cold or hot
fear and anger for religious insight can lead people towa rd
and sweaty immersions, and the like. Some pushed further,
victimizing innocents. Instead of listening to the Force, these
scou ri ng their bodies in order to bolster th e mind . A few
ecstatics listened only La pain, rage, and terror, and then
adopted ri tuals to ch allenge thei r emotional or mental lim-
chan neled it right back into the wo rld
its with pain, inte nse pleasure, disgust. or terror. Thei r use
Quite a few ecsta ti c Advisors pra ctice d a kind of psy- of t hese rituals bordered on obsessive and se lf-destruct ive.
chometry, tou ching peo ple to bring viSions. In so me ca ses, Eve n whe n they embraced the Fo rce, these Magi never quite
their communities ostracized them, so they didn·t reali ze gave up thei r extrem e ecstatic ways.
their abilities were gifts, not curses. In other cases, peopl e
kept the ecstatic a vi rtual prisoner. using their abilities to fur-
ther their own goals. A few becam e the center of a religion,
though perhaps not the leader. Self-actualization occurred
wi th en lightenment; they no lon ger believed they were tool s
for oth ers and beca me ac tive agen ts of the Force.

LUMINOUS BEINGS
UNUMrTED POWER
MYSTIC MORALITY
m ystics, more so than any of t he other Force discipli nes.
have a danger of losing sight of the ind ividual. t he sm all.
th e sup posed ly in signif"icant. and risk becom ing rem oved
In li ght of this , Mystics' emotional stre ngths te nd to focus
on the here and now. Alleviating t he hurt of a si ngle indi -
vidual , be it through charity, shared co mpass ion, or enco ur-
from life as they get cl oser and close r to t he Cosmic Force
When t he Fo rce and the galaxy move at t he pace of millenn ia.
agi ng hope, may make only a t iny cha nge, but it remi nds the
Mystic that tiny changes move rivers and moun tai ns.
I
wha t is t he sign ificance of a single su ffering pe rson?
Perso n-to-pe rson contact also remi nds Mystics whom they
So me Force disc ip lines, suc h as the Sentine l. suffer f rom serve. Th ey may thin k they are se rva nts of t he Fo rce , but in
be ing too persona l. Mystics and t hei r emo tional wea knesses reality, the Fo rce also se rves the living. breathi ng people that
suffe r from distance. Mystics tend to trave l to re mote loca- inhabit th e ga laxy. This cyc le of life feed ing t he Fo rce and t he
tions to get away fro m the struggles of th e ga laxy. Most Jedi Fo rce feed ing life requires t he Mystic to pa rticipate in t he
did this to clear their heads and hearts, bu t Myst ics mis take day-to-day activ it ies of the so -ca ll ed unen lightened masses
th is iso lat ion as the goa l ra ther tha n the method, turning Wi t hout them , the Fo rce is emp ty and wi t ho ut purpose.
distant and co ld.
Players may rep lace Table 2 - 1: Morality on page 50
Parad oxically, Mystics can fall to the ot he r ext reme and of the FORC E AND DESTIN Y Co re Ru leboo k with Table 1- 1:
become ove r'vvhe lmed by the suffe ring and pain of the ga l- M ystic Moralit ies on page 17. Players may choose to ro ll
axy. They fee l and empat hize wit h t he hurt, but to t he poi nt ra ndoml y on t he tab le or se lect a Moral ity based on their
of para lysis, falling victim to the angu ish background, core phi losophy, or desired cha racter arc

I~
they should be striving to succor. Each character starts play wit h a Morality va lue, as
These Mystics remove themselve s described on page 49 of the FORCE AN D D ESTINY Co re
from society, becomi ng worthless Rulebook.
to others and costing t he galaxy
a vital force for good ,

LUM INOUS BEINGS


UNUMrTED POWER "
r

TABLE 1-1: MYSTI[ MORALITIES


diDO Emotional Strength Emotional Weakness
Compassio n: Mystic compassion is differen t . Sorrow: The galaxy is a big place. and with so many
representing a universal compasSion, a love for aU life, people suffering, it can overwhelm a Mystic. How can a
01 -08 from the lowly worm to the most noble of philosophers. single person help anyone else when the re is so much
All beings belong with the Force and all deserve to know unhappiness? The Mystic lets sorrow paralyze. or worse,
Its peace. affect thei r use of the Force.
-- -- - - - - ------ ----- ----
Caution; The Cosmic Force moves in a span of eons. Fear: So much can go so wrong. The Force is in a
Pushing loo hard usually re quires turn ing to l he dark. side precarious bal ance. Perhaps it's best IO let a liLUe suffering
09- 16 of the Force. That desire, that fea r, is the reason ror the fall. go unimpeded now so the futu re can be more certain.
Best move carefu lly and let the Force move at its own pace. Perhaps this is sa fe. un less t hat future never co mes
------------------------------- f.- - - -------- - - - - ---
Egoism: Confidence can t urn into reckl essness
Ce r tainty: Th is doesn't simply cover confidence o r
or stubborn ness. When Mystics think themselves
pos it ivity, but also an unsha ka ble faith of the Force. The
17-24 Myst ic dives into confl ict without hesitation , for there is
invu lnerable or correct at all times, t hey thin k the Force
revolves around them. This egoism may cause a Mystic to
no con fli ct, only the Force ebbing and flowi ng.
make a fatal error and bring others to harm .

Clarity: Certainty relies on faith . Clarity relies on Confusion: With visions come possibilities. The fu ture
knowledge. These Mystics know without a doubt that the isn 't set in stone, but a river that can flow in one direct ion
25-32 path they walk is the right one and can communicate it LO or another. When Mystics de lve deep into the future, they
others without misunderstanding. may become paral yzed by the myriad of possibilities.
---- -
Hum ility: The Force is so much bigger than anyone Wor t hlessness: Knowing oneself to be insignificant in the
individual, and Mystics know they are merely drops in the light of the Force can overwhelm anyone, and a Mystic
33- 40 pond. This frees them to act when needed without fear more so . The Force always has a purpose and a place for
that they are taking on too much. everyone, but Mystics may feel t heir actions are useless.
-
Discipli ne: M ystics especially need diSCipline to keep from
Coldness: Mystics have a special vulnerability to
be ing overNhelmed by the Force. Some Mystics want to be
removing themselves from mortal emotions and concerns.
41- 48 oveM helm ed and lose themselves. The Forc e provides so
A single life has no sign ificance to the Force, and so these
much peace and unde rstanding. but the Mystic must focus
Mystics turn co ld l o lh e wo rld.
so (he physica l world can rece ive th is insighL,
1 - - - - - - - - -- - -- -- -------- - - ---
We llness: The Mystic gai ns a form of ha pp iness and Rigid: Knowing o ne's place sometim es means beco ming
satisfactio n in good works and knowin g one's place in the comp lacent, becom ing unable to change, grow, or
49-56 communi ty. They work. which is good; t hey depend on conceive of a better way. They think the way things are
others. which is good; and they prosper, which is good, should always be the same . ..
-- --
Pride: While pride m ight seem dangerous, l his is a
Arrogance: By tapping into the Cosmic Force, Mystics
pride in being part of something bigger, wi t h a greater
57- 64 purpose. Prideful Mystics know they can make a change
can control tremendous amounts of power. This may
deceive Mystics into believing lhey are gods.
for the better.

Vanity: The Mystic turns self-deference Into false


Modesty: Mystics eschew credit and thanks. After all ,
modesty, denigra ting themselves and expecting others to
anyone can do this worle Th is attitude ensures discipline
65-72 and focus to the task at hand, and thus the Mystics focus
bolster their ego. A twisted passive-aggressiveness can
emerge, in which the Mystic demands recognition for this
on hel ping others and reducing suffering.
modesty
-
Joy: Despite, or because of, Mystics' ability to see into Antipathy: UnlikE Coldness, t his Mystic still has
the past and the fu ture, some learn to enjoy the beauty emotional engagements, but simply doesn't und erstand
73-80 of the mo ment. person, or place in front of them . Each the magn itude of pa in. This kind of insen sitivity ignores
instance is uniq ue, even in t he timelessness of the Cosm ic the fact that pain, even when fleeting, ripp les ha rm
Fo rce. throughout t ime and space.
1----- ------- --
Fond ness: Th is Myst ic has a kind of men tor-like love, the De manding: Someti mes over-protecLiveness turn s into
control ling behavior. How else to save someone than
good fee ling that comes with guid ing and helping people.
81-88 Th is feeling should be unconditiona l; they wish t heir
to prevent them from making mistakes? This behavior /
treats people as smaller. less than even a pet, requiring
students to grow, change, and surpass their teachings.
constant control

Independence: With trust in t he Force comes an


Obstinance: Trust in the Force sometimes turns dark and
independence and a lack of reliance on other people,
becomes a denial t hat other people, especially those who
This isn't a bad trait; these Mystics may still enjoy the
89-96 company of others, butlheir happiness doesn't reqUire
aren't experienced in the ways of the Force, can ever have
knowledge or feelings more relevan t , more important, or
others to act or think in a certain way. This allows Mystics
better-suited to a situation than the M ystlc's,
to appreciate a person for who they are.
--
97- 00 Roll twice on this chart. The PC has multiple emotional strengths and weaknesses
- - --

LUM IN OUS BEINGS


. . . . .ITEDPOWER )
NEW SPECIES
m
even
ysticism, the exploration of the spiritual and the divine.
exists throughout all species across the galaxy. There are
rumors of droids who have developed their own mys-
Society: Outsiders consider Thisspiasians walking (slither-
ing) contradictions. Their history values tradition, and their
cu lture continues to practice several dozen small rituals
ticism La explain their sentience in a galaxy full of organics. and practices (such as eating their food live) taken from a
The desire to understa nd the world beyond the mere physi- myriad of historical Thisspiasian cultures and civilizations.
cal isn't an offshoot of intell igence, but a necessary part of it. This doesn't mean that Thisspiasians are rigid or dogmatic.
The Galactic Empire, despite al l of its power and efrective fear They have been remarkab ly fluid in adapting to new tech nol-
/ tactics, ca nnot suppress this natura l desire. ogy and spacefari ng cultural norms. Plenty of pl anet-born
Th isspiasia ns have loa th ed giving up ea ting live thi ssp mi ce,
Th e Galactic Emp ire has plenty of its own fea rs rega rding
but once offwo rld. t hey quick ly adopt t he pract ice of cook-
spiritua lity. Mysticism ignores the sup remacy of the Empi re.
ing thei r meals without comp laint. (When ret urn ing to their
A be lief in a greater power literally means a disbel ief in the
homeworld, however, a common pract ice is to gorge on a live
supremacy of the Empire. The Empire hasn't developed a
mouse banquet.)
way to mon itor thought (yel), and so can 't detect belief and
fa ith in the divine. Lastly, the rank and file of the Empire Most outsiders know Thisspiasians only because of the
don' t realize this, but mysticism, specifically the ability to fighters who volunteered to serve in the Galactic Republic's
connect with the Force. provides a way for individuals to pass mili tary during its in itial founding. Tales depicted them as
knowledge and power to others across vast distances. Worse passionate and aggressive in one moment and ca lm and rea-
yet. it allows a vital, sentient desire to pass from planet to soned the nex t. Th is is no doubt due to the nature of their
planet, unhindered by Star Destroyer blockade, undeterred work; war and combat have a tendency to bring out extremes
by ISB propaganda, and uninhibited by the looming pres- in any sentient being. Outsiders who first meet a Thisspias-
ence of the Emperor: a desire called hope, ian perceive then as tranquil and ca lm, but amongst friends,
fam il)!, or on their homeworld, the individual in qu estion
A Force user of any species can become a Mystic. The
might be loud and boisterous, Perhaps the initial impression
following species have a special talent, unique history, or
wa s si mply a self-imposed politeness in a sea of alien faces.
cultu ral tenden cy to embrace mysticism and th us become
a Force-using Mystic. When individua ls accept the spi ri tua l, The confluence of reaso ns why the Th issp iasians joined
they step closer to th e Force. The Empire underestimates the Rep ublic requi res an un dersta ndi ng of the Thissp ia sia n
the power of an individual voice. Embracin g the Livin g Force character. A co nstitut iona l monarchy ruled the homewo rld
empowers the Cosmic Force, mu ch like an individ ual si nger at t he time_ The Blood Monarchy, a hered itary li ne that led
melds into a rich, multifaceted choir, Soon, that choir can bac k over twen ty thousand years, techn ically provided cul-
overpower the sound of even the most insidious of Imperial tural leadership, but a democratic parliament maintained
propaganda. practical. day-to-ctay governance. Even before the Galactic
Republic, the monarchy was already a holdover from ancient
times_The then-current Blood Monarch saw an opportunity
THISSPIASIAN
Thisspiasians are a people with great passions tempered by
measured calm and discipline. They are attached to tradi-
/
tion but also quick to adopt the new, blending both together
/
seamlessly_The Galactic Empire has failed to supp ress their
spirit. In fact, their defiance migh t spawn a new wave of
Force-sensitive warnors.
Physiology: Th iss piasia ns are lwo-meter tal l serpentine
crea tures with fo ur arms, distinct flowing beards, and long
hair su rro unding th eir hea ds and faces, The lowe r two sets
./ of arms are so mewha t vestigial in nature, and Th issp ias ians
usually keep the m hi dden beneath t heir clothes. Their rept il-
ian nature enco urages constant movement and activity to
maintain blood flow. Though Thisspiasians sleep for a couple
of hours a day, thei r main form of rest is a physiological con-
dition sim ilar to a tra nce that can last for minutes or hours
The trance provides the neurological repa ir necessary for
good mental and physical health. Just like how other sen-
tient beings who miss sleep can become emotional and irri-
table, so do Thisspiasians if they skip this trancelike state_

'.

LUMINOU S BEINGS
IN.JMJTED POWER
,

lhisspiasi an lholothian Vurk

to expand Th lssp ias ' eco nomy but to also secure her reign On the othe r ha nd , many Th isspia sia ns stil l co nsi der the
by join ing th e Republic. The dec ision was met with the usual hered itary li ne wa ste ful and archaic. This tension between
acceptance of a society in flux: via loud , angry discussions royalists and monarchical abolit ion ists has been both damp-
and some mild violence. en ed in some ways and intern;ified in others. The Imperia l
occupation rorced these differing factions to wo rk together
At the same ti me, the planet saw a resurgence of ancient
and . on the surface, t he groups hold no ani mos ity toward
Th iss pia sia n martial disc ip lines (see lhe sid ebar Warriors
ea ch ot her. Th isspiasian s can already see frac tures, however.
for the Galactic Republic on the preceding page). The
Roya lists wear the quills of the gian t ystervark both as a sym-
Blood Monarch gave these warrior-monk societies. gener-
bol of their loyalty and as a makeshift weapon. A few carry
ally conservative and pro-inde pe ndence, a purpose: join the
a small via l o f blood, a statement of their genetic link to the
Repu bli c and fi ght for Th isspiasian glory. The gambit worked,
Blood Monarch's line. Abolitionists, in tu rn, wea r a small pin
and the plane t's monarchy bec ame a paradoxical sym bol for
in t he shape of a cygna t (a sma ll nat ive biting pest). Th is pin
galactic democracy.
con cerns even some mode rate Thissp iasia ns, since nearly
Currently. an Imperia! Governor con trols the politics and two hundred years ago the terrorists who assassinated the
governance of the planet. b ut the population seethes with Blood Mona rch wore a similar symbol.
anger. frustration . and rebell ion. Originally. the Empire had
IF Th isspias survives the Ga lactic Civil Wa r, hi storians
occupied the planet to su ppress Republic loyalists, but also
wond er which sy mbo l and resu ltant rit ua ls will be come the
to rec ruit Thi sspiasians to th e Em pire in light of t heir "b lood-
thirsty and ba rbaric" warrior cu lture. Floo ding t he pl anet dom ina nt part of their cul tural lexico n: the ystervark quill,
r with ant i- RepL. b lic propaganda, the Empire hammered on
t he cygnat pin, or the Imperial crest? Or perhaps Thisspias-
ians will buck trad ition and choose a new symbol altogether?
the decadence and distance of the Republic and offered
the Thisspiasians a chance to fight for the Empire. The This- Homeworld: Thissp ias is a rocky, temperate world in the
spiasians answered with reSista nce. Orbital bombardments Exp ansion Region . The homeworld jo ined the Ga lactic
followed , and t he Th issp iasia ns answered with more resis-
tance. Fi nall y, the Governo r rem oved the Blood Monarc h
Republic ent husia sti ca lly despite its distance fro m Co r-
uscan t, sendin g warri ors to bolster the fledgli ng Re pub lic
I
and demand ed subservience. Instead. the empty monarchi- army. As a result, Th iss pias has ben efited from membership
ca l seat serves as a potent symbol for insurrection. in the Senate whi le acting as a magnet for trouble in other
moments in history.

LUMINOUS BEINGS
lNJMlTED POWER
Fo r exa mple, because of its cl ose assoc iati on with the language: Alth ough planet-bo und indivi duals are mostly
Galactic Re public and physical loca tion in the galaxy, This- literate in Thisspiasian, those who travel ed offworld learned
spias has been the site of many historical battles, such as to read and write Basic quickly. The Em pire has been trying
t he conflicts during the Great Mani fest Period. These various to stamp out their language, but each attempt only embold-
battles have been immortalized with monuments or t hrough ens them more. A few eschew learning Basic altogether in
the actua l re lics of war. protest , but they are ch ided as fool ish
../
On the othe r hand, membership in the Galact ic Sena te Perception of the Force: Some Th isspia sians practice med-
allowed Thisspias to wield plenty of influence, especially to itation whi le in their tranceli ke rest, using guided focu s and
protect the homeworld. As pivot point.between the Core and discipline to sort thoughts and feelings. A select few push
/ / the Outer Rim , Thisspias benefited from a volume of trade further, opening their minds and spirits to touch upon the
and cultu ral exc hange. Their pe op le have plenty of reasons Force. Furthermore, Oppo Rancisis, the Blood Monarch heir
to rema in loyal to t he Galac ti c Repu blic. who lived deca des before t he rise of the Em pire, becam e
a Jedi Master and refused to ta ke t he throne. Th is histori-
cal connection to the Jedi Order and the common practice
of meditation give Th isspiasians a strong connection to the
Mystic tradition and to the Force.

• Wound Threshold : 10 + Brawn


• Strain Threshold: 8 + Wi llpower
. "",,...,,;;
. Starting Experience: 100 XP
• Special Abilities: Thisspiasians begin the game with
one rank in Discipline. They sti ll may not train Discipline
above rank 2 during character creation.
• Rest and Meditation: Thisspias ians need very little
sleep to funct ion. They only ne ed to sleep for two hours
to heal all stra in they are suffering from, instead of for
a full night (they cannot sleep multiple times in a day,
howeverD. In addition, once per session Thisspiasians
ma y spend ten minutes meditating; if they do so, they
heal st rai n eq ual to twice t heir ra nks in Di scipline

THOLOTHIAN
A near-human species from one of the oldest planets
// (at least politically) in the Republic, the Tholothians
are an unassu mi ng spec ies, once full y in tegrated
into galact ic soc iety, but now contained on their
homev..'orld by the Galactic Empire.
Physiology: Tholo thians are a humanoid spe-
cies with various shades of darker skin tone and
a varie ty of blue and viol et eye colors. Instead of
hai r, they have scales on their head s and several pale
tendrils that descend from their backs. In all other
aspects, they resem ble humans in physiology.

LUMINOUS BEINGS
u........a>POWER
Society: Historica lly, Tho lothian civili za t ion cha nged and
adapted re latively smoothly, especially co mpared to ot her
THDLDTHIAN SEEDPODS
spec ies, For examp le, Tho lot hian astronomers had predicted
t he ex iste nce of ot her civilizations cen turies before t he first
ou tsider hyperdrive exp lorat ion sh ips encou ntered Th olot h,
and the ho meworld did not suffer the cu lture shock that nor-
A ndent Tholothian cultural practices centered
around a durable tree used in their agriculture.
When these people traveled, they carried at least
ma lly comes wit h initia l contact. In fact , Tho loth ian cu lture one seedpod with the blessing that if they found a
has bee n remarkab ly adaptab le and flu id, chang ing with the new home, they would tear open the pod, plant the /

times with less-t han-expected bac klash, t rad itional ist outcry, seed, and connect their new home with their old
or nativist anger. home. Tens of thousands of years later, Tholothians
who journeyed away from their homeland would
Once highl y ega litaria n and cosmopo litan , Tholot h's
continue this tradition, some carrying a single seed-
popu lat ion was majority but not plura lity Tholothian, Over
pod in a pack, integrating them into artistic objects
centu ries, hund reds of cultures and spec ies t raveling thro ugh
in their homes, or wearing them as jewelry. Stories
the system to sett le in the Sli ce instead stayed on the plane t.
abound that these Hometrees were mystically con-
Tho lothian society has added bits and pieces of th ese va ri-
nected in some way, and that by placing their ear
ous cultures into th eir arc hitect ure, art, and language [with
against the bark, Tholothians could hear Tholoth's
various loanwords), Li ngu ists ca n t race historical layers in
wind welcoming them home. With the Empire's
language, grammar, and even ve rb tenses. Techno logica lly
dismantling of Tholothian culture, this practice has
advanced but not obsess ively so, Tholoth's economy has
re-emerged stronger than ever in an attempt to get
always bee n slow and steady
back in touch with their roots (so to speak).
Thi s Th oloth ian cu lt ural fUSion changed when the Empire
took con t ro l of their homewor ld . Imperial censors re moved Certain areas throughout the planet we re designate d
anything co nsidered fore ign (including non -Tholothians) fro m
wil dlife prese rves, and up unti l t he founding of t he Galac -
Th oloth, impos ing homoge ny on to the language, cultu re, and
tic Empire, Th olot h had mai ntai ned an arborea l repu tation.
art If t he censo rs cou ld t race the origins of th e offe nd in g
The heavier in dustries remain ed offworld in t he surroun di ng
materiallo a non-Th olothi an species, out it wen t. Th e Emp ire /
planets of the Tho lot h system . Before the Empire, Th oloth
t hen promot ed a differen t kind of uni ty; fo r examp le, Tho-
was a democracy utilizing a govern mental struc ture similar
lot h's cit ies have slov'o,'ly take n on t he stark, imposing black
to the Galac ti c Republ ic, with a head exec utive cha ir and a
and v'o,' hite structures of the Empire.
legis lative se nate
Th is in turn has brough t on unprecedented cultural shock
Due to the homeworld 's posi ti on in t he galaxy and its ax ial
Tholottl lans struggle now to und ersta nd wr1 at sho uld be t ilt, for half of the yea r Th oloth's night sky is dominated by
co nside red truly Tholothian, (See t he sidebar rega rding
t he light of t he Deep Core, a bright, bri lli ant ell ipse from hori -
Tholothian Seedpods.) As they resist aga inst t he Em pire,
zon to horizon, brighte r than rn ost moons. The other half of
t hey also resist aga inst this revis ioni st history, wondering If
the year, Tholot h's sky faces t he arms and t he edge of t he
they shou ld also reject their cosmopolitan past Some sc hol- galaxy, still bri lliant, but muted and da rk
ars fear that even if Tholoth does throw off the yo ke of the
Empire, Th olothian identi ty mi ght be irrevocab ly altered Curre nt ly under heavy Imperi al con t rol, Tholoth, at least
Whether or not this doubt and Imperial influ ence becomes to its inhabitan ts, now feels like a prison . Imperial command -
a perma nent pa rt of Th olothian soc iety re mains to be seen. ers have set up estates he re, t urn ing the planet (o nce a sa nc-
tuary to the Jedi) in to a vacation spot. The local popu lation
Homeworld: Tholot h, located in t he Co lonies region at t he
and econo my have been retoo led to serve Imperial desires
base of the Slice, has a wa rm , tem pera te clima te. As one of
to turn the pla net in to an officers' garden ret rea t
the closest plan ets in the expansion path of the Sl ice, Tho-
loth be nefi ted highly from trade and temporary immigra- language: Duri ng the Galactic Republ ic era, Tho lothians
+ tio n. The Tholoth ians estab lish ed st ro ng rest rict ions upon spoke BaSIC, although differen t co mmunities on the home-
deve lopm ent ; they we lcom ed immigrant s, of co urse, but world were more iso lated than others, lending regional
new construction needed to integrate with their ecosystem accents to their pro nunciation . Because of their cosmopo li -
and infrastructu re. Tho lot h's cities too k on a cosmopo litan tan nature, Tholothia ns co mm on ly knew at least one or two
cha racter, ble nding and integratin g differen t architectura l add itiona l languages based on need or pe rsona l interest.
styles t hat some how still felt Tho lot hian. As a resu lt, Tholot h Near the end of t he Republi c, educa tors on the homeworl d
has avo ided the giant metropo lises or ec umenopolises t hat headed a movemen t to preserve th e na t ive Tho lothian lan-
see m to dominate the Core \Vorlds. guage group, but upon Imperial contro l of t he planet, th is
movement we nt undergrou nd. Many fear the Empire's slow,
method ica l "Impena liza tion" of Tholot hian cu lture will cause /
the death of t he Tholoth ian language as we ll

LUMINOUS BEINGS
UNUMITED POWER )
---
Perception of the Force: As longtime mem bers of the
Galac tic Republic, Tholothians have had continual contact
VURK
with the Jedl and the Jedi Order Jedi who wished to remain
This reptilian race has extended their nomadic tradition to
in contact wi th the temple on Coruscant but needed to get the galaxy. Galactic society underestimates them due to
away from the people, smog. and skyscrapers woul d come to their lack of inte rest in heavy industrialization and technol-
Tholoth to med ita te, Some would hike and cam p out in the
ogy. Th ey have. however, a co mplex system of perso na l gov-
vanous nature preserves, givi ng t hem tim e away from the ern ance and pol it ical invo lvement t ha t baffles Core Worl d
galaxy without fear of wi ld. dangerous beasts. Th e time of
pol iticians and philosophers.
year could also be useful for medi tation due to the night sky:
Jedi were known to come on Core or Spiral Pea k nights to Physiology: Reptiles with dark, bulbous eyes and tall head
/ medita te on the light and the dark and the Republic and the cres:s, Vu rks can brea the underwater as well as they can
Ou ter Rim. focus ing on the inne r and the oute r respective ly. breathe open air. Th e warm wa ters and atmosphere of their
homev'w rld provide much -needed external energy for their
Sin ce Imperia l occupat ion. Tholot h has gone a li ttle
metabolism. Although they can function away from such
wild. The mountains. forests. hills. trees, and snow-covered optimal conditions, Vurks do find cooler climates (and most
regions have become un kempt and feral. While the Empi re
spaceships) a bit uncomfor tabl e. Most Vurks journeying off-
destroyed the obvious Jedi bu ildings. claiming the old
wo rld utilize a wide variety of tricks to mainta in their body
aesthetic ruined Tholoth's natural beauty, storm troopers temperature, from wea ri ng heavy clothing, using carefu l
missed the sm aller. hi dden refuges. Small cave system s with
medita tion, imbibing hot beverages co ntinua lly throughout
a preternatu ral sense of peace. a one-story ston e stru cture
the day, or retiring to a nice, hour-long warm bath.
j
bui lt by a Jedi monk. or the hot spring in the snow-capped
mountains all have been grown over by· brambles, hidden by Society: Vurks are sem i-nomadic, but in a different way
rockslides, or bu ried in ice. Some Tholothians still journey to than other species. It is not unusual for a Vurk commun ity
these location s. A few use them for shel ter to hide from the or a whole village to decide to move on, not on ly based on
Empire. Eac h of them holds a t in y bit of history o f the old the changing of a seaso n, but also for a phi losoph ical need
Jedi Order and perhaps preserves something for a searchi ng Instead of the vil la ge relocati ng together, eac h Vu rk (and
Force-sensitive. perhaps close friends or acquaintances, but not necessa rily
family) may choose to travel together. For all intents and pur-
poses, that village no longer exists. Vurks instead integrate
with other communities or form new ones based on needs
and desi res. It is not unusual to find a mature Vurk who ha s
already been in hal f a dozen successfu l comm unit ies.
/ • Wound Threshold: 10 + Brawn
The galaxy considers them a primitive people, but Vurks
• Strain Threshold : 10 + Willpower have a sophisticated community and social status system
• Startin g Exp eri ence: 95 XP based on reputation . Vurks judge each other by their ind i-
vidual accomplish ments. deeds, and actions, and read ily di s-
• Special Abilities: Tholothians begin the game with one cu ss those perce pt ions with other Vurks. They don 't conside r
ra nk in Knowledge (Xe nology) . They still may not tra in this gossip or id le chatte r, but part of the process of being in
Knowledge (Xenology) above rank 2 during charac ter a community. Of course, two Vurks may perceive a third Vurk
creation. in two different ways, but none of lhem see this as a nega-
• Cultural Adopters: When making a socia! skill check tive. After all. no individuals see things in the exact same
to intera ct INith non-Tholoth ians, Th oloth ian s add auto- way. Vurks don' t expect outsiders to participate, but those
/
malic -tJ. to th e resu lts. traveling offworld na t urall y exte nd thi s pract ice to friends
and loved ones.
• Natural Roots: When making a check to heal strain
while in a natural or wild setti ng, Tholothians heal one This discussion of reputation and perception leads to
additional stra in. continual interpersonal conflicts whe re two or more Vurks
may disagree or socia! or economic matters. These con flicts
then lead to com pro mises or expe ri ments whe re Vurks try
one so lution before attem pt ing an other. In t he end , these
di scussions lead to a set of casual ru les governing behavior
for each community, prompt ing even more discussion. Those
who don't participa te in the dialogue either choose to go
with the majority or sim ply leave to found a new commu nity
While thiS social stru cture may seem ana rc hic, Vurks don' t
object to laws or SOCial structu res per se ; t hey simply believe
t hat these concepts are things to be discussed and negoti-
ated on a case-by-case basis.

LUMINOUS BEINGS
UILMTED POWER
Each time a Vurk integrates or fo rms into a new communi-
THE STRICTURE DF VIOLENCE t y, a new discussion over mores and consent develops. Those
who disagree, leave. Those who agree. stay. This social and

I n Vurk society. when is violence acceptable?


Again, this is negotiated on a case-by-case basis,
but nearly all Vurk agree that causing a death, be
cultural p ractice has developed and changed for as long as
Vurks have had recorded history. To outsiders, this makes
Vurks appea r merc uria l or constan tly changing in ethics and
it through self-defense or murder, is reprehensible mora ls. In real ity, Vurks consta nt ly question concepts of eth·
(barring euthanasia). With death, that individual's ics and mora ls in ord er to understand where they stand.
ability to voice a new opinion, thought, or argument There are outliers. of co urse. There are those who in ten-
is silenced forever. From this basic concept, Vurks tiona ll y break these social or cultural mores . those who wi th-
have developed a Stricture of Violence (although ho ld informati on and lie in order to gain som e form of adva n-
most Vurks don't call it that).
tage. and those who com mit violence to resolve t hei r is sue s.
The Clone Wars and the Galactic Civil War have These ind ividua ls gai n a rep utation that ge ts passed on to
left Sembla (mostly) untouched, and thus Vurks each co mmu nit y t hey encou nter. Eventuall y, these outli ers
haven't had to modify this Stricture. Those travel- get exiled. effective ly turning the m into a commu ni ty of one.
ing offworld, however, have seen a galaxy not only Homeworld: Sembla (or Utavu rk) is located in the Outer
torn apart by war, but also torn apart by injustice. Ri m . in the Mahrusha sector. at the far end of the Perlemian
Can killing be justified if it means freeing a group of Tra de Route. With four moons, tidal stresses keep the Vu rk
slaves? Can freedom be preserved with war? Now, homewo rld tecto nically active, with shallow seas and volca-
with an Imperial presence growing on Sembla, nic islands
Vurks as a society must eventually reconcile their
feelings about the Stricture. In the end, however,
each individual Vurk has to struggle with what the
galaxy is, versus what they grew up believing.

,!
Becau se Sembla doesn't sit near any major or minor trade ers, and oceans. While Vurks don't have a speciflc connection
routes, ships hardly travel there. The planet has been histori· to, or affinity for, the Force. certain concepts are easier for
ca lly isolated from all of the Galactic Republic's wars. Some them to grasp due to their cultural background. Failure isn't a
Imperial scientists, however. have established a resea rch setback , but simply a new experience. Pick up and move on.
base to study Sembla as a source of geothermal energy and This gives them an openness to try something different or try
J to experimen t with the planet's unique magnetic magma aga in in a new way. a perfect atti tud e for a Mystic
As a result, the Imperials have also undertaken strip-mining
Of the Vurks who initially tried to join the Jedi Order,
operations to buil d an d power the base. pressing Vurks into
mo st failed due to th e rigid di sci pline. Instead of becom -
a cheap source of labor and destroying nearby islands in
ing bitter or discouraged, these petitioners merely saw this
the process
setback as part of th eir co nt in ua l migration. Perhaps th is
The Empire doesn't respect the working conditions the was not the community they should be joining at this time.
Vurks mu st end ure. and variou s pockets of resistance have Od dl y, a few of those who fa iled the ini tial tes ts later came
appeared throughout the homeworld. Vurks on th e other back as better candidates.
side of the pla net don't see the results of Im perial power
and have not decided yet to take up arms. In this ca se, the
habi t the Vurks have of discussing and witnessing firsthand
an individual's bad actions may not be fast enough to unite
the planet againsllhe Empire.
• Wound Threshold: 11 + Brawn
language: On their homeworld, Vurks speak primarily Sem -
blan. There are of course several hundred dialects and unre- • Strain Threshold : 11 + Willpower
lated languages, but ages ago, through an in tense period • Starting Experi ence: 100 XP
of planet-wide discussion, the majority of Vurks decided on
• Special A bilities: Vurks begin the game with one rank
Semblan as their language. (As a consequence, they also
in Negotia tion. They still may not train Negotiation
changed the name of their homeworld from Utavurk to Sem·
above rank 2 during character creation.
bla to reflect th is decision.) Plenty of Vu rks disagreed an d
thus formed communities that speak other languages. Those • Amphibious: Vurks can breathe underwater wi thout
who jou rn ey offworld, however, learn Basic. penalty and never suffer movement penalties when
traveling through water.
Perception of the Force: Describing the Force as water or
a river fi ts we ll with Vurks, who not on ly live on an aquatic • Cold Blooded: Vurks add . to all checks they make while

-1- world, but have wandered thei r planet much like the rain, riv- in cold environments (in addition to any other penalties).

NEW SPECIALIZATIONS
U NLIMITED POW ER provides three new specializations: the
Alchemist. the Magus, and the Prophet. These don't
replace Advisors, tvlakashi Duelists, or Seers, but simply add
TALENTS WITH CONFLICT COSTS
more optio ns to the expansive nature of the Mystic. The pow-
er of the Force, after all , is unlimited.
During the time of the Jedi Order, Guardians thought
C ertain talents give the Player Character who pos-
sesses them Conflict at the beginning of each
session. The knowledge associated with these tal-
in broad terms. How best to serve the ga laxy, to help the ents is dark enough that simply understanding it
most wi th the least resou rces, to urge the ga laxy to\\rard can tempt a PC to the dark side; see page 51 of the
peace withou t sacrificing too much? Mystics thought in even
I broade r te rms . How best to se rve t he Fo rc e, La urge t he ga l-
FORCE AND DESTINY Core Rulebook for more on Con-
flict. These talents are delineated with the following
axy toward the lighl, to move bill ions upon billions of people symbol in their header:
tovvard enlightenment and self-actua lization?
To explain how a Mystic might see the Force, it is best to • TALENT NAME ~
use the analogy of water, speciflcally a river. Wate r can be
slow and calm (and suffocating), or it can be rapid, powerful,
and overwhe lm ing. A river provides life but can also drown it.
Water can be liquid. gaseous, or solid. It can change physical
properties, but in the end, it can return to its prev iou s slate.
Mystics learn to read. ride, or redi rec t this river.

,I
L (

LUM INOUS BEINGS

-I UNc-TED POWER
:::: .J1·I=vr L:1~hJ,
ALCHEMIST
D uring t he era of t he Galactic Republi c, t he Jedi Order nev-
er emb raced alchemy. Vario us sp Irit ua l orders that had
worked in alchemy also all ied wit h the dark side of the Force.
pourin g the Force into a dead object. replicated the act of giv-
ing li fe, of giving birt h, or of playing god, and wou ld ca use the
Jedi to become pridefu l
The Sith, the Nightsisters of Da thom ir, and t he Frangawl Cult
With the rise of the Empi re and t he loss of t he Je d i O rder,
on Ba rdotta all used the dark side to powe r thei r weapons,
now no one ca n "varn a pot ent ial Alche mist away fro m pra c-
ta li sma ns, and magicks. Whether or not the Jed i t ho ught that
t icing th is lost art. This might be ju st as well. Just like any
alchemy led t o the dark side of t he Fo rce has been lost to
technology, it isn't the object but t he user tha t makes it
time. Perh aps the Ord er fel t t hat giving li fe to t he in animate,
good or bad, li gh t or dark, us efu l or de stru ctive. In add it ion ,
t he Force flows thro ugh everyth ing, eve n in an imate object s
Rocks have a measure of t he Force in t hem . How else co uld
a Je di move them? W ith tha t reaso ning, not hing should pre-
vent a Jed i fro m imbu ing a machine wit h the Force. save the
Jedi 's ovvn fea rs, hat red, and obsessions.

GIVING LIFE TO
THE INANIMATE
An A lchemi st's add itional career sk il ls are Kn owledge (Edu-
, cation) , Kn owledge (Xenology) , Medicine, and Resil-
• ience . Upon cha ract er crea t ion, if t his is t he characte r's fi rst
spec ialization, pick two of t hese skills to automaticall y ga in
one rank in eac h

The Jed i bu..ilt their ow n lightsabers not only for r itua l or


trai ni ng pu rposes, bu t t o infuse a bit of t he ir own essence
into th e weapon. The Jedi consc iously and delibera tely
bu ilt these weapons both as a t echn ical t est and as a
med itat ive t est. It cou ld be argued t hat a lightsaber co n-
ta ins the prese nce of its crea tor-and perhaps it s user (sJ .

Fo rce alche my extends th is idea and disc ip line furt her,


cra ft ing physica l ob jects infused wit h the power of t he Force
These objects appear to have a life of the ir own, and in the
eyes of a Force se nsit ive, pe rhaps they do . This creates a
met aphysical conundrum: if an object possesses a measure
of t he Fo rce, how is it d ifferent from a living be ing?

A lchemist s te nd to focus on medici nal co ncoctions, since


the healing of a physica l body is the most d ire ct met hod
of using and influ enc ing the Force. The flo w of a m edic ine,
tincture, sa lve, or d ra ugh t mi mics t he flow of t he Force.
A lchem ists can work in ot her mater ials, but t his requ ires
more tra ining and atte nt ion . A malfo rm ed or malfuncti oni ng
mach ine can't be fixed wit h an infusion of t he Fo rce. In many
ways, it might exacerbate t he da mage.

Fo lk ta les and popular ho lovids of mac hi nes coming t o life


and te rroriz ing their creators and innocents m ay be based
on t rue sto ries of Alchemist s who fell to the dark side of
t he Force. Force- infused objects ca n be tortu red as much as
any living creature. \Nhe n t he Alc hemi st is a dark side user,
alchemica l m ac hi nes take o n a sinister and da ngerous aura ,
"ma lfunct io ning" to ca use harm or, in the case of a weapon,
increasi ng suffe ring wh en it does cause harm.

' .
LUMINOUS BEINGS
UNUMITED POWER
• ACTIVE

• PASSIVE
MYSTIC: Alchemist
r
k
Career Skills: Charm, Coercion, Knowledge (lore), Knowledge (Outer Rim), Perception, Vigilance
Additional Career Skills: Knowledge (Education), Knowledge IXenologv1, Medicine, Resilience ~ FOR[E TALENT
• STlMPA[K • RESEAR[HER • BLOOOED
• GRIT SPECIALIZATION
Cain + 1 stra in threshold Remove. per rank of Re- Add D per rank of Blooded
searcher from all Knowl- to all checks to resist or re -
cover from poisons, ven-
oms, or toxins. Reduce du-
r ra tion of ongoing po isons by
k I round per rank of Blood-
ed, lo a minimum of 1

• RESEAR[HER • STiM APPLICATION • GRIT


Remove . per rank of Re- Ta ke Ule Slim Application Aller making a check 1.0
1/
1l searcher from all KnO'" I- Action; make an Average (fafl (l potion or tal isman,
edge checks. Resea rching a (t t ) Medicine check. If may suffer stre. in up to
su bject takes half the time. successfu l. I engaged ally twice ra nks in Alc hemica l
increases 1 characteristic Arts. Fo r eve ry t,,'o stra in,
by 1 for the remainder of add 0 or. to resu lts \
the encounter and su ffers
4 stra in.

• STIMPA[K • BLOOOED • IMPROVED


SPECIALIZATION BLOODED
Add D per ra nk of Blooded When making a cra fting
to all checks to resist or reo As an action . make a Ha"rd check. may add 0 no
cover from poisons. ven- (ttt) Resilience check greater lhan Force rating
oms, or tox ins, Reduce du- to immedialely recover Spend C) to add ~ and
ration of ongoing poisons by from all poisons and side- spend () () to add tJ to
1 round per rank of Blood- effects of drugs, Reduce dif- check.
ed, to a min im um of I. ficulty once per ra nk of
Blooded

• IMPROVED STiM • KNOWLEDGEABLE • GRIT


APPLICATION HEALING
When performi ng Stim Ap- When hea ling an all y.
pl icalion Aclion, may in- spend 1 Desti ny Po int to
crease difficu lty of check to hea l add it ional wo un ds
Haro 1+++) and ra cget
only suffers I strain
eq ual to ranks in Knowl-
edge lXeno logy j

• OEDI[ATION

After being exposed to a Once per session. as an ac-


substance. as an out of tion. make a Hard (ttt)
turn incidental . .rnay roll 0 Knowledge (Xenology)
no greater than Force rat- check, adding 0 no grea t-
ing. Spend ()() to immedi- er than Force rating to cre-
ately identify it.s cornposi- ate 1 dose of a poison or
tion and effects drug wi th rarity of Intellect
+ :rr+ ()spent or lower.

Permission: granted to print and photocopy this p,age for personal use only. 19 lFl © FFG

MAGUS
T o hear of a Ma gus, even during the time of the Galactic
Republ ic, would be a ra re event ; to meet one, eve n more
so. The Jedi Order, in its wa ning days, ha d become quite
Paradox ica lly. a Fo rce user may be more likely to beco me
a Magus during t he Gala cti c Civil Wa r. Wi t h hope and the
ligh t in short supply, some discip les may be more open and
conservative regard ing explorations into the Force. The Jed i will ing to seek out so-ca lled forb idden knowledge. A Magus
either avoided or out ri ght fought the myriad of sect s an d cu lts develop s and collects a hodgepodge of strange rituals and

,. exhibiting mystica l powers th roughout t he ga laxy. The Force,


they reasoned, was all t hey needed. Other teach ings and
od d practices to co mmune wi th the Cosmic Force. They have
no trai ning, but at the same t ime, t hey have no teac hings
expe ri ments deviated too much fro m t he clea r path of t he that would convince t hem not to t ry. The danger, of co urse,
Jed i and thus da nced too close to illusion and self-deception . comes from a lac k of ove rsight. Wi t hout a guiding hand
lead ing to tem ptat ions or p rope r se lf-reflection , a Magus has a greate r chance to
toward the da rk ex pe riment INith powers fueled by the dark sid e of the Fo rce.
side of the Force.
FOLLOWING A
DIFFERENT PATH
The Magus rece ive s Coercion, Discipl ine, Know ledge
(Lore) , and Medicine as addi tional ca ree r sk ills. When start-
ing with t his specia lizat ion, the Magus may choose two of
t hese skill s and gai n one free rank in eac h.
Kn m·v ledge, espec ially forb idden know ledge . fuels
the Magus. Un restricted by the Jedi Order, de fi ant
of the Ga lact ic Emp ire, t he Magus seeks a con nec-
t ion to the Force through knowledge. The sourc e
f of that knO'.A/Jedge doesn' t matter; ritua ls, objec ts
and p laces of power, and ancient religious and
magical texts al l hint at a si ngu lar so urce of energy.
Whil e so me Magi crave know ledge for its own sake, most
exp lore the Magus path in orde r to con trol t he Fo rce itse lf
If t he Force fl ows t hrough everyt hi ng and IS a part of
( everyt hing, t hen by man ipu lat ing the Fo rce, the Magus can
/ man ipulate rea lity. The Force ca n be used to make ma tter,
I
affect matte r. affect life. and perha ps .. .even create life
With t his power, the Magus can do amaz in g and impos-
si ble th ings. No, not im po ss ib le. fo r not hing is impossib le
if one be lieves in th e Force.
This confide nce, however, is t he biggest trap for Magi.
They ca n do impossib le th ings, ye s, bu t It is the Force
t hat allQ',\IS them to do so , not their knowledge or tal-
ent. Des pite what they may think, Magi still have mor-
tal t rappin gs. They have hi stories, memories, ea rly
tho ughts, and em otio ns t hat can neve r be truly
removed. Hubris may be the grea test enemy for
Magi. Thi s hubris can trick Magi Into t hinking
t hat pushi ng here or pu ll ing t he re mi ght be for
t he good of all, or for t he good of t he Fo rce,
but in reality. they are ma nipulat ing the
Fo rce fo r t heir own se lfis h needs. Many
a Fo rce-using t yran t became a Magus
before falli ng to t he da rk side.

LUMINOUS BEI NGS


UNUMITED POWER
• ACTIVE

• PASSIVE
MYSTIC: Magus
Career Skills: Charm, Coercion, Knowledge [Lore), Knowledge (Outer Rim), Perception, Vigilance
Additional Career Skills: Coercion, Discipline, Knowledge (Lore), Medicine b FOR(E TALENT

• TOUGHENEO • CONFIOEN(E • RESOLVE

I
May decrease dirticully When inVOluntarily suffer-
of Discipline checks LO ing strain. suffer 1 less
avoid fear by 1 per rank of strain per rank of Resolve.
Confidence to a minimum of 1.

t.:,

• (ONFIOEN(E • SE(RET LORE


May decrease diffi cu lty Arter rolling O. Remove . per rank o f Se-
of Discipline checks to fer wou nd s up to twice cret Lore from all Knowl-
avoid fea r by 1 per rank of ranks in Chan nel Ago ny to edge (Lore) checks. Re-
Confidence add automatic . for ev- duce the difficulty of all
ery two wounds suffered Knowledge (lore) checks
to the results. by 1.

• SECRET LORE • RESOLVE


Remove . per rank of Se- 'Nhen involuntarily suffer-
INhen healing lrVOunds due cret Lore from all Knowl- ing strain, suffer 1 less
,; to Healing Trance. make a edge (lore) checks. Re- strain per rank of Resolve.
Resilience check to heal a duce the difficu lty of all to a minimum or I.
Qitical Injury Difficulty of Knowledge (Lore) checks
the check equals severity of by L
the Critical Injury.

'. • MINO OVER


MATTER
• TOUGHENEO
After rolling 0, may suf- After rolling 0, may suf-
fer wounds up to twice The character may spend fer wounds up to twice
r ra nks in Channel Agony to
add automatic . fo r ev-
one Destiny Poinl to recov-
er strain eq ual Lo Wil lpower
ranks in Channe l Agony LO
add auto mati c . for ev-
ery two wounds suffered ra ting. ery two wounds suffered
to t he results. to the results.

• OEDICATION
When making a Crafting
Once per session, may per- check, may add 0 no
form the Power of Darkness greater than Force rating_
maneuver. Increase ....,ound Spend () to add :tf and
threshold and strain thresh- spend () () to add -tJ. to
old by 1 per Dark Side des- check.
tiny point currently in the
Destiny pool untit the end
of the encounter.

LUMINOUS BEINGS
UNLIMITED POWER

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PROPHET
T he Jedi Order's prose lytizi ng ebbed and flowed , mu ch as
the Force did throughout t he Old Rep ubl ic. Understand in g
of the Force co uldn't be press ured upon a stude nt without
A CANTOR FOR A CHOIR
Prophet s ga in the fol lowing additio nal caree r skil ls: Charm,
ca us ing resentme nt and anger, which promises a fall toward Coercion, Deception , and Leadership _ Charac ters who
th e dark side. So for Prophet s. they proselytized not to con- start with t his spec ialization fi rst get one rank in two of these
vert, but to offer a voice of hope and an opportunity to lea rn skil ls without spend ing experience.
about the power of the Fo rce.
like Advisors, th is spec ialization d irectly int eracts wi th
Now, with the Jedi Order
people, gran tin g them insight and cou nse l when needed.
dest royed and the Ga lactic Unlike Adv isors, Prophets address the crowd, no t the ind i·
Republ ic shattered, Prophets vidua l. The ir message has t o reach as many ears as possib le,
carry a fervor not seen before
in the hope that the ir ideas or warnings catch fi re. Proph -
In the history of the ga laxy_ To ets influe nce communities, cities, o r even pla net s if given a
them, their knowledge of the med ium and a message.
ligh t side of the Fo rce reflects
the struggle aga inst the dark Th e med ium co mes in a variety of forms: a sermon on a
If the Galactic Empire is the soapbox or an alta r, a HoloNet posting or recording, rlyers or
shadow blotting out the stars, tracts passed fro m hand t o claw, or even images on a poster,
then Prophets are single pai nt ing, or pi rat e transm iss ion. It doesn't matter what
poi nts of light. hoping med ium, o nly the passio n and tru t h of t he message.
to ignit e a candle The message might be filtered th ro ugh a re ligious
here and t here to lens, but not always. Prop hets are keyed into t he Cos-
light up the sky mic Force mo re keen ly, and images of the future pro-
vide wisdom, guidance, and, fo r fol lowers, an ide ntity.
Si nce Prop hets are on ly mortal, they can
only t ry to interpre t with mortal con -
cep ts and me tap hors. Th ey then have
to t rans late that message into sim-
ple language, furt her diluti ng
the content. The next person 's
limited unde rstand in g then fur-
ther alters t ha t message_ The
'. real q uestion is whether thi s con -
stanl alteration by verbal or Visual
t ra nsm issio n d isto rts t he message or
en hances it ju st as the Force inte nd ed.
Prophets who use their abili ti es for evil or se lf-
ish ends have an easier time now durin g the Ga lactic
Civi l War. Those sufferi ng from the Empire's ru le want
a voice of hope to give them a reason to live on , and as
long as the message doesn't violate Imperi al restrict io ns
on re ligion or po litical sedition , Prop hets can enjoy a safe
(and profi table] career. Eve n on planets free fro m t he Emp ire,
other sources of oppression (slavery, Hutt in fluence, corpo-
rate int erests, and the like] may drive people to a religious
charlatan, especially one who can produce miracles.
Even well -mean ing Prophets should be wa ry, si nce It
is much too easy for them to insert their own desires,
need s, or fears int o t heir visions, dist orting them into
their mvn ends, man ipu lati ng t he ir fo llowers into be li ev-
ing their own egos .

LU MINOUS BEINGS
UNUMITED POWER

b
• ACTIVE

• PASSIVE
MYSTIC: Prophet
Career Skills: Charm, Coercion, Knowledge ILore) , Knowledge IOuter Rim), Perception, Vigilance
Additional Career Skills: Charm, Coercion, Deception, leadership :tJ FOR[E TALENT

• GRIT • RAPID RECOVERY • CONGENIAL


'When healing strain after May suffer a number of
an encounter, heal I addi- strain to downgrade difficul-
tlonal strain per ranK of ty of Charm or Negotiation
Rapid Recovery. checks, or upgrade difficulty
when targeted by Charm or
•t Negotiation checks, by an
equal number. Strain sur·
fered this way cannol f>.x.
ceed ranks in Congenial.

• S[ATHING TIRADE • PLAUSIBLE • INSPIRING • RAPID RE[DVERY


DENIABIUTY RHETDRI[
Take a Scathing Tirade VVhen healing strain after
-,I action; make an Aver- Remove • per rank of Take the Inspiring Rhetoric an encounter, heal 1 addi-
age (+ +) Coercion Plausible Deniability from action; make an Average tlonal strain per rank of
*"
check. Each causes one
enemy in short range to suf-
all Coercion and Decep-
tion checks
(+ + 1 l eadersh ip check
Each *" causes 1 ally in
Rapid Recovery.

fer 1 strain . Spend tJ to close range to recover 1


cause I affected enemy to strain, Spend Q to cause
suffer 1 additional strain. 1 affected ally to recover I
additional strain

• RAPID RECOVERY • TWISTED WORDS


WIlen healing strain after When ta rgeted by a social
an encounter. heal I addi- check, may spend @ or
tional strain per rank of @ @ and suFFer 1 strain
Rapid Recovery. as an incidental to inflict
stra in equa l to ranks In
Coercion on spea ker.

• FEARSOME • GRIT • IMPROVED • CONGENIAL


INSPIRING RHETORI[
When an adversary be- May suffer a number of
comes engaged with the Each ally affected by In- strain to dovmgrade difficul-
character. the character spiring RhetoriC gains D on ty of Charm or Negotiation
may force the adversary to all skill checks for a num- checks, or upgrade difficulty
make a fear check, with the ber of ro!"'nds equal to when targeted by Charm or
difficulty equal to the char- ranks in Leadership, Negotiation checks. by an
acte(s ranks in Fearsome. equal number: Strain suf-
fered this way cannot ex-
ceed ranks in Congenial.

Once per session, may take


the Font of Power action
Characters affected by Until the end of Lhe encoun-
,I
Overv.'helmingAura add au- ter, characters within medi-
tomatic Y to fear checks um range add automalic 0
the character causes and or • to checkS based on
aulOmatic *"to fear checks
not caused by ile character.
alignment

LUMINOUS BEINGS
lJNIMfTED POWER

Permission granted to print and photocopy this page for personal use only_ © lFl © FFG
...

NEW TALENTS
T he followi ng pages describe each new talent introduced
In U NLIM ITED POWER.Each en try includes the information
required for gameplay. See page 135 of th e FORCE AND DES-
FONT OF POWER
Activation: Active (Action)
Ranked: No
TlNV Core Rulebook for more information on talents_ Trees: Prophet
Force talent. Once per game session , the cha racter may
ALCHEMICAL ARTS perform the Font of Power action. For the remainder of the
Activation: Active (Inc idental) encou nter. if the character is a light side Force user, when-
Ranked: Yes eve r anoth er Force use r withi n med ium ra nge rolls 0, add
Trees: Alchem ist automatic 0 to the res ults. If the character is a dark Side
Force talent. After making a crafting che ck to create a potion Force user, whenever another Force user withi n medium
or talisman, the character may choose to suffer strain no range rolls 0 , add automatic . to the resu lts.
greater than twice their ranks in Alchemical Arts. For every
two strain, they may add 0 or • to the results. If they IDENTIFY INGREDIENTS
choose to add . , they also suffer I Conflict per . Activation : Active [Incidental. Out of Turn)
Ranked: No
BLOODED Trees: Alchem ist
Activation: Passive Force talent. After being expos ed to any unknown sub·
Ranked: Yes stance, as an out of t urn inc iden tal, the character may ro ll
Trees: Alchem ist
The character adds 0 per rank of Blooded to their checks
o no greater tha n the ir Fo rc e rating. They may spend etet
to immediately iden tify the composilion and any effects of
to resist or recover from the effects of po isons, venoms, and th e subSLance.
other tox ins. Reduce the duration of any related ongoing
effects or damage from loxins. venoms, or poisons by one At the GM's discre lion, this might provideD to the charac-
round per rank of Blooded, to a minimum of one ter's later attempts to recreate this substance.

BLOODED (IMPROVED) IMPROVISED CONCOCTION


Activation: Active (Action] Activation: Active (Act ion)
Ranked: No Ranked: No
Trees: Alchem ist Trees: Alchem ist
The character may take the Improved Blooded action, mak- Force talent. Once per encounter, as an action, the characte r
ing a Hard (t t t) Resilience check. If they succeed, they may make a H ~rd (t t t ) Knowledge (Xenology) check,
immediately recover from the effects of all poisons and the add ing 0 no greal er than t heir Force rating. If the character
side effects or aftereffecls of all drugs. Reduce the d ifficulty succeeds, they create 1 dose of any potion , poison. or drug
of the check onc e per rank of Blooded, to a minimum of (such as the ones found on page 81 or page 181 of the
Simple (-) . FORCE AND DeSTINY Core Rul ebook) out of available materials
The rarity of this item must be lower tha n or equal to t he
CHANNEL AGONY cha racte r's Intellect +*- et
+ spent.
Activation: Active (I ncide nLal)
Ranked: Yes INSPIRING RHETORIC
Trees: Magus Activation: Active (Action)
Force talent After rolling 0, the cha racte r may choose to Ranked: No
suffer wounds no greater than twi ce their ranks in Channel Trees: Prophet
Agony. For every two wounds, they add . to t he results. The character may take the Inspiring Rhetoric action, making an
A character who has purchased this tal ent automatically Average (t t) leadership check. Fo r each *" one ally within
ga ins I Confl ict pe r rank purchased at t he begin n ing o f a close ra nge recovers one strain . For each tJ-. one ally benefiting
ga me sess ion from Insp iring Rhetoric recovers one add itional SLrain.

CONGENIAL INSPIRING RHETORIC (IMPROVED)


Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: No
Trees: Prophet Trees: Prophet
When attem pting a Charm or Negotiation check, the cha rac- Each ally affected by Inspiring Rhetoric ga ins D on all skill
ter may suffer a nu mber of SLra in to downgrade the difficulty checks for a number of rou nds equal to this character's ranks
of the check a number of times equal to strain suffered. This in Leadership; this d oes no t stack with itself.
number can not exceed their ranks in Conge nial. When th e
characte r is t he target of a Charm or Negotiation check, the
cha racter may suffer a number of strain to upgrad e the dirfi-
culty of the check a number of times equal to strain suffered.
This number cannot exceed their ranks in Congenial.

LUM INOUS BEINGS


~POWER
MIND DVER MATTER SECRET LORE
Activation: Active (Inci denta l) Activation: Passive
Ranked: No Ranked : Yes
Trees: Magus Trees: Magus
The character may spend on e Desti ny Poin t to recover strain The ch aracte r removes . per rank of Secre t Lore from their
equal to their Wil lpower rating. Knowledge (Lore) check s. The cha ra cter reduces the diffic ul-
ty of all Knowledge (Lore) checks they make by I (this does
OVERWHELMING AURA not increase with additional ranks of Secret Lore).
Activation: Ac tive (Mane uver)
Ranked : Yes STIM APPLICATION
Trees: Prophet Activation: Active (Action)
Force talent. The character may take the Ovenvhelming Au ra Ranked: No
mane uver. suffering 1 strain and committing a number of 0 Trees: Alc hem ist
no greater than their Force rating or ranks of Overwhelming The character may take the SUm Application action. To per-
Aura. The character adds automatic tI equal to 0 commit- form this action, they must have access to drugs. a med-
ted to their social checks. Opponen ts within short ra nge add pac. or stim packs. They make an Average (++) Medicine
automati c @ equa l to 0 comm itted to their soc ial checks. check. If successful. on e all y they are engaged with (includ-
ing themselves) increases one characteristic of the charac-
OVERWHELMING AURA (IMPROVED) ter's chOice by one for tne remainder of the encounter and
Activation : Passive suffers four strain. A sin gl e character's individual character-
Ranked: No istics may each only be increased once by Stirn Application
Trees: Prophet duri ng an encounter.
Force colent While Overwhelming Au ra is active, characters
affected by this characte r's Overwhe lmin g Aura talent add STIM APPLICATION (IMPROVED)
automatic T to fear ch ecks the character cau ses and auto- Activation: Active (Incidental)
matic *" to fear checks not caused by the character. A cha r- Ranked: No
acter who has pu rchased this talent automatically gains 1 Trees: Alchemist
Con fli ct at the beginn ing of a game se ssion As an inciden tal, when performing the St im Appiicalion
action, the character may increase the di ffic ulty of the Medi-
POWER OF DARKNESS
Activation: Active (Maneuver)
cine check to Hard (+++). If they do so, the target of the
action surfers on e stra in instead of four.
Ranked: No
Trees: Magus TRANSMOGRIFY
Force tolent. Once per session, the cha racter may pe rform Activation : Active (Incidental]
the Power of Darkn ess maneuver. If they do so. they in crease Ranked: No
the ir wound threshold and strain thresh old by J per Dark Sid e Trees: Alchemist. Magus
Destiny point currenLly in the Destiny pool un til the end of the Force talent. When making a cra fting check, the character
encoun ter. A character who has purchased this talent auto- may add 0 no grea ter tha n Force ra ting to the check. Th e
matical ly gain s 1 Conflict at the beginning of a gam e session. character may spend () to add
spend ()() to add \1 to the result.
*"
to the resu lt. and may

RESOLVE
Activation : Passive TWISTED WORDS
Ranked: Yes Activation: Active (Inc idental. Ou t of Turn)
Trees: Magus Ranked: No
When the character suffers strain. they suffer one less strain Trees: Proph et
per rank of Resolve, to a minimum of one. This does not When the character is targeted by a socia l check, th e cha rac-
apply to volu ntary strain loss. ter may spe nd @ or @ ~§> and suffer I strain as an incidental
to inflict a number of strain equal to their ranks in Coercion
SCATHING TIRADE on the character who made the ch eck.
Activation: Active (Action)
Ranked: No
Trees: Prophet
The character may ta ke the Scathing Ti rade action by mak-
ing an Average (++1 Coercion check . Fo r each ~ . one
enemy within short range suffers one strain. The cha racter
can also spend t) ; for every U spent. one target already
affected suffers J additi onal strain.

LUMINOUS BEINGS
....."",-
j
}

MYSTIC MOTIVATIONS
m otivation might not have a defi nitive mechan ica l impact
on a character dunng most game sessions. However,
because it is more focused on the narrative elements of a
TABLE 1-2: RANDOM MYSTI[ MIlTIVATIllNS
diD Result
story, Motivation serves as a crucial cho ice fo r defining a char- 1-2 Amb ition
acte r and the ir actio ns. A Mystic's Mot ivation should connect
to the Mystic'S past and future, and should even to uch on a 3-" Cause
Mystic's Fo rce t raditions and the ir approach to how they view -- ----
5-6 Fa ith
and how they use t he Force. We lt-developed characters with
d istinct Motiva tio ns are usually mo re fun to roleplay t han aim- 7- 9 Mysteries
,
less ones, because such cha racters have a reason to act on I----
their own init iative and not ju st in response to the stimulus of 10 I , ROI I once on each of a~y two categories
- - -- - - - - - - - -
the plot Estab lishing the se kinds of detai ls he lps the player
tell a bette r story involving t he character

/'
\
/

LUM INOUS BEINGS


UNUMrTED POWER

----
At the same time, when a PC has an interesting Motiva- Any being can be motivated by their ambition or a cause,
tion, it he lps the GM crea te scenarios and challenges that but a Mystic Lends to be deeply interested in th e most funda-
prompt t he character to react , develop, and reveal ot he r- mental mysteries of their universe. They wan t to understand
wise unsee n nuances, For examp le, a character who wa n ts to t he ir world on a pro found . even in st inctual leve l, and ofte n
unlock the myster ies of life itse lf may be templed to resc ue a esch ew world ly t hings for such knowledge. So metimes they
wise sage from an Imperia l labor camp so that the character seek the answers to these mysteries for personal growth and
can gain a measu re of thei r wisdom for themselves, enlightenment. Somet imes they seek them for power_ And
somelimes. as they seek one, they nnd the other as well. /
MYSTICS AND MYSTERIES Players can choose the Motivations that fit their charac-
ters du r ing character creation. or they can roll random ly. To
The FORCE AND D ESTINY Core Ru lebook presen ts t hree pri - choose randomly from the expa nded list, a player first rolls
mary categories of Mot ivation - A mb it ion, Cause, and Faith- o n Tab le 1-2: Random Mystic Motivat ions instead of
each of IN hich co ntai ns numero us examples, In addition to usi ng t he correspond ing Ta ble 2 - 3 : Ra ndom Motivation
these, Unlimited Power offers an entirely new selection of from the FORCE AN D D ESTI NY Core Rulebook, on page 85, A
Motivations created with Mystics in mind, under a new cat- player who rolls Mysteries then rolls again on Tabl e 1- 3 :
egory: Mysteries. Naturally, characters of other careers are Specific Myst eries to determine which Mystery to use as
also welcome to choose a Mystery if there is on e they are the character's Motivation, Otherwise, the player should
particularly devoted to pursuing. consu lt the appropriate table in the F ORCE AND D ESTI NY Core
Rulebook for the category rolled,

TABLE 1-3: SPECIFIC MYSTERIES


dlDD Result
I,I Death: What happens to beings when they die? Is death a necessary part of existence, or is something to be fought
01-10 , against at every opportunity? Can someone cheat death and, jf S0, what is the cost? These are the questions that drive
,I the character.

! The Force: What is the Force? How and why does it exist, and does it have a will of its own? Does the Force determine
11 - 20 l one's actions. or obey one's commands? Or is it both, and if that is true, how is tha t possible? Many ancient Jedi
I meditated on the mysteries of the Force, though to solve them all is likely impossible.
,
1 Destiny and Fate: Th e character wants to know if destiny tru ly exists. Do all bein gs have a fate set down for t hem at the
21- 30 moment of the if creation? Can one thwart their fate. or is it an exercise in futility? And if one fulfills their destiny, what
r then? Above all, the character wants to know what their own destiny IS, and must deCide whether to fulflll or avoid it

Happiness: What is happiness? What docs it mean to be satisfied and happy with one's life, and is it fair to obtain
31 - 40 happiness while it is denied to others? The character strives to undcrstand the true nature of happiness, and hopes that
by unlocking this mystery, they may find happiness ror themselves as well.

Balance: Does the universe require balance? For every good thing in the galaxy. must there be a bad thing as well?
41-50 Can the light ever win ou t over the darkness, or must they always be locked in eternal struggle? The character strives to
discover these mysteri es. and may see the mself as dU ly-bound to bring balance to the ga laxy. for good or for ill.
(
Suffering: Why is there suffering in the galaxy? If the Force exists. created by life. why does it al low beings on countless
worlds to spend lives in agony and pain? In fact. how could any benevolent higher power allow suffering to exist? By
51-60
understanding the nature of suffering. the character hopes to unlock its role in existence. and gain some insight into why
some people must bear burdens of pain and unhappiness

The Jedi: The Jedi existed for thousands of years before being wiped out by the Sith and Darth Sidious, In that time,
61 - 70 they grew and changed in many ways, until their origins were a mystery even to themselves, The cha racter hopes that
by uncovering the mysteries of the Jedi, they might finally understand the role this order played in the galaxy.

Ot her force Traditions: The Jedi are not the on ly prac tit ioners to t ry an d understand, and even use, the Force. There
have been many Force~us i n g t raditions Lhroughout the ga laxy, some of which still ex ist today, The character wishes to
71-80
understand these other trad itions, Perhaps they know some fundamental truth or the Force that the Jedi, or t he Sith.
never truly understood,

The Dark Side of the Force: What is the nature of evil? The character seeks to truly understand the Force's dark side
81-90
and. in doing so, hopes to gain some insight into what it means to be evil. The character may plot to use this knowledge
to further their own sinister aims. or hope to use this knowledge to combat the darkness, However. there is always the
risk that by trying to understand evil, It may corrupt the character in some way,
/
Life: Is life simply a biologica l and chemical creation? Or is it something more? Force users have an understandi ng lhal
, the Force is linked to life. and li fe to the Force. Howeve r, what it means to be a living being is sti ll la rgely not understood,
91- 100 They also grapp le with t he queslion, is life someth ing sacred that must be protected? Or does life have no meanin g
I without death, and thu s death is something to be welcomed just as assuredly as one welcomes life?

(
LUMINOUS BEINGS
......ITU>POWER
...
/
.r- ,

f
SIGNATURE ABILITIES
I n addition to the specializations available within a given
career, a character also has access to that caree(s signa-
ture abilities. These abllities are special, elite talents for only
To attach a signature abil ity to a talen t tree, the character
must own all of the talents along the botto m row of the des-
tinat ion ta lent tree that match up with the active nodes on
experienced characters of the specified career. They are feats the signature ability. Then, once a signature abili ty ha s been
only possible through skill and ability gained over a long and attach ed to a ta lent tree, the character may purcha se the
successful career. ability 's basic form and its upgrades using experience. just
/ as if they we re talents
SIGNATURE ABILITY The Mystic ca ree r has access to two signature abi lities:

BREAKDOWN Prophecy and Unma tc hed Destiny.

A signature ability is composed o f three elements: the nodes SIGNATURE


linking it to a ta lent tree, the abi li ty's basic form, and a series
of upgrades that augmen t the abil ity. ABILITY: PROPHECY
The future is always in motion, and trying to predict it
NODES through the Force is a tricky and even dangerous endeavor
Even if one can sift through the shi fting strands of fate and
Each signature ability has four nodes lined up across its top.
pick out the futu re most like ly to occur, trying to bring about
These four nodes match up with the four talents on the bot-
or stop that future may cause one to take actions that end
tom row of a talent tree. Each node can either be active,
up having the opposite effect. Nevert heless, many Force
showing a bracket facing upward, or inactive, remain ing
users delve into the dangerous art of prophecy, because if
blank, To be able to attach a signature ability to a tree, the
they succeed, the rewards can be great beyond measure.
character must own all of the ta lents along the bottom row
of the destination ta lent tree that match up with the active
nodes on the signature abi lity. BASE ABILITY
Once per game session, the charac ter may spend 1 Des tiny
ABILITY BASIC FORM Po int and make a Hard 1+ + + ) Vigil ance ch eck to utter
a prophecy. If they succeed on th e chec k, they correct ly
To acquire a signature ab ility, a character must flrst purchase
foretell a single eve nt that focuses arou nd themselves They
the basic form of the abil ity. Thi s takes up the en ti re first row
must describe th e~even t in a brief summary. The GM can rule
of the signa ture ability tree and is purchased with expe ri-
if the description is too involved; for exam ple "I see mysel f
ence points. The experience cost of each upgrade is listed
sitting down at a table, and receiving a great fortune " is an
in its box.
acceptable prophecy, wh ile · 1 see myself Sitting down at the
sabacc table in the Misty Rancor Cantina and win ning 1_2
UPGRADES million cred its· is not.

After purchasing the basic form of a signature ability, a At any time before the end of the current game session,
character can further customize the ab ility by purchasing they may spend 1 addit ional Destiny Point. at which point the
upgrades. Upgrades, much like talents, are purchased with foretold event tra nspires. The CM should in terpret the proph-
experience poin ts, and each upgrade may only be pur- ecy to fit the scene, and possibly reveal an interpretation of
/' chased if it connects to the basic form of the abi lity or a the prophecy that the character did not expect. The CM can .
previously purch ased upgrad e. The experience cost of each however, decide that the prophecy cannot come to pass at
upgrade is li sted in its box. that ti me (generally becau se it does not fit the CM's planned
narrativel_ In this case, the foreto ld event does not transpire,
but the GM must flip all dark side Destin y Po ints to ligh t side
ACQUIRING Destin y Points. After all. the fu tu re is always in motio n
SIGNATURE ABILITIES
UPGRADES
Before pu rchasing a signature abi lity or any of its upgrades,
a cha racter must "attach" l hat abil ity to the bo ttom of one of Proph ec y has several upgrades that can improve its effects
thei r current in -career talent trees. Once a signature ability and make it easier to use. Any upgrades that appear in
has been attached to a tree, no other signature abilities may Prophecy's tree mu ltiple times have their effects stack.
be attached to that tree, and the attached ability cannot be
Destiny Upgrade: To activate Prophecy. the character
removed or switched to a differen t tree. A character can only
does no t have to spend a Destiny Point. They stHI must
acquire a signature abil ity from thei r career and can on ly
spend I Destiny Point to trigger the occurrence of the
attach that ability to in-career talent trees.
pro phesied event.

LUMINOUS BEI NGS


UNUMITED POWER
Mystic Signature Ability Tree: Prophecy

• PROPHECY BASE ABILITY


Once per game sesSlor]. me character may spend I Destiny Point and make a Hard (• • + 1 Vigilance check to utter a prophecy. If they succeed, they foretell
a single event, the rocus of which is centered around the mselL At any ti me before the end of the game session. they may spend 1 Destiny Point, at which point
the fore:old event transpires. The GM should interpret the prophecy to fit the scene. possibly revealing truths the character did not foresee in the process

• REDU[E SETBA[K • FLOWOFTHE • SHARED • REOU[E SETBA[K


UNIVERSE REVELATION

• RE[URREN[E • DESTINY
One add iLional time before Prophecy cosl S 1 fewe r
the end of the game session. Destiny Points Lo activale It
the character may spend 1 still requires a Destiny Point
Destiny Point to have th e to trigger the occurrence of
prophecy's foretold event re- the prophesied event.
cur, likely in a different form.

Doom Upgrade: Add . to any checks a character makes to Reduce Difficulty Upgrade: Reduce the difficulty of the
prevent the foretold event from occurring. skill check to activate Prophecy to Average [t tl
Flow of the Universe Upgrade: The character adds 0 to Reduce Setback Upgrade: The character removes . from
checks they make to attempt to bring the foretol d event the check to activa te Prophecy.
to fru ition
Shared Revelation Upgrade: The prophecy may pe rtain to
Recurrence Upgrade: One additional time before the end any on e oth er character who hears it, instead of the charac-
of the game session. the character may spend 1 Destiny ter making the prophecy.
Point to have the prophecy's foretold event recur, likely in
a different form.
r ~ Mystic Signature Ability Tree: Unmatched Destiny

• UNMAT[HED DESTINY BASE ABILITY


Once per game session. after making a Force power check. the character may spend 2 Destiny Points to rerali up to 2 Force dice. Conflict generated as part of
this Force power check is doubled

• IN[REASE NUMBER • DESTINY • IN[REASE NUMBER • SHARED DESTINY


Reroll up to 1 additional Unmatched Destiny costs I Unmatched Destiny can be
Force die per Increase Num- fewer Destiny Points to acti- used after another character
ber upgrade. vate. at short range makes a Force
power check

• IN[REASE NUMBER • UNLEASHED • FREQUENCY


PDWER
Reroll up to 1 additional
Force die per Increase Num- For each 0 0 reSU lt, add
ber upgrade. aulomatic 0 to the check.
For each • • resu lt. add
automatic . to the check.

/ In crease Number Upgrade: Reroll up to one additional


SIGNATURE ABILITY: Force die per Increase Number upgrade.
UNMATCHED DESTINY Shared Destiny Upgrade: Unma tched Destiny can be used
after another character at short range makes a Force power
The most powerful Mystics have an unmatched mastery of
check to allow them to rerall a number of their Force dice up
the Force. Their connection is so deep and so instinctive that
to the number that the cha ra cte r would be allowed to reroll.
they can call upon it at will. However, this powerful connec-
tion has a cost. and these Mystics risk open ing th emselves Unleashed Power: For each 0 0 genera ted on t he Force
to the dark sid e of the Force. powe r check. add one automatic 0 to the results, For each
• • generated on the Force power check. add one auto-
/ BASE ABILITY matic . to the results.

/ Once per game session, after making a Force power check,


the character may spend 2 Destiny Points to rerall up to 2
Force dice. If the characte r gains ConFlict as a resu lt of the
check. the Conflict they gain is doubled.

/ UPGRADES
Unmatched Destiny has several upgrades that can
improve its effects and make it easier to use. Any
upgrades that appear in Unmatched Destiny's tree
multiple times have their effects stack.
Destiny Upgrade: Unmatched Destiny req uires

\ one fewer Destiny Po ints to activate.


Frequency Upgrade: Unmatched Destiny can be
used one add itional time per session .
FORCE POWER: CONJURE
S orn e of the more esoteric uses of the Force can seem
like magic to the ignorant and uninformed. While most
Force users can move objects with the ir min d and sense
a Jedi's lightsaber, and even imbue the bodies of the dead
with a ghastly parody of life.

what's going on aro und t hem with otherworldly perception.


some Force -sensi tives can do far stranger and more won -
BASIC POWER
(
drous things. These individuals often learn the ways of the The basic power for Conjure allows the user to create an
Force as a part of one of the many minor Force traditions approx imation of a close-comba t weapon or other small
scattered around the galaxy, Organizations such as the now- objecl using the Force. which lasts fo r a short ti me befo re
destroyed Nightsiste rs of Dathomir or the secre tive Dagoya n ceasi ng to exi st. The power has one basic effect.
Order teach ways to use the Force that would seem strange
• The Force user may spend () to create a facsimile of a
to most of t he ancient Jedi. or those who now struggle to
Brawl or Melee weapon with the following profile: (Brawl
inherit the ir mantle. /
or Melee; Damage + 3; Critical 3: Range jEngaged]: Cor-
Th e Nightsiste rs \-vere known to be ab le to use the Force to sis). Th is item appea rs anywh ere within short range of
to summon a glowing green ichor known as the ·Water of the user. The item fu nctions as normal. but at the end /
Life." With this, they could form tools, weapons, and even of the user's next turn. the item diSSipates. If the item is
facsimil es of living creatures. While this power could not cre- moved beyond short range From the Force user, it also
ate co mp licated tec hnological implements such as a blaster immediately dissi pa tes. At the GM's discretion, th e user
or a speeder bike, the most pow- can also conjure a simple tool or other useful low-tech
erful Nightsisters were said item that has an encumbrance of no greater than one
to have been abl e to t his way. The user may not activate this mu ltiple times.
conjure blades th at
co uld with stand

Force Power Tree: Conjure • FOR[E ABILITY


Prerequisites: force Rating 1 +

• [ONJURE BASI[ POWER


The Force user calls forth a spectral object to their hand. which lasts for a short time.
The user may spend () to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the use(s next turn, this item dis-
sipates. At the CM's discretion. the user can instead conjure a simple tool and other useful low-tech item with an encumbrance no greater than 1

.OURATION • NUMBER • MAGNITUDE


Commit 0 to sustain 1 con- Spend ()C) to m~ale addi- Spend() to incre<.:S€ the maximum encumbrance of the facsimile that can
juration per Duration up- tional, identica l conjurations be conjured by 2 per Magnitude upgrade purchased.
grade purchased while it re- equal to ranks in Number
mains at medium range. up€rade purchased,

• MAGNITUOE • CONTROL • DURATION


Spend () to increase the maximum encumbrance of the item that can be Spend () to add 1 of the fol-
conjured by 2 per Magnitude upgrade purchased. lowing weapon qualities to
the conjuration: Defensive I.
Defleclion 1, Stun 4

• NUMBER • CONTROL • RANGE .OURATION


Spend ()() to create addi- Spend () to add 1 of the fol- CommiL0 to sustain 1 con-
tional, identica l conjura tions lowing weapon qualities Lo juration per Duration up-
equal to rilnks in Number the conjuration: Burn 3, grade purchased while it re-
up€rade pu rchased Pierce 3, Vicious 3, ma ins at short range.

• MASTERY
Spend () () () to summon the facsimile of a creature of silhouette 1 or
srnoller instead of an object, This creature is bound to the user's Will, and Control Upgrade: The Force user gains the ability to imbu e
mindlessly follmvs that character's commands until the end of the Force a created weapon with certain offensive qua lities that might
user's next turn, If the user has the corpse of the creature being conjured
manifest as a palpab le darkness around the Item, a keen-
to Imbue with false life, this faGimile I<.:sts until the end of the encounter
Instead, but the user gains 7 conflict for doing so ing wail whenever the weapon is swung, or etherea l green
flames. Spend () to grant one conjured weapon one of th e
followin g qualities: Burn 3, Pierce 3, or Vicious 3. The user
can activate this multiple times, granting the weapon an
add ition al qual ity eac h t ime (but may no t grant the same
quality mo re than once).
Duration Upgrade: Th e power gai ns the ongoi ng effe ct:
Commit 0 after successfully activating this power. One con -
jured facsim ile per Duration upgrade purchased remain s in
UPGRADES existence as long as it stays within short range of the user. If
the facsimile moves beyond short range of the user, it ceases
Contro l Upgrade: The Fo rce user gains the ability to imbue
to exist.
a created weapon with certain defensive qualities, which
might manifest around the item as a blurred protective aura, Magnitude Upgrade: Spend () to in crease the maximum
a form that twists and shifts to protect the wielder, or a halo encumbrance of the facsimile by an amount equal to twice
of crackling energy. Spend () to grant one conjured weapon the number of Magni tude upgrades purchased . (If using the
one of the following qualities: Defensive 1, Defl ection 1, or Mastery upgrade, this upgrade increases the Silhouette of
Stun 4. The user can activate this multiple times, granting the summoned creature by an amount equal to the number
the weapon an additiona l quality each time (but may not of Magnitude upgrades purchased, instead. ) This may not be
grant the same quality more than oncef activated multip le times.

LUMINOUS BEINGS
UNUMITED POWER
/
Mastery Upgrade: Conju rin g items is a stra nge use of tude upgrade purchased. The user may actIVa te this mul-
t he Force known only to a few, such as the Nightsisters of tip le times, increas in g t he num ber of facsimiles conjured by
Dathomir, and fo r good rea so n: knowledge of suc h conju ra- this nu mber each time.
tion can lead to far darker paths t han mere duplication of
Range Upgrade: Spen d () to increase the range at which
phYSical t hings. Masters of the abi lity can give false life to
the facsimile can be conju red and sustained by on e. This ca n
entire living be in gs or, far more horrifyin g, raise corpses to
be activa ted mu lt iple times, increasing
figh t like ab ominable puppets on fo ul st ri ngs. Only t he grea t-
the ra nge by one each time [to a
est of t he Nightsisters have ever be en known to master such
max irnu m of ex treme range)
an ab ility to th is extent.
The Force use r may spend ct ct ct to create a facs imile
of a living crea ture of silhouette 1 or smalle r instead of an
object. Thi s creature uses t he prollie or a living mi nion NPC
of t he Fo rce user's choice, obeys the wil l of th e Force use r,
and ceases to exist at t he end of t he Force user's next turn.
The Force user may spend a maneuver to direct their fac-
simi le, allowing it to perform an action and a maneuver.
If, however, the user has a corpse of si lhou ette 1 or small-
er avai labl e, t hey ca n instead an imate it , bringing /
it to false life and gainin g 7 Conflict in the pro-
cess. Th iS abo mi nation uses t he pro fil e of t he
decease d being, obeys the will of the Force
us er, and ceases to be anima ted at the end
of the Force user' s next turn . The Fo rc e
user may spend a mane uver to direct
t he corpse, allowing it to spend an
action and a ma neuve r.
/
Number Upgrade: Spend
ct () to co nju re one add i-
ti onal facs imile of the
same type as the
fi rst per M agni -
r

LUMINOUS BEINGS
UNUMrTED POWER
../
FORCE POWER: ALTER
m any Force users have t he ability to sense the life fOKe of
the environment around them. Some Force users take
this sense a bit further By tapping into that living gestalt,
Control Upgrade: The Force us.er may spend () to give all
characters within short range of the Force user concealment,
adding. or 0 to appropriate checks (see page 219 of the
t hey can manipulate the land around them. Intruders may F ORCE AND D ESTINY Core Ru\ebookl This lasts for the duration
find vines choking their path or mists rising up to block their of the pOli'ler. The user may not activate this multiple times.
sight. Meanwhile, allies find that t rails and pd.ths mysteri-
Contro l Upgrade: The Force user may spend()to share the
ously open up before them. on ly to vanish once they have
senses of non-sentien t animals and similar creatures within
reached their desti nation.
range of their power The Fo rce user adds 0 to Perception
and Vigilance checks, and at the CM's discretion, may be
BASIC POWER able to learn or notice things they could not normally pe r-
ce ive. This lasts for the duration of the power The user may
The basic power for Alter allows the user t o tap in to the liv-
not activate this multiple times.
ing Fonze of their surroundings, manipulating the nearby
environs. The basic power has two uses, both of which Gao Control Upgrade: Th is power can affect firm natural ter-
on ly be used in natura l terrain that can change form easily, rain. such as packed earth. stone. or ice.
such as dirt, sand, mUd, and thick vegetation. Control Upgrade: The Force user may spend() () to make
• The Force user may spend () to ma ke aU terraifl cur~ a small p atch of terrain within the power's area of effect
rently within short range difficult terrain unti l the end im passable t errain. This patch is no more t han 3 meters
of their next tum . The Force user must be touching the across. The nature of the impassible terrain is up to the
ground to man ifest th is power. The user may not acti - Fo ree user; it could be a mass of solid rock, an impenetrable
vate this mu ltiple times. morass of twisting underbrus h. or a bubbling pit of steam
and superheated water. Th is lasts for the duration of the
• The Force user may spend () to make all terrain cur-
power. The user may activate th is multiple times. choosing a
rently with in short ra nge normal terrai n until the end
new patch of terrai n to affect each time.
of their next turn, The Force user must be touch ing the
ground to manifest th is power. The user may not ac ti- Control Upgrade: The Fo rce user may spend () () t o cre-
vate this mu ltip le times. ate a corrosive atmosp here in a small area with in the pow-
er's area of effect. This area is no more than 3 meters across.
UPGRADES The rating of the co rrosive atmosphere is equa l to the Force
user's curren t Force rating. This lasts for the duration of the
Control Upgrade: The Force user may spend()a nd make an povver. The user may activa te th is multi p le
Average (ttl Survival check. Success allows the Force user times, choosing a new patch
to locate food , water, and other critical suppli es within of terrain to affect
extreme range. In some cases, the GM may each time.
determine that there are no such sup-
plies availabLe (for examp le. if the
Force user is on the surface
of an airless moon). The
user may not activate
this multiple times.
Force Power Tree: Alter • FORCE ABILITY
Prerequisites: Forte Rating 1 +

• ALTER BASIC POWER


The Force user can tap into the Uving Force of their surroundings, manipulating the nearby environs.
The Force user may spend() to make all terrain currently within short range difficult terrain unlil the end of their next rum .
The Force user may spend () to make all terrain currently within short range normal terrain until the end of their next turn /

• CONTROL • RANGE • CONTROL


Spend() and make an Aver- Spend C)C) to increase pow- The Force user may spend C) to give all characters within short range of
age (++) Survival check ers range by a number of
range bands equal to Range
the user concealmenl
to instantly discover food.
water, or other c!ilical sup- upgrades purchased.
plies within extreme range.

• CONTROL • DURATION • STRENGTH


Spend () to share the senses Commit 0 after successfully Spend () to allow a number
of animals within range of this activating the prn.ver to sus- of targets equal to the num-
p0\\"er, adding 0 to Percep- tain its effects while the user ber of Strength up€rades to
tion and Vigilance checks. remains within range of the ignore this power's effec ts.
and ga ining other benefits. affected area .

• CONTROL
Spend ()C) to make a small
patch of terrain within the af-
fected area impassible.

• MASTERY • STRENGTH
When (he user activates this power without spending C) generated from Spend () to allow a number
• results, add 0 to all other Force power checks made within this pow- of targets equal to the num-
er·s area of effect. ber of Strenglh upgrades to
When the user activates this power without spending C) generated from ignore this power s effects.
o results, add . to all other Force po'Ner checks made within this pow-
ers area of effect

Control Upgrade: The Force user may spe nd () () to Mastery Upgrade: When the user activates th is power
upgrade the diFficulty of all checks made by opponents whil e withou t spending () generated from . results, add 0 to all
in the power's area of effect once. This lasts fo r the duration other Force power ch ecks ma de within this powe r's area of
of th e power. effect for t he durati on of t he power.
Duration Upgrade: This power gains the ongoing effect: When the user activa tes this power without spending () I
Commit O after successfully activating the basic power to sus- generated from 0 restJ lts, add . to all other Force power
tain its effects as long as the user remains in the area affected. checks made within thi s power's area of effect for the dura-
tion fo the power.
Range Upgrade: The Fo rce user may spend () (} to in crease
the range of the affec ted area by a number of range bands Strength Upgrade: Spend () to selec t a number of targets
equal to the Range upgrades purchased. The Force user may equal to the number of Strengt h upgrades purchased: these
activate this multi ple times, increasi ng the range by this num- targe ts ignore this power's effects. The Force user may acti-
ber each time. vate this mu ltiple tim es. in creasing the number of targets that
ca n ignore this power's effects by this num ber each time

LUMINOUS BEINGS ~ /
lMMI11!D POWER ~

f
~,
I

NEW WEAPONS
m ystics are not always drawn to conflict in the same way
other spacers are. A Hired Gun migh t on ly see the wo rl d
as what yo u ca n and ca n't shoot. Mystics, with the ir deep
After the Emp ire Invaded Lasa n and wiped ou t the pop u-
la tion, some high-ra nking officers took these weapons as
trop hies. These days, the on ly place one is like ly to fi nd a
con nection to t he Fo rce, might t ry to esc hew physica l combat bo-rifle is in the col lection of some Im perial commande r.
en tirely. Every li fe they take is one less lum in ous being woven
As a maneuver, the use r can conve rt t he bo -rifl e from its
into the tapestry of the Force.
ra nged mode (see Table 2- 1: Ranged Weapo ns on page
St ill. in wartime. it is every sentient be ing's duty to defe nd 47 ) to mele e mode. In me lee mode, the wea po n uses
themselves. Wh ile the Force is a powerfu l al ly, it does have t he fo ll owing profi le (Melee; Damage + 3; Critical 4; Ra nge
its lim its. Ancient weapo ns aren't always enough to matc h [Engaged]; Stun 5, Stun Sett ing) . A bo-rifle requires two
the dangers that sw irl around a Mystic. Some keep a blaster ha nds to wield.
at the ir side, for safety's sake_ So me ta ke t his desire a ste p
further, seeki ng out weapon ry that resonates with the Force HEARTWOOD BLASTER
By the last days of the Clone Wars, most war materie l hewe d
RANGED ENERGY to a ha ndfu l of sta ndards: blasters locked in drab p lasteel
WEAPONS chass is, form le ss body armor rem ov ing all soldiers' ind i-
vidual ity. Tho lot h, haV ing prided itse lf on Its cosmopo lita n
A Mystic's con nection to the Force does not always come ear- aesthet ic for ce ntu ries, struggled wi th these deve lop men ts.
ly in life. When pressed. they may sti ll solve problems in the Th eir Defense Forces general ly used impo rted mate riel. It
ty pica l fringer fashi on- that is, wi th a blaste r. Some arm them- was more pract ica l and mo re efficie nt , b ut it also carried an
se lves with mundane versions, as a last resort. Oth ers m ight air of menace. To the Tho lothians, clone troope rs carried a
keep an extraordinary p isto l they felt was ··lucky." A Mystic sense of being eager to fire on any who stepped ou t of li ne.
with such a weapon might. at first. be bli nd to the living Force
Tholoth ian Defense Forces solved t his tens ion with th e
influe ncing their shots. They may even have be longed to a
develop men t of t heir own weaponry. Weaponsmiths incor-
group focused on mixing the mundane and the mystical.
porated hea rtlNood, a plan t native to Tholoth, into uniqu e
weapo ns. Th ese heartwood b lasters were as milch an aes-
AB-75 BO-RIFLE thetic statem ent as they were dead ly. The woode n chassis
harkens back to the Tho loth seedpod practice- a rem inder
Du ring the Rep ubli c, the Bo-Rifle was the ceremon ial weapon
of the communi t y to wh ich th e wielder belongs. Like Tho lo-
of the Honor Guard of Lasan. These Lasat were impressive
t hian socie ty in gen eral, th is sentime nt reach es across the
'Narrio rs, and thei r bo-rifles were equa lly im pressive. Designed
division of species. Anyone who wie lds a heartwood blaster
to be used in bo th close quarters and at range, these weapons
ca n fi nd comfort in remembering t heir home
could quick ly be converted from a high -powered blaster rifl e
to a doub le-headed staff. At each end of th e staff, bri llian t When wielding a heartwood blaste r, a character may suffer
arcs of electric ity crack led and spat. A skilled Lasat cou ld use stra in up to the ir Force rating as a maneuver. If they do, they
the electrified staff to shock opponents in to subm issio n; pro- add an equal numbe r of au toma tic tJ to the next combat
vided they had n't bludgeoned them half to death first. chec k they make that turn.

Heartwood Blaster

·/~ / ,-
DANGEROUS CRAFTS
~MrTED POWER
/
l
i
TABLE 2- 1: RANGED WEAPONS
!
AB·75 Bo-Rifle Ranged
8 4 Medium 4 4 (R) 900 7 Stun Setting
(Blaster) (Heavy)

Heartwood Ranged 6
Blaster (Heavy) 5 Medium 3 1.000 6 Cumbersome 2, Stun 3

Ra nged
Lucky Blaster
(Ught)
5 4 Medium 2 400 10 Stun Setting

Blu e Shadow Ranged Sho rt


Gre nade (Ught) 3 3 0 (R) 2.000 9 Blast 3, limited Ammo 1

Ranged Breach 1. Burn 1. Limited


Molten Magnel
(Ught)
9 4 Short 0 (R) 1.500 6 Ammo 1, Sunder

Ranged Pierce 2, Blast 3, Limlled


QuiJlbomb
(Ught)
5 2 Short 0 (R)IOO 6 Ammo 1, Vicious 3

LUCKY BLASTER SLUGTHROWERS


A bl aster being "lucky" is less about its man ufacture and
Slugthrowers are ol d v;,eapons that use exp lo sive charges to
more abouL its behavior. There is something inherent in
propel metal projectiles. Far clumsier than a blaster, slugth~
these blasters, something beyond the normal. A spacer
rowers fell out of use on most planets centuries ago. For
might feel that. no matter how long the odds. a blaster like
civilizations that lack heavy induslry, though, they remain a
th is will always hit its mark.
viable choice.
Even in the clumsiest hands. there seems to be an unknown
influence guiding the spacer's aim. To the trained Mystic. th e ARQUEBUS
Force's pre sence is obvious~t h e blaster almost hums wit h
it. Even befo re dedicating themselve s to the Force, a M ystic Th e average sent ient be ing can p ick out visua l detai ls up to
might be able to hear it. three kilometers a'ioJay_Semb la's low landmasses and shallow
seas provide excellent visibility. Taken together, these fac-
Lucky blasters are rare in the galaxy at large, Their attun-
tors had a large influence on Vurk strategy. They favor long
ement to the Fo rce seems to be completely random. There is
distance engagements, avoiding melee whenever possible.
no connection between the blasters that display this knack.
The lone soldier who wades into close range is liable to get
There is no single factory, nor even one single planet. that
gunned down withou t mercy.
can claim it is the source. Not even the Mystics who study
them can explain how the blasters' attunement occu rs Since heavy indust ry never took hold on Sembla, Vurk
Those who wie ld these blasters can on ly trust in the Force, sharpshoote rs stil l favor slugthrowers. Most famou s is the
hop ing t ha l its will is being done arquebus, an older design kept curre nt by skilled crafters.
In its original form, th e weapon was little more than a metal
When a characters uses a single maneuver with a Lucky
tube filled with explosive powder. Over time, sumptuous
Blaster to Aim, they gain 0 D on their next combat check.
wooden stocks to brace against the shoulder became stan-
This can only occur once per round, and the PC may not use
dard. The design became more streamlined and reliable as
their second maneuver to aim again.
time went on. Modern versions are works of art unto them-
selves, often featuring intricate obsidian inlays

DANGE ROUS CRAFTS


UHUMn'ED POWER. j
Accu rate at ext reme dista nces, the weapon is wel l su ited genera l, nobod y has yet managed to replicate [he tru e
to patient aim ing. A Vu rk sold ier's most devastating shots danger of the blu e shad ow virus. However. some depraved
are the ones arra nged with the most precision. Skep tics have individ uals have managed to rerTO-engineer a fa st-acting
long si nce exp lained t his away in mu ndane ways. Longer prep varia nt that dies off quickly but can - scores o f individu-
t ime leads to steadie r ha nds. Ca lcu lations of wind resista nee als befo re it van ishes.
are more acc urate wit h more observa tion. Desp ite t his, Vurk
When a blue shadow grenade de:ora:es, at targe ts
sages insist on a deeper meaning. The best sharpshoo te rs that suffer at least one wound from the £;~enade -or are
never care about t he odds. Th ey t rust in the will of t he Force,
\/;'Ithin med ium range of the detonation \',i--:'.e nOt wearing
and the Fo rce guide s th eir hands a rebreather, sea led armo r, or other form 0; em,ironmen-
As a maneuver, a charac ter wieldi ng an arquebus may suf- tal protec tion- must make a Formi dable (+ + + + +l
fer up to 5 stra in. The PC's next combat chec k with the arque- Resilience check. Targets suffer 2 wounds and 2 strain per
bus gains Pierce with a rating equal to th e stra in suffered. @ , and a Cr itica l Injury wit h a + 50 modifi er . ~ :ney fail
the check. ©" means tha t they mu st make the checr;. again
PANIC PISTOL at the start of th eir nex t turn as th e virus runs rar-:pant
through t he ir syste m.
War is a st ressful past ime Most sentient bei ngs unaccus-
tom ed to batt le choke up whe n an enemy charges the m wit h MOLTEN MAGNET
a sword . So metimes t here isn't enough room or enou gh tim e
to line up a shot. Weapo nsm iths designed pan ic pistols- a Magma from Sembla has fasc inated researc hers fo r centu-
kind of ove rpowere d slugthrower- to so lve such prob lems ries. Among other traits , it exerts enough magnetic attra c-
t ion to st ick to meta llic surfaces. While this may fascinate a
They provide a quick and definitive answer to anyo ne get-
geologist, it's an idle curios ity to the average citizen.
ting too close. This is not to say t hey do so wit h elegance.
The weapon s ma lfunct ion with more regularity than other, Vurk Rebel ce lls seeking to liberate Sembl a are not the aver-
more stand ard slugthrowers. Whi le its power is on pa r With age Citizen . Straining under the Em pi re 's yoke, they've been
a bla ster. a pan ic pisto l still Isn't a sustai nab le alternat ive quite keen to weapon ize the planet's lava. A handful managed
to melee weapons. A figh ter with a bro ken wea pon doesn't to make a breakthrough, usi ng li be rated Imperial resea rch
have muc h adva ntage over anyo ne. The result ing device is muc h like a grenade. While di ffi -
While at engaged range, a cha racter wielding a pa nic pistol cu lt to make elsew here, Vurk Rebe ls have all t hey need to
does not add the + 1 difficulty modifier for ranged attacks bui ld them on Sernb la. First, they use Im peria l tec hnology
in melee. However, the GM may spe nd @ @ to damage the to stabi lize and co nta in the magma. Ea rly attem pts coo led
weapon (see Weapon Maintenance on page 166 of the and congea led too fast, rendering them useless. To work , the
FORCE AND DESTI NY Co re Ru lebook). devic es need a smal l touch of the Force: Vurk sages ski lled in
alchemi cal arts ImGue th e con tai nm ent unit with the Force to
keep the mol ten rock from coo ling.
THROWN WEAPONS
A co mbatant ca n use the device much t he same way as
Like many spacers, most Mystics are fa miliar with grenades a grenade. On act ivat ion, a brief timer sta rts be fore the
Their simple ope ration makes fo r wid espread adoption. weapo n act ivates. Instea d of blasting itsel f apart, howeve r.
Unlike most spacers. though , Mystics gravitate towards more t he magne t then ad heres to a single target. When t he ti mer
exotic ve rsio ns. Alc hemica l modifications t urn the simplest ru ns out, the con tainment uni t begi ns extruding its molten
/
exp los ives into biza rre, yet effective, weapo ns metal pay load . The magma t hen chews through armor plat-
, /
ing, sco rchin g any organ ic tissue it touche s.
BLUE SHADOW GRENADES
QUILLBOMB
Of all viruses, epid emio logists most fear one stra in: the
blue shadow virus. The waterbo rne virus was long touted as Thisspiasians once viewed the gianl ysterva rk as both wor-
t he ga laxy's most virulent agen t. Incid en ts involving it also thy foe and reve red delicacy. Xenoa rchaeologists even the-
proved it to be the deadliest. Decades be fore the Clone ori ze t he Blood Monarchy grew from ritual hunts of t hese
Wars, outbrea ks sent pan ic across dozens of systems. Worst creatures. Extinct in modern times, the beast's brutal ity left
of t hem all was the Candorian Sco urge, cla iming milli ons of a lastin g imp reSS ion on Th isspias. For centuries, engi ne ers
li ves in on ly 48 hours. sought to em ulate its defensive plating and toxic spines.
By the ti me of th e Clo ne Wars, prop er co ntainmen t ha d In kee ping with t his motif, ancient warrior-sages created
erad ic ated the disea se in t he wi ld. Separa ti st sc ien t ists, weapo ns In the beast's image. Thei r blend of metal work and
inspired by t he Scou rge, re-engineered captive strains t he Force eve n paralle ls tha t of modern alchem ists. For 250
into a terrifying bio-weapon . Sc hemat ics recovered by the yea rs, po isoned ystervark spears were the Roya l Guard's
Jedi claim it to be airborne and almost incurable. Whi le most iconi c weap on. As t he Blood Monarchy's pub lic influ -
the Empi re did its best to bu ry th e plans, dissid ents ma n- ence fe ll, so too did the ysterva rk's. Whi le Thissp iasians st ill
aged to leak t hem after a ra id on th e Jed i arch ives. From res pect bot h, t he cal l for such weapons has dim inished
an official standpOin t. the Rebe llion co ndemns its use. Be fore the rise of the Empire, only t he Quil lbomb reta ined
Fro m a practical sta ndpoint, some of the more vicious its mas s appeal.
ce lls have bu ilt the m in secret. Lucki ly for t he galaxy in

DAN GEROUS CRAFTS


UNUMITED POWER
ASH LA STAFF
Like the Bo-Rifle, Ashla Staffs were one of the many items
pl undered by the Empire during the Fall of Lasan. Unlike the
rifles, though , these were not weapons of war. Staffs such
as these were the unique property of a Revered Master-
mystica l leaders of the Lasat peop le. Li ke t he Jed i, these
sages studied and communed with the Force, though th ey
referred to it as the Ashla.

Quillbomb

The device is not much larger than a closed fist, and


wicked-looking spines litter its surface. On detonation,
these spines rip through armor, burrowing deep into flesh .
Each spine ca rries a dose of synthetic toxin, inspired by the
ancient ystervark's venom . With its weak payload, the bomb
is less focused on raw explosive power. Rather. it rel ies on
drivin g at least one spine intact int.o a victi m's body. The
Ashla Staff
contagions used are ofl en as quick as they are debili ta ting.
One spine is enough to immed iat.ely impair motor functions.
Any more will cause excru ciating pain.
With the Blood Monarchy outlawed by the Emp ire, the
Qui llbomb is taking on a new life as a symbol of resistance.
Rebels searchi ng for urban weaponry have revi talized the
production of these ancient weapons. The bombs are harder
to detect than conventional explosives, perfect for sabo-
(eurs. Storm troopers are begi nning to dread missions to
Quash Thisspiasian resistance. Once the subject of mockery,
the Quillbomb's body coun t conti nues to rise. True to fo rm,
the bomb has damaged both body and mind of the Imperial
war machi ne. Though nowhere close in size to t.he ancient
yste rvark, these bombs would do it proud.

MELEE WEAPONS
Even before the fal l of the Jedi, no t all Force sensitives
armed themselves with a lightsaber. The ancien t 5ith wield-
ed swords infused with dark side power. Many a foolhardy
Mystic has charged into battle with little more than a club.
As long as they count the Force as their ally, they have no
(
reason to fear.

DANGEROUS CRAFTS
UNUMrTED POWER
j
/

r TABLE 2-2: MELEE WEAPONS

Ashla Staff Melee +2 3 Engaged 4 2 3,000 7

Oura Blade Melee +1 3 Engaged o 600 4


J
Sembtan Obsidian Dagger Melee +0 Engaged 2 350 4

Before t he Fa ll of Lasan , many were qu ick to equate the OUROBLADE


/ Ashla Staff to a Jedi's lightsaber Th is wou ld not, by and
large, be an accurate comparison . An Ashla Staff's construc- Even for the eccent ric designs of ancien t Th isspias, the Ouro
tion migh t reflec t on its owner in a sim ilar way, but that would Blade is a. strange weapon, wi th a long curved blade that
be the full exte nt of si milarities. The staff might be ta ll and arches out in a ha lf-circ le from th e wie lder's fists. Tradi tional
/
spry, or gnarled and bent. A Revered Master might fashion fi gh ting sty les emphasize qui ck, cross-body slashes, and a
it from a single branch, once gifted to them by a Tholot hian skill ed fighter can inflict dozen s of shallow, pa infu l cuts on
t hei r opponent in a matter of mo ments. Wh ile designed for "
dignitary. What united these tools was thei r connection to
Lasat mystic ism. Among oth er qua lities, they gave stre ngt h off-hand use, the Ouro Blade is still effective as a primary
to Revered Masters during pa rticularly grue li ng ritua ls. weapon.
These vibra nt cultura l expressions have beco me rare Despite its effic iency. cha ngin g attitudes on Th isspias
under t he Em pi re. The Revered Masters who survived the sidelined the Oura Blade. Over time, t he populace ca me to
Fall of Lasan have since passed on or disappeared. Some associa te it with the excesses of the Blood Mo na rc h's Royal
bequeathed t heir staffs to their descendants. Others sold Guard. Many Thi sspiasians shunned tradi tion al weapo ns,
them whi le flee ing the Empire. Many who own these imple- see ing them as sham efu l re lics of bygone tim es. When Impe-
/ ments now know little of their origina l pu rpose. All they k now rial governo rs outlawed the Blood M onarchy, that stance
is that a mysterious powe r seems to flow through them. changed . Thisspiasia n Rebe l groups chose weapon s li ke the
There is a fl icker of dest iny in eve ryt hing the staff touches. Ouro Blade as their gea r of choice. The fallen Blood Monar-
chy had beco me a poignant symbol of resista nce
While wielding an Ashla Staff and making a Fo rce power
check, a player may spend 3 strain to add 0 to the res ults After making a successful com bat check with an Oura
Blad e, the wielde r may spend tJ to inflict an automa tic hit

/ / on the target. doing the attac k's base damage, and may do
so multiple times
/
~.
SEMBLAN OBSIDIAN DAGGER

Li ke many Items made by t he Vurk, Semblan daggers


tend to se rve at least two fun ctions. First. they are uti lita r-
ian kn ives, used as both too ls and weapon s. Second , the
) blade's icon ic de sign has se rved as a meditatio n aid for
centuries of Vurk sages.
/ / /
In their most ico nic example s, the dagger's blade curves
I
back and forth as it tapers to a point. Vurk sages hold that
/
th ese gentle und ul ations mirror th e dua lit y of t heir home-
_/ world. Th e curving edges hearken to t he pla net's shal low
seas, while obsid ian inlays evoke the plan et's vo lc anoes. Fo r
centuries, they woul d med iate on this contrast, searc hing
for harmony. Even if other spec ies la ck tha t cu ltura l context,
studying th e dagge r st ill has uses.
/
Whe n a Vu rk makes a Discipl ine check at t he end of an
Duro Blade
encounter to hea l strain, they hea l one addit ional stra in as
long as they are hold ing a Semb lan dagge r. At t he GM's dis-
cretion, no n-Vurk cha racters can also benefit from t hi s if they
have a t horo ugh groundi ng in Vurk culture and the menta lity
to appreciate the medi tative properties.

DANGEROUS CRAFTS
...-rED POWER


NEW ARMOR
T hough those who wield the Fo rce in combat ofte n ca llan
it as their ally to guard them . they know that other forms
lowing the Clo ne Wars, the Empire sought to tighten its grip
over the Outer Rim. Though it took years to make it there,

r of protection can be useful as well. Some types do more than


merely protect their bodies, bu t can transform agony into
greater power-something those on the path along the dark
the full brunt of Imperial force finally made its way to Tholoth.
Imperial blockades drove the cost of importing weapons

[
and body armor beyond feasibility. Anything deemed contra-
side are always eager to seek out.
band entering the system was immediately seized. Factories
mass-producing wea pons were co-opted by the Empire. Tradi-
SITH PAIN HARNESS tional weaponsmiths beca me the sale reliable sou rce of arms
and armamen ts. Before th e Empire, Tho lothians took the ir
Co nstant en em ies of the Jedi Orde r, the 5ith have always
heritage for granted . Now that it is their last weapon against
sought to dominate and destroy. They even see k to pervert
the Empire, ThoJothians have embraced it with open arms.
the Force itsel f, turning its energies into a weapon to torture
and maim. They build all their greatest strengths on the pain The Timber Cuirass has become one of the planet's best
they can inflict. prod ucts- a modern update for ancient Tholothian armor.
Armorers cra Fted the classic cuirass from a single living piece
Developed over genera Lions, the 5ith Pain Harness repre-
of Heartwood. Generally, a noble would commission it as
sents the pinnacle of this philosophy. It is little more than a
soon as they came of age, as th e process could take decades.
set of interlocki ng meta l p lates, each sharp enough to easily
The cuirass must be shap ed and refined while sti ll growing
draw blood. Any be ing wea ring t he armor musl take ext reme
as part or the tree. On com pletion, the resulting arm or is as
ca ution, lest the metal carve into their flesh. Granted. the
strong as durasteel, but on ly a fraction of the weight.
point of the device is not to avoid hurting oneself. Instead,
5ith are to embrace the pain, using it to fuel their hatred
The pain t hey feel suffuses all their Force power, a gruesome
WATERWEAVE
attempt to spread their own agony.
Waterweave is a composite material created out of native
While wearing the 5ith Pain Harness, a character can 5emblan alloys and minerals. While it is heavy and bulky
choose to suffer one wound as an incidental to add auto - norma lly, its buoyancy actuall y increases wh ile subm erged.
matic *" to the next Disc ipline check they make during the
curre nt rou nd. They then suffer 1 Conflict.
Most scient ists are at a comp lete loss to exp lain thi s, and
mumb le so met hing abou t air pockets when pressed
Waterweave deflects even the strongest blows instead of
TIMBER CUIRASS absorbing their force. Moreov~r, its buoyancy allows users
to fight in the water without being dragged down by what
Before the Empire, Tholothian Defense Forces looked the
would normally be bu lky, restricting clothing. Warriors
same as their offworld counterparts. Guards wore synthetic
equipped wi th waterweave report fighting better underwater
body armor and wielded transparisteel riot shields. When
deadly force was necessary, they ca rried a variety of blasters
to do the job. While beautiful and poigna nt, traditional equ ip-
than on any other terrain
Waterweave armor has encumbrance 7. However, while
;
! ment lacked th e practicali ty of offworld gear. In the yea rs fo l- submerged, the armor's encumbrance changes to 0

TABLE 2-3: ARMOR


Type Defense Soak Price Encumbrance Hard Points Rarity
$ith Pain Harness 0 2 (R) 3,500 2 0 9

Ti mber Cuirass 1 2 4,000 4 1 5

~aterweave 2 1 6,500 7 1 5

1/
--- I

DANGEROUS CRAFTS
....-rED POWER j
j

NEW GEAR AND EQUIPMENT


T o study mysteries of the Force is to know that there are
secrets in the galaxy no mere historian or scholar will ever
discove r. Onl y those open to the Force. for example, might
LASAN CHRONICLES OF THE THREE

Life since the fa ll of t he Republic has grown di fficult for th e


recognize a carved cub ica l t rinket as a powe rfu l holocron, Lasa t. The Empi re ex terminated t hem in droves, a gru esome
or a set of small rings as a gateway to visio ns of the future example to those who seek to rebel. Many Lasat now search
Some Fo rce users might turn aside such items as unnecessary for mean ing in an ex istence t hat seems to on ly want them
( to unlocking the secrets of the Force, perhaps even refrain- des troyed. Many turn to the ir spec ies' most ancient teach -
ing fro m ways to im prove thei r lightsabers, but many more ings in hopes of find ing some parallels, some guida nce for a
bel ieve any too l that can aid thei r understa nd ing of the Fo rce people adr ift One of t he most freq ue nt reso urces for th is
is one INorth embracing study has bee n the Ch ro nic les of the Three. This collect ion of
ancient parab les fo llows t he three La san myt hic arc het ypes:
the Ch ild, the Fool, and the Warrior
ANCIENT LORE
When a cha racter studies the Chron icles, t hey may use
The Jedi kept met iculo us records throughout t heir long Perception, Knowledge (Lo re). or Disc ipl ine Lo deciphe r it
protection of the Repub lic. Whi le they knew a great many Th ey must then spend an hou r study ing the Chronicles, suc-
things, gaps st ili ex isted in their knowledge. They were ofte n ceed ing at a Hard (t . tl check of the appropriate ski ll at
consp icuous in their si lence on o ther Fo rce-wieldi ng trad i- t he end of it. Dependi ng on their chosen skill. they rece ive a
tions. Without written records of the ir ow n, these cult ures un ique bon us that can be used once during the rema inder of
couldn't preserve t he ir defining t raditions. the session. Know ledge (Lo re) grants t he Perspicac it y of the
Ch ild , whose desire to learn outst rips all else. The character
Over time, civilizations lose touc h with the ir ancient ori-
may add D to anyone Know ledge ski ll check t hey make.
gins. A civil ization might leave beh ind incompre hensib le
Pe rcept ion gives the m t he Insight of the Fool: in knowing
ridd les and artifacts. Expl icit instructions might evolve into
noth ing, they see everyth ing. Once, when mak ing a comba t
vague admon itions remembered on ly in children's ta les. A
skil l check, they may re-roll one <} of thei r choice . Using Dis-
culture might lose the true lessons of t heir past. but all it
cip line leaves them wit h t he Purpose of t he Wa rrior, whose
wou ld take to un lock those secrets is the righ t key.
devotion and tenac ity overcomes all obs tac les. Th e may
Many sentient be ings find themse lves adrift unde r the remove. on a single skill chec k that they make
Empi re. The we ight of its hum an- privi leging power structures
/ has begun crushing them . Some might turn to t heir ancestra l
mysteries fo r guida nce or comfort Some po re over forgotten CONSUMABLES
lore, hop ing to find a glimme r of hope, some small scrap of
For most Mystics, an object's connect ion to t he Force is a
pm·ver they ca n use to fight back.
permanent fixtu re. Hal ocrons co ntain t he knowl edge of t hei r
predecessors, and wil l conti nue to do so for cent uries to
DAI BENDU HDLDCRON come. A lightsaber is a Jedi 's life. It is as intri nsic to it as that
statemen t implies.
First attributed to the p recursors of the Jedi , t hese objects
remain a mystery. At the surface level , Dai Bendu ho locrons Some Mystics prefer to see t he Force's prese nce in far
/ / resemb le t hose produced by the Jedi. Each holocro n con- more transient items. For example, when an Al chem ist
,/ ta in s six t racts, subdivided into four lessons apiece. Unlike blends Force energy in to a crea tion, they do not see it as
ones made by t he Jedi , Dai Bendu ho locrons allow even the trapped there. In t ime, tha t crea ti on will serve its pu rpose,
/
most unskill ed of Force sensitives access. Their true key to and the energy wi ll recirculate. )
ma ste ry li es in study.
Other items push the other way, begging for re lease
Complet ing each lesson in the tract req uires an amou nt of Most da rk side artifacts ca ll out to Force sens itives They
study and med itat ion up to the CM's decis ion. At its conc lu- prom ise safety or power or knowl edge. A Mystic with t he
/ sio n, the playe r must rol l a Discipli ne check of one higher right tools can exploi t these ite ms, drawi ng both power and
difficulty than it too k to access t hat lesson . Fo r examp le, tain t into t he mselves
to comp lete the first lesson , a Mystic must roll an Average
(t .l Discipline check. To complete the final lesson in a ASHES OF MALACHOR
t ract requires a Formidable r•••••) Discipline check.
Wars betl'veen the dark side and the light are not only fough t
When a Force-se nsit ive character comp letes a tract , t he
in an individua l's conscience. Centuries ago, the Sit h Order
playe r selects one characteristic. Once per day, t hey may
formed the backbone of a terrifying war mach ine. O ne of
upgrade t he ab ility dice pool of any single check re lated
the ir most fearsome strongho lds resided on the Outer Rim
to t hat characteristic by two steps. The player has learned
planet of Malachor. Rumors spread tha t the Sith bastion hid
all they ca n from t hat tra ct, and must move on to another
unstoppable weaponry and forbidden knowledge Fea ring
Each subsequen t tract prov ides the same benefi t to anoth -
the worst. the Jed i laid siege to the temple.
er characteristic.

DAN GEROUS CRAFTS


UOLIMrTED POWER


I TABLE 2-4: GEAR AND EQUIPMENT
~ I~em ______ ~i£e____ I~~~um l Rarity
Ancient lore
Once per session as an action. a Force-sensitive characte r
may use the Ca lming Sa lve and make a Force power check.
They may spend () generated from 0 results to recover one
strain per()spent in th is way.

Dai Bendu Holocron (RJ 125,000 10 STIMCAF POWDER


r Lasan Chronic les
of the Three
3,000 o 7 A common spacer joke runs that caf. not credits, is what /

!
keeps the galaxy movi ng. While a Senator might drink it at
Consumables a local ta pcaf. spacers rare ly have that luxury. With that in
mi nd, the deve lopme nt of stimcaf powder makes perfect
Ashes of Malachor (RJ 750

Ca lming Sa lve 25
°
0
8

3
sense. Pa le and gritty, t hiS powder is the most conce ntrated
vers ion of ca f avail able on the open market

Stimcar Powder 3 0 4 FOCUSES, FETISHES,


AND FIGURINES
Thisspiasian Puzzle Ring 500 8 The constant ebb and flow of life sends ever-wid ening ripples
throughout the Force. Bu ffeted by tides o f the Living Force,
Vision Cubes 1,000 0 6
Mystics might be unable to detach themselves from the
Vurk Meditation Orb 1,000 2 6 world around them. Novices. keen to hold onto the world
they can see, fa il to keep their minds clear. Often. Mystics
The battle lert no survivors. The Jedi archives erased all can use a mental foc us to help th em shu t out the din around
records of the planet, hoping to bury the Sith secrets along themselves. Th inking only of this focus. Mystics open them -
with the dead. Over time. spacers began to cla im th ey had selves to the wi ll of the Force.
stumbled on the lost world of Malachor. They 'd bring back
artifacts claimed to be 5ith reli cs. Most were obvious frauds. THISSPIASIAN PUZZLE RINGS
A few had a gen uine-and disqu ieting-connection to the
dark side. During the ir induct ion , each Th issp ias ian Royal Guard
rece ives a set of in terlocki ng ri ngs, Th ese rings resemble a
Sm ugglers claimed to make Ashes of Ma lachor from th e nest of serpents, twisted and entwin ed , bitin g the ir ow n tails
pulverized bones left on the p lanel. With t he plan et lost One ca n slide each individual serpent, or rea rran ge its p lace
to the galaxy at large, there is no way to confirm this. The within the collection. Once a spurce of immense prid e, the
results. though. are irrefu table. Some dark essence trapped public now dism isses these reliCS as arcane junk.
within t he ashes empowers those that consume it. Gruesome
power wa rps their will. increas ing thei r power at the cost of Their ori ginal intent, however, was to introdu ce a Royal
their Morality. Guard to the Force. Th e puzzle is impossible to solve for
those who cannot interact with the Force. The ri ngs wra p
A Force-sensitive cha racter may spend a ma neuver to arou nd themselves in what appea rs to be an infinite pattern.
inhale the Ashes of Malachor. They gain 5 Conflict, bu t add By working through them. a Gua rd sees the interconnected-
"fl: @ to all attacks they make unci! (he end of the encounter. ness of all things. The device's nea r-impossibility conveys a
taste of the future·s hidden nature.
CALMING SALVE
To at tempt to solve the puzzle, a cha racter must spend
Sentient beings all over the galaxy lead a ha rd li fe. Stress at least one hour working on it and pass a Hard (+ ++)
accumu lates over time, threaten ing to overwhelm the less Discipl ine check , If the character fails, they heal 2 strain.
hardy. Resting often he lps, but in the heat of batt le, it's li ke ly If successful, the chara cte r has a vision, lea rning one thing
a co mbatan t needs more immediate help , Thousa nd s of tha t involves them that may (at the CM's discretion) co me
remed ies, salves, and ba lm s exist to that effect. Th ere is as to pass in the next week. Once so lved, the pu zzle rings fa ll
mu ch variety in the prod uction of these items as in the ind i- apart. their con nect ion to the Fo rce spent. If they wan t to
viduals that consume them. pu rs ue ano the r vision , the PC must ob tain a new se t of rings.

Rubbi ng these salves into the skin opens a sentient being


up to the Living Force surrounding them, Those without
/
Force sensitivity fi nd the experience strange but comforting. (
A Mystic in tu ne with the Force can draw the energy into
themselves. When they release it, they wash away their fears
in the cleansing warm th of the Force.

DANGEROUS CRAFTS
UNLIMITED POWER j
I
VISION CUBES LlGHTSABER
In the tumbling of dice and the randomness of fate, some ATTACHMENTS
Mystics may catch glimpses of t he future. Generally a pa ir
of six-s ided dice, Vision Cubes are not all that different fro m The Jedi Order dema nded discip line and devotion to an ide-
Chance Cubes. Vision Cub es tend to have intricate scenes al large r than t hemselves. A Jedi sacrifices their ego fo r the
painted on their faces. They first rose to prominence as sake of duty, but they keep some freedom in bui ldi ng thei r
part of a high-sta kes dice game which was since eclipsed by lightsaber. The hi lt of a ligh tsaber conveyed a great deal
sabacc. Hle breathtaking art on these dice lends itself we ll to of its builder's perso na lity. Oppo Rancisis' elegan t designs
the act of divin ation. Whether t hese vis ions are mere t ricke ry suggested cu lture and refinement. Mace Wind u's Electrum -
I
or true fe ats of cla irvoyance depends on the owne r. plated hilts served as a bold warning to would -be attackers.
The Empire erased much of th is art, but it sp urred survivors
A cha racter can use a vision cube whi le performing a
to greater ind ivid ua lity. Many, in searc hing for what makes
check (incl ud in g a Force power chec k) to divi ne the future
t hem unique, draw on their own heritage instead of the Jedi
If the chec k res ults in having at least one uncanceled tI.
Order's.
the character adds ">tf and 0 to t he results as well. If the
check resu lts in having at least one uncanceled @, the char-
acter instead adds Y and. to the resu lts. If the ch ec k has
THISSPIASIAN STABILIZING COILS
no @ or tI resu lts , the vis ion cubes do nothing- exce pt
Th isspias ian weaponcraft focused , for centuries, on grace
poten tially look impressive
above all else. The antique ma nners of the Blood Court may
embarrass the average citizen, but one can't argue with the ir
VURK MEDITATION ORB resu lts. Tradi t iona l weapons from Th is sp ias co rrect for even
the clumsiest of maneuvers.
Ufe on Semb la owes a great deal to the planet's many ac t ive
volcanoes. The intense geothermal energy of the planet Surv ivors of the Jedi Pu rge return to th is ph ilosophy to
/ stre ngthen their \,veapo nry, Thissp iasia n stabi liz ing coi ls are
warms t he world's shal low seas. The seas, in turn, host a cav-
/ often stylized as a long ta il t hat wra ps itself around the hilt of
alcade of life. Lava flows bring mi nera ls and mate rials to the
surface. Whil e t hey never developed heavy industry, the Vurk a lightsaber. Rotating and cur ling with eac h movemen t, this
are famous for t he ir craftsmansh ip. The vast majority of art devlCe keeps t he blade perfec tly bala nced.
produced on Semb la depicts the vo lcanoes. At times, th is Base Modifier: When making an attack , remove one •.
reve rence ha s bordered on religious devotion Modification Options: None.
Hard Points Required: 1.
/ One of the oldest tokens of this revere nce IS t he Vurk Med-
./ Price: 5,500 cred its .
itation Orb. The orbs are perfect obsidian spheres, roughly
15 centim ete rs across. Part of the consecration process
involves polishing the surface to a mirror sheen. Even tho ugh
THO LOTHIAN HEARTWOOD HILT
the Vurk invest a lot of ti me into crafting them , they do not
Whi le most lightsabe rs have sy nthetic hi lts, Tholothia n Jedi
co nsider t hem manufac tured. From the t raditio nal stand-
prefe rred a more organ ic approach . At t heir height, they
point, trley are no t made so muc h as found. Any spherical
crafted heartwood hi lts from the timber of still- livi ng Lrees
chunk of obsidian ca n se rve the orb's fu nction. Wh ile the
The wood \'vas then preserved in a speC ialized rit ual- one
most sacred orbs are perfectly black, sages tolerate - even
mo re often used whe n a heartwood tree was dying. The
prefer- t he presence of impurities with in the glass.
resu lting hilt is resista nt to decay and can house a ligh t-
/ / Sw dying t he opaque sphere al lows a Mystic to foc us saber's apparatus. The resulting lightsabers are beautiful
inwa rds, leavi ng the vvo rld behind. In this state, they see on ly works of art as much as they are weapons. The res ins used
/ t he co nn ections between beings, hear only t he wh ispers of to preserve the timber increase its we ight, and wie lders must
t he Force. This medi ta tio n lasts for at least an hour, and for take appropriate care in using them. Th is often translates
t he 24 hours fo llow ing th is med itation, they may suffer 2 to a stronge r and more delibera te strike whe n this weapo n
st rain to add () to the results of t he next check to use the does con nect
Alter or Battle Medi tatio n Force power
/
TABLE 2-5: LlIlHTSABER ATTA[HMENTS
)
Attachment : Price Encumbrance ' HP Required i Rarity
Thisspiasian Stabili zing Coils _+ 5,500
- - I--
0 1 5

f-T_hO_I_ot_h_ia_n_H_e_a_rt_ --~_=~-=
w_O_Od_H_ilt_ _ 8,000 0 1 7

j Wa lkin~_Stic k Hilt Disgu ise _ I 2,500 0 1 6

( C'

DANGEROUS CRAFTS
UNLlMrrED POWER
./
TABLE 2-6: lIGHTSABER CRYSTALS
Attachment Price Encumbrance HP Required Rarity
Tai nted Nightsister Crysta l IRJ 13.000 0 2 10

[ Unstable Kyber Crystal IRJ 16.000

Base Modifier : A Jightsaber with this hilt increases its


0 2

yield no fruit. but some have made for particularly terrifying


10

/
,
encumbrance rating by 1. Attacks made add 2 ~ to the roll advancements. Tainted Nightsister crystals were once pure

[ However, the GM may spend @ @ @ @ or @ generated


by checks made with this weapon to cause it to become
damaged by one step.
Modification Options: Non e
Kyber crystals. Soaki ng them in Dathomiri Wa ters of Li fe per-
ve rts their connection to the Force. The resulting b lade emits
a chok ing, putrid green smoke when active.
Base Modifier: Insta lling t his crysta l changes a ligh tsabe r's
Hard Points Required: 1. base damage to 6 and critica l rating to 2, and th e li ghtsaber
Price: 8,000 credits. gains the Breach 1, Su nder, Disorient 3, and Vicious 4 weap-
on Qualities. If the crystal is ever removed, the lightsaber
WALKING STICK HILT DISGUISE loses these qualities and abi lities, and reverts to its previous
base damage and critical rating.
Often , particula rly elderly Jedi constructed thei r lightsabers Modifi cation Options: 1 Damage + 1 Mod, 1 Item Qua lity
in the body of a sturdy walking stick. If the blade is a Jedi's (Disorient + I) Mod
life, "",hy should n't it make t hings a little easier? The pure Hard Points Required : 2
utility of this practice fell out of favo r wi th the Jedi Order. Price , (R) 13 .00 0 cre dits
Most elderly Jedi did not. afte r all, survive the Purge. Sur-
vivors, though, found a similar tec hnique could hid e their UNSTABLE KYBER CRYSTAL
weapons in pla in sight. This concealment does come with
a cost. The awkward size and inconsistent weighting often The Kyber crystal is the heart of a lightsaber, but as with
interferes with use in heated combat. the hearts of organic beings, there can be imperfections.
Base Modifier: Unless ignited, this weapon is completely There are many opportunities between m ining an d use for
indistinguishable from a regular wal king stick, and a char- a crystal to become unstable. It could develop hairline frac-
acter must pass a Formidable (++ ++ +) Perception tures in initia l tran sit . Its wi elder might subj ect it to extreme
or Vigila nce check to no ti ce that it is not. The wea pon also stress in use. Eit her way, power can begin to lea k ou t of the
ga in s t he In accurate I item qualit y. If the weapon al ready crysta l itselr.
has the Inaccurate item qualit y, inc rease its Inaccu rate valu e
Under normal circumstances, these imperfections will
by I .
not affect a lightsaber's performance. Wi th th e right knowl-
Modification Options: Decrease the value of the weapon 's
edge. however, a Force user can harness the lea king energy
Inaccurate .item qual ity by I.
for their own ends. By performing a lengthy ritua l with the
Ha rd Points Required : I .
lightsabe r, a Mystic can d raw some of its power into them-
Price: 2 ,500 credits.
selves for a time
Base Modifier: Install ing this crys tal ch anges a li gh t-
LlGHTSABER CRYSTALS sa be r's base damage to 6 and critica l ra t ing to 2 , and the
lightsaber gains t he Breach I and Sunder wea pon qualities.
The heart of a lightsaber is its Kyber crysta l. a mineral unique After installing this crystal. a character may spend a single
for its inherent connection to the Force. Most knowledge maneuver communing with the crystal and attem pting to
connected with the crystals died with the Jedi during the harness its power. If they do, they increase their current
Purge. Force senSitives who survived were in the dark about Force rati ng by I. This increase persists until they use the
much of their nature. With no body of research to consult. extra 0 to fuel a Force talent or Force power. However. until
M ystics have often taken it on themselves to experi ment. the end o f the encoun ter, the GM may spe nd @ {§~ @ @
M any have trie d reverse-e nginee ring recovered lightsabe rs or @ gene rated by the characte rs' chec ks to have the faul t
to rega in know ledge lost in the Purge. cause the ligh tsa be r to spu tte r and fail. In t his case . the
lightsaber deactiva tes, and may not be igni ted for one ho ur.
TAINTED NIGHTSISTER CRYSTAL If the crystal is ever removed, the lightsabe r loses these
/
qua lit ies and abilities, and reverts to its previous base dam-
The Nightsisters rose and fell as a faction untouched by the
conflicts between Jed] and 5ith. As such, they had little time
to adopt the iconic lightsabers as their weapons of cho ice
age and Critical rating.
Modification Options: None.
Hard Points Required: 2.
!
This has no t stopped dark sid e Mystics from trying to fuse Price, IR) 16.000 credits
Nightsiste r magic wit h 5it h weapon ry. Most ex periments

DA NGEROUS CRAFTS
UILIMITED POWER j
I
j

J
NEW VEHICLES
S ome Mystics may be more occ upied with co ncerns of t he
Livi ng Force than with mu ndane matte rs, but a focus on
esote ric concep ts does not prov ide one with a method of
A lthough phased out of service in favo r of the newer T-1 6.
the genera lly reliable T-1 3 can st ill be found in the pol ice and
local mi lit ia forces of many \-vo rl ds in the M id and Ou te r Rim,
t ravel when a jou rn ey IS requ ired. Any of the following vehi cl es as well as pressed into service by vario us smugglers. outlavvs
might be encounte red o r used by a Mystic on their trave ls. and the Rebel A ll ia nce. M ystics traveling through the se far-
flung sett lements are more likely to encou nte r the T- 13 than
/ t hose whose trave ls bri ng t hem closer to t he Co re.
AI RSPEEDERS
,. A Mystic's life can lead t hem far from the bea te n pat h, and
often a reliable airspeeder, soari ng thro ugh the skies, is a
vi tal method of t ravel when a pla net's terrai n is diffi cult or
I otherwise impassible.
Vehicle Type/Model: Airspeede r/T- l 3
T -13 AIRSPEEDER Manufacturer: Incom Corporatio n.
Maximum Altitude: 200 kilometers.
The T-13 is an olde r model airspeeder designed by the Sensor Range: Short.
inc om Co rporation . The speeder ca rries two peop le, a p ilot Crew: One pilot, one gu nner.
and a gun ner/sensor operato r, seated in tandem_ In its stan- Encumbrance Capacity: 8
dard configuratio n, the pi lol'S pos it io n is the forwa rd seaL Passenger Capacity: O.
wit h t he sensor operator [who is also the gu nner in armed Price/Rarity: 10,000 cred lts/4.
/ models] seated beh ind. In an emergency, t he rea r posit ion Customization Hard Points: 2
ca n also pi lot the craft
" Weapons: Forward -mounted light blaste r canno ns (F ire Arc
Forward ; Damage 4; Critica l 4; Ra nge [Close); Li nked 1J.

./ SPECIAL RULE
Back Seat Piloting: When t he T-l 3 is p ilo ted fro m the

./
/ /
./ rear positio n, t he rud ime ntary contro ls reduce the Handling
score from + 1 to - l
./

DANGEROUS CRAFTS
UNLIMITED POWER
UBRIKKIAN INDUSTRIES The 9400 Grand Wand erer requ ires only a single pilot.
HAULER AIR SKIFF but can accommodate up to 8 passengers in varying degrees
of comfort. The speeder features a small, uti litarian galley,
The Hauler air skiff is a higher-a ltitud e version of the ubiqui- refresher station, and a complete communications and sen-
tous Ubrikkian Industries cargo skiff. Air skiffs we re originally sor package. Sleeping accommodations depend upon the
designed for cargo and transpo rtation du ties at tibanna gas ind ividual custom configura tion but range from fold-down
min ing operations in the upper atmosphe res of gas gian ts. racks of bunks to la rge, luxu rious sleeping quarters for one
Simple Lo use and featuring a large open deck for ease of or two occupan ts. Th e main living quarters often featu re a
hauling cargo. air skiffs have sp read throughout the galaxy. small seating area wit h a Oejarik table, which can double as
and can be found in use wherever t he terrain is unsuited to a din ing surface
the more co mmon repu lsorcra ft cargo ski ff.
Especia lly in the less-c ivilized regions of the ga laxy, it is
Air sk iffs are quite ( usto mizable. and it is not unu sua l to ra re to fi nd any tvvo 9400s whic h are id entica l. Not only were
see them ada pted fo r uses far beyond the ca rgo hau ling of the o riginal vetlic les shipped cu stomized to the ind ividua l
the ir ori gi na l des ign, whether pressed into service as mass customer' s spec ifi cati ons, but over the yea rs, Grand Wan-
pub lic transportation or fitted wi th armor and weapo ns for de rers have been repaired, kit-bashed, modified, stripped
use as troop carriers. down, and rebuil t exte nsively. Today, no two are alike.
A Seer migh t use the 9 4 00 as a traveling caravan, moving
from settlement to settlemen t. dispensing prophecy like a
fortune-teller. A Prophet cou ld find themselves using a 9400
Grand Wanderer as a temporary home. or even a permanent
one, from which to base a cu lt of Force worshippers.
Vehicle Type/ Model: Air skiff/Hauler.
M anufacturer : Ubrikkian Industries.
Maximum Altitude: 100 kilometers
Sensor Range: Short.
Crew: One pi lot.
Encumbrance Capacity: 100.
Passenger Capacit y: 20. Vehicle Type/ Model: Grand Wanderer landspeecter/9400.
Pri ce/ Rarity: 10,000 cred its/4 . Manufacturer: Ubri kkian Ind ustries
Customization Hard Points: 3 Sensor Range: Sho rt.
Wea pon s: No ne Crew: One pilot.
Encumbrance Capacity: 6 0
Passenger Capacity: 8
LAN DSPEEDERS Price/ Rarity: 35 ,000 cred its/5".
Customization Hard Points: 3.
Landspeeders are the most common personal transport in
Weapons: None.
the galaxy. Whether traveling the streets of a bustling Core
World city. or traversing the badlands of a barely-popu lated SPECIAL RULE
colony beyond the Outer Rim, repulsorcraft like these are
Smooth Ride: The 9400 Grand Wanderer, for all its lack of
efficient, reliable vehicles.
style, is a relatively com fortable accommodation, easily cus-
tomizable to individual needs. A character who lives in one
9400 GRAND WANDERER gains 0 on any checks to recover strain while in the 9400.
The Ubrikkian Industries 9400 Grand Wanderer is more a
mobile home than a vehicle. It was ini t ially designed for use XP·40 LUXURY COACH
as a recreational vehi cl e for vaca tioning in the wilderness
SoroSuub Corpo ration's XP-40 is the massive Sutlustan con -
areas o f well-developed Core Worlds during t he d ays of the
glomerate's ent ry into the luxury Jandspeeder market, cater-
Repu blic. Over the ensu ing years, the 9 400 Gra nd Wande rer
ing to t he wea lt hy and powerfu l t hro ughout the ga laxy. Fro m
beca me a popula r choice in t he less-developed worlds of t he
Co re Worl d nob les and corpo rate magna tes to Imperial gov-
M id and Outer Rim, no t for recrea tion, bu t as a relat ive ly
ernors and ot he r high officia ls, t he XP-40 is co mm on ly used
cheap dwe lling-and one t hat could be moved from locatio n
by uncommo n peop le.
to location as needs dictated

DANGEROUS CRAFTS
UNLIMITED POWER
WHEELED VEHICLES LONGER OUSURAWLERS
Speeders may be more advanced. but certain rugged envi-
ronments cal l for the greater reliability of a wheeled vehicle.
T he standard Dustcrawler features three connected
cars, but Dustcrawlers are deSigned to be modular
and customizable, so additional cars can be added to
TAGGE DUSTCRAWLER
create a larger train. Adding cars to a Dustcrawler
Designed by the House of Tagge for mining operations on air- has the following effects upon the vehicle's statistics:
less moons and large asteroids, the Dustcrawler is a connected Each additional car adds 1 to the Dustcrawler's
train of six-wheeled hauling vehic les. The standard configura- silhouette, an additional crew member (a conduc-
tion features three con nected cars, each with six large indepen- tor, who coordinates their car with the others), and
dently-articulated kn obbed wheels. The wheels offer excell ent an additional + 100 to encumbrance capacity. The
traction in the fi ne dust of most lunar surfaces (whic h often passenger capacity increases by 10 for each add i-
ca uses venting and overheating problems for landspeeders) . tional car, and 2 additional hard points are added
and the inde pendent suspension of each wheel enab les the as well. Each car adds another 20,000 credits to
Dustcrawler to traverse a1\ manner of difficult terrain, the Dustcrawler's price.
The Dustcrawler can be customized for either cargo-hauling Dustcrawlers of four or more cars are often found
or personne l transport. For example, the resort at the Kae l- in use as mass transit vehicles in airless environ-
en Drift, whe re visitors enjoy the sigh ts of the light from the ments. For example, Polis Massa Base uses 5-car
system's twin suns corusca ting through the belt of crystalline Dustcrawlers to ferry workers between the living
shards, uses Dustcrawlers on its tours of the larger asteroids. quarters and the mining operation, carrying an
entire shift of workers at a time.

Custo mization Hard Points: 6.


Weapons: None

Vehic le Type/Model: Groundcar/Dustcrawler. SPECIAL RULE


Manufacturer: TaggeCo.
Expandable: The standard Dustcrawler is three cars long,
Sensor Range: Close.
but the ve hic le is mod ul ar, with add itiona l cars ab le to be
Crew: O ne pilot , one co-p il ot
connected wit h ease (wh ich increase th e ve hicle's silhoue tte,
Encumbrance Capacity: 300.
encumbra nce capacity, passenger capacity, and hard po ints,
Pa ssenger Capacity: 30.
as shown in the Longer Dustcrawl ers sidebar).
Price/Rarity: 60,000 cred its/5.

NEW STARSHIPS
m ystics often find themselves travel ing far from the beaten
path, ventunng far across the galaxy to wherever their
calling takes them. Whereas some Mystics frequently arrange
it speed to rival most starfighte rs. The H-type is not perhaps
as luxurious as the more well-known J-type vessels, being
slight ly smaller and intended more as a pleasure yacht than
for travel by booking passage from an independent capta in, a diplomatic vessel.
others fi nd that in the distant corners of the ga laxy. a fast and
re liab le ship of t heir own is a more dependable option.

H·TYPE NUBIAN YACHT


The sleek and stylish H-type vesse ls produced by Nubia
Hull Type/Class, YachtlH-type.
Star Drives, Incorporated sta rted as an exc lusive commis-
Manufacturer: Nubia Star Drives, Incorporated.
sion for the royalty and government of the planet Naboo,
Hyperdrive: Primary: Class I . Backup: Class 7.
bu t in the years since the rise of the Empire, as the influence
Navicomputer: Yes.
and standing of Naboo's monarchy waned , the design has Sensor Range: Short.
been made more widely available as a yacht for wealthy cus-
Sh ip 's Complement : One pilot , one co-pi lo t.
tomers galaxy -wide. The firm outraged some t raditiona lists, Encumbra nce Capacity: 75.
not only by abandon ing their exclusivity, but by offering the
Passenger Capacity: 8.
vessels in the signature chromium finish wh ich traditio nally
Consu mab les: Two months.
marked the livery of the Naboo planetary mona rchy.
Price/ Rarity : 800,000 credits/7 .
What the vessel lacks in weapons, it makes up for with a Customizatio n Hard Points: O.
strong deflector shield system and a powerful engine. giving Weapons: None.

DANGEROUS CRAFTS
UM...IMITEO POWER
/
LIFE ABOARD A HERD SHIP

A n Ithorian herd ship is not only a city in space,


but also features an extensive re"creation of the
natural jungle habitats of Ithor,
Nature is present aboard the he rd ships as well. The
lower levels of each vessel are given over to an expan-
sive jungle habitat, grown from seeds and cuttings
taken from Ithor. Immense ports of transparisteeJ can
life in the city levels is similar to that of other large
be opened to the sunlight of any nearby star. and dur-
self-contained settlements (like Cloud City on Bespin,
ing periods of travel in deep space, brilliant lights in
for example): wide avenues, public spaces, and taste-
the ceiling of the habitat simulate the light and ener-
fully appointed dwellings. The majority of residents
gy of the Ithorian sun. Ithorians view their time in the
aboard the herd ship are Ithorian, but a small popu-
habitat as a religious duty, albeit of a lesser quality
lation of other species can also be found dweUing in
than the true jungle of home. Non-Ithorians are not
the upper levels, Non-Ithorians often operate shops
officially barred from entry into the habitat, given the
or other services for the Ithorian majority or visiting
pacifist nature of the Ithorians, but such an intrusion
merchant ships.
would be considered rude.
Each vessel is home to a specific Ithorian herd-an
Trade is the primary occupation of those aboard a
extended tribe connected by tradition and intermar-
herd ship. Each vessel travels a particular course
riage. The Ithorians, who worship the Mother Jungle,
unique to that herd, making port at planets alon~
long ago vowed to keep their world pristine. They
the way to trade. Vessels are welcome to dock with
moved their tribes to great floating cities in the skies
the herd ship, to bring aboard cargo or to do other
of lthor, and eventually out into space. Each herd is
business. Occasionally, freighter captains will "hitch
an autonomous, self-supporting collective, governing
a ride" by docking aboard at one port of call and
itself and trading with planets along their course. The
remaining with the herd ship for a time, to depart at
herds return to Ithor every three years for the Herd
a later destination. The Ithorians refer to these pas~
Meet, where matters of planetary import are decided
sengers as Ph'thwyll, named for a variety of harmless
upon, and Ithorians travel to their world's surface to
fungus that attaches itself to the airborne seed-pods
commune with nature.
of the Johinuu tree. This name is, of course, only used
privately among fellow Ithorians.

ITHORIAN HERD SHIP Hyperdrive: Primary : Cla ss 1. Backup: Class 9.


Navicomputer: Yes.
Th ese massive vessels. over 1.000 meters in diameter. Sensor Range: Lo ng.
were designed by the Ithorians as a home away from home. Ship's Complement: 3.000 officers, pi lots. and crew.
Based on the repu lsorli ft herd-cities of their native world. Starfighter Complement: None.
yet enclosed for space travel. eac h herd ship features an Vehicle Complement: Numerous shuttles, landing craft,
extenSively-grown jungle habitat in its lower levels. featuring and uti lity veh icles.
a complete and living ecosystem designed to simulate the Encumbrance Capacity: 75.000.
jungles of It hor. The upper levels of a herd ship feature the Passenger Capacity: 10.000.
main city: the Jiving quarters. starship landing facili ties and Consumables: Three years
workspaces. Herd ships are armed with fou r tractor beam Price/ Rarity, 600,000,000 credits/g.
projectors and twenty turbolaser batteries located around Customization Hard Points: 4.
the outer perimeter of (he vessel. A crew of approximately Weapons : Ten dorsal and ten ventral turret-mounted medi-
3,000 Ithorians work constan tly on the maintenance and um turbolaser batteries (Fire Arc All; Damage 10; Critical 3;
operation of the herd sh ip. which also serves as the home or Range [Long[; Breach 3; linked I, Slow-Firing I).
up to 10,000 add iti onal lthorians. Four hull-mounted heavy tractor beam emitters (Fire Arc
Th e ships trave l the galaxy on a specific cou rse and sc hed- All; Damage -; Critica l - , Ra nge [Sho rtt; Tractor 6).
ul e, set by the ind ividua l herd. trad ing wit h varyi ng ports of SPECIAL RULE
ca ll alo ng the way. Al l vessels ret urn to Itho r once eve ry t hree
years, at an event known as a Herd Meet. M assive 2: Wh en maki ng an attack targeting th is sta rsh ip,
the Cr itical rating of any weapo ns used co unts as 2 higher.

Hull Type/Class, Herd ship.


Manufacturer: Ithorian SkyVards.

DANGEROU S CRAFTS
UNLIMITED POWER J
Customization Hard Points: 3.
Weapons: Fo rvvard-mounted twin med ium
laser cannons (Fire Arc Forwa rd; Damage 6;
(ciUcal 3; Ra nge [Close]; linked I )
Dorsal turret-mou nted light laser canno n (Fire
Arc All; Damage 5, Critical 3, Ra nge [Closell.

MANDALORIAN PROTECTORATE
"FANG" STARFIGHTER
A starfighter used by t he Mandaiorian Protectors,
an. elite group of wa rriors sworn to de fe nd t he Con-
'nord Dawn syste m, the Fang fighter is a formida ble sh ip
designed specifica lly for close combat. Feat uri ng wings
which pivot around the cen tral cock pit, providing vector
thrust cont rol, the Fang is able to perfo rm maneuvers few
other fighters are capable of matching. Th e intimidating ship
is armed with wing-mounted lase r ca nnons and a proton tor-
pedo launcher beneath the co ckp it.
The legendary Fenn Rau persona lly trains all Protector-
ate fighter pi lots, ma ki ng t he comb in ation of pilo t and vesse l
JED! SOJOURNER hard for anyone to match in batt le.

During the final years of the Old Repub lic, the Jedi O rder
cottnnissroned KUEit Systems Engi neering (designers of th e
Delta-7 Aethersprite interceptor, fielded in large numbe rs
~ ~ acrr:I:~PJri~w:J
- . - 10 10
by the Jedi) to provide them with a sh ip designed to ca rry
Jedi Knights and th ei r Padawans on long journeys of medi - Hull Type/Class: Starfighte r/Fang.
tation and training. The Jedi wo uld vent ure out into th e Manufacturer: Kuat Syste ms Engin eerin g
galaxy, heed ing the ca ll of the Livi ng Fo rce, trave ling to Hyperdrive: Pri ma ry: Class 1. Backup: None.
whe reve r th at call led them. This would req uire a versa -
/ t ile stars hip, able to provide for the meditative and trai nin g
Navicomputer: Yes.
Sensor Range: Medium
needs of th e Jed i. as we ll as drive, se nsor, and defensi ve Ship's Complement: One pilot.
capabi lities to meet any act ion requ ired . The resul t was the Encumbrance Capacity: 4
Sojourner transp ort. Passenger Capacity: O.
Simi lar in size to a light freigh te r, the Sojou rne r fea tures Consumables: One week.
,I areas devoted to a Jedi's med itat ion and t raining in place of Price/Ra rity: 175,000 credi ts/B.

1 ex tensive ca rgo capa city. Often t he ships were sen t out wit h
a ho locron on board, fo r use in lessons or research. Si nce the
Customization Hard Points: 1
Weapons: Wing-mo unted med iu m lase r ca nnons (Fire Arc
fall of the Order and the ri se of the Em pi re, these rare ships Forward ; Damage 6 ; Critical 3 ; Ra nge [Close]; Linked 3) .
/' /
have become even more ra re- few are be lieved to have su r- Forward -m ounted proton torpedo launcher [Fire Arc For-
vived the Great Pu rge. Fi nding such a vesse l (with or without wa rd; Damage 8; Critical 2; Ra nge [Shortj; Blast 6; Breac h 6;
! an accom pan ying holocro n) wou ld be a tre mendous benefit Guided 2; Limited Ammo 6; Linked 1; Slow-Firi ng 11 .
_/ to any Myst ic. ,
I
PUNWORCCA 116·CLASS
INTERSTELLAR SLOOP
The Punworcca I! 6-class Interstellar Sloop is a so lar sai ler-
/ a beautiful and ancient class of vesse l that uses an imme nse
sai l to draw energy particles from surrounding space to pow-
er its hyperdrive.
Hull Type/Class: TransporVSojourn er.
Manufacturer: Kuat Systems Engineering The Punworcca 116 was buil t by t he Huppla Pasa Tisc
Hyperdrive: Primary: Class 1. Ba cku p: Class 12 Shipwrights Col lec tive on Geonosis, and was pri mari ly
Navicomputer: Yes. designe d as a perso na l yach t for t he wealt hy and im portan t
Sensor Range: Long. It is not a pract ica l vesse l-it bare ly has room for 2 passe n-
Ship's Complement: One pi lot. gers in add ition to the pi lot (most owners tended to use a
Encumbrance Capacity: 20 droid to pi lot t he sh ip), and not much ca rgo spa ce. In addi -
Passenger Capacity: 6. t ion, the huge sai l can be an Impractical met hod of t ravel.
Con sum abies: Th ree mon t hs es pecia lly in dangerous regions of space.
Price/Rarity: 120 ,000 cred its/So

DAN GEROUS CRAFTS


UMJMrTED POWER
Cha racters may encou nte r sim ilar solar saUers when trav- SHEATHIPEOE-CLASS
eling in th e far reac hes of t he Oute r Rim and beyo nd. where TRANSPORT SHUTTLE
older vessels are still occasional ly used.
A product of Haor (hall Enginee ring. the Sheathipede-class
shutt le was a short-ra nge t ransport shu ttle. co mm only used
by the Trade Fe deration and the Co nfede racy of Indepen-
den t Systems during the Cl one Wa rs. It wa s prim arily utilized
to ferry passengers across a plan et's surface . or betwee n an
orbi t ing stars hip and the su rface
Hull Type/Class: Sloop /Punworcca / 16.
Manufacturer: Huppla Pasa Tlsc Sh ipwrights Co llective. The vessel is notable for a large topside fi n. whic h enables
Hyperdrive: Prima ry: Class 1, Backup: Class 15. it to bank quickly. and its curved. pincer-l ike landin g gea r.
Navicomputer: Yes. which gives it a somewhat insectile appea ranc e. Th e pas-
Sensor Range: Short. se nger cabi n is entered via an egress hatchway at the rear
Ship's Complement: One pilot of t he shuttl e
Encumbrance Capacity: 20. The Sheothipede has a somel,'lhat smaller interior t ha n
Passenger Capacity: 2. th e more commo n modern sh uttles, on ly having roo m fo r a
Consumables: One mont h doze n individua ls includ ing the crew. Th is factor. along with
Price/Rarity: 240,000 cred its/9 the lac k of armaments, has led the shuttle to be replaced
/
Customization Hard Points: 2 . by newer options. such as the Lambda-class. The Sheathi-
Weapons: 84 miniatu re tractor beam projectors, co ll ec - pede is fairly we ll -armored . t hough. and bu ilt to wi thsta nd
tively forming a light t ractor beam (Fi re Arc All; Damage: - ; punishment . so it stili ca n be fo un d in use whe re such tra its
Range lelose]: Tractor 2). are va lued
SPECIAL RULE
Let Out The Sail: When the Punworcca 116 has its ma ssive
sailunfurled. its silhouette is increased from 3 to 5. Its port
and sta rboard defenses are lowered from 2 to O. Wi t hout
/
the sail unfurled. though, the primary hyperdrive cannot
Hull Type/Class: Shu ttl e/Sheathipede-class
be used. If the sail is damaged. the primary hyperdrive is
Manufacturer: Haor Cha ll Engi nee ring
inoperab.le. forclng the use of an extremely sub "standard
Hyperdrive: Pri mary: Class 1, Ba ckup: Class 10.
<la$S 15 backup gr ive.
Navicomputer: Yes
Sensor Range: Short.
Ship's Complement: One pilQt . one co-pi lot. one comms
operator. and one engineer. 1
Encumbrance Capacity: 150 (wit hout passe ngers) .
Passenger Capacity: 8.
Consumables: Two months.
Price/Rarity: 12 0,000 credits/6.
Customization Hard Points: 2.
Weapons: None.
/

HOW TO INTEGRATE THE MYSTIC


I nmost FORCE AND DESTINY ga me s, different sorts of charac-
ters tend to pull the campaign in di fferen t directio ns. For
examp le. characters who are good at combat tend to push
At t he same time. Mystics' relations hi ps wi th the Farce
can also be exceed ingly subtle. Mysti cs defi ne themselves
not only by how t hey wield the Force, but by their instinctive
campa igns mo re towards combat, just as socially-focused and int uitive grasp of it. Mystic cha racters are more likely ta
characters push campa igns towards more soc ial enco unt ers. be inte rested in visions and ot her subt le signs of the Force's
After all . playe rs want to pa rticipate in encounters that their wil l, and more willing to take a leap of fai t h when the situ-
/ characters are good at. at ion demands. Further, while Mystics can be leade rs and
demagogues at t imes, they more commonly guid e others
Bala nci ng the ways different cha racte r types pu ll each
This is espec ial ly t he case with Mystics who fo llow the Advi-
ot he r at the tab le can be tricky, but t he Game Master needs
sor specia liza t ion .
to know how best to emphasize each characte r in their cam -
pa ign wi t hou t letting a given cha racte r ove rshadow the ot h- This pote ntia l to be bo th a blazi ng beaco n of Force prow-
,-- ers. Thi s chapter includes some speci fi c guidelines on how ess as well as a secret source of wisdom and gu idance is
to make Mystics fit into a campaign, bot h in terms of gro up inherent to all Myst ic characters, alt hough some lean mo re
dynam ics and into larger narrative arcs . towards one side of the divide than the other. As a resu lt
of the ir spec ial abil ities and t ies to the Force, Mystics are
ab le to ope rate in ve ry different ways fro m eac h other or
MYSTICS IN GROUPS across differe nt situa tions. Understand ing th is duality is key ,
to allowi ng Mystics to fit into a group's structure and plans.
Th e key to any successfu l FORCE AND DESTIN Y campa ign lies in
Some Mystic characters tend to be more subtle or more
engaging th e players. Cre ativity need not be t he sole job of
overt. but all of them have t he pote ntia l to be both in tu rn.
the Game Master, as players who feel in tune with their char-
The Ga me Master shou ld keep track of wh ich ways the play-
acters and the group are able to ta ke an act ive ro le in creat-
ers of Mystic characters prefer to handle thin gs, so t hey ca n
ing t he narrative or int roducing t heir ow n plot poin ts, which
offer them cha ll enges tha t sui t thei r chosen style of play.
makes t he game more fun for everyo ne involved. Idea lly,
the Game Master and the group address th is issue both as For instance, Mystic players who seem to blast down
individua ls and toget her, by keeping characters in sy nc wi th every door with a Force power shou ld be given the chance to
each othe r's act ions, roles, and views to create a dynamic showcase th eir powe rs regularly, such as by facing off against
who le for the sto ry. Making sure Mystic characters fi t in with powerful enem ies or being plac ed in front of impressionable
the ot her PCs is vita l, as is allow ing t hem thei r own un ique crowds. Myst ics who rarely reveal themsel ves should be
niche in the group. This sec tion offers advice for making sure allowed opportun itie s to continue operating from the shad-
Mystic cha racters are able to shine as in dividual contribu- ows, find ing ot her characters who nee d advice or who can
tors to the narra tive, wit hout disrupting t he abil ity of other be man ipulated
characters to contribute in their own ways
At the sa me time, the Game Master shoul d avo id po rtray- )
! ing t he Mystics' bond wit h the Force as be ing bette r or more
) OTHER FORCE USERS important t han another character's approac h. One way to
do thi s is to emp ha size the limits of t hei r more etherea l, mys- "
While all FORCE AN D DESTI NY charac ters are attuned to the
teri ous understa nding, \A/here appropriate. When operating
// Force, Myst ic characte rs are defined by a particu lar affin ity
on an Imperial-held world, not only are obvious Force pow-
fo r it t hat goes we ll beyond t ha t of t heir compatriots, and
ers a liabi li ty, but the popu latio n may be susp icious and dis-
which informs their na ture on multip le leve ls. Mystics often
trustfu l of outsiders. Even t hose loca ls who resent the Impe-
work with t he Force in particu larly overt ways . This can be
rials may be fearful of ISB sting ope rat ions or loyalty tests
because of their willi ngness to orate on it or guide others
This makes many tools co mmon to Mystic cha racters risky
to it. as some Mystics who follow the Prophet specia liza -
to use, as t hey usua ll y rely on the Force or on thei r abi lity to
tion migh t do. It ca n also be because they wie ld incred ible
work t hrou gh othe rs
and especia lly impress ive forms of power, in the case of the
/ Alchemist and Magus specia liza tions. This means Mystics However, other characters may have more to offer in such
can become the fa ce of the group to outsiders at ti mes, a situation. Sentine l characters cou ld more effect ive ly infi l-
)
drawi ng atte ntion as the flashiest and most obvious ly Fo rce- tra te such a planet, and might be able to he lp ot hers pass
sensit ive figures withi n it. thro ugh secu rity undetecte d, wh ile Warriors or Guardia ns
ca n fight their way out of troub le if t hings go wro ng. Mystic
characters can st ill con tribu te to th e group's goa ls on such a
world, but they would need to take something of a backseat ,

\ or at least jud ge their actions careful ly.

\
/

..•
>

GUIDED BY THE FORCE


UNUMITED POWER
/
The most important thing to aim for in such moments is SKEPTICS AND THE FORCE
to set matters up to make it feel like all characters are con-
tributing equally over the course of the adventure. The goal Sometimes, Myst ic cha racters' bonds with the Force can
should be to make all characters feel effective and interest- lead to disagreements within the party, especially if there
ing in their own way, so that each character has their time in are other characters who do not trust in instinct, intuition,
the spotlight, whether Mystics. Consulars, or anything else. or the Force itselt In some cases, these disagreements are
Some specific examples of encoun ters and adven tures that purely in-character disputes that can add dramatic conflict
allow Mystic characters to shine are found on pages 72 to a game while still allowing the narrative to move forward.
and 75, which can be used as they are, or serve as inspi- After aiL heroes in the Star Wars universe do not always
ration for new and custom adventures. agree on everythi ng, even as they work towa rds a common
cause. Han Sol o began his career working with the Rebe llion
GROUPS WITH MULTIPLE MYSTICS by sco ffing at the Force and Luke Skywa lker's Jedi t raining,
but was still a valuab le ally to Luke and his Rebel friends
Th e presence of multi ple Mystics in a group of pes can make
Howeve r, at other t imes, these disagreements can slow
planni ng adventures simpler in som e ways, but more com-
down the pace of th e ca mpaign or even cause disagree-
plicated in others. Mystic charac ters sh are many Similarities
ments between players, rather than simply their characters.
that allow the Game Master to more easily rocus on ele-
In order to avoid these sorts of problems, the Game Mas-
ments that appeal to and engage them effectively. Some of
ter should make sure to engage in open discussion with the
these similari ties are thematic, dea ling with the way Mystics
group before the campaign on this topic in order to get a
use their intuition and natural grasp of the Force. and are
sense of each player's expectations and desires. The follow-
discussed in depth on page 68. However, many of them
ing sections detail specific areas from which contention can
also tie in with game mechanics.
arise, either in terms of early expectations or over the course
The career ski lls and ta lent trees available to Mystic char- of gameplay. By investigating these possible problem areas
acters emphasize the Presence and Willpower characteris- and talking them over wi th the group, the Game Master can
tics. making almost all Mystics effective in social encounters, avoid potentia l conflicts between players.
since social encounters tend to rely on skills linked to those
characteristics. As such, groups with several Mystics are CHARACTER TYPES AND GROUP COMPOSITION
both effective in such situa tio ns and able to engage in a high The presence or absence of any non-Fo rce-using characters
level or character part icipa tion when t hey occu r. The Game in the group can greatlY affect how the pa rty at large views
Maste r shou ld make use of these adva ntages whe n design- t he Fo rce. If some players are using characte rs fro m EDCE OF
ing adve ntures, as suc h groups ofte n benefi t from a high pro· THE E MP IRE or ACE OF R EBELLION, or if a playe r is bringing a
po rtion of such scenes. Mystic-heavy groups can also ben- Mystic fro m FORCE AN D DESTINY in to a campa ign large ly ful l
efit from ot her scenes that test the ir com mon st rengths in of such characters, the party approac h to t he Force can eas-
a simi lar way, such as ord eals and trials that require mental ily di ffer from a cam pa ign fea tming only FORCE AN D DeSTINY
fortitude to endure. characters.
While the common strengths an d focuses of Mystics can
allow adventures to more easily cater to multiple characters
in some ways, the Game Master should also find ways to
highligh t what makes individual Mystic characters unique.
Al lowing different Mystic characters different opportunities
in shared scenes can help, as can providing unique encoun-
ter elements for different characters.
For example, in a social encounter, Makashi Duelists might
be inclined towards showmanship or intimidation over the
quiet, behind-the·scenes act ions of Advisors. If th e Game
Master provides diffe ren t NPCs for cha racters to engage
with t heir own app roa che s, t he scene as a who le becomes
ri che r and more co mplex. Outside of social scenes, Maka shi
Due lists might relish the chance to display the fl ou rishes of
their combat tec hniques, whil e Alchem ists bene fit from a
chance to study new Force mysteries and reli cs.
j

For examp le, if a game primarily invo lves characters f rom Final ly. eve n in a campa ign that entirely consists of FORCE
EDGE OF THE E M PIRE and ACE OF RE BELLION, t he Fo rce is a AND D ESTINY characters. characte rs may not al l view t he
more d istant. abstract elemen t for most characte rs. Eve n if Force in the same way. Wh ile Mystics are usua lly fully in
one or mo re pes can make use of Fo rce powers, t he ot her tune with their ovm Force sensitivity. other cha racte rs may
characters ca n on ly engage with t hem based on th eir own not be entire ly avvare of. or com fortable with. t heir powers.
percep tions. These non-Force-sensitive characters will never Force -se nsitive characters who do not unde rsta nd or accept
see visions of distant places or futures, and thei r perspec - their abilities. or even t hose who vi ew t hei r power as a too l
tives tend to foc us mo re on the here and now. E DGE OF THE ins tead of a bo nd with the Force. can bring many of t he same
E M PIRE characters are usua ll y more inte rested in paying their conce rn s as non -Farce-sens itive cha racters. In these cases.
debts, watch ing their backs, and hopefu lly making a profi t the Game Master ca n adapt th e preceding advice that best
t han in mora l quandaries or crusades, which can put them fi t s t he situation . Fo r examp le, t he Game Master co uld treat
at odds with anyo ne who must engage with the struggle a group la rgely com prised of Force-sens it ive agen t s of th e
between light and dark. Rebell ion as if it vI/e re prim arily A CE OF R EBELLION characters.
proV ided the majority concern was the stru ggles of th e Rebel
While A CE OF REBELLION cha racters might share a concern
A lliance and not Force mysteries. Simi larly. a Force-se nsitive
abou t good and ev il with thei r Fo rce -se nsit ive comrades.
huckste r and scou ndrel might be so me variety of Senti nel .
they are more li kely to frame the ir views in terms of po li t ICa l
but is more likely to fit into a group dynam ic like an EDCE OF
will or mi litary resources tha n some et herea l bala nce across
THE E MPIRE character.
the cosmos. As such. whe n Force-sensitive characters are in
a campaign primarily invo lving no n-Farce -se nsitive charac- THEMATIC FOCUS AND CHARACTER INCLUSION
ters. the Fo rce often takes a backseat th emati cally to o ther
elements of the Star Wars universe. In these ci rcumsta nces. In tegrati ng MY'stics 'i'I ith no n-Force users req uires bala nc-
it often becomes more of a tool towards t he group 's ends Ing a focus on the Fo rce with t he need to high light charac-
than a guid ing ph ilosophy t hat informs those ends. ters who cannot con nect to it. A good FOR CE AN D DESTINY
ca mpa ign foc uses on al l characters invo lved. and mak ing
A campa ign t hat is mostly comp rise d of F ORC E AND DES- t he Fo rce a ce ntra l issue for t he campa ign can side lin e non-
TINY characters with a few excep tions might inst ea d have to Force-sensitive characters. On the other hand. down pl ayi ng
dea l with making the Force relatable to the characters not t he presence of the Force limi ts the opportuni t y fo r MystiCS
inherently att uned t o it. Charact ers who canno t fee l or con - t o sh ine. sin ce many narrative elemen t s cen t ra l to the ca reer
nect t o the Force need to have t he ir own reasons for work- rely so heavily on it. Find ing an appropriate mi dd le ground.
ing wit h the gro up in order to pa rticipate effective ly in the . suc h as by alterna ting adve ntures or encou nters t o shift the
campa ign. The characters mi ght be sea rchi ng for meani ng. campaign spotli ght. can be cruc ia l. Th e Game Master can
/ profit . or power. but whatever they want. t he group shou ld
wo rk to exp lain why t hese characters bel ieve t hey might fi nd
help wi t h this inc lu de elemen t s in eve ry adventure the group
goes thro ugh tha t are appropriate for each party member.
it togethe r wit h everyone else. Rumors of the power of the
Force and the Jed i might draw al l kinds of interest. as could
more mundane connections. such as socia l t ies or shared
causes and bel iefs. Wit hout such motivat ion. th ese
characters can flounder. lacking a way to meaning-
fully engage with adventures. These characters
migh t feel detached from the othe r charac-
ters. but no players sho uld feel like an
/ , /
outsider to t he group.

GUIDED BY THE FORCE


UNLIMJTED POWER
As an examp le, in a group wi th a slicer, the Game Mas - As a general rule in such situations, t he campa ign should
ter might allow the group to freq uently gain an advantage tilt t he focus of most adve ntures and encoun ters towards
by bypassing electro nic locks or security. If an adventure which ever side ho lds the majority, but shou ld include plenty
requi res going to a planet wi th little advanced tec hnology of interludes and changes of pace to keep the othe r side
to track down a relic of the Jedi, suc h a character cou ld end engaged, In a long adventure focused on the Force, the
up on the sidelines if the Game Master does not fin d a way Game Master should be sure to include severa l encounters
to include them, Addi ng an element to the adventu re suc h where non-Fo rce users can shine throughout, and if the
as tech nologica ll y adva nced oppos ition after t he same goal ca mpa ign has had the past several adven t ures foc us on les s
might address t his issue. Thi s sort of solution places a non - supern atura l elements, inserting an adventure built around
Force-se nsitive cha racter in a position to help with goals the mysteries of the Force can keep th ings fres h.
t hemed around the Force, and protects t he character from
excl usion even in an adve nt ure we ll outside the ir normal
area of expertise , Similar solut ions are possible wi th ot her
THE LIVING FORCE
character types , if the Game Master makes sure to look at AND THE CAMPAIGN
what those characters do well, and provides opportun ities
for the m to exercise those sk ills. Wh ile Mystics are not alone in attunemen t to the will of t he
Fo rce, Mystic characters may benefit more from prominent
The rat io of skeptics and no n-Forc e users to Mystics ca n
use of the Fo rce as a narrat ive element than other careers,
have a se rious impact on how to st ructure t he balance of /
given t heir pa rticular focus. As Mystics are the characters
t he campaign. In a campaign primari ly composed of nOrl -
who mos t freq uent ly employ the Force in mysterious, magi-
Fo rce use rs, or even Force users who do not ful ly trust or
cal-seem ing ways, they often take the fo reground when t he
embrace the more mys terio us elements of the ir powe rs,
campa ign features suc h eleme nts , Oth er character types
foc using too much on intuition, visions, or ot her sim ilar
can be nefi t from t he incl usion of t hese elements as wel l. but
eleme nts ca n al ienate th ose cha racters and their playe rs
Myst ics-es pec ial ly the Alchemist, Magus, and Seer charac-
By the same token, in a ca mpaign where the group is pri-
te rs- are t he mos t likely to engage wi th them to the ful lest
marily Myst iCS, Co nsula rs, and other highly Force-attuned
extent. The fol low ing sec tions detail some advice on how to
charac ters, shyi ng away from those elements den ies t hose
incorporate the Force as a major element of the campaign's
characters a chance to do what t hey do best A party with
narrative, especia lly its more myste rious aspects.
a rela t ive ly even sp read across t he d ivide has some leeway.
but also has more characte rs who can feel out of th eir ele-
men t at once.
USING VISIONS
For many Star Wars fans. keep ing myst ical eleme nts close- Vis ions are one of the most common ways for the Force to
ly entwined with mi li ta ry, po litical, or even criminal ones is appea r as a narrat ive element in a Star Wars story. Char-
key to the fee ling of t he universe, but juggling so many di f- acters in FORCE AN D DESTINY invoke t he Force frequently
ferent parts to an adventure can be ove rwhe lming, so t he thro ugh t he use of their abil it res, but a vision is a chance
Came Master should feel free to divide them as needed to fo r the Game Master to get the Force involved in a way t hat
make their wo rk manageab le. This Game Master can do this prompts player act ion instead of waiting upon it. Overus in g
by focusi ng alterna t ing adve ntures or encou nters on each of visions can make them seem mundane and uni nteresting,
these diffe ren t eleme nts, This means t hat no elemen t of t he but used sparingl y over a ca mpaign , they can lead to exci t-
Star Wars unive rse remains in iso latio n fo r long. as the char- ing and memorable adventu res tha t keep the players invest-
ac te rs go from dealing wi t h cri me lords in one adventure to ed in t he un iverse. Fu rthermore, Mystic cha racters are often
Rebel agen ts in t he next, and then escaping from t he traps appropriate characters to use to deliver a vis ion to the party.
in an anCient Sith ruin in the next but any Force use r can rece ive one, so the advice below is
releva nt to any FORCE AN D DESTI NY campa ign.
As an alternate or eve n add itiona l means of va rying t he
elements invo lved in the campa ign. the Game Master ca n Visio ns often come to characters when they are at rest or
keep a diverse stab le of recurring characters ready for use particularly open to the Fo rce, whether med itat ing, sleeping,
in different advent ures, If the PCs meet a memorab le bounty or visiting a vergence. These circumstances lend themse lves
hunter in one adventure dealing with the galact ic under- well t o one of the pri mary narra tive uses of visions. wh ich is
wo rld, encou nte ring the bo unty hunte r again on a ju ngle to deliver in formation that prompts a new course of action
world known to be strong In t he Force keeps the themes The Game Master can easi ly provide visions in the downtime
from the previous adve nture presen t. eve n if the bounty between adven tures as t he characters rest. and can be a
hunter is pursuing a t rophy beast instead of a fugit ive. Simi- great way to sta rt off a new story arc for the party. Visions
larly, a contact fro m t he Rebell ion who trades favors wi th the that arrive in the middle of an adventure are usually best left
group keeps them in touch with the struggles of the Rebel small er in sca le, or else provided at an interlude. to avoid
Alliance, eve n if t he immediate adventu re does not focus on disrupting the pac in g of events too much. However, a vision
mi litary conflicts. that causes a character to re-eva luate th eir current situation
ca n be a great dramatic beat, as when Luke Skywa lker had
to choose betwee n act ing on his viS ion of Cloud City or con -
tinuing his training on Dagoba h

GUIDEDBYTHEFORCE
UM.JMrTED POWER
~
~
- j
(
Tim ing visio ns fo r maximu m impact is only on e part of THE FORCE' S GOALS
using them effectively. Th e natu re of what the visio n reveals
Dec id ing hO\ll,l to use th e Force doesn 't necessa ril y mean
is also an important factor. Th e Fo rce can provide in si ght
deciding or know ing what the Fo rce speCifica ll y wan ts,
into events happening in distant t ime s and places, but it
although the mystenous natu re of the Fo rc e does leave
is rare ly precise or defi nite. A vis io n may show only hints
that free dom open to t he Ga me Mas ter for th eir pa rt icu lar
or gli mpses of im portant eve nts. or it migh t show a fu t ure
campa ign . If t he Came Master does choose to go down th is
that has no certainty of pa ssing. The Came Master must
pa th , t he Fo rce's goa ls shou ld rema in large eno ugh in sco pe
balan ce keeping t he vision Informative enough to be useful
to stil l fee l mysterious and con t in uous. Crea tin g a single,
with avo iding co nstrain ing player act ions. A he avy -handed
fi nite end-po int fo r the Force to be wo rking towa rds, such
warn ing of doom can rankle playe rs who prefe r to set t heir
as a pa rticular event, might seem tempting, but ca n seri-
OINn agenda, vvhile showing a seemingly-unavoidab le crisis
ously disrupt the ca mpaig n. It risks making all oth er co n-
means eit her lim iti ng t he playe rs' actions or making the
flicts and goals seem sma ll or irre levan t shou ld th e players
vision feel unreli ab le when t hey avert t he danger. The best
learn of it, le avi ng little room fo r sid e sto ries and downtime
visions open nevv op ti ons fo r t he playe rs, and encourage
in t he campa ign. It also means that If t he players do man -
t he m to invest igate the vision witho ut locking t he m in to any
age to ach ieve this goa l, the narra tive migh t fee l re sol ved ,
sing le approach or res ponse
and leave attem pts to continue past t hat po int unfulfill ing.
The key to enab ling this player freedom ISt hrough leavin g If the Came Ma ste r instead chooses a broad or abstrac t
t he vision open to interp retat ion In some way. The fa mous goal fo r the Force in the campa ign, t he characte rs ca n make
Jedi prop hecy of the Chosen One presen ted clea r stakes, measurable strides towards t ha t goa l without running out
but left room for doubt as to the id ent ity of the Chosen One, of possibili t ies for new adventures.
or even if t he prop hecy was accurate at al l. A simi lar in-game
pro phe cy cou ld reveal a great poten tial rewa rd or dange r, RECURRI NG THEMES
but ma ke it unclear how to bring it abou t Instead, it migh t It ca n also mea n setting up re pea ting themes during adven -
hint at other circumsta nces t hat need to line up to enable tures, such as the conflict belween light and dark , freed om
t he future it describes. Invest iga t ing the possib ilit ies in the versus ty ran ny, or t he testing of cha racters and t heir ideals.
vision co uld last fo r many adven tures, but the uncertainty Characters v,'ho encou nter these sorts of stories play ing ou t
also allows playe rs the freedom to decide that the vi sio n is across the ga laxy as they trave l might see them as pa rt of a
simply one of ma ny possibilit ies, and not wo rt h pu rsuing if larger mean ing, and the Game Master can enco urage thIS by
it does not ap pea l to them. Th is approac h also leaves t he co uch ing visio ns or t he effects of vergences in the se terms.
Game Master free to improvise if the campa ign ta kes an
For exa mple, if the Ca me Master has decided to empha -
unexp ected tu rn. The fut ure in Star Wars is always in motion,
I
/ size t he theme of freedom opposing tyranny, the cha racters
/ so t he Gam e Master shou ld acco unt for a wide range of po s-
might fi nd a mysterious figure in a vergence clai mi ng to offer
./ sibi lities , not ju st spec ific plans
/ them grea t powe r if t hey swear all egianc e to t he Emp ire and
give up the ir Ind epe ndence. Thi S figure wou ld simply be a
THE WILL OF THE FORCE
man ifesta:ion of the Force, rather tha n an actua l Imperial
Many campa igns ca n make use of t he no tion of the Fo rce as age nt, but co uld be a great so urce of dra matic con fl ict if t he
an active partic ipant in even ts, almost as a character of its cha racters fi nd themselves genuinely te mpted by th e offer.
There cou ld even be consequences from whateve r decisio n
own. It seeks to shape events towards ce rta in goals, and to
move other characters towa rds speC ific act io ns. Characters they make, as the Force recognizes their choice. Th is could
in t1e Star Wars universe generally refer to this as "the wi ll range from pure ly na rrative co nsiderati ons, suc h as further
/ of the Force," although few eve n app roac h und erstand ing its Fo rce phenome na recogn izi ng them and their decisions, or it
sca le. The t rue will of the Force is mysterious, and perhaps co uld impact t he characters mecha nica lly. Giving in to selfi sh
beyond t he understanding of any ind ividual. or ty rann ica l decisions is eas ily worth Co nflict- possibly a
great deal of Con fl ict for si gnifi can t dec isio ns t hat de fi ne a
However, in a FORCE AND DESTINY game, t he Game Master story or character arc.
genera lly' needs to have so me Idea of how to use any given
na rrative too l or element If t he Game Master does no t have At t he Game Master's disc retion, the charac ters might
a clear idea of how th e wil l of the Force shou ld fi t into the ga in access to greater results when call ing upo n Fo rce pow-
/ campa ign from the start, it may end up appeari ng contrad ic- ers that support the t hemes of t he game and the decisions
tory or arbit rary in how It unfolds as time goes on . In prac- t he charac ters make. Th is co uld be re presented by the grant-
tical terms, this mean s the Gam e Master shou ld generally ing of addit iona l expe rience po ints t hat can only be spent on
have a plan fo r how to hand le the wi ll of the Force in game if certa in talents or Fo rc e powe rs, or by the add ition of extra
including it as a narrative elemen t. () to checks to activate Force powers in thematica lly appro -
priate sit uations. If the players choose to engage with these
incentives and make use of such benefits, the Ga me Master
ca n easily stee r t he cam pa ign towa rd t hemes t hat match
a pa rt icular vision of t he Fo rce by encouraging t he players
to act out those the mes Howeve r, th is approach might feel
heavy-handed or controll in g to some players, so the Came
Master shou ld discuss it with the group befo re reso rti ng to
these sorts of effe cts.

GUIDED BY T HE FORCE
UNLlMrrED POWER
FOCUS ON THE CHARACTERS THE FORCE AS MAGIC
The will of the Force could eve n simply be a reason for
Most Force users call upon t heir power in subtle ways, mov-
the cha racters to app roac h new adventu res wi th t heir own
ing smal l objects, influenc ing weak minds, or perceiving
hooks. In th is case, t he will of the Force beco mes a reaso n for t hings t hat ot hers can not see. Eve n mo re obv io us di splays
th e chara cters to be ab le to engage with whateve r t heir play-
often me rely take t hese feats to a more im pressive level,
ers find most interesting about Star Wa rs . When using this
such as whe n Voda lifted Luke's X-w ing, or th ey enhance
approac h, t he Cam e Master shou ld regularly discuss plans
wit h the p layers, and ask what t hey most want to see in the
capabilities eve n no n-Force -se nsitive bei ngs have, suc h as
granting pretern atu ra l reflexes or all owing incredi ble ath -
/
campa ign. Once the Game Master knows wha t th e playe rs
letic feats. Mystics often break t hese rules, displaying thei r
want t o see, t hey can bring the cha racters into situations
know ledge of the Force in ways that are obvious ly supe r-
tha t invo lve those elements through any method they fee l
natura l. Ot her characters are capable of suc h fea ts with t he
appropriate , up to and inc lu di ng visions or ot he r myste ries
right Force pOIl>/ers, but Mystics exc el at them, especia lly
of the Force dire cting t hem toward the new adve nture s. In
Alchem ist or Magus characters.
this approach , the Game Master can prese nt the Force as
taking a more direct interest in th e characters, inst ea d of in Incl ud ing these magica l-seem ing Force effects in a game
abst ract, galaxy-wide co ncern s. Afte r all , t he Force is pres- of FOR CE AND DEST INY ca n have a significa nt impa ct. Fo r some
ent in all living things, not just on a cosmic leve l. p laye rs, t he ton e of t he game ca n change wi th the incl usion
of such powers, making Fo rce-use rs fee l more divid ed from
A FLEXIBLE APPROACH other. mo re grounded elemen ts of the Star Wa rs universe.
It is entire ly viab le for a Game Master to mix and match Th is is not in herently a bad t hing, nor does it occu r in every
approac hes, or to switch from o ne to another wit hin a single group. Instead, it is im port an t fo r t he Game Master and
ca mpaign. so lo ng as the playe rs re ma in engaged wi th the playe rs to d iscuss how the group approaches the Force and
na rrative. Co nsistency he lps wi t h t his, but if a given ap proach what t he ir players enjoy about it. If necessary, this might
isn't working for a partic ular group, sticking to t he plan is mea n down playing t hE more superna tural elemen t s of the
simply doub ling down on a prob lem. If the Gam e Master Force in a campaign, b ut it usual ly hel ps eno ugh if eve ry-
not ices the playe rs seem ing d isint erested or frustrated , th ey one is on t he same page with the ir expe ctations, rather than
shou ld discuss it with t hem between sessions and ask wheth - needing such drastic action
er a new approach is in orde r The use of suc h obviously superna t ura l power ca n have an
Experimenting with a new idea or changi ng course entire ly effec t on the narrative of t he campaign as well. For t he most
can be necessary at t imes if the ca mpaign is beginning to part, usi ng these povvers has a simi lar effect to any other
fee l sta le or unsatisfyi ng. Thankful ly, the same mysterious obvio us d isp lay of Force sensitivity, lead ing to increased
nature of the Fo rce that gives the Ga me Master a chance to Imperia l attention. Powers assoc iated with the dark side of
define it fo r a given campa ign also make s it easy to excuse t he Fo rc e might lead t o a diffe rent sort of attention t han
norma l, however, with the Empire hopi ng to recruit the char- /
cha nges in approach. If th ings feel out of p lace afte r the
acters ra ther than elimi nate them. /
change, the Game Master can present the change as an arti-
fact of the cha racters' limited understanding of t he va st sca le In add ition , cultures and individua ls no rmally sympathet-
on which the Force opera tes, Such a shift in the campaign's
gears cou ld even be a focus for a new adventu re or story
ic to Fo rce users might be less friendly to those who don't
ma tch the ir understanding of what it means to be Fo rce-se n-
/
!
arc about an actual change or cycle in t he Force, where its si tive-an understanding usu ally shaped by the Jed i, who
nature or effects change for the rest of the campaign. rarely used such arts. On t he other hand , cu ltures wit h a
different unde rstand in g of the Force might more readily wel -
co me outsiders who show themse lves less bound by foreign
t radit ions, opening pathways that might otherwise re main
closed to t he pes. If the playe rs are
interested in ex ploring views of
th e Force outside t he lens
of Jedi a~d 51t h. t hen
follow ing a Myst ic char-
acter's lead can be a
good start.
...-1

./
MYSTIC ENCOUNTERS
W hi le not qu ite enough to warrant a fu ll adventu re, sev-
eral encou nters tailored to the Mystic's specializati ons
are described below. They can be used as interludes, side
RESOLUTION
If t he pes ca n remove the weak links in the politician 's adm in -
eve nts, or subp lots in larger adventures, and Game Masters ist ration and dampen down suppo rt of the ex tre mist move -
are enco uraged to fu rther develop and int egrat e them as su it s ment without ca using fu rther uproar, lives in the po litician ·s
their campaign district shou ld become much sa fer and happier overal l. If
/ t hey are furthe r ab le to earn t he po liticia n's t rust whi le doing
so , t hey ga in an influential ally, and maybe eve n a ba se of
ADVISOR operations wit hin her sp here of in fluence.
During downtime in a can tina or similar venue, the pes
, ove rhear a co nve rsation between a no table politic ian and ALCHEMIST
1 a confidante, in wh ich the pol itic ian relates se nsitive prob-
c
lems among her co nst ituen ts. The politicia n ea rn est ly wan ts When the pes seek out or encounter a collecto r of ant iqui-
to he lp wi th a number of concerns in her district, but fears t ies and odd ities rumored to traffi c in Fo rce-attuned item s,
tha t enacting drastic reforms wou ld invite scrutiny fro m the t hey ri nd the character behaving in a strange and aggres-
Empire, or even get her targeted as a Rebe l agent. W hile sive manner. His shop might have recentl y shifted to irregu -
listening, it becomes clear that t his loca l leader is in way over lar hours, or he mi ght be active ly discourag ing visitors, even
her he ad in terms of the prob lems an d opposition she faces, t hose vvho co uld help him wit h his co llect ion. His cha nge in
but also tha t she wou ld not welcome strangers simply butt- be havior appea rs rece nt, espec ially if t he pes take t he time
ing in with an offer to he lp. However, a light touch, such as to inquire among past associates. Th e cause is not clear fro m
th at offered by a cra fty Adv isor character, might be able to the outsi de, espec iall y as t he co llector was secret ive eve n
convince the po liticia n to allow the PCs to assist. A character before his rece nt turn towards ex treme bel ligerence
who convinces her of the ir good inte ntions as well as t heir
What is not immed ia tely appa rent is that th is co llecto r's
abi lity to so lve problems might ea rn t he trust of a powe rfu l
most recent acqu isitions incl uded a malignant relic of the
and \!;'e ll -placed ally
dark side that has been influ encing his be havior. The lon-
Of cou rse, approa ching t he pol itician and ea rn ing her ger he has t hi s item in his possessi on, the stronger its ho ld
/ tru st is only one part of the equa t ion. The characters mu st grows, and the more obvious it becomes t ha t somethin g
also so lve the pro ble ms plaguing her ad mi nistration to prove is serio usly wrong. The pes cou ld uncover this by t rac king
/ t hemselves, and do so in a way tha t does not invite fu r- down the co lle ctor's past bu siness deal ings and fi ndin g wha t
the r atte ntion or controve rsy. It cou ld eve n be possible to sort of items he was receiving. or a pa rticularly sens itive PC
address the se pro blem s secret ly, before making contac t with migh t be ab le to detect t he emanation s of the relic fro m t he
her, in order to have a more convi ncing case for the group's co llec tor' s back roo m or home while dealing wit h him. He is
competence on han d. Howeve r, the biggest pro blems plagu - fi erce ly possessive of the rel ic, however, and refuses to so
ing the co nsti t uency are neither Simp le nor st raightforward. mu ch as ac knoyv iedge its existence to others fo r fear they
First. a port ion of the citizens in the district have mobilized would attempt to stea l it fro m him
into so meth ing resemb li ng a gang or militia to advance
An Alchem ist PC is th e perfect expe rt to dea l with th is
som e loathsome interest. suc h as human supremacy over
./ prob lem and help restore the col lector to hiS senses. and
other spec ies, or support for t he more ext re me Impe ria l poli-
suc h a character co uld help deal wit h the proble m in a nu m-
cies and ac tions. Their actions ski rt the bou nds of legali ty,
/
ber of ways. Through an Alchem ist pes expe rtise, the pl ay-
and they have been intimidating other cit ize ns away from
ers might be ab le to fi nd a way to nullify the relic"s influ en ce.
advanc ing their own causes, but the po liticia n lacks t he
There might be a ritu al through which the pes can direct ly
cause to have th em arrested, and lacks t he political will to
co nfront the dark side presence in the art ifa ct , uncovered
conde mn them . If the players co uld cove rtly rally the othe r
by the Alchem ist's research , or they mi ght be ab le to cra ft a
const ituents towards so li darity aga ins t thi s fri nge, or qu iet ly
/ ta lisman tha t tempo rarily nullifles the relic" s powe r, allow ing
push some of the extrem ists to back down, t hi s wou ld great-
the PCs to co nfro nt the co llecto r with what ha s happened
ly rel ieve press ure on the local leader.
to hi m. It might even be possible for an Alche mist to appea l
Compl ica ting matters is the possibil ity that one or more to the co ll ector on sha red grou nd and expe ri ences to break
offic ials wit hin the politician's adm inist ration are work ing thro ugh t he re lic's ho ld and disc uss things fra nkly, alt hough
wi th the host ile movement. provid ing them with help avoid - this co uld backfi re if the col lector t hinks the Alchem ist ch ar-
ing law enforcement and other support. These other poli ti- acter is after t he rel ic for themse lf.
cians might be be lievers in th e ca use, or t hey might be t rying
to undermine the ir superior In hopes of claiming her POS I- RESOLUTION
t ion. Eit her I/"ay, the ir sup po rt would be act ion ab le, but only
if it cou ld be prove n. The PCs might need to eavesdrop on Once t he Alchem ist has fo und a way to stop t he re lic from
a meeting between t he movement and thei r secret pat ro ns, influ enci ng t he col lector, the chara cters must decide how to
or to subt ly ra ttle suspects in t he hopes that t hey give t he deal wi th It. Destruction of such a dangero us object might
game away. be an obv ious choice, but it may have other significa nce and

GUIDED BYTHE FORCE


UNUMITED POWER
,--
f--
/
value beyond the dark side power, or it might be extraor- the crime lord and his goons a stern lesson, it might simply
dinarily resi lient. The pes might be able to let the collec- reinforce the perception that the other characters cannot
tor persuade them to ta ke it for safekeeping, but it would figh t t heir own ba ttles in the eyes of any observers. The Duel-
su rely attempt to corrupt t hem as wel l. Depend ing on what ist must find a way to help their friends prove their strength
the Alchemist is able to learn about the relic, there might be in the ir own righ t, in order to sca re off the crime lord and
some way to safely contain or cleanse it, or they migh t need those like him for good
to return it to its po int of origin in an anc ien t tomb, where
it can rest undisturbed on ce more. At the Game Master's
disc retion, dealing wi th the relic could be the launching point
for an entire adventure

MAGUS
While working with a group sympa thetic to Fo rce users, such
as the Rebe l Alliance or certain cu ltures suc h as those of th e
Mirialans or Kel Dor, an important NPC ally takes issue with
the powers wielded by a Magus Pc. The ally could be afraid
of such overt displays of the Force, either from superstition or
out of fear of Imperial attention. or they could consider the
powers to be an aberration, not a natura l part of t he Force.
Ideally, the issue shou ld arise after the Magus revea ls their
particula r powers in front of the character during a tense
situation. For example, if working with the Rebellion, the
NPC could be a team leader who becomes spoo ked dunng a
covert mission against the Empire. The pes must find a way
to convince thei r ally that nei ther the Magus nor their pow-
ers are a li ab ility, and to smooth over the sudden fear and
doubt that the display inspired .

RESOLUTION
As a sho rt-te rm encounter, t his eve nt could potentially
be reso lved quickly an d Witho ut too much fuss, but how
the pes approach it could have a long-term impact. If the
pes make good arguments and are effective in persuading
their all y about the worth of the Magus' power, then t hey
may smoo th over future incidents, or even gain future work
for the Magus' abilities. However, jf they are belligeren t or
defensive, or jf they rely on external pressure to quell the
argument, the NPC cou ld become a recu rring thorn in their
side, spread ing their doubts to others and questioning t he
worth of th e PC group.

MAI<ASHI DUELIST
A powerful crim e lord learns of t he Force abil ities of one
or more of th e pes, and decides to blac kmail them
about thei r pOl;vers, threatening to revea l t hem to the
Empire. The crime lord cho oses his targets fro m those
pes who appear weak or unthreaten ing, especia lly
characters who prefer diplomatic so lutions to prob-
lems. Any attem pt to negotiate with the crime lord
or his enforcers soon makes it clea r that the PCs in
question are being targeted beca use their lack of
comba t prowess makes them seem like easy, vulner-
able targets who rely on others to fight for t hem.
Even the company of a powerful warrior like a
Makashi Duelist doesn't make these characters appear
strong in their own right in the simple worldview of the crime
lord. As such, whi le a Duelist character could probably}each

GUIDED 8Y THE FORCE


.......ITEDPOWER
j

RESOLUTION SEER
Provi ng the strength of the other pes could take any number
Contacts of the pes request the gro up's aid in some delicate
of forms. If the other cha racters lack the combat prowess to
nego tiation, perhaps re lyi ng on the characters' reputation or
easily show up the enforcers sent after them, the Makashi
past impressions they made on the other side of the barga in
Due list eQu id assist indirectly or through a ruse, such as by
J Things seem to go smoothly at fi rst, until a Seer PC receives
impersonating the other characters in order to make them
a premo niti on of dange r fro m the Fo rce. This crypt ic warning
see m more skilled in batt le. The Duelist cou ld eve n stage a
does little to identify the source of the t hreat. but makes it
fight wit h the ot her characters and de libe rate ly lose, usi ng
cl ear tha t co ntinui ng t he negotiations as p lan ned places t he
t he Makas hi sty le's fla ir for theatrical fighting to se ll t heir
gro up, and possib ly othe rs, in great peril. There could be
oppo nents' skill s instead of t heir own
hints of a dark side Force user being part of it , or Imperia l
agents seeking to disru pt the negotiations,
PROPHET If the Seer wishes to act on their vis ion. they must al ert the
other pes and any trusted associa tes of the peril, but must
After the group accomplishes somethi ng noteworthy and
also bala nce the va lue of t he negot iatio ns against any dis-
heroic in front of witnes ses, word sp reads to a gro up who
ru pt ion caused. Eve n if conti nuing t hem as plan ned seems
dec ide t he pes are good role mod els. This group cou ld be
like a poor call, ange ring one or both of the sides at t he
the witnesses to t he characters' actions themse lves, or they
ba rga ining table is like ly undesirable.
could have heard the story second hand . Either way, they
now seek to act as they believe their idols wou ld, enta ngling Instead, the Seer sho uld seek ou t t he secret danger that
t hemselves in difficult situations, or even manufacturi ng threate ns t he conference, or contrive a reaso n to suspe nd
t hem, and attempting to cu t dashing, hero ic figures. Unfor- negotiations unti l t hey lea rn more of the t hreat. If the See r
tunately, t hey are woeful ly under qua lified for the job, and be lieves tha t everyone vvould trust thei r premonit ion, they
a litt le too enthus iast ic about it. They're likely to get them - could even revea l it as a reason to hold off the nego tiation s.
se lves, and possibly ot he rs, bad ly hurl. Hmvever, if the danger comes from within one of the barga in-
ing groups, t hey risk alerting the guil ty figures and allowing
When the players hear of these potentia l disc iples, it
them to escape, or even spu rring them to st ri ke.
becomes the perfect mome nt for a Prophet characte r to
gu ide these would-be heroes to a better pat h. If the pes live
up to the ideal ized notio n their new devotees bU ilt of t hem, RESOLUTION
t hen they could be a ready-made group of new co ntacts and
Th is encoun ter works best as part of a la rge r ongoing plot,
! foll O'.Ne rs. However, if the story or memo ry of the pes ' actions
In order to emp hasize the stakes at hand. The negot ia tio ns
/ get out of ha nd before t he cha racters return to sort things out.
can be anything perti ne nt to an existi ng adve nture, but t he
then t he characte rs may have to prove that they are who they
t hrea t can be a new complicat ion as eas ily as a known risk.
say they are in order to secu re the loyalty of these fol lowe rs
If the Game Master chooses to use this enco unte r to com -
What's more, this new group only has t heir own notio n of
pl icate anothe r adventu re, t hey sho uld make sure they have
what bei ng a hero is like, and it may conflict with the group's
a sol id idea of wha t t he danger might be before the Seer
se nsibi lities. If the hero ic deed of the group invo lved reSisting
receives the warn in g. Without a clear p lan for the threat
Impe rial opp ression, t he newer heroes might be drawin g more
hanging ove r the negotiations, t he Game Ma ste r ca nn ot
attent ion than even the pes ca n deal with. If the characters
effec tively ru n any investigation the See r migh t conduct into
faced dovvn enforcers from a crime lord to stop racketeering,
it, nor can t hey provide the conseq uen ces should t he Seer's
I / their em ul ators migh t be trying to stop al l criminal activity in
efforts fail an d tip the ir han d. The t hreat should usua lly be
the ir home ne ighbo rhood s wit hout consideration for co llat-
somet hing personalized to the characte rs at t he table, but
/ era l damage, or they migh t not recognize where a particu lar
in a pinc h. saboteurs from the Imperial Sec urity Bu reau are
crim ina l is violating an unjust law to support the need y.
a good fallbac k fo r this sort of situat ion. The IS8 is always
eage r to use divid e-and-conquer tactics on t hreats to the
RESOLUTION Empi re, and might have a deep cove r age nt in one or both
sides work ing to upend the negotia tions.
Ultimately, the group, an d especial ly any Prophe t character
/
who is wi lling to take on the respo nsibi lity, needs to take a
hard look at the actions of t hese hopefuls and decide if they
are ro ugh and unpolished, but with the pote ntial to he lp, or
simply tro ublemakers wi th good intent ions . If the cha racters
think thei r im ita tors real ly ca n make a differe nce if given the
chance, then they need teac hing and guid ance, so met hing
best provided in pe rson by a Prophet cha racte r or o ther
pa tie nt instructor. However, if the group thinks these new-
com ers are beyond help, or tha t pol ishing t hem up would be
more troub le tha n it is worth, it could take the silver tongue
of a Prophet to co nvi nce them to sta nd down and retu rn to
the lives t hey lived before.

!~

GUIDED BYTHE FORCE


UN..IMrTED POWER
r-- -
~-~ ..
MYSTIC ADVENTURES
I n the current galactic era, the Empire ruthlessly suppresses
knowledge and understanding of the Force. However, no
amoun t of fi repower or troop strength can stop the rise of new
MYSTIC
ADVENTURE SEEDS
Mystics, drawn to enact the will of the Force. A new generation /

of Force adepts is always rising. and 'Nith them, the potential Adventu res for Mystics can involve a diverse range of circum-
for new and incredible adventures. stances and events across t he ga laxy. Came Masters should
feel free to use the following seed s as springboards to fully
Mystics must move care fully, not only to avoid the fleshed -out adventu res or even enti re campaigns
Empire's attention, but to avoid a misstep as they seek to
unravel th e cryp tic guidance of the Force. Still. t he results of
A WORTHY RULER
t heir efforts wi th th e Forc e as t hei r ally are un deni able.
When designing adve ntures for Mystics, Came M asters The pes rece ive a message from Faleer Ayast. an advisor to
should keep in mind that Mystics are often masters of the the newly-crowned monarch of the Mid Rim world of Alun.
indirect approach, using the subtleties of the Force and t heir The world is notable for its isolation from the ga laxy at large,
abil ity to understand and direct others to accomplish their including a lack of Imperia l rule, as there are no convenient
goa ls without obvious or direct involvement. As SUCh, when hyperlanes to the planet from other inhabited systems. The
designing advenlures centered arou nd Mystic characters, royal fam ily of Alun has a long history of popular support on
the Game Master should provid e am ple opportunities for their world, but the new ru ler, Queen Cheraama, is young
these characters to make use of their abilities in ways that and inexperienced _Whil e she earnestly wants to better the
give them a clear challenge and an importa nt role, but don't lives o f her people, she has li ttle understanding of how to do
force them into a full spotlight- unless that is wha t the play- so, and her attem pted reforms are causing more harm than
ers want. If the players come up with a clever way to lever- good. As the Queen 's attempts at reforming her world's trade
age the ir skills and knowledge to solve a problem indirectly, partnerships and local industries continue to backfire, so me
the Game Master should generally allow It to succeed and of the planet's popula tion are beginning to fee! that Impe-
reward the players for their creativity ria l governance might better serve thei r needs. Advisor Ayast
fears what this might mean for th e planet's freedoms, as wel l
Subt le or mysterious tric ks are the heart or the Mystic's
as fo r the monarch he se rves. and hopes the PCs can assist
tra de. Wh ile the Star Wars saga is full of overt spectac le
the queen in so rting ou t her planet's prob lems.
) and action, th ere is plen ty of adve ntu re material t hat ca n
be used to inspi re a Game Master when designing adven- If t he PCs accept Fa leer Ayast's invitation to visit Alun, he
tures for Mystic PCs. The strange works of M other Ta lzin arranges for them to arrive di~cree tly an d join the palace
and the Nightsisters of Dathomir are great inspiration fo r staff. From there, th ey can investigate goings-on at court,
both Magus and Alchemist characters, while Yoda's quiet visit t he capital city and ot her locales on the planet to assess
guidance on Dagobah or even Pal patine's manipulation of popu lar sentimen t, and learn more about the queen herself.
the Ga lactic Sena te are great examples of how an Advisor They may wish to convince Faleer to let them advise the
character can be memorable and interesting while working queen directly, alt hough he is unlikely to acquiesce unless
with others. The mystics of Lasan and their unusual Force they have already proven themselves. Fortunately, there are
practices exemplify how a Prophet might fit in with a Force- plenty of opportunities to do so elsewhere on the planet.
aware culture, and any number of examples of visions and Alun's two main sources of unrest are widespread poverty
prophecies exist in the Star Wars galaxy at large tha t show and the rising tide of pro-Imperial sentiment. Although Alun
the power of the Seer, or even the Cosm ic Force that guides has Significan t natura l resources, they are largely un tapped
the M ystic in general. due to the di fficult ies in exporting them through the con-
Players shou ld always remember that the Force is every- voluted hyperspa ce ro utes that pass fo r contact with the
where, not just 10 verge nces and ligh tsabers, but in th e subtle rest of t he ga laxy. Th is has made Alun dep ende nt on out-
movements of dest iny an d the simp le in te ract ions of all liv- sid e help for much of its development, but granted it little
ing be ings to offer the rest of t he ga laxy. The PCs co uld he lp by draw-
ing on t heir con tacts to sp ur exte rnal trade, or by exp lorin g
the significant wi lderness on the plan et for resource depos-
its that could benefit the local popu lation. They could even
-~
/
attempt to chart a new hyperspace route that would allow
Alun easier access to other worlds, provided the group has a /
sta rship and a ski lled astrogator.

GUIDED BY THE FORCE


UM.JMrTED POWER
Kian's information is an old legend regard ing holocrons,
JDININIi THE HDLD[RDNS
found etched on t he wa lls of a ru in ed Jed i temp le. The leg-
end c laims t hat bringing toget he r a Jedi ho locron with a Sit h

O pening the Sith and Jedi holocrons together is


not a simple task, nor is sorting through the
knowledge unveiled even if the pes can bring them
holocro n can create a vergence in the Force t hat allows any
quest io n to be answe red. As a scholar regularly frus trated
with l mperia l res trictions on access to informa tion, Kian
together. Sith holocrons are dangerous artifacts, hopes that the verge nce crea ted In suc h a way wou ld allow
designed to corrupt the unwary, where Jedi holo- access to knowledge ban ned by the Emp ire. and ass ist in her
crons are designed to teach. Even opening one research study ing ancient cul tures. The PCs might see such
requires embracing a darker state of mind, with the k n ow ~ edge as va luab le fo r othe r reaso ns. whether for the ir
owner concentrating on their own fear, anger, or own studies or as a weapon aga inst the Empire. Fortunate ly.
need for power. As such, opening a Sith holocron is ano ther fragment from t he same temple co ntai ns reco rds of
worth Conflict. Depending on how much interaction a Sit h tomb where an ancie nt da rk side holocron was locked
a character engages in with the holocron's gatekeep- away, poten t ial ly puttin g half the puzzle wit hin reach of t he
er, the exact amount can vary, but it should involve PCs. or even all of it, if they have thei r own holocron
at least 3 Conflict to open the holocron initially, and
at least 1 further Conflict for each subsequent use. Uncovering coordinates to the Sit h tomb can be as simp le
Accessing such an artifact should also be reflected or comp lex as t he Game Master wishes. Th ey co uld be con -
in the scene at hand, with characters role-playing tai ned 'Nit hin the fragmented reco rds Kia n unc overed, or
re qui re t he pes to t rac k dovvn ot her archives of lost info r-
the strain it puts on their minds, and the emotions
mation to t riangu late a hidde n locat ion. Add itional ste ps
required to draw out its dark side powers.
might involve a visit to the ruin Kia n uncovered for addi tional
If the pes can manage to get the Sith holocron details, visits to othe r ruins hinted at in t he arch ives. or con-
open and combine it with the Jedi holocron, they sultations with Kia n·s fe llo,!,r sc holars.
may indeed open a vergence in the Force through
which they can seek knowledge. However, the What should not become clear until too late is th at the
ho locro n is ba it fo r a tra p. planted by an age nt of the Impe-
power involved in the phenomenon is incredible,
and sifting through the knowledge provided for ria l Sec urity Bureau. Ga r Sedon n, the agen t in question,
learned of the Si th tomb and the Jedi legend alike through
specific details is difficult in the extreme. Simply
t he interrogat ion records of ot her scholars who had stud ied
remaining in the presence of the active vergence
requires an Easy {OJ Discipline check, with failure them . unbeknownst to Kian. Not be lieving the legend him-
causing characters to avert their eyes, leave the self, Agent Sedo nn p lanted cl ues lead in g towards the tom b
in a number of Jed i ruins watched by the Empi re. After her
area, or lose concentration on the holocrons (the
last of which closes the vergence). Seeking knowl- exped itio n. th e 158 placed Kian on a watc h list. but left her
edge within the vergence requires a further Hard alone in the hopes of lead in g the IS8 to mo re dangerous prey
A

(0 0 OJ Discipline check per question, with the The t rap comes to frui tion when the pes arrive at the 51th
difficulty on subsequent checks upgraded once for tomb, only to be ambushed by a "aitlng ISB task fo rce led
each check already made. Knowledge gained from by Gar Seda nn. The pes must defeat the ISB agents, make
the vergence is hazy and mysterious, although addi- the ir way t hro ugh t he t rap-fi lled tomb of an ancie nt Sit h, and
tional :tf beyond the first or any t1 may provide retrieve the holocron kept within in order to succeed with
hints that help interpret what was learned. Failing the ir miss ion. Furthermore. on ce t hey rea lize the nature of
any check to learn more causes the vergence to the trap , they may wish to retrace th e sleps they look track-
fade, and the holocrons to close. ing down the tomb in order to flush out any other 158 agents
As a final note, calling up such power cannot be and warn their assoCiates of the pote ntial da nger.
done casually. Attempting to open the vergence a
second time could damage or destroy the holocrons
involved, and may have unforeseen consequences
even if they survive, ranging from unleashing dan-
gerous energies on those nearby to a barrage of
maddening visions that cannot be deciphered.

GUIDED BY THE FORCE


UNUMrTED P OWER
/
I
r
t ALCHEMY CRAFTING
A lchemy is the ill-understood art of crafting potions. elixirs,
and even items that seem to be imbued with arcane pow-
ers. Though the uninitiated may th ink this is magic, alchemy
Step 1 : Select Template ta kes as much or as little time as
the cha racter spends plann ing before launching into hands-
on work. After selecting a template, a character moves on to
is simply a name for something many Force users have done Step 2: Acquire Materials.
over generations: imbuing the inanimate wi th the power of
the Force
ACQUIRIN6 TEMPLATES
Alchem ical creations cover a wide range of items, from
potions to ta lismans and amulets. Many Force users (in clud-
ing the Jed i) scoff at the idea that t hese are somehow ma gi-
ca lor imbued with power, sinc e they seem to eq uate Force
F rom a narrative standpoint, there are countless
ways that a character might come to know how
to build a particular item. For many simple items,
use with so me so rt of spe ll-casting. On the other hand, these
the knowledge needed to build them might be
creations have some sort of power that cannot be explained
available in any technical manual, mechanic's shop,
by the most accomplished scientists of the galaxy. Perhaps
or droid memory core. Many alchemists have sim-
these creations are infused with the Force in some way. Or
ply memorized such information, thanks to years
perhaps they work simply because their creators and users
of practice, or can at least improvise if push comes
believe that they do, and unconsciously shape and channel
to shove.
the Force as a resu lt. The truth will likely never be known.
For other items, especiall~' more complicated ones,
The rules in this section provide GMs and players with
common knowledge and common sense might
options for crafting their own crea tions imbued with the pow-
not be enough. A character might need to seek
er of the Force. When a player wishes to have a character
out an experienced mentor, conduct long hours of
craft an item, the player should consu lt with the GM, and
research, or find ancient repositories of knowledge
then the two should collabora te to go through the steps listed
to design an advanced model of droid or craft a
be low to create the device. As with all such matters, anything
device to perform an unprecedented task.
that the player wants to craft is subject to the GM's approval.
It is always up to the CM whether a given tem-
Crafti ng fol lows t hree steps: Step 1: Se lect Templ ate, in
plate is available to a Pc. As a general rule of
wh ich the PC chooses what kind of item to make; Step 2:
thumb, most templates should be available to the
Acquire M aterials, in which t he PC acq ui res t he su ppl ies to
pes a majority of the time-the difficulty of turn-
build it; and Step 3: Construction. in which the PC actua lly
ing abstract knowledge into a practical device is
assembles the iIem.
reflected by the difficulty of the checks to acquire
materials and construct the device. However, if it
STEP 1: SELECT TEMPLATE makes for a more interesting story, the GM (or the
player] can require the character to spend time on
When a craftsperson sets about creating an item, the player research or even go on a short adventure to com ·
first chooses a template from one of the tables in thiS sec- plete Step 1: Select Template for a particularly
tion (see page 82 and page 85). The template dicta tes special item. Alternatively, a character's past suc-
the materials required (Material Price/Rarity), the challenge cesses {or failures} might open the door to crafting
of building it (Check), an estimate of how long construction a brand-new item.
takes (Time), and the results should the character succeed on
the check (the item that shares a name with the template).
Each template ca n encompass an incredibly vast number STEP 2: ACQUIRE
of speCific types of items. Two Alche mists likely have very MATERIALS
different ways of cra fting t he same elixir or item; alchemy is
as much an art as a scie nce, after aiL A template describes To attemp t to bu ild an ite m based on the chosen template,
what a crafted item does, bu t no t necessa ri ly how it accom· t he PC must acqu ire appropriate materials fo r that templa te.
plishes it or what embe llishmen ts it migh t possess; those are These are listed under "Material Price/Rari ty" on t he relevant
the mark of the crafter. Thus, players and GMs should feel table [see page 82 and page 85). Fo r all mechanical
free to be creative in coming up with their own unique types purposes, materia ls cou nt as a single item with the listed
of items that a given template can represent. Inspired CMs cost and rarity. As always, at the CM's discretion, certain /
are encouraged to create their own unique templa tes-all supplies might not always be available for the listed price at
a tem plate needs is a Name, Material Price/Ra rity, Check, any given market [see page 157 of the F ORCE AND DESTI NY
Time, and profile for the result, which GMs can provide to Core Rulebook)
thei r players as they see fit.

GUIDED BYTHEFORCE
UM.JMrTED POVIIER
~
~ j
Because Material Price/ Rarity for a template is defined
only in terms of cost in credits and abstracted rarity, the
particular nature of th e materials that a character uses can
vary wildly, and depend on the specifics of the item [he YOU BUILT IT OUT OF WHAT?!
character is crafting. At the GM 's discretion, PCs can acqu ire
some or all of the materials for a template via means othe~
than paying for them (such as salvaging them, stea ling them.
or receiving them as a gift).
T emplates intentionally leave the materials used
for a project vague. This is because a template
does not represent a particular way of building
Step 2: Acquire Materials requires as much time as it anyone model. Instead, it reflects a set of broadly
takes for the PC to physically obta in th e materials. Th is cou ld comparable results that a PC might bui ld from any
be as short as a trip to a fa rm or ma rket. or as long as an number of different materials.
epic quest to find a rare are or crysta l. dependi ng on the
This doesn't mean that the materials should be left
situat ion . After successfu lly acquiring materials, a character
nebulous during actual game sessions, however-.
moves on to Step 3: Construction
Detailing the materials used for a particular project
can give it a great deal of character beyond a simple
STEP 3: CONSTRUCTION line of stats. Further, it can help show the personal
touches that different crafters put into their works.
After acquiring the materials to make the item, the character For example, a native Dathomiri might craft their
must make the associated check, listed under "Check" on alchemical concoctions using plants and animals
the relevant table (see pages 82 and 85], to actua!!y found in the dusky crimson swamps of their home-
construct the item. If the character succeeds, the item is ru lly world. Meanwhile, a Th isspiasian may prefer to inte-
functional and has the profile listed in its template (see the grate minute amounts of blood, and a supremely-
relevan t tables on pages 82 and 85]. If the character fails logical Arkanian may refuse to use anything except
on the check, the product that comes out of the attempt is pure and precisely-measured chemical compounds.
unusable, and the materia ls are lost.
While all three might craft mechanically identical
The relevant tables on pages 82 and 85 include sug- items, the stories behind the works will be very dif-
gestions on how to integrate othe r results into construction. ferent, and this can have major impacts on the nar-
First, crafters can use t1 and ilJ resul ts Lo make improve- rative. The Dathomiri's potions and talismans may
ments to t he item. Then, the GM ca n spe nd @ and @ to add seem primitive and superstitious to the Arkanian.
flaws. Un less a limit is specified, an option fro m these tables Meanwhile, the Thisspiasian's penchant for using
may be selec ted any number of ti mes, and its effects stack. blood may disturb their colleagues. Each charac-
Th e amount of time Step 3: Construction takes is deter- ter's preferences not only inform the roleplaying
that goes into acquiring materials, but also help
plate under "Tim e." Every *
mined by th e estima te of working hours listed in the tem-
the character scores on the
check beyond the first reduces this time by 2 hours (to a
illuminate an aspect of the character that might not
be revealed otherwise.
minimum of 1 hour). Other factors can also affect the time
requi red, at the CM's discretion. The final potion or ta lisman Second, wh enever a character attempts to craft an
has an encu mbrance value of O. alchemical creation, they should roll 0 equal to their cur-
rent Force rating as part of the check. and they must have a
ALCHEMICAL CRAFTING current Force rating of at least I to attempt the check at all.
(This only matters if a Force-sensiUve character has commit-
Because alchemical creations are all created with the Force ted one or more of their 0 to susta in a Force power or tal -
in some way, there are a few extra rules that apply when ent.) The cha racter does not spend the 0 or . results from
crafting these items th e check to generate ( ). In stead , the character may spend
any 0 genera ted on the check to get one of the effects list-
First, only Force-sensitive characte rs may attemp t to craft
ed on Table 3-2: Spending Q, ~, @ . @.O, and. on
an alchem ica l creation . Anyo ne else who attempts it ends up
Potion Creations on page 82 or Table 3-4: Spending
with an item or liquid t ha t has no sup ernatural effects what-
soever, no matter how close ly they foJlowed the instructions.
0, <iI. @. f{}J, 0. and. on Talism an Creations on page
85 . Like'lo,rise, the GM may spend any . generated on
the check to get one of the effects listed on the same table.
These are the on ly ways to spend the 0 and . generated
on this check.

GUIDED BY THE FORCE


UtLIMrTED POWER
ALCHEMICAL POTIONS POISONING PEOPLE
Alchem ical potions are a '.vide ra nge of tin ctures and elixirs
with a variety of side effect s. To take effect, the user must
consume the potion. Th erefo re, all of t hese items are con -
sumed after a single use or application.
P oisons can be applied to a target's food or drink,
in which case the target suffers the effects when
they ingest it. Alternatively, it can be applied to a
Melee or Brawl weapon with a sharp point or edge
When cra fting an alche mi cal potion, first choose one of t he
that can induce the poison into the target's blood-
fo llowing temp lates. Each template's effect is listed in its entry
stream (at the CM's discretion, the poison can be
applied to a projectile weapon as well, but this
ACID weapon should logically be able to induce the poi-
son into the target). If applied to a weapon, the first
Ac id s are da ngero us, if imp reCise. weapo ns Although the re
successful hit that deals at least one wound causes
are plenty of ind ustria l and com merc ial ac ids on the ope n
the target to suffer the effects of the poison. Once
market. an alchem ical ac id is uni que be cause it only affec ts
the poison has affected one target, it is depleted
livin g t issue. This means it ca n be appl ied to weapons, o r
and another dose must be applied to the weapon.
even added to food.
When affected by this potio n, the target mu st ma ke a /
Hard (• • •l Resilience check. If they fail, t hey suffer ELIXIR OF VIGOR
2 wounds at the beginn ing of the ir turn fo r th e nex t three
This t hick. visco us liqu id quick ly bonds wit h muscle t issue,
rounds, plus o ne additio nal ro und per @.
tempo ra rily st rengthen ing the use r to unheard-of leve ls. It
dra ins their menta l fo rti tude, but the ga in in raw power is
DRAUGHT OF FIRE surely worth this dra\-vba ck.

This brew is as fiery to consume as its name suggests, Once When the use r consu mes this potion , their Brawn increas-
ingested, though, it bonds with the user's skin to igni te to es by 1 but their Will powe r is reduced by 1 . This effect lasts
dead ly effect on any they attack. until the end of t he fo llow ing round.

Once consumed, the user's body is covered with flames.


They do not harm the user and the user ignores any fire· or HEALING POTION
flame-rela ted damage. Their unarmed attacks gain the Burn 4
This might take the form of a fou l-smell ing salve, crystal-clear
quallty, or add + 1 to that quality if it was already possessed.
elixir, or ti nct ure with a strange etherea l glow to it. However,
This effeet lasts 1 round, or 30 minutes if used in narrative time.
the overall effect is t he same. Some how, t he potion heals
inju ries and restores those who dr-in k it to good hea lth
When the user consumes this potion, they im mediately heal f
one Critical Injury with a severit y of Hard (ttt) or less
: Alti;Jough t his potion can heal the Maimed Critical
Injury, it cannot regrow the lost li mb. I
POISON
This alchemica l poison is not all t ha t
dissimilar from the dead ly neurotoxi ns
produced for assassins and hired kill-
~rs across th e ga laxy.

When affected by the poison, the


target must immediately make an
Average (• •l Resilience check.
If they fail, they suffer 5 wounds,
plus 1 sErain per @ .
,/

I
,r

• /'
j
J

/
TABLE 3-1: AL[HEMII:AL P[)TION TEMPLATES

Ac id 600 credits/6 Average (• •l Discipline or Knowledge (Lore) check 2 hours

Dra ught of Fi re 400 cred its!5 Hard {+••l Discipline o r Knowledge (Lore) check 3 hou rs

Elix ir of Vigor 600 credits!6 Hard (+. +1Discipline or Knowledge (Lore) check 4 hours

Hea li ng Potion 1,000 cred its/5 ++1Discipline or Knowledge (Lore) check
Average ( 2 hou rs
/
Poison 500 credits/4 Easy <t l Discipline or Knowledge (Lore) check 2 hours

Potion of Wil ls 1.000 credits/8 Daunting (+•• +)Discipline or Knowledge (Lore) check 6 hours

Average (t +1Discipline or Knowledge (Lore) check


St imulan t 400 credits/4 2 hou rs

Fo rmidable ( +••••, Discipline or Knowledge
V'v'ate r of Life 1,000 credits! ! 0 8 hou rs
(Lo re) check

Weaken ing Potion 1 .000 credits/6 Hard (+++)Discipline or Knowledge (Lore) check 4 hours

TABLE 3-2: SPEN[)ING t), ~, @, "(;jJ, 0. AN[) • [)N P[)TI[)N [REATI[)NS

/
Symbols I Effect
Fortifying: If the potion is beneficial. the target heals one wound when consuming it i •
tJ, <1l, orO Reviving: If the potion is bene fi cial. the target hea ls t wo stra in when consuming it. II
Draining: If the potion is harm ful. the target suffers two st rain when consuming it.
J
long-lasting: If the potion has a du ration assoc iat ed with it, increase t he duration by one hour (or one round
in structu red encounters)
tJtJ<1l
orOO
I Careful Measuring: By carefu lly measuring ingredients. some are saved for later_ The character retains
~-- / I

I suppl ies wo rth 50% of t he material price needed to craft the pot ion (th is can on ly be selected once)
tJ tJ tJ <1l,
I Large Batch: Brew up an extra large batch of the concoction . creating t wo doses of the potion in stead of one.
orOOO Extra Potency: If the poti on is ha rmfu l. increase t he difficulty to resist it by 1 (to a max im um of Fo rmidable
[• • • • •11
~- - .

Recipe: Create a recipe t hat permane ntly reduces t he difficul ty of creating this type of potion by 1 (to a
tJ tJ tJ tJ, <1l, min imum of Simple (-ll
orOOOO
Virulent: If the pot ion is harmful . upgrade th e difficulty of any checks to resist it o nce

/
I,
Empowered: If the potion is benefiCial. it remains in the user's system. and has the sa me effect the
I <1l<1l
orOOOOO foll owing round
/ I
~.
._._--

I {§> ."@. or . Foul Taste: If the potion is benefi cial. the user suffers 2 strain after consum ing it and benefiting from its effects.
Vile Smell : If the potion is harmfu l. characters add 0 to any checks made to notice it in food, drink, or
I app lied to a weapon.
--
/ Brief Effect: If the potion has a du ration associated wit h it. decrease the duration by one hour (to a minimum
@ @ , f}J , of ha lf an hour) or by one round (to a min imum of one round)
or • • Sloppy Brewing: The character requi res extra ingred ients due to brewing mistakes. and must ob tain
additiona l supplies with a cost equal to 2 5% of the base cost
"
@@@ ."@. Di luted Strength: If the potion is harmfu l. reduce the d ifficulty to resist it by 1 (to a minim um of Simple 1-1)
or • • • Empowered by Evil: The use r suffers 2 Confl ict afte r consum ing the potion
I
\ @@
-
Unexpected Side Effects: After the potion is consumed and its effects applied. the GM selects t he effects of
~

or • • • • a different alchemica l potion and app lies those to t he target as wel l. These effects shou ld be beneficia l to the
target if the potion was created to be harmful, and vise ve rsa
I
- _.. ~
I

GUIDED BY T HE FORCE
UNUMITED POWER
/
MAKING TIME FOR CRAFTING

T here are many different ways in \"·,'hich a character


might undertake a crafting project. Some characters
might approach their work slowly, putting in a few hours
between each of the players, each of whose charac-
ter is presumably pursuing some agenda during the
downtime. Thus, the GM might tell all would-be craft-
a day over weeks, months, or years. Others might dis- ers t o perform Step 1: Select Template , then turn to
appear into a workshop for whole days at a time with- the group of PCs who have decided to visit a cantina
out rest or regard for their other needs, only to emerge for some rest and relaxation. Once the cantina group
(probably exhausted) with a finished product. has played out a few checks, the GM can return to the
crafters and ask which item they have selected, th en
The GM must consider how to allocate time during
have them perform Step 2: Acquire Materials. The
sessio ns for crafti ng. Generally speaking, few groups
GM can continue in this way, even asking the crafters to
want to sit arou nd while the GM and one player nar-
rate tinkering with a device for hours. The crafting
make choices about how to spend tt
and $ in Step 3:
Construction while running unrelated scenes for oth er
chec k is meant to expedite this process, but if a player
characters who have business of their own to resolve.
wants to get deep into the nitty-gritty of building a
device, there are a few ways that the GM can handle Alternatively, the GM could ask the player interested
it without slowing play overmuch for everyone else. in crafting to arrive early to the session (or stay a bit
late) to take care of the mechanical side of the craft-
Whenever the group takes ~downtime" during the
ing, so that everyone else at the table doesn't have
story, the GM can offer players interested in crafting
to wait around while that player agonizes over which
t he chance to build a number of items appropriate to
quality to add to an item. The best option is the one
the time available. The GM can alternate attention
that works best for the pa rticu lar group in question.

POTION OF WILLS WATER OF LIFE


This poison must be imbibed to have any effect. although Created using something the Nightsiste rs of Dathomi r cal led
those effects are as impressive as t hey are disturbing. It ·spirit ichor." the so-cal led Water of Life is a glowing green
inh ibits the user's menta l facu ltie s, making them willi ng to liquid l ha t ca n heal wou nds, and even return t he "most ly"
agree to anyone 's co mma nds. dead back to life.
Th is potion canno t be app lied to a weapon: it must be Wh en th e user consum es this potion, lh ey hea l all wounds
r ingested. When affected by the poison, the target must make and strai n they are currently suffering. In add ition. if applied
an Average (• •) Discipline check If they fail, they count to a ta rget who d ied during the current encounter. the target
thei r Willpower as 0 for the remainder of the encounter (or
one hour in narrative time). At the CM's discretion, they are
may immediately make a Daunting (++++l Discipline
or Re silience check (even though the targe t is dead). If suc-
also willing to follow any instructions that they receive. The cessful. the target returns to life and heals one Critical Injury
duration increases by one hour per @ . of their choice that they are suffering from.
Alternatively, a the user may consume this potion while
STIMULANT making a Force power check. If they do so. they surfer 1
Conflict. and they add automatic O. to the check results. If
Similar in eFfect but infin itely stronger than a pot of hot car,
the Force user is at tempting to make a Conjure check. they
an alchemical stimulant can keep an exhausted individual
add 00 • • instead.
awake and moving for hours. Of course, the inevitable crash
from this induced alertness just gets worse the more that
individual pushes th emselves. WEAKENING POISON
When the use r consumes this potio n, they increase their This poison does not ki ll t he target, but it does weaken them
strai n thresho ld by nve for the remai nd er of the encou nter sign ifican tly. Unde r its effects, a target's wound s bleed free ly,
(or one hou r in narra tive t ime) and eve n the least effort ex hausts t hem.
When affected by the potion , the target must im med iate ly
make an Average (++lResilience check . If they fail. they /
reduce their wound and strain threshold to half their normal
value [rounding up) for the remainder of the encounter (or
one hou r in narrative timeJ_ The duration increases by one
hour per @ .

GUIOED BYTHE FORCE


UNUMITED POWER j
J

While act ive, the ta li sman allows t he use r to ignore envi-


ALCHEMICAL TALISMANS ronmenta l effects such as fire, acid, and co rrosive at mo -
spheres. They always act as if in a stan da rd grav ity field and
Alchemica l t al ismans are general ly sma ll items either worn
on neck laces, carried on a be lt, o r held in the user's hand. may brea the no rmally even underwater and in a vac uum.
Many are decorated with symbo ls and ico ns represe nting Weapons !i.Jith the Burn quali t y do not count as hav ing that
qua lity when used as pa rt of an attack aga ins t the user.
-,j
their povver or the be liefs t hei r users have in them .
Whe n crafting an alchemica l tal isman, first choose one of HEALING ACCELERANT
the fol lowing temp lates. Eac h te mp la te's effect and duration
is listed in its ent ry Th is ta lisman surges with energy, easing minds and mend ing
./ bodies. It can even rewire circui t ry o r weld metal if needed
AMULET OF POWER When the talisman is actIVe, whenever t he user would
recover stra in or wounds, the user recovers that amount plus
Though it often ta kes the form of a smal l conglomerat io n of
crysta l sha rds, this tali sma n sto res withi n it a strong con ne c- 1 instead
tion to t he Force. When sha tte red, the wearer finds them-
selves su rging with add itiona l potency in t heir Force abili t ies. SHIELD AMULET
The user may employ this talisman to ro ll 1 additio nal 0 Th is small. seemingly decora tive item protects the weare r
as pa rt of a Force powe r chec k or when add ing 0 to a sk ill from attacks t hat call o n the Force for power. Such attacks
check Once used, t he ta lisman fragments into dust. break like waves aga inst the rocks from the amu let's power.
If the user wou ld suffer da mage from an attack whe re a
FETISH OF FEAR Fo rce powe r was used ei the r to perfo rm the attac k or aug-
Th is tal isman rad iates an au ra of terror into anyon e seeking men t its effects. they may choose red uce the damage the
attac k inflicts by ha lf (rou nd ed up). This talisman can only be
to attack the 'Nearer. Many crafters de li be rately fo rm eac h
into sma ll, grotesque figu rin es or body part s, the be tter to used once per session .
heigh te n t he effect.
TALISMAN OF FATE
The user may chose to have an enemy charac ter attempt -
ing to move into engaged range with them to first make an Th is small icon seems to be made of an imposs ible num be r
Average (+ +J Fear check as an out of turn inciden tal. of mu lticolo red t hreads, tightly bound into a geomet ric form.
I / If the character succeeds, they can move as desired. If the As fo rces rise to threaten the wea rer, t he threads seem to
r /
character fails, t hey ca nnot perform t he desi red maneuver sh ift and somehow negate the t hreats.
but can still perfo rm anot her maneuve r instead.
Whe neve r the GM would flip 1 Dest iny Poin t to upgrade
the abili t y or di fficu lt y of a ski ll check invo lVing the user, the
NEURAL CHARM
user may downgrade th e difnculty of the check once. ThiS
Th is ta lisman often is worn as a circ let or pair of large ear-
rings, and works to acce lerate though t processes even in
does not return the Desti ny Poi nt t o th e dark side. ThiS tali s-
man falls apart and d issolves after a single use
1
no n-o rgan ic bein gs. Though stressful to use, it ca n ensu re
the wearer remembers a v ital fact jus t in t he nick of time. TOKEN OF RESISTANCE
/ Wh ile wearing this talisman, whe n the user makes a Often worn o n a neck lace as a sta rbu rst of metallic shards,
Knowledge chec k, they may suffer a nu mb er of strai n up to this fe tish acts to dampen Force powers used to sway the
their Intellect cha racteristic. If they do, t hey add D equa l to wea re r's thin king. For those who fear the mind tricks of olden
the strai n suffered this way to the check. days, it is essent ial to preserve an individ ual's se nse of self.
Whenever the user IS targe ted by an opposed socia l sk ill
PROTECTIVE AMULET
check where a Force power was used either to pe rform or
Commonly taking the form of a ring o r brooch, this talisman augment the check, they may choose to have t he oppos ing
/ cha racter roll 1 fewer 0 as part of the check. If th is mea ns
su rrou nds t he user with an aura that simula tes t he comforts
of their na t ive en viro nment. no matter the dangers tha t su r- there are not enough 0 for the check to be made or t he
round them power to activate, the check au t oma tica lly fa lls

GUI D ED BYTHE FORCE


UlWMITED POWER
TABLE 3- 3: ALCHEMICAL TALISMAN TEMPLATES
Name Material Price/Rarity Check Time
Amulet of Power 500 creditsl6 Hard (+. +)Disciplin e or Knowledge (lore) check 4 hours

Fetish of Fear 300 credits/4 Average {t +1Discipline or Knowledge (lore) check 2 hours
-----
Hea ling
Accelerant
600 creditsl5 Daunting (+•• t l Discip line or Knowledge (Lore) check 8 hours
/

Neural Charm 1,200 credits17 Daunting (t •• t ) Discipline or Knowledge (Lore) check 6 hours

Protective Amulet 300 credits/4 Easy (t ) Discipline or Knowledge (Lore) check 3 hours

Shield A mulet 1,000 creditsJ8 Daunting(t •• t ) Disciplin e or Knowledge (lore) check 2 hours

Talisman of Fate 4,000 creditsl6 Hard (t. tl Discipline or Knowledge (lore) check 10 hours

Token of Formidable (t ••• t ) DiScipline or Knowledge


1 ,800 credits/9 8 hours
~sislance (Lore) check
._--- - -

TABLE 3-4: SPENDING 0. ~. @ . ~. 0. AND . ON TALISMAN CREATIONS


Symbols EFFect
Draining: If t he talisman affects anot her character in a harmfu l manner, that character suffers 1 strain after
0 , '*', orO
reso lving the effects of the ta lisman .
Hidden Purpose: Add _ to any checks made to determine the talisman's true func tion.

Crowing Power: If the talisman is used to oppose an enemy's skill check or an enen y must perform a skill
check due to the talisman's activation, that check's difficulty is increased by 1.
00,
orOO
'*' Invigorating: The user recovers 1 stra in afte r using the ta lisman.
Carefu l Measuring: By carefully measuring materia ls, some are saved for later. The character retains
supplies worth 50% of the material price needed to craft the talisman (this can only be selected oncel.
~-------r- -------~
Additiona l Power: If the talisman is used to inflict or reduce damage, the amour.lt inflicted or reduced is
00 0 , ,*" increased by 2.
orOOO Clever Construction : The crafter fmds an inspired way to fashion more while using the sa me amount of
material, creating two of that ta lisma n instead of one.

Blueprint : Create a const ruction formula that permanently reduces the difficulty of creating this type of
0 0 0 0 , ,*" talisman by I [to a minimum of Simple (-n.
orOOOO
Redirect Energy: If the talisman reduces damage or resists enemy influences, the user may make a single .__1
maneuver as an out-o F-turn incidental once its effec ts are resolved. _
~----r--
Emp owe red : If the ta li sman can on ly be used on ce pe r session or is lo st after one use, it instead ca n be
used twice per session or has one additio nal use before it is lost (this can only be selected once).

'*''*'
orOOOO O Mighty: If the talisman adds or removes dice to a check, it adds or removes one additional die of that type
(this can only be selected once).

Noticea ble: Force users add D to any checks made to determine that the talisman is an act ual alchem ically
@ ,@.or . crafted item and not merely decorative jewe lry or an ornamenta l keepsa ke
Cumbersome: The ta lisman is awkwardly fashio ned . Increase its encumbrance by I

Bad Feeling: The user suffers J Conflict after using the talisman.
/
Sloppy Integration: The character requires extra ingredients due to crafting mistakes, and must obtain
additional supplies with a cost equal to 25% of the base cost.

@@@ ,@'.
Hard to Control : The user must perform a Hard {+++lDiscipline check as an incidenta l (out-of-turn if
needed) in order for the talisman to act iva te.
or • • •
! Empowered by Evil: The user suffers 2 Conflict aft er using the talisman .
f------- I T~;sted Fates: The user must spend a Destiny-PO-j-n-,-jn-O-r-d-er- -t o- u- s-e-t-h-e-ta-l-jS-m-a-n-. - - - -- - - -- -1
! Failure to Activate: The ta lisman seems cursed. and prone to malfunction The GM may spend 2 Destiny
i Points to have the ta lisman fai l to work when t he user wishes it to. Th is does not co unt as using it for purposes
L -_ _ _ _ _ _ of its d uration, or number of times ~ can be used per sess ion or
~___________ _ before
____ being
_ __lost__ _ _ _ _ _____ _ _ _ ~

GUIDED BY TH E FORCE
UNUMrTU>_
/
r
EXPANDED FORCE POWERS
P layer Characters in FORCE AND DESTINY possess a great
adva ntage in their co nn ectio n to the Force. Within the
game, this is most evident in t he use of Force powers. How-
t he same thi ng through the sixth sense t he Force offe rs. The
eM ca n ca ll fo r a Perception check as norma l, sim ply narrat-
ing that t he character expe riences a sudden rea lization of
ever, the Force is myst erious, subtle, and capable of nea r-end- danger or subtle tre mo r in the Fo rce, rather than heari ng Hie
less possibilities. The Force should always be an important, enemies unho lste ri ng the ir blast ers just out of sigh t
even centra l, part of the narrative in any FORCE AND DESTINY
/ Som e players migh t incorporat e t he Force into the ir
campa ign. It not only enables the pes to accompli sh the ir
descriptio ns of "m undane" actions t hey t ake in th is way
goa ls, but often drives their objectives and adventures
wit hout any pro mpting. Fo r ins tance, a playe r who suspects
For Crvls and players who wan t to fu rther exp lore the enem ies lu rking in amb ush might describe thei r cha racte r
ro le o f the Fo rc e in thei r game, this section provides adv ice clos ing their eyes and reac hing out wi th the Force. A GM
for inco rporating the Force into the narra tive. In addition, should genera lly encourage this and inco rp orate It into their
optiona l rules suggest some ways GMs can mecha nically ow n deSC ript io ns for t hat sce ne_
reflect the influ ence of the Force, giving it a bigger part in
A great way to incorporate t his so rt of na rrative interac-
chec ks and other r ules outside of defined Force powe rs
tion of t he Force into a game is by tailo rin g such "soft" Fo rce
actio ns to the characte r, The previous example of a Percep-
THE ROLE OF THE FORCE tion check is particularly appropriate fo r a Mysti c charact er,
someone who customari ly sees the ga laxy in terms of the
The Force is a central part of Star Wars , eve n if its influ- Force. A eM can encourage players to draw on the un iq ue
ence is no t always appare nt t o the characte rs . In FORCE AND affi nitie s of t he ir characte rs in describ ing t heir actions, and
/ DESTINY, however, th e Fo rc e not only plays a co nstan t and can weave pe rsona l tra it s into t he ir own narration .
im po rtant part in the story, bu t the pes active ly, if not always
Of cou rse, the "h ov"" of an action ofte n becomes clear on ly
con sc iously, uti lize it to ac hieve the ir goa ls. Whet her t he
once th e d ice are roll ed and the results interpreted . In this
charact ers willfully use t he Force or su bco nsciously cha nnel
way, the eM and players can use the influence of t he Force
it , the results ca n reach fa r beyond the immediate chal lenge,
r -- on a check to he lp exp la in pa rticu larly good - or unusua l-
and are no t always pos itive , Force sensitive s exhibi t many
re su lts_A great Vigilance check in the face of an ambu sh , a
abi lities and benefit from t heir co nnecti on even wit hou t t he
I,ve ll -placed b laster shot, a fa ll of a long di stance wi th on ly
/ t rain ing to util ize it to its fu ll exte nt. Even when the Force
manifests in subtle ways, these ind ividua ls risk d rawi ng upon
negligible Injuri es, and almost any other remarkab le resu lt
of a sk il l chec k co uld refl ect th e characters us ing the Force,
t he dark side and sl ipping into a spiral of corruption
whether they rea lize it or not.
These so rt s of narrative uses of the Force do not nece ssa r-
THE FORCE AS A ily gra nt any mechanica l rules advantage. However, du e to
NARRATIVE AID t he narrative nature of Star Wars Ro leplaying, it can influence
checks and other aspec ts of the game even within the norma l
In many FORCE AND DESTINY ca mpai gns, the Fo rce and th e app li cation of the ru les, just as with other narrat ive detai ls.
pes' understanding of it (o r lack t hereon is a d riving pa rt of
/ / the story_ Whether this is the case or no t, t he Fo rce can - a nd THE FORCE AND CHECKS
,/ o ften shou ld- infl ue nce the narrat ive In more subt le ways
as wel l. The na rrat ive d rives eac h game of FORCE AND DESTINY . ju st
/
Every roll the playe rs make both originates fro m and as the resu lts o f checks propel that story in new d irectio ns.
d rives the game's narrat ive, If the re are no d rama tic conse- Wit h any ski ll check, t he narrative circumstances ca n mod ify
quences of the activ it y, then it probably does not ca ll for a the check by add ing D or • . The flow of th e Force is no
check in t he first place. If an act ivity is importa nt enough to exception, and when weaving the Forc e into the narra tive
wa rra nt a check- whether to advance the action or reveal outside of forma l Force powers, as al ready described, the
/ more of a character's personal story- it is important enough GM should co nsider mod ifying checks accordi ngly.
for the Force to playa part , at least as long as it makes sense As described previously, GM s may encourage playe rs to
wit hin t he narrative. describe t heir characte rs dra wing o n t he Force fo r seemi ngly
One direct and natu ral way to use the Force to en han ce mundan e checks_ To recogn ize and re ward particularly good
the na rrative is to inco rporat e its prese nce into checks and and creative ideas for how the Force migh t aid a characte r
othe r eve nts outside of Force powers. This sim ply means in an action, t he eM can ad d 0 or mo re to the d ice pool,
describ ing a characte r's acti o n as drawi ng on t he Force_ Fo r just as with any other circumst ance the players use to t hei r
examp le, GMs usua lly describe Pe rception checks as using adva ntage, O f course, unlike environment al features and the
one of the five standard senses most sapient beings pos- like, t he Forc e is always there as a pot en tial aid _To prevent
sess to detect a t hreat or somet hing of interest in th e sce ne players from Si mply gai ning 0 t o every ro ll t hey make by
A Force-sensitive character, howeve r, might very well notice claimi ng the ir charact ers are us ing the Force, a GM can do
a few thi ngs.

GUID ED BYTHE FO RCE


UNUMITED POWER
First, t he GM shou ld restri ct such bonus 0 to situations Anot her way to ensure the Force benefits ordina ry sk ill
where it feels appropriate and in wh ich the player comes up checks on ly in a way that refl ects and reinfo rces t he narra -
with a good and creative exp lanati on for how the cha racter t ive is to app ly the same risk that comes with any use of the
draws on the Force. If a playe r simply claim s, "I use the Force Force - namely, t he temp tation of t he dark side. Primarily, a
to jump higher: t he GM might not allow an extra D, but sim- GM can represe nt t his by spen ding @ and"@ the check gen -
ply suggest t ha t t he player shou ld use the Enhance power, erates to give the PC one or more Con fli ct. Like t he addi t ion
/
or spend XP to acqu ire it if they have not already! However, of D in the first place. this shou ld only be done if it makes
If t he player describes how the character reflects on a men - sense narratively. Going back to the example of the Force /'
tor's adv ice in order to fi nd the inner strength to make what se nsit ive leap in g t he chasm, if t he chec k generates seve ral
wou ld otherwise be an intimidating leap ove r a chasm, the @ , the GM and player might decide t ha t th e PC gives in to
GM cou ld add D. Th is stil l is not as potent as even the basic thei r anger toward the NPC they are chas ing, giving an edge
Enhance power. but it is a good example of roleplaying and but also bringi ng the PC closer to the dark side
weaving the story into the roll - exactly the sort of th ing that
Of course, there are other narrative risks associa ted with
cou ld add pos it ive dice to any check
using the Fo rce, whic h apply both to Force powers and
when cha racters use the Force in more subt le ways. Other
Force -sensitive characters might sense the activity or even
the identity of t he PC, if the two have previously encoun-
tered one another. Other NPCs- those who are not Fo rce-
sensitive- migh t even no tice so mething out of the ordina ry
about the PC's action, and in t urn might re port it to Impe-
rial authori ties, try to blac kmai l the Pc. or otherwise make
trouble for the pes. Both of these sit uations, as well as other
appropriate reperc ussio ns, cou ld co me about as a result of
@ or ~ on checks in which a PC uses the Force to gain a
benefjt. or from t he use of Force powe rs t ha t req uire com -
bined checks
Although rarer, the re are also circumstances in which t he
Fbrce might add. to checks t he PCs make. This might rep-
resent an indfrect co nseque nce, such as. to socia l checks
when interacting with NPCs who distrust Force users or are
wary of being associa ted wit h them. In other cases, a PC's
attunement to the Force may in Itself be a disadvantage. For
example, when confronted wi t h a powerfu l Sith or Imperial
InquiSito r requ iri ng a fear chec~k, a PC who can se nse t he
enemy's power migh t add . , while a PC smuggle r wit hout
Force"'sensitivi ty does not
AND DESTINY
Destiny Points are a powerful tool for players to influence
Lea rning more of the Force and how to use it is often a
major motiva tion for FORCE AND D ESTINY characters. Obta in-
ing holocron s, locating potential teachers, and uncovering
I!
the story. as well as an additional tool at the CM's disposal. ancient lore are all lil(ely goals that provide a perfect nar-
To some eXlent, Destiny Points always represent the im pact rative reason for pes to spend XP on Force powers and tal -
of the Force on proceedings_ However, this is doubly true in ents_ Tying together narrative and mechanical rewards like
F O RCE AND DESTINY, as compared to other Star Wars Role- this can reinforce the ro[e the Force plays in the pes' ongo-
playing games. Unlike o ther pes, Force-sensitive characters ing develop men t. A GM might want to suggest appro priate
are likely to realize when the Force influences events around Fo rce powers and ta lents that reflect what the characters
them, while consciously drawing on and ma nipulating it to learn in-game, or just work wi th the players to craft a suit-
arrect l he res ul ts. Desti ny Po ints are an effective wa y to rep- ab le na rrative
rese nt t his.
INDIVIDUALIZING FORCE POWERS
Much as with . and D. both the GM and players ca n
na rratively describe how th e Force influences events in such The Force and how a charac ter manifests t heir particu lar
a way as Lo upgrade a check or its difficu lty. A p layer migh t affin ity for it ca n influence not only what ab ilities the cha r-
spend a Destiny Point to upgrade a chec k, flipping the token acter acquires, but how those apply. The same power might
as they describe their charac ter closing thei r eyes and focus- appear very different when used by different characters.
ing on the Force between lining up a blaster shol. Or the GM Force powers aren't quite as standardized as they might
might describe the pes detecting a subtle disturbance in the seem from the rules. There have been many Force traditions
Force as they spend a Destiny Point to upgrade the difficulty throughout history, each learning how to harness the Force
of a check. in different ways and to varying ends. Different schools of
Force use might teach very differently but arrive at sim ilar
Destiny Points, of course, also represent the influence of results, at least in terms of game mechanics. Even within
destiny over the events of the game. Appropriately, these are a particular Force tradition , such as that of the Jedi, users
two sides of the same coin - the cu rrents of the Force nudge put their own spin on similar techniques. In fact, some Force
events toward a predestined outcome, and in many ways the users are identifiable by their unique abilities.
Force and the desti ny of both the PCs and the galaxy are
one and the same. When the PCs spend a Destiny Point to When it comes to differentiating different schools of Force
add an importan t item or other feature to the scene, il cou ld use or the idiosyncrasies of individual users, the description
represent the culmina tion of a chai n of events set in motion proVided by th e GM or player is usually enough to distin-
years or decades before. Once in a wh ile. th e pes might eve n guish powers. Variations might be subtle or sign ifi can t. Whi le
see a link in th is cha in, such as noticin g tha t a muc h-needed one player migh t describe the Unleash powe r as bo lts of
power ce ll tha t shows up at a crucia l time bears t he mark of crac kling energy, another character might mani fest the ab il-
a trader they assisted in a previous adventure. Such details ity in t he form of telekinesis that drops or hurls objects at
are not necessary, but can be used on occasion to add depth the target
and remind the players t hat the Cosmic Force and its influ- In rare cases, a "reskin· of an existing power, even with the
ence extend throughout the ga laxy, upgrades available, might not adequately represent the sort
of ability a player wants for their character. In this Situation.
CHARACTER ADVANCEMENT a GM might decide to apply the new ru les for flexible Force
powers or free form Force use presented on this page and
When deciding how to spend XP to advance their characters, page 90.
/ players should consider not only how they want their char-
acter to advance, but what the charac ter has been through .
In both cases, it is important to also consider the impact NEW RULES
of the Force on the character's development, and not on ly
when it comes to Fo rce talen ts and Force powers. With some
The existing rules for skill checks and the Force are more "
than adequa te to cover very nearly any situat ion that might
thought, players and GMs ca n wo rk together to ensure tha t
arise in game. Still , whether to better represent uniq ue Force
characte r adva ncement reflect s the influence of th e Force
powers t he pes develop or to encou rage players to thin k
on the PCs' lives. just as do checks and other in-pl ay eve nts
(eve n more) creat ive ly wh en it comes to using t he Force. a
One way the Force can affect charac ter adva nc emen t is CM can choose to imp lement so me or al l of the new ru les
fo r the p layers to look to narrative Force uses (as described presented in this section
on page 86) as a cue. In some cases, a character's nar-
rative use of the Force, whet her or no t it adds D or • to a FLEXIBLE FORCE POWERS
check or otherwise has a mechanical impact, might resemble
an existing Force power, albeit less potent. For instance, if Force powers open up a variety of options for pes, from
the GM or player narratively described the character as the abi lity to circumvent impeding terrain to new combat
using the Force to detect danger with an ordinary Vigi lance options. However, players are likely to come up with uses for
check, the player might decide to spend XP to acqu ire the their characters' powers that seem to stretch the limits of a
Sense power, possi bly at the CM's suggestion power, either because they seem too potent or because how

GUlDED BY THE FORCE


UNUMITED POWER.
TRUST YOUR INSTINCTS

F oree-sensitive characters have a variety of addi-


tional abilities at their disposal. Not only are these
a great advantage, but they can sometimes allow
challenge does not really mean it was easy, but that
the players overcame it with clever th in king inst ead of
reliance on obvious methods or purely on dice rolls.
these pes to all but circumvent traditional challenges
In a game featuring EDGe OF THE EMPIRE or AGe OF
and obstacles. In some cases, Force powers simply
REBElLION characters. it might also be a concern that
remove the need for specialized equipment. Other
a player who finds creative uses for Force powers
times, creative pes might surprise a eM with a quick
might t ake more than their share of time in the spot-
or "easy~ solution to an intended challenge. Thi s may
light, solving problems that would normally requ ire
be especia lly true for a game utilizing the additional
the skills and talents of other careers. Of course,
rules presented here.
there are limits to what a PC can do with t he Force,
This can at first seem frustrating for a GM, but it even when using the optional r ules in this section.
doesn't have to be so. From a player's perspective, It's unlikely that a Force sensitive can o utperform
ove rcoming obstacles in interesting and exciting other characters in their areas of expertise on a
ways can be one of the most enjoyable aspects of an regular basis. A eM can employ the same strate-
RPG. Rather than lament how "easy" it was for PCs gies here they use any time there is a risk of one
to resolve the challenge, a eM can be satisfied both player having a prominent part at the expense of
in success in one of their primary goals-making an others' enjoyment. The rules for assista nce offer a
enjoyable game for everyone-and with the entertain - good comprom ise when two PCs have promisi ng and
ment, excit ement, or humor of the scene. It is always compati ble solu tions t o a challenge.
good to keep in mi nd that a creative solution to a

to resolve the effect is no t entirely clear. Rather than restrict- Of cou rse. the player and GM can also spend dice symbo ls
ing the players' options to what is clearly defined in a Fo rce when a player at t empts an unusual use of a power that the
power's description. it is ofte n better to view it as a sta rting eM d eterm ines req uires a check.
poi nt. Allowing mo re flex ibili t y with Force powers ca n give
Force powers are intent iona lly b road. but so meti m es a
playe rs a fee ling of em powerment, reward clever thin king,
p laye r mi gh t at temp t to use a Force power in a wa y that
kee p th e ga me mov in g. and ju st add exci tem ent.
is clea rly outside the limitatio ns of the power. In such a
In many cases. th is d oes not necessi t ate new ru les o r d evi- sit uati on. ra the r tha n si mpl y dis allowi ng th e use. a GM
( ations from the ru les at all. FORCE AND DESTINY is a flexibl e, m ight co nsi der all ow ing it so long as il does nOl replicate
narratively-driven ga me. and it is importa nt for everyone the e Ffects of a diffe ren t Fo rc~ power. This is pa rticularly
at the table to remember tha t the sam e fle xib ili ty ap plies appropria t e for Knight-level characters. who are capable
to Force powers as all other activities characters might of a d izzying array of ap plications of the Force. and likely
attempt. While a Force power's description states certain to develop their own unique tech niques. Even with less-
effects. these need not be seen as limits- although the eM experienced characters, t he potential to add exciLemenL
should aVOid allowing players to duplicate the effects of pow- and enjoyment to the game should usua lly outweigh minor
er upgrades without purchasing them. concerns abou t game ba lance.
During combat encounters, most actions the pes take If a player's unusual application of a Force power is par-
require checks. 'ncluding Force powers. The tables on page ticu la rly potent or importa nt to the story, it should requi re
212 o f the FORce AN D DeSTINY Core Rulebook presen t com- a com bined check. This is especially true if the power tar-
mon and suggested uses for spending positive and negative gets an NPC (see Resisting Force Power Checks on page
dice symbols in com bat. These o ption s app ly to attacks 283 of the FORCE AND DESTINY Core Rulebook). For insta nce.
usi ng Force powers and tale nt s as much as those made with a GM might al low a PC to use the M ove power to hurl M inion
blasters, whether or not the act io n involves a light saber. Fo r N PCs thro ugh the air or push them ove r a ledge. No rma lly,
insta nce, while the M ove power ex pl icit ly states a cha rac- M ove can on ly target objects, but the GM might dec ide t hat
ter ca n use it to pul l a weap on fro m an oppon ent's grasp . t he M in ions are eas ily di spa tched, and allow t he p layer to
a player cou ld also spen d t:} t:} t:} or c!l
as part of the atte mpt it anyway, basing t he d iffi culty of the chec k on the
Unleash power-as with any attac k- to ca use the target to weight of the NPCs, or reso lved as an opposed check aga inst
drop a weapon. Whether this represe nts the ta rget drop ping their Resil ien ce.
it because of the pain or the PC pu ll ing it from their grasp
A check is also ap propriate if a PC uses a Force power
with the Force is a matter fo r the players and eM to decide.
unde r particu larly diffi cult circumstances. such as using
When it comes to Force powers outside of combat, the GM
Enhance to lea p onto a landspeeder as it zooms past In
and olayers shou ld likewise work together to devise eXCIting
general. jf a check would be need ed for a similar ~mundane·
outcomes based on the result of a ch eck.
action. a combined Fo rce power check is appropr iate.

GUIDED BY THE FORCE


UILIMITED POWER )
If a combined check is already required as part of a Force RISKS OF FREEFORM FORCE USE
power. the GM might want to increase the difficulty of the
Another option if a eM feels players are abusing their access
check or add . for a particularly unusual application. In
to freeform Force use is to apply additional risks and penal-
some cases, it might be preferable to simply allow a player
ties in the form of Conflict. Force powers represent tried and
to spend t:J and ct> for effects outside the usual appl ica-
true methods of harneSSing the Force, honed ove r genera-
tion of the power. For instance, if a PC is using Enhance to
tions of Jed i, 5ith. or practitioners of other Force disciplines.
leap between two buildings to escape pursuit and the GM
Experimenting with the Force outside of these established
decides the importan ce of the situation calls for a check, the
methods often poses a greater danger for the user to give
player might spend (j to instead land on a passing speeder
in to negative emotions, from frustratio n at their inability to
and make a clean getaway
/ achieve the desired effect to hubris when they do succeed .
Add itio nall y, bending the Force to new and un t ried uses
FREEFORM FORCE USE dUring battle or ot her te nse and dangerous situations, as
opposed to carefu l experimen ta tion un der co ntrolled condi-
As broad as Force powe rs are, some players migh t want
t ions, is physically and mentall y tax ing.
additional options, or consistently attempt actions emu lat-
ing Force powers they have not yet purchased. For reasons
such as these, GMs might consider allowing more freeform
use of the Force_This is emirely optional and solely at the
CM's discreLion, as it has the potential to alter the game sig-
nificantly. It is particularly appropriate for Mystic characters.
for whom the Force affects every aspect of life in ways that
even other Force sensitives do not see.
When a PC altempts to use the Force for an action that is
not covered by any Force power they possess, the GM can
allow them to make a combined Force power check. The dif-
r
ficulty of the check is at the eM's discretion based on the
task attempted, but should generally be at least Average
(+ +). Likewise. the GM decides how many () the check
mus t generate to ach ieve t he player's sta ted effec t. The skill
used for the check should co rrespond to the action, par-
ticularly whe n it represe nts a more poten t (or stylish) ver-
sion of an action a cha rac ter might attemp t withou t use of
the Force. For insta nce, a character draw ing on the Force to
staunch an ally's bleeding wound would make a combined
Medicine check. If no other skill seems particularly appropri -
ate, Discipline works well for most · pure" Force uses.

FREEFORM USE AND EXISTING POWERS r


I
Th is sort of freeform Force use should not take the place of
existing Force powers. If a player describes an action that
replicates the effect of a Force power, the eM COuld ei ther
f
let the player know their character does not possess the
expertise yet (and suggest the player invest the proper XP
to show their character's pursuit of this ability!. or possibly
allow them to achieve similar but lesser results, and only
with a combined check of at lea st Hard (++.J diFncu lty.
As a guideli ne, it shou ld also requ ire double t he number of
() as the existing power. Thi s reflec ts the difficulty of such
untrai ned use, and enco urages players to invest XP in pow-
ers they plan to use again. Regard less of the relative dif-
ficu lty of the check or the () generated, it should not mimic
the results of any Force power upgrades. Such control is
simply beyond the grasp of a cha racter without extensive
practice in the technique.
This latter method allows players to effectively "try
our different Force powers before deciding if they want
to commit the XP necessa ry to purchase them . Narra-
lively, it might represent a Force sensitive experiment-
ing with their abilities, or the train ing process to mas-
ter the basics of a power {with additional expertise
coming in the form of upgrades pu rchasedJater).

GUIDED BY THE FORCE


UNUMrTED POWER
A GM ca n spend @ and tSf on comb ined checks to infli ct CDNTINU I NG THE DUEL
strain or Conflict on a character, as narrative ly appropri -
In su bseq uent rou nds, t he characte rs engaged in the Fo rce
ate. eMs who invoke this op tion often migh t eve n conside r
duel act simul taneou sly at the lowest in itia tive step avai lab le
red ucing the diffi cu lty for ski ll chec ks mad e as part of free -
to t he cha racter INh o in itiated the duel. leaving an ext ra ini-
fo rm Forc e use, both to kee p the app roac h feasi ble for the
tiat ive slot for th e alli es of the charac ter who did not init iate
pes and to tempt t hem with the prom ise of easy powe r_
it. [The Force duel requi res t he fu ll atte ntion and concentra -
tion o f bo th com batan ts, leaving them slower to respo nd to
FORCE DUELS ongoi ng events_)
Star Wars is rep lete with instances of Jedi . Si th, and oth- The duelists make anothe r competiti ve chec k using the
ers engaged in Fo rce du els, locked in a co ntest pitting each sa me Force powers th ey sele cted in the flrst rou nd of the
in dividual's sheer powe r an d mastery of the Force against du el. A cha racter may use a di fferent Force power instead,
the ot her's To bette r re prese nt these dra ma tic comba ts, but ad ds . to t he check , as eve n t he brief moment taken
e Ms ca n use the rules prese nted here, in wh ich opposi ng to change app roac h could leave an open ing for t he enem y
characters enter into a co ntest tha t takes mult ipl e ro unds Th e winner of the previous round's check upgrades t heir
to resolve Force duels are often visually inte nse affa irs, wit h skill check for the current round . Th is re prese nts t he char-
clas hmg energies and flyin g objects acter pre ssing t heir advan tage and forCing t hei r oppo nent
on the defensive.
Parl of wh at makes Forc e duels so exci ting is l heir rela tive
mfrequency compared to "n ormal" co mba t. even lightsaber At any po int in the round , a du elist ca n opt to take an
duels_To prese rve t his drama and exc itemen t, it is best to avai labl e in it iat ive slot. ending their part icipation in t he duel
use these ru les only fo r cli mac ti c encounters betwee n PCs However, a Force duel is an intense affair, and a characte r
and Nemesis NPCs (or poss ibl y between PCs- see Player wh o takes a different action in thiS way leaves t hem se lves
Characters in Opposition on page 94). ope n to t he oppo nen t If t he oppos in g du eli st chooses, t hey
can make a check fo llow in g th e rules for a duel, rega rdless
BEGINNING THE DUEL of the init ia tive step t hey now choose to act on _The charac-
A Force duel is more than an ordinary attac k, al though it ter makes t he chec k as above, bu t be cause t he oppo nent
migh t begin as one. When a characte r uses a Force power has ceased to pa rticipate in the duel, it is not reso lved as a
aga inst another Force user, and befo re reso lvin g t he check, co mpetitive check . In add itio n, t he diffi culty of t he chec k is
t he player of the target cha ract er, or the GM in t he case of reduced one ste p fro m previ ous rounds.
an NPC. ca n declare they are de fend ing agai nst the power As long as one of t he characters cont inu es t heir pa rti cipa-
by ini t iating a Force duel. The defend ing characte r chooses
,i to resist either with the sa me Force powe r as the attacker
t ion in the duel. it is co nsidered to be ongoing. Th is means
th at: t he othe r character can choose to rejoi n the duel in t he
or with a different app ro priate powe r; thi s might be a t he- next ro und , and it proceeds as descri bed_ In this way, char-
ma t ica lly co ntrary powe r, or sim ply one app ro priate to t he acters ca n in terru pt the duel 'N~h ligh tsaber swi ngs, blaster
situ ation_The GM ha s t he fin al say on wh eth er a powe r can shots, and ot her attacks, while the duel itself co ntin ues
be used in the duel.
Pa rtic ipan ts in a Force duel ca n use maneuve rs to move
A Force duel is resolved as a compet itive check (see page abo ut without ending the duel, so long as both part icipants
33 of the FORCE AND DESTINY Core Ru leboo kJ t hat is also a remai n wit hin range for th eir chosen Force powers.
combined Force pQl."Ier check, except where noted . The dif-
ficu lty of the check is Average {ttl unl ess the e M decides ENDING THE DUEL
otherwise. The skill fo r t he ch eck depen ds on t he Fo rce pow -
A Force duel ends whe n a participan t's strain exceeds their
er use d; if t he duelists use diffe rent powers, t his might mean
stra in threshold (even if the lOSing character ended their pa r-
th ey use di fferen t skill s_If a power does no t norm ally requ ire
ticipation in the duel already du ring the sa me round). Whe n
a ch eck. the GM and playe r decide on an app ropriate sk ill_ If
reso lving the check that end s the duel, in add ition to app lying
no oth er skill seems appropriate, use Disc ipline
strain to both participa nts, the win ner of the du el now app lies
Bo th duel ists roll and determi ne a winner as wi th any the effects of their Force pO'Ner. Note that this is not an
competitive check _ However, t he Force powers do no t have op posed check, and so the resul ts of the losing character's ro ll
their usual effects, eve n on a successful check. Instead , eac h do not reduce t he effect iveness of the victor's Force power.
cha rac ler inrlicts 1 strain per *- on t he ot he r. If both duel-
It is possible both duelists migh t exceed t hei r strain
ists are stil i be low the ir strain t hresho lds after reso lving the
t hres holds at the same time (wi th the results of t he same
comp etitive check , the duel con t inues next rou nd.
simultane ous com petitive check). In t hi s case, resolve t he
A participan t In the du el who does not generate at least effects of both partic ipants' powers aga inst the oth er before
one () inflicts no stra in on th e oppo nent , regardless of how ap plying the resu lts of excess ive strai n.
/
ma ny *"t he chec k generates
If both cha racters end their participa t ion in t he duel by
ta king a different actio n or selecting a diffe rent target , the
duel ends wit hout any add it iona l effe cts. Likewi se, if a char-
acter moves out of range of t hei r- or the other duel ist's-
I
Force power and the oppone nt does not move within range
on the next rou nd, the duel en ds. r

GUIDED BYTHE FORCE


UNLIMITED POWER )
/

f
DARK SIDE PLAYER CHARACTERS
F OReE AND DESTI NY includ es bot h ru les and eM guidance for
Player Characte rs falling to the dark side of th e Fo rce. Thi s
section expa nds on the mate ri al presen t ed in the Co re Ru le-
be benefic ia l for t he eM to d iscuss their reaso ns with the
p layers. Whether the GM vva nts a ga me Wit h no da rk side
users at all o r only prefe rs t hat charact ers make the t ransi-
book. and is aimed at GMs who an ti cipate the pOSS lbliit y of tion to t he dark side du ring play ca n influence other aspec ts
a PC fa ll ing to the dark sid e. On e questio n a GM sho uld co n- of cha racte r creatio n and d evelopment.
sider up fron t is whether or not dark side pes are appropnate
/ Wh ether a player requ est s to begin t he game with a dark
for :he campa ign. A GM might make Lh is det erm inatio n on
side user or play out the ir cha ract er's fa ll du ri ng the cam -
their own, but it is usuall y a good idea to discuss the prospec t
paign, it is a good idea for t he playe r and GM t o d iscuss the
with players, If a p layer has a strong des ire to playa dark side
p laye r's reasons for wantin g to playa dark side charact er,
characte r. it is best to address this early to make sure the
and any plans re lating to this goal . O f cou rse, a player might
game is enjoyab le for everyo ne.
not have a fa ll t o the dark side in mi nd when first creat ing
their cha racte r, bu t the same principles app ly should a char-
WHY PLAY A CARE( act er's actio ns indicate a pote nti al slide to dar kness.

SIDE CHARACTER? Al th ough t he re are end less reasons why a playe r might
wan t t o playa da rk side characte r, th ey broadl y fall into t wo
Th ere are ma ny reasons a player migh t wa nt th eir charac ter cat ego ri es. Some players wan t to experience th e d ra ma tha t
to fall to the dark si de, and understand ing the specific sit ua - comes wi th a fall and possi bl e redemptio n, whi le others want
tion can be helpful in dec iding whet her it IS approp riat e for the freedom (and possib le novel t y) t hat co m es with playing
the campa ign. The re is a big differe nce betwee n a player an "evil·' cha ract er. Of cou rse, some players might ho ld eq ua l
wan ting to exp lore the sto ry arc of fall and rede mptio n and interest in bot h aspects. In any case, it is importan t for a
one wh o just wa nts to t rave l t he ga lax y mu rde r ing and com- player to be open so t he GM unde rstands what im pact a
mitting wanto n acts of eVi l. dark side charac t er is li kely to have on t he cam paign , Thi s
The Mora lity syst em and Con flict introd uce an element of allov'iS a GM to bet t er pla n for any po te ntial iss ues , and to
uncertai nty to the consequences of a chara cter's decis io ns best accommoda t e the p laye r wh ile ensu ring other players
This does not mea n, howeve r, t hat players have no or little also have an enjoyab le exp erience.
control over whethe r or not the ir charact er fall s to t he da rk
side. A charact er might earn a numb er of Co nflict during a THE DARK SIDE
sess ion from evil actions or usi ng dark side result s t o ge ner-
ate Force poi nts and see no change in Moral ity, or even an IN A CAMPAIGN
increase. Th e inverse is not tru e, however. A charac te r who
Ir a GM decides da rk side charact ers are appropnate fo r t heir
do es nothi ng to earn Conflict can not decrease in Mora lit y.
ca mpaign, there are a num ber of consid erations to look at.
As not ed In the FORCE AND DESTINY Core Ru leboo k, the GM
So me touc h on mec han ics, but most relate to practic e, suc h
al\·vays info rm s a player when an act ion will genera t e Con -
as whether or not players wi ll conceal t heir cha racte rs' M orali-
fl ict. Fo r a cha rac t er's Mo rali ty t o d ro p below 3 0 , resulting
t ies from the other playe rs. If none of the players express an
in a fa ll to t he dark Side, the pl ayer must co nsist en tly choose
in terest in plaY in g a dark side charac ter, th ese co nside rations
act io ns t hat lead down this pa t h, A player has a gre at deal of
can \va it, at least until som eone does start down that path.
cont ro l over their characte r's Moral ity and aware ness of how
close the cha racter is to t he da rk side. Shou ld a eM dec ide aga inst da rk side pes. t here rem ai ns
the questi on of how to hand le charac ters who fal l bel ow 3 0
Of course, a p laye r's knowledge and cho ices are not the
Mo rality, As sta t ed , players have a great d eal o f con tro l over
same as t he characte r' s. W hi le a playe r co nsc iously decides
t he ir charact ers' M orality, and are high ly unlikely t o fall wi th -
t o take actions tha t resu lt in a decrease of Morality, the char-
out inte nt. Rega rdless, and partic ularly if a eM not ices play -
acte r migh t well be una ware of the spiritual reperc ussions
ers repeat edly engaging in act ions t ha t ga in Co nfl ict or us ing
o f the ir act io ns, or how close they are drawing to the preci -
/ da rk side results to gen erate Force po int s withou t heed ing
pi ce of the dark side. Charact ers in Star Wars ofte n del ude
t he co nsequences, It is best to lay out ju st wha t wi ll happen
t hemselves, refusing t o admi t they have fallen to the dark
shou ld a cn aract er fa ll to the da rk side of the Force. For rnost
side unt il we ll afte r th e fact. Eve n once a characte r t ruly fa ll s
campa igns, the best approac h is simp ly fo r the pla yers and
and com mits b latantly evil actions, th ey are unl ikely to v iew
GM t o wo rk toget her to ensure th is doe s not hap pen, crafti ng
the mse lves tha t way
a story in which a characte r might co me cl ose, bu t red eem
Playe rs also have the optio n to begin pl ay with a Moral - t hemselves before straying too fa r. In som e games, howev-
ity of 2 9 , playing a charact er who has already fa ll en to the er, it might be necessa ry to lay out a clea r conseq uence. If
dark side. If this is Inappropriat e fo r the ca mpa ign, the eM t here is tru ly no pl ace fo r da rk sid e pes in a ca mpaign, t he
shoul d let t he players know. Although players have a great GM might let t he players know up fro nt that any chara cte r
deal of co ntro l in crea t ing an d developi ng thei r cha racters, who falls below 30 Mo ralit y becomes an NPC. The new NPC
the GM always has the fi nal say on what is per miss ible in migh t flee fo rever or return as an antago nist or erstwh ile ally.
thei r campa ign, Most players will respect t he decisio n not b ut is und er the e M' s cont ro l in any even t.
to allow da rk side cha racters at the outset , although it can

GUIDED BY THE FORCE


UNLIMITED POWER
For a GM, Player Characters falling to the dark side can While FORCE AND DESTI NY cha racters generally find it
present exciting new story options. The fall to, and redemp- advantageous to keep their Force use hidden from the pub-
tion from. darkness is an integra l and classic element of Star lic, a dark side user migh t actually be in a better position
Wars , and such a story has great potential in an RPG. Of should an Inquisitor track down the group. Lower-ranking
course, it is important not to place too much emphasis on Imperial officials are not likely to be aware of the distin c-
one character's story arc to the exclusion of others. A char- tion between light and dark side Force use, simply seeing all
acter's slide to evil can easi ly take place as pa rt of a larger Force users as criminals and subversives.
story. Few dark side users are blatantly evil, at least at first,
A campaign in which a single character falls to the dark
and admirable motivations can lead down th e path. A char·
side is qu ite different from one based around an entire
acter might undertake callou s or crue l actions as part of the
group of da rk side users. The latter case is certain to be
group's larger attemp ts to enact good in t he ga laxy.
quite different from more tradition al campaigns, both in the
PCs' goals and the methods they use to acco mplish th em
DARK SIDE USERS IN THE PARTY Th e GM must kee p this in min d when des ignin g or adap ting
adventures for the group. However, it is a hidden dark si de
There are a number of consid erations for a GM with dark
user am id a group of "normal" Force users that poses the
side users in the PC group. It can have a considerable impacl
most complexity for a GM
on the story for a va riety of reasons. NPCs who suspect dark
side use in the pa rty might change their attitudes toward When a character falls to t he dark side, and prefe rably in
the PCs, whether positively or negatively. A dark side user adva nce, the GM shou ld decide whether this will be player
might even attempt to keep this secret from knowledge. even if the other pes are unaware. This is one
the other pes, which can require mechani- place where hidden Mora lity values (see page 96) can
cal adjustmen l s if the player and GM make a big difference. Because of the potential for frustra-
decide to collude to keep the other tion. it is generally best to keep things transparent when it
players unaware. comes to dark side users in the party. That IS, the playe rs
should all be aware of a PC's fall to the dark side, even
though their characters migh t not know. However, some
groups might enJoy the surprise and uncerta inty. It is ulti-
mately up to the GM to make this decision, likely in con-
ference wi th the player of the dark
side Pc. If possi ble. th ough.
t he best solutio n is to d is-
cuss t he matte r wit h
all players before the campaign
begins. If everyone agrees that a
secret dark side user in the group
might be fun, Morality values can
be hidden from the outset.
At the other extreme from secret dark
-' side use is to not only be open about the
character's fall, but actively involve all
the players in crafling the story. One
adva ntage to this is that it keeps
everyone involved, mi tigating the
risk that a single PC's fall and (pos-
sible) rede mption arc sidelines
the other characters. While the
emergent. communal, and impro-
visational nature of RPGs means
it is never possible to completely
plan for a campaign's events, play-
ers might even discuss the various parts
their characters could play in the story.
If one player really wants to be the one to
redeem-or possibly vanquish-the party's
fallen comrade, it can help ensure that happens if
everyone knows it and is on board with the plan.

CONCEALING OARK SIDE USE Other options are more complicated, and
require some variation from the normal rules for dark side
A PC who attempts to conceal their fall to the dark side from
Force users. One possibil ity is to ignore the requirement for
their allies is certain to encounte r great challenges in doing
a dark side user to fl ip a Destiny Pai nt in order to harne ss
so. likewise, should th e GM and playe rs opt fo r secrecy
in handli ng Moral ity and PC dark side users, mainta ining
0. This way, the player at least has the option of using the
light side to manifest Force powers, even tho ugh usi ng. is
sec recy req uires ce rtai n co nsiderations for the GM and, to a
stU l apparent to t he others. With this approac h, the player
lesser ex tent, t he player of the dark side user.
might surrepti tiously note the strain gained from usingO, or
One issue that arises should a character's fal! be hidden the GM could even...track it separately.
from the players IS maintaining the ruse when it comes time
Another option is to simply have the player follow the
for the dark sid e user to make a Force power check. Because
standard rules for a light side Force user, with the player and
dark side users follow different rules for harnessing Force
GM aware that, narratively speaking, the character is really
points, the other players can easily see the truth. There are
harnessing the dark side. However, this approach risks less-
a few basic approaches presented here to add ress this with-
ening the impact of a fall to the dark side, and should only
out overly complica ting play, although individual GMs and
be used if secrecy is truly important for the campaign. Even
groups might come up with other methods tailored to their
then, the GM should consider secretly noting Conflict when-
needs and resources. For instance, groups playing over the
ever the PC uses 0, reflecting that. in rea lity, the character
Internet are likely to have an easier time concealing dark
is drawing on the dark side.
side use, possibly going so far as to have the player make
"fake" rolts visi ble to the other players, while they or the GM PLAYER CHARACTERS IN OPPOSITION
make lhe "real" rolls in secret.
In a campa ign in which a single character, or only part of the
The first approac h is the simplest. but the most d ifficult grou p, fa lls to t he dark side, there is great potential for con-
for the dark side player. Tha t is to simply assume tha t it is fl ict between Playe r Characters. This is not necessari ly a ba d
not poss ible to hid e active use of th e dark side from ot her t hing; in fac t, it can make for some of the most dramatic and
Force users in close physical and emotiona l prox imity. Just memorab le moments in ro leplaying. However, it is im portant
as all players see when a normal Force user suffers Co nflict to ensure that opposition and even combat between PCs
and strain to harness dark side results, the players also see does not spill over into hard feelings between players.
when a dark side user does so without suffering strai n. or
Some GMs might already know how their players respond
suffers strain in order to use light side resu lts. This approach
to intra-party struggles from other games and campaigns.
is certain ly the simplest for the GM, although it is unlikely a
If not. it is a good idea for a GM to discuss the possibility
player can conceal their character's fall for long, since the
with players at the outset of a campaign. or once it becomes
other players are sure to note a reluctance to use the Force
clear that one or more PCs are on the path to the dark side.
at all. Consequently. this method is best if the GM and dark
This migh t negate any possibility of keeping a character's
side player want a shocking reveal for the rest of the group,
fall hidden from the players (and not just the PCs). but such
followed by a confrontation of some sort.
secrecy is best to avoid anyway unless a GM is confident the
players will enjoy it.

GUIDED BY THE FORCE


UILOoUTED POWER
Even if a PC can conceal use of the dark side [see page Another option is to simply reduce the result of any
94). other characters should have some possibility of potentially fatal Critical Injuries to a less severe result. Whi le
detecting it , at least once they have a reason to be suspi ~ this might leave the defeated character at the victor's mer-
cious. The Foresee and Sense powers might. at the eM's cy. it ra rely ma kes sense for any character involved to kill a
discretion. be able to uncover a dark side user's duplicity. helpless former ally. No matter how far a character migh t
In addition. a PC might become aware of another character have fallen to the dark side. for the sake of the game, we can
drawing on the dark side of the Force through the Perception assume the spark of decency within them stays their hand
or even Discipline skills, likely as an opposed check. This is from fi nishing off a one~time friend. And it shou ld go without
part cularly appropriate for Mystics and similar characters sayi ng that the other party members would be no better
who are deeply in tune with the Force than the dark side user if they chose to execute them.
If it is possible for PCs to detect a dark side user's activity. Of co urse, rega rdle ss of t he outcome. su rviving combat-
it might also be possible fo r that characte r to take add i tion ~ ants are li kely to co me away with lasting injuries. For Lhose
al steps to concea l t he truth. In ad dit ion to the Decep Lion fallen to the dark side, t hese grim scars co ntin ue to fuel t heir
sk il l and Misd irec t or Influence powers, a character migh t- hate. For others. t hey are pa inful rem ind ers of th e price of
appropriately enough-turn to suc h potent but dangerous corruption- assum ing they do not give into the anger the
arts as 5ith alchemy and sorcery. memories of such wounds inspire!
When players are aware of a character's fall to the dark

t side, it can sometimes be difficult to ma intain the distinction


between cha racter and player knowledge. One effective way
to determine wha t a PC actually knows is through ski ll use.
USING MORALITY
Morall ty is a major component of any FORCE A ND DESTIN\!
f
:'
In particular. Perception, Discipline, Vigi lance, and Deception
might come into play. Opposed checks between the dark
campa ign , but it can be worthwhile to give it some additiona l
attention in games focusing on the sp iritual aspects of the
side user and suspicious PCs are appropriate. Players shou ld Force. This section offers additional guidance and sugges·
abide by the outcome. and in fact might fi nd it highly enter- tions for implementing Mora lity.
tain ing to roleplay the ignorance of their characters even as
they, as players. are fully aware of th e other PC's use of the ADJUSTING MORALITY
dark side of the Force and other wicked deeds.
Normally, Morality is adjusted on ly as a result of Conflict. How-
Shou ld PCs learn of an ally's fall to the dark side. comba t
ever. some actions are so heinous tha t it simply does not make
betwee n Pl aye r Chara cters shou ld usual ly be a last resort
sense for the re to be no resulting reduction in Morality, or even
No t on ly is it the most likely issu e to result in hard fee lings
an in crease in Mora lity at the end of the sess ion. likewise. if
outside t he game. but certa inly t he pes themselves would
perhaps eve n more rare, certain actions might be so se lfless or
prefer to redeem their friend rather t han resort to violence.
noble tha t the eM fee ls an in crease in the PC's Morality should
If combat between PCs becomes inevitable. t he eM and not be left to the roll of the dice. This is particularly appropriate
players should all take enorts to ensure it is a dramatic, cli~ in the climactic events of a personal story arc of redemption for
mactic, and enjoyable scene. and not a source of fru s tra~ a character fallen to the dark side. or in danger of doing
tion or disappointment for any of the players involved. Even so. In such rare and crucial situations, a eM might
when the pes are in their darkest moments, the game should decide to directly raise or lower a char-
be enjoyable for everyone. One way to encourage a positive acter's Morality.
outcome for everyone is to have one character, likely the
dark side user. escape (whether intentionally or notl rather
than figh l things out to the bitter and possibly fatal end. This
is a great use for 4> or @ results on com bat checks at any
point during the fight. even with what might otherwise be
a killing blow.
To aid this outcome, the eM shou ld try to arrange
events so th e encou nter takes place in a setting with
mu ltip le pote ntial escape routes. Fortu nate ly, this
is easil y done in Star Wars. Ai rlocks. viewports.
generator sha fts. ventilation ducts. superweapon
exhau st ports. and conveniently-placed shuttles
or landspeeders are just a few of the possibilities
for a quick escape.

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