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Star Wars EZd6

by k684 v2

Hero Paths
Choose one

Smuggler Slicer
3 strikes, Armor 5, Miracle 6 3 strikes, Armor 5, Miracle 6
Boons: Negotiation, Sleight of hand Boons: Computers & Skullduggery
-Underworld credit. -False Credentials: Roll anything but a 1 to pass.
-Reroll 1’s on Negotiation checks. -Slice any system.
-“I know a guy”, Roll 1d6: -Secure Comms: Your communication devices are
1 reluctant, 2-5 fond of you, 6 he owes you. untraceable.
Replenish for 5 karma. -Start with Slicer Gear.

Bounty Hunter Doctor


3 Strikes, Armor 4, Miracle 6 3 strikes, Armor 5, Miracle 6
Boons: Ranged Weapons, Track & Intimidation Boons: Medicine & Xenology
-Crit on 5-6. -Full Bacta medpack: 1/supply: Heal 1 strike from
-Free action: avoid one strike. everyone Near (1), replenish for 5 karma.
-Medic: 1 target between scene: Heal 1 strike on 4+
Hired Gun -Apply Mechanical prosthetics & Mods.
4 strikes, Armor 4, Miracle 6
Boons: Melee or Ranged Weapon Pilot
-Protect: Take a hit from someone Near. 3 strikes, Armor 5, Miracle 6
-Extra Inclination Boons: Gunnery & Piloting
-Take a strike, deal a strike. -Tricky Target: Free action:
Avoid one ship to ship attack, not on crits.
Mandalorian -Ace Pilot: Pilot/Drive anything.
3 strikes, Armor 3, Miracle 6 -Boon on Piloting Stunts.
Boons: Ranged & Melee weapons
-Gadget weapons (all of them, each 2x) Jedi Knight
-Jetpack. 3 strikes, Armor 6, Miracle 6
-Rocket Launcher (1x per session) Boons: Discipline
-Wrist whipcord: Boon to Grapple or Restrain. -Gain 12 Force dice (see below)
-Lightsaber, crits on 5-6
Spy
3 strikes, Armor 5, Miracle 5 Jedi Consular
Boons: Infiltration, stealth 3 strikes, Armor 6, Miracle 5
-When flanking or Surprised: Attack twice. Boons: Diplomacy, armor & miracle saves.
-Cover Identity: You can mimic any role -Gain 12 Force dice (see below)
-Boon on small Melee weapons. -Characters Near can use Karma against the RR
-Boon of Choice
Technician (No light saber)
3 strikes, Armor 5, Miracle 6
Boons: Engineering & Droid Programming
-Jury Rigger.
-Understand Binary
-Hard Wire/repair anything
-Gear: Fusion Cutter/welder.
Races
Choose one
Bothan (dog like humanoid): Boon to Perception
Droid: Boon depending on build (default Tech)
Duros (hat bounty hunter): Boon to (Astro-)Navigation.
Human: Extra Inclination.
Rodian (shot 2nd): Boon to Tracking.
Trandoshan (lizard): Boon to Tracking
Wookie: Boon to Strength.
Tuscan: Desert adapted
Jawa's: Boon on Appraisal
Zabrak (Darth maul): Boon on Constitution
Twilek (Hutt slave): Boon on Athletics
Togruta (Ahsoka): Boon on Insight
Ewok: Boon on Stealth
Mon Calamari (it's a trap): Water Breathing
Geonosian (insect like): wings
Gamorrean (green Hutt guard): Boon on Strength
Ithorians (slug like humanoid): Boon on Nature
Gungans: water breathing
Ugnaught (I have spoken): Boon on Tech
Dug (podcar competitor): Boon on Piloting

Inclinations
Choose two

Force Sensitive: Gain 4 Force Dice (don’t stack).


Droid Companion: Choose design, up to 2 strikes.
Rookie Pilot: Boon on Basic flying.
N00b no more: Boon on Basic Computer.
Solder boy: Boon on Basic Electronics/Mechanics.

Attuned Adept at operating blind.


Born blessed You start each session with 6 karma instead of 3.
Catlike Only be knocked prone by a crit and have a 4+ miraculous save when falling.
Check Mate Block passing targets, Free attack if they try to move, if this hit, they cannot move.
Medic Heal allies 1 Strike between scenes. Gain healing kit with 6 uses.
Dandy Boon on Social checks.
Danger Sense Cannot be surprised, Boon in avoiding traps.
Fate Touched You start with 2 hero dice.
Fighter Boon in Melee weapons. (can’t be double trained).
Inspiring Spend your Karma on anyone you can see.
Iron Will Boon against mental attack or feared.
Lockpicking No lock can defeat you, roll how long it takes. Gain 3 lockpicking tools, they break on 1.
Marksman Boon on Ranged attacks. (Can not be double trained).
Slippery Roll 4+ to escape “bad situation”, Cannot escape a combat hit.
Sneaky Boon on Stealth.
Sticky Fingers Steal small objects, unless you roll a 1.
Sweep Attack Melee attack all enemies next to you (roll for each target).
Tough Bastard Upon losing last strike: roll a 4+ to not lose that strike.
Trapfinder Boon on spotting and disabling traps.
Treasure Sense You have a nose for finding hidden treasure and will always sense it if nearby.
Victory in Failure Gain two karma for failed rolls.
Gear
Starting gear: Blaster or stun baton, comm-link
Choose six
17. Grav boots
1. Comm scrambler 18. Restraining bolt 2x
2. Comm scanner 19. Bribe Cash credits
3. Holo messenger set 20. Spice
4. Respirator / oxygen mask 21. Grenades 6x (10m. radius)
5. Spacesuit 22. Fusion detonator 2x (50m. radius)
6. Climbing gear 23. Coaxium Explosive pack 1x (100m. radius)
7. Fusion lantern 24. Blaster or Stun Baton
8. Data pad 25. Sniper rifle (push back)
9. Slicer gear 26. Rocket launcher 6x (2 item slots)
10. Toolkit (hydrospanner etc) 27. Stimpack: Action: heal 1 strike
11. Fusion cutter/Plasma Welder 28. Medpack: heal 2 strikes during a scene
12. Electro Binoculars 29. Bactapack: heal 2 targets during a scene,
13. Infrared goggles 3 strikes each (2 item slots)
14. Cammo netting 30. Uniform (stormtrooper, tech etc)
15. Cammo Suit (2 item slots)
16. Electro snare trap 31. Jetpack (2 item slots)

The Force
Using the Force (consult RR):
-Narrative Actions: Free
-Defensive Actions: Spend one Force Dice
-Offensive Actions: Add one or more Force dice to check rolled
-Spend one or more Force Dice as a single-use Boon on any check.

Examples:
-Narrative: Force Jump/Speed, push/pull object, hold breath (one scene)
-Defensive: Block all blaster fire from 180° arc (one turn), hold breath under duress (one scene)
-Offensive: Reflect one blaster attack, push/pull enemy, boomerang throw lightsaber, suggestion.
Examples of rolls:
-Reflect Blaster fire: Roll Ranged attack + as many force dice as desired (minimum 1) to hit target.
-Suggestion: Roll Social + as many Force dice as desired (minimum 1).

When out of Force dice:


-You can no longer manipulate the Force but the Force (RR) can still manipulate you.
-Tap into the Dark Side for unlimited power (will have consequences).

Dark Side
Gain Dark side points when doing Dark side things:
-Forced use of the Force when out of Force Dice
-Evil or questionable acts (murder the unarmed, betrayal, vengeance, etc)
-If a player keeps acting evil, the Dark side will collect their new apprentice and the character becomes an
NPC.

Regain Force dice at start of session.


Starting number of dice - Dark side points

Get rid of Dark side points:


-Spend Force Dice during meditation, one to one
-Roleplay: Self sacrifice, dedication, adherence to Light side.
End

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