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STAR WARS: ROLL & KEEP SYSTEM
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STAR WARS ROLEPLAYING GAME
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STAR WARS: ROLL & KEEP SYSTEM
Advantages:
Republic Officer Military Officer (Sargent): Heroes in the Army or Fleet
can expect many advantages. First, they always have a
ARANI KARDEN (RANK 1 NOBLE, FEMALE retinue of allies, all wearing the same uniform. Second
HUMAN) they are always well-equipped. Last, Heroes in the mil
Body: 2 Grace: 2 Mind: 2 Spirit: 2 Force: 3 itary can command a great deal of influence and
Strength: 2 Accuracy: 3 Intelligence 2 Charisma: 3 respect from their respective planets. They cannot,
Stamina: 2 Reflexes: 2 Awareness: 2 Willpower: 2 however, expect to be bailed out of every situation by
their fellow soldiers, and adventuring parties never get
Status 2.0 Reputation 1.0 Dark Side Rank 0.0 a military company to use as cannon fodders.
Initiative: 3k3 TN to be Hit: 15
Daredevil: You have a natural flair for athleticism and
Attack Roll: 6k3+3 Weapon: 5k3 (Blaster Pistol) a complete lack of self-preservation when it comes to
Active Defense: 3k3 Wounds per Rank: 4 physical danger. Whenever you spend a Force Point to
enhance an Acrobatics or Athletics Skill Roll, you gain a
Wound Ranks: 10(-3); 14(-6); 18(-10); 22(-13); 26(-18); bonus of +3k1 to the total of the roll instead of the
30(Down).
normal +1k1.
Skills: Investigation
Disadvantages:
(Specialization: Sense
Bad Reputation (Loose Cannon): You have a habit or a
Deception) 3, Persuasion
history that many find offensive. You could be known as
3, Oratory 2, Streetwise
a gambler, a drinker, or someone who bends the con
3, Knowledge: Bureau cepts of honesty. It's possible this bad reputation is
cracy 2, Blaster Pistols unwarranted, stemming from a misunderstanding. In
(Specialization: Blaster any case, your Reputation is always treated as if it
Pistol, Careful Shot) 3, were 3 less by those aware of this reputation. If this
Strategy 2, Athletics 1. brings your Reputation below 1 rank, you instead gain
Active Knacks: Infamy for each rank below 1 this would place you.
Careful Shot: You ignore
Obligation (Naboo Special Forces, Major): You owe
everything around you
someone something. Perhaps he saved your life or
to make a deadly shot.
helped you out in the past. Now you must repay the
When you take a Careful
favor. Or maybe, in a moment of drunken weakness, you
Shot, you roll two extra
blurted out your devotion to his cause. Regardless, you
unkept dice for damage if your attack is successful.
must fulfill your promise or suffer the consequences. A
However, your TN to be hit drops to 5 for this Turn only,
small Obligation would not threaten your position
and you may not use any Active Defenses for the rest of
and/or standing, but may cause some inconvenience to
this Turn.
perform. A major Obligation requires a great deal of
Talents: effort and risk, and could take a significant amount of
Born Leader: Once per encounter, on your Turn, you time to repay.
may grant all allies within your line of sight +1k0 on Overconfident: You almost never retreat or choose to
attack rolls. This effect lasts for as long as they remain fight another day. When faced with an obviously super
within line of sight of you. An ally loses this bonus ior force, you must make an Intelligence\Strategy check
immediately if line of sight is broken or if you are at TN 30 or you stay and fight. You may not take the
unconscious or dead. Great Destiny Advantage.
Fearless Leader: You can provide a courageous example Phobia (Being Alone): You are terrified of something.
for your allies. In your presence, your allies roll a +2k0 Every time you are confronted with the object of your
to resist fear effects. Fear effects that don't involve a phobia, your TNs are raised by 10.
contested roll have their TN increased by 5. Your allies
lose this benefit if they lose line of sight to you, or if Equipment: Blaster Pistol (licensed), Special Forces
you are killed or knocked unconscious. uniform, Com-link (long range), Pocket scrambler,
Concealed Holster, Binder Cuffs, Electrobinoculars,
Bolster Ally: Spend an Action to bolster an ally within
580 credits.
line of sight, moving him 1 step up the condition track
(see Conditions) and giving him a number of additional
Wound Ranks equal to his Heroic Rank. Damage is sub
tracted from the bonus Wound Ranks first, and any
bonus Wound Points remaining at the end of the
encounter go away. You can't bolster the same ally more
than once in a single encounter, and you can't bolster
yourself.
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STAR WARS ROLEPLAYING GAME
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STAR WARS: ROLL & KEEP SYSTEM
Bland: You are quiet and unassuming. As a result, you Translator Unit: When the droid experiences a form of
can move among others, even enemies, rather easily, communication for the first time, it makes an Intelli
although it may also be difficult for you to gain recog gence Roll (TN 10) to determine whether it can identify
nition for services you have performed. The TN to and understand the language.
recognize you or to notice you don't belong in a given Equipment: None.
group is increased by 10.
Luck: Fortune favors the bold, and you in particular.
You may force the GM to re-roll one roll per session.
You may choose which of the two rolls he keeps.
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STAR WARS ROLEPLAYING GAME
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STAR WARS: ROLL & KEEP SYSTEM
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STAR WARS ROLEPLAYING GAME
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STAR WARS: ROLL & KEEP SYSTEM
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STAR WARS ROLEPLAYING GAME
Hired Gun Tough as Nails: You can catch a Second Wind once per
day (see the Second Wind knack). If you have this talent
and the Second Wind knack, you can use your second
VOR'EN KURN (RANK 1 SOLDIER, MALE wind a total of twice per day.
HUMAN) Advantages:
Body: 2 Grace: 3 Mind: 2 Spirit: 2 Force: 2 Armor Trained: You are trained with armor and can
Strength 2 Accuracy 3 Intelligence 2 Charisma 2 wear them with less impediment. When you wear
Stamina 3 Reflexes 3 Awareness 2 Willpower2 armor, you consider it as if it were one level lighter for
the purpose of Encumbrance penalties to TN to be Hit,
Status 1.0 Reputation 1.0 Dark Side Rank 0.0 Attack rolls and Active Defenses. The Encumbrance pen
Initiative: 5k2 TN to be Hit: 25 alties to Athletics and Stealth rolls are not affected.
Attack Roll: 6k3 (Blaster Weapon: 5k3 (Light Deadeye: You are skilled at picking off enemies with
Pistol); 7k3 (Light Repeating Blaster) well-aimed ranged attacks. If spend a Simple Action
Repeating Blaster) 5k3 (Blaster Pistol) aiming before making a ranged attack and the attack
Active Defense: 5k3 Damage\Condition: 10 hits, increase the damage you deal by 1k1.
Wound Ranks: 20(-3); 28(-6); 36(-10); 44(-13); 52(-18); Quick: Your reaction speed is truly phenomenal. When
60(Down). making an Initiative roll, you always roll one additional
Skills: Athletics (Second die.
Wind) 1, Martial Arts 2, Toughness: You are tougher than normal. Treat your
Defense 2, Strategy 1, Stamina trait as it if were 1 rank higher when you fig
Blaster Pistols (Quick ure the number of Wounds per Wound Rank you have.
Draw, Careful Shot) 3, Disadvantages:
Blaster Rifles (Sp.: L.R. Greedy: You see nothing wrong with personally amass
Blaster, Burst Fire) 4, ing great wealth. Others attempting to bribe you with
Vibroblades 1, Pilot 2. material goods gain two Free Raises when doing so.
Active Knacks: Missing Eye: For a reason left for you to determine,
Second Wind: You tend you had one eye replaced with a prosthetic. If your
to come back from the prosthetic eye fails, because of an ionic charge, for
edge of oblivion more example, all visual Investigation rolls have their TNs
often. Once per day, if raised by 5, and the TN to attack with a melee weapon
you are in the Injured is likewise increased by 5. Your ranged attacks have
wound rank or lower, you their TNs raised by 5 for targets within fifty feet, by 10
may use a Simple Action to heal a number of Wounds for those farther than fifty feet, until the damage is
equal to your Stamina x5. fixed. Remember the presence of Prosthetics causes a
Burst Fire: When using a ranged weapon in autofire negative effect on Use the Force rolls.
mode, you can fire a short burst at a single foe. You Insensitive: The three most important things to you are
take a -10 penalty on the attack roll but deal+2k2 dam yourself, your person, and your interests. You don't care
age if you hit. For example, a weapon that deals 3k3 over much about the plight of others, and you don't go
points of damage deals 5k5 points of damage instead. If to great lengths to keep this a secret. You must spend a
you don't use any movement action during your round, Force Point to put yourself at risk for another unless
you can reduce the attack penalty by your Strength the benefit for you largely outweigh the risks.
rank.
Hunted: For some reason or another, someone wants
Careful Shot: You ignore everything around you to you. Maybe you’re an outlaw on the run from the law,
make a deadly shot. When you take a Careful Shot, you or perhaps you skipped out on an extravagant wedding
roll two extra unkept dice for damage if your attack is with a very vindictive bride. The size and influence of
successful. However, your TN to be hit drops to 5 for this group is determined by the point value of this Dis
this Turn only, and you may not use any Active Defenses advantage. Members of this groups treat you as if you
for the rest of this Turn. had an Infamy of at least 5, until you perform some act
Quick Draw: Add your Skill rank to the first Action Die (or series of acts) to regain their approval.
you use to attack with this weapon. Equipment: Light Repeating Blaster with standard
Talents scope (Licensed), Blaster Pistol (Licensed), Combat
Armored Defense: Your TN to be Hit while wearing Gloves, Blast Helmet and Vest, Prosthetic Eye, 285
armor is increased by 2. credits.
Improved Armored Defense: Your TN to be Hit while
wearing armor is increased by an additional 3.
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