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STAR WARS ROLEPLAYING GAME

 Lightsaber Defense: You are adept of using your


Sample lightsaber to parry your opponents' attacks, gaining a
+2 bonus to your TN to be Hit and a +1k0 bonus on Act­

Characters ive Defenses. You must have a lightsaber drawn and


ignited to gain this bonus, and you don't gain the bonus
if you are flat-footed or otherwise unaware of the
incoming attack.
Advantages:
Jedi Guardian  Soresu (Apprentice): You gain a +5 bonus to Active
Defenses using a Lightsaber and may use an Active
SIA-LAN WEZZ (RANK 1 JEDI, FEMALE HUMAN) Defense to protect an ally adjacent to you.
Body: 2 Grace: 3 Mind: 2 Spirit: 2 Force: 3  Force-training (x1): You are trained in the ways of the
Strength: 2 Accuracy: 3 Intelligence: 2 Charisma: 2 Force. For each level in this Advantage, you learn a
Stamina: 2 Reflexes: 3 Awareness: 2 Willpower: 2 number of Force powers equal to your Force Rim. You
Status 1.0 Reputation 1.0 Dark Side Rank 0.0 can learn the same power more than once in order to
use it more than once per Encounter.
Initiative: 4k3 TN to be Hit: 25 (22 area
effects) Disadvantages:
 Small: You are physically smaller than average, causing
Attack Roll: 6k3 Weapon: 4k3 (Lightsaber)
constant minor hindrances in your day-to-day life. Your
Active Defense: 7k3+5 Wounds per Rank: 4 movement is calculated as if your Grace Rim were one
Wound Ranks: 10(-3); 14(-6); 18(-10); 22(-13); 26(-18); rank lower, and you roll one fewer die for melee dam­
30(Down). age rolls (to a minimum of one).
Skills: Lightsaber  True Love: The Galaxy is a place of devotion and
(Guard, Missile Defense) intrigue. Those who are truly in love with another often
3, Defense (Side-step) find themselves torn between their love and their duty.
3, Martial Arts 1, Acro­ Whenever you find yourself having to choose between
batics 1, Persuasion 1, your true love and your duty, you must spend a Force
Use the Force 3, Athlet­ Point to choose your duty. If you ever lose the favor of
ics 2, Investigation 3, your true love, you cannot spend Force until you return
Pilot 2. to his or her good graces.
Active Knacks:  Dark Secret (In love with her Master): You harbor a
 Side-step: You are secret that could ruin more than just your own name if
skilled to move into a it were discovered. In most cases. if this Dark Secret is
better attack position discovered by another, you gain an Obligation Disad­
even as you get out of vantage tied to the person who has learned your secret.
the way of your enemy's Force Powers: Battle Strike, Force Jump, Force
attack. When you use an
Speed.
Active Defense successfully, you may increase your next
Equipment: Lightsaber, Jedi robes, utility belt, 3
upcoming Action Die by your rank in Defense. You may
medpacs, aquata breather, 110 credits.
not make the Action Die higher than the current Turn.
Talents:
 Elusive Target: When fighting an opponent or multiple
opponents in melee, other opponents attempting to
target you with ranged attacks take a -10 penalty,
instead of the normal -5 penalty for firing into melee.
 Deflect: You may perform an Active Defense against a
ranged attack without spending an Action by making a
successful Force\Lightsaber roll. You must have a Cur­
rent or Held action available and you take a cumulative
-5 penalty on your roll for every time you have used
Block or Deflect since the last Action you spent. You
must have a lightsaber drawn and ignited to use this
talent, and you must be aware of the attack and able to
perform an Active Defense.

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STAR WARS: ROLL & KEEP SYSTEM

Force roll made to sense the presence and relative loca­


Jedi Sentinel tion of characters with a Dark Side Rank of 1 or higher.
You must take the result of the reroll, even if it is
AL-MEI JINN (RANK 1 JEDI, MALE HUMAN) worse.
Body: 2 Grace: 3 Mind: 2 Spirit: 2 Force: 3  Dark Side Scourge: Against creatures with a Dark Side
Strength 2 Accuracy: 3 Intelligence: 2 Charisma: 2 Rank of 1 or higher, you roll extra unkept dice on melee
Stamina 2 Reflexes: 3 Awareness: 2 Willpower: 2 damage rolls equal to your Force Rank. Requires: Dark
Status 1.0 Reputation 1.0 Dark Side Rank 0.0 Side Sense.
Initiative: 4k3 TN to be Hit: 20 Advantages:
Attack Roll: 6k3 Weapon: 5k3 (Lightsaber)  Juyo (Apprentice): You may act one phase prior to
Active Defense: 6k3 Wounds per Rank: 4 the numbers on each of your Action Dice. If an
opponent has an Action in the same Turn as you,
Wound Ranks: 10(-3); 14(-6); 18(-10); 22(-13); 26(-18);
30(Down). you gain +5 to your Initiative Total.
Skills: Lightsaber (Beat,  Force-training (x1): You are trained in the ways of the
Lunge) 3, Defense (Side- Force. For each level in this Advantage, you learn a
step) 3, Martial Arts 1, number of Force powers equal to your Force Rim. You
Acrobatics 2, Athletics 1, can learn the same power more than once in order to
Persuasion 1, Use the use it more than once per Encounter.
Force 3, Investigation 2,  Force Boon: Only a Force-sensitive may take this
Knowledge: Galactic Lore Advantage. You are able to draw upon the Force more
1, Meditation 2. often than less skilled users. You gain one additional
Active Knacks: Force Point per day.
 Beat: When attacking an Disadvantages:
enemy, you can declare a  Idealistic: You have extreme, romanticized views of
Beat. You must roll a justice and honor. You are quick to pass judgment on
number of Raises equal those who do not adhere to these concepts as wholly as
to your enemy's Strength you do, and go out of your way to help others overcome
in order for your Beat to their own failings in this regard. You gain one less
be successful. If you are successful, he cannot avoid the Experience Point at the end of any Adventure in which
attack using an Active Defense. you perform any action that causes you to loose Repu­
 Lunge: A Lunge is an aggressive attack that leaves you tation. On the other hand, any Reputation gains of five
open for a moment. When you declare a Lunge, you roll points or more grant you an additional Experience Point
two extra unkept dice for damage if your attack is suc­ by the end of the Adventure. This losses and gains are
cessful. However, your TN to be hit drops to 5 for this in addition to those awarded for Roleplaying Disadvant­
Turn only, and you may not use any Active Defenses for ages.
the rest of this Turn.  Can't Lie: Taking this Disadvantage means you simply
 Side-step: You are skilled to move into a better attack cannot tell a convincing lie. Characters who listen to
position even as you get out of the way of your enemy's you attempt a lie immediately know it is a falsehood –
attack. When you use an Active Defense successfully, no roll is needed.
you may increase your next upcoming Action Die by your  Overconfident: You almost never retreat or choose to
rank in Defense. You may not make the Action Die fight another day. When faced with an obviously super­
higher than the current Turn. ior force, you must make an Intelligence check at TN 30
Talents: or you stay and fight.
 Deflect: You may perform an Active Defense against a  Dependant (Troublemaker younger brother): Someone
ranged attack without spending an Action by making a is almost completely helpless without you: a sick grand­
successful Force\Lightsaber roll. You must have a Cur­ parent, a naive spouse, or a small child. The frequency
rent or Held action available and you take a cumulative and severity of the dependent's need for your attention
-5 penalty on your roll for every time you have used is determined by the point value of this Disadvantage.
Block or Deflect since the last Action you spent. You Force Powers: Ion Strike, Force Crush, Negate
must have a lightsaber drawn and ignited to use this
Energy.
talent, and you must be aware of the attack and able to
Equipment: Lightsaber, Jedi robes, Com-link (long
perform an Active Defense.
range), 150 credits.
 Dark Side Sense: Jedi following the path of the Jedi
following the path of the sentinel become exceptionally
talented at rooting out evil. You may reroll any Use the

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STAR WARS ROLEPLAYING GAME

 Force Focus: As a Complex Action, you may make a TN


Jedi Consular 15 Use the Force roll to regain one spent Force power
of your choice.
SEN UDO-MAL (RANK 1 JEDI, MALE CEREAN) Advantages:
Body: 2 Grace: 2 Mind: 3 Spirit: 2 Force: 3  Age and wisdom: The character is older than most
Strength: 2 Accuracy: 2 Intelligence: 3 Charisma: 2 starting characters (who are generally assumed to be
Stamina: 2 Reflexes: 2 Awareness: 3 Willpower: 3 young to young adults). For 1 Point, the character is
Status 1.0 Reputation 1.0 Dark Side Rank 0.0 Middle-Aged and rolls -1 kept die on physical rolls and
Initiative: 3k3 TN to be Hit: 15 (18 Melee) +1 kept die for mental rolls. In addition to these
effects, the character gains one Free Raise on all rolls
Attack Roll: 2k1 Weapon: 4k2 (Lightsaber)
involving the following: Medicine (First Aid), Oratory
Active Defense: 7k3 Wounds per Rank: 4 (Storytelling), Persuasion (Haggling), Knowledge:
Wound Ranks: 10(-2); 14(-5); 18(-9); 22(-12); 26(-17); Galactic Lore and Survival rolls.
30(Down).  Force-training (x2): You are trained in the ways of the
Skills: Lightsaber 3, Force. For each level in this Advantage, you learn a
Defense (Footwork) 3, number of Force powers equal to your Force Rim. You
Martial Arts 1, Acrobatics can learn the same power more than once in order to
1, Persuasion 1, Use the use it more than once per Encounter.
Force 3, Medicine 2, Disadvantages:
Meditation 1, Investiga­  Contrary: You may not remain neutral about anything.
tion 1. You are not compelled to action at every turn, but must
Active Knacks: have an opinion about everything you encounter. This
 Footwork: You are means that you must take a side in every dispute, seek
skilled at keeping your to solve every problem (even if you can't), and never
enemies at distance stand by idly while others take action. In game terms,
while you prepare to this means you must make a Willpower roll against a TN
attack. If you have this determined by the GM for the situation (typically
Knack, you add twice between 5 and 20) to avoid acting in tense situations.
your rank in Defense to Should you fail the roll, you must do something decis­
your TN to be Hit against ive, regardless of the consequences.
Melee Attacks during any Turn in which you are not per­
 Ascetic: Power and wealth mean even less to you than
forming an Attack action (including offensive Force
to the average Jedi. You are unconcerned with prestige
Powers). You must be aware of the attack and able to
and you own only what is necessary to live a life of
defend yourself properly to make use of this knack. You
quiet contemplation. If your duty calls for it, you might
can only add one Skill bonus to your TN to be Hit at any
perhaps own “acceptable” attire for functions such as
one time.
speaking to he Senate or similar situations. Your Repu­
Talents: tation and Status rating never increases above 1.
 Block: You may perform an Active Defense against a
 Doubt (Acrobatics): Choose a Skill from your Profes­
melee attack without spending an Action by making a
sion's starting Skills. You have a hard time with that
successful Force\Lightsaber roll. You must have a Cur­
particular Skill, due mostly to lack of confidence
rent or Held action available and you take a cumulative
Whenever you attempt to use the Skill, you must make
-5 penalty on your roll for each time you have used
two Raises (without any benefit) to make the roll at
Block or Deflect since the last Action you spent. You
all. The GM may determine after a suitably impressive
must have a lightsaber drawn and ignited to use this
or life-altering use of this Skill that you have gained
talent, and you must be aware of the attack and able to
confidence in your ability, and this Disadvantage is
perform an Active Defense.
expunged. The points do not need to be repaid unless
 Deflect: You may perform an Active Defense against a the GM so rules.
ranged attack without spending an Action by making a
Force Powers: Affect Mind, Force Crush, Force
successful Force\Lightsaber roll. You must have a Cur­
Wave, Force Whirlwind, Kinetic Combat, Vital Trans­
rent or Held action available and you take a cumulative
fer.
-5 penalty on your roll for each time you have used
Block or Deflect since the last Action you spent. You Equipment: Lightsaber, Jedi Robes, utility belt with
must have a lightsaber drawn and ignited to use this 2 medpacs, 360 credits.
talent, and you must be aware of the attack and able to
perform an Active Defense.

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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

Con Artist 1 step down the condition track. The TN is increased by


5 if it's Heroic Rank is higher than yours. If the target
reaches the end of the track, it does not fall uncon­
DEEL SUROOL (RANK 1 NOBLE, MALE TWI'LEK) scious; instead, it cannot attack you or your allies for
Body: 2 Grace: 2 Mind: 2 Spirit: 3 Force: 2 the remainder of the Encounter unless you or one of
Strength 2 Accuracy 2 Intelligence 2 Charisma 3 your allies attacks it or one of its allies first. This is a
Stamina 2 Reflexes 3 Awareness 2 Willpower 3 mind-affecting effect.
Status 2.0 Reputation 1.0 Dark Side Rank 0.0  Weaken Resolve: When you cause an enemy to go one
or more steps down the Condition Track, make a Will­
Initiative: 5k2 TN to be Hit: 20 (24 melee)
power/Persuasion roll as a free action; if the result
Attack Roll: 6k2 / 4k2 Weapon: 5k2 (Vibroblade) / equals or exceeds the target's Willpower x5 +5, you fill
3k3 (hold-out blaster) the target with terror, causing it to flee from you at
Active Defense: 4k2 Damage per Condition: 10 top speed for 1 minute. The target can't take any other
actions while fleeing, but the target stops fleeing and
Wound Ranks: 10(-3); 14(-6); 18(-10); 22(-13); 26(-18);
can act normally if it is wounded. During his own
30(Down).
Action, the target can spend a Force Point to negate
Skills: Investigation the effect. The effect is automatically negated if the
(Sense Deception) 2, target's Heroic Rank is equal to or higher than yours.
Persuasion 3, Oratory 1, This is a mind-affecting fear effect.
Streetwise 2, Know­
Advantages
ledge: Technology 1,
 Luck: Fortune favors the bold, and you in particular.
Deception 2, Vibroblades You may force the GM to re-roll one roll per session.
3 (Tagging), Blaster Pis­ You may choose which of the two rolls he keeps.
tols 2, Defense 2 (Foot­
work), Stealth 2, Mech­  Linguist: You can fluently speak a number of languages
anics 2. equal to your Intelligence, in addition to your native
language. Any time your Intelligence increases, you
Active Knacks:
learn an additional language. You may learn additional
 Footwork: You are
languages for 2 Experience Points each after character
skilled at keeping your
creation.
enemies at distance
while you prepare to  Quick: Your reaction speed is truly phenomenal. When
attack. If you have this Knack, you add twice your rank making an Initiative roll, you always roll one additional
in Defense to your TN to be Hit against Melee Attacks die.
during any Turn in which you are not performing an  Wealthy: Your family is particularly wealthy. You gain
Attack action (including offensive Force Powers). You an additional 1,000 credits in your starting outfit for
must be aware of the attack and able to defend your­ every point spent on this Advantage. In addition, you
self properly to make use of this knack. You can only gain that much additional credits in your monthly rev­
add one Skill bonus to your TN to be Hit at any one enue.
time.
Disadvantages
 Tagging: Tagging is a particularly flashy stunt with your  Bad Reputation (Deceitful): You have a habit or a his­
weapon, designed to temporarily dishearten your tory that many find offensive. It's possible this bad
enemy. You must use this Knack for your Attack Roll. If reputation is unwarranted, stemming from a misunder­
you successfully hit, the attack causes no damage, but standing. In any case, your Reputation is always treated
you can cause one of two things to happen. Either your as if it were 3 less by those aware of this reputation. If
target loses 1 Force Point or you can gain 1 Force Point this brings your Reputation below 1 rank, you instead
yourself until the end of the battle (at which point it gain Infamy for each rank below 1 this would place you.
disappears). These extra Force Points may raise your
 Lustful: Physical pleasure is more important than it
total above your own Force Rim.
would be befit you. Anyone attempting to seduce you
Talents: gains two Free Raises, and you may not spend Force
 Presence: You can make a Persuasion roll to intimidate points to avoid being seduced.
a creature with a Complex Action, rather than a Full
 Low Pain Threshold: You have an exceedingly low tol­
Round.
erance for pain, causing TN penalties imposed by your
 Aggressive Negotiator: You can weaken the resolve of Wounds to be increased by 5.
one enemy with your words. The target must have an
Equipment: Sabbacc deck, fine garments, vibro­
Intelligence of 1 or higher, and it must be able to see,
blade with +1k0 to attack rolls modification, hold-out
hear, and understand you. Spend a Complex Action to
make a Charisma\Persuasion roll against the target's blaster, 2,670 credits.
Willpower x5; if the roll is successful, the target moves

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STAR WARS: ROLL & KEEP SYSTEM

Espionage Droid Disadvantages:


 Repair: Droid's don't heal their Wounds naturally.
Droids can regain lost hit points only through the use of
RM-1010 (RANK 1 SCOUNDREL, PROTOCOL the Mechanics Skill. A droid can use this Skill to repair
DROID) itself, but it takes a -10 penalty on its Skill Roll.
Body: 2 Grace: 1 Mind: 2 Spirit: 2  Severed: Droids cannot spend Force Points nor use
Strength: 2 Accuracy: 3 Intelligence: 3 Charisma: 3 Force Powers.
Resilience: 2 Reflexes: 1 Awareness: 2 Willpower: 2
 Sluggish: You have great difficulty in moving, either
Status 1.0 Reputation 1.0 Dark Side because of your physical build or possibly a deficient
Rank 0.0 leg or legs. Your Grace Rim is considered 1 for the pur­
Initiative: 2k2 TN to be Hit: 10 poses of determining Movement, and any Reflexes Trait
Rolls or Reflexes-based Skill Rolls that require any sort
Attack Roll: 6k3 Damage: 5k3 (Blaster Pistol)
of activity in your lower limbs suffer a penalty of +10
Active Defense: 3k3 Damage/Condition: 10 to the TN.
Wound Ranks: 10(-3); 14(-6); 18(-10); 22(-13); 26(-18);  Weakness (Reflexes): One of your Traits is lowered by
30(Down). one Rank due to some sort of weakness, a lingering sick­
Skills: Blaster Pistols ness, a birth defect, or possibly some sort of permanent
(Careful Shot) 3, Com­ damage. You may not reduce the Trait below 1, and this
puters 3, Deception 3, Disadvantage may not be taken more than twice.
Mechanics (Sp.: Secur­ Droid Parts:
ity) 3, Stealth 3, Know­  Walking Legs: Walking droids are the most versatile
ledge: Criminal Organiz­ droids, having legs and feet that let them travel like
ations 3, Persuasion 3. bipeds.
Active Knacks:  Jumping Servos: Jump servos grant the droid the abil­
 Careful Shot: You ignore ity to treat all jumps as running jumps. The droid also
everything around you to gains a Free Raise to Athletics Rolls when using that
make a deadly shot. skill to jump.
When you take a Careful
Shot, you roll two extra  Arms and Hands: A droid is considered to have a true
unkept dice for damage hand if its gripping appendage includes at least three
if your attack is successful. However, your TN to be hit digits, one of which is opposable.
drops to 5 for this Turn only, and you may not use any  Tool Appendage (Security Kit): Can be used for
Active Defenses for the rest of this Turn. bypassing electronic and mechanical locks.
Talents:  Tool Appendage (Tool Kit): Can be used to reprogram a
 Trace: You can substitute your Computer Skill for any droid or to repair a damaged droid or vehicle.
Streetwise roll as long as you have access to a computer  Mounted Blaster Pistol (510): Functions as a Blaster
network. Pistol.
 Master Slicer: You may choose to re-roll any Computer  Vocabulator: Allows the droid to speak basic.
Skill roll made to improve access on a computer, keep­
ing the better of the two results.  Long Range Comlink: A long-range comlink has a range
of 200 kilometers.
 Keep it Cool: Once per day, you can re-roll a civil skill
roll and take the better result.  Locked Access: This droid must be disabled or other­
wise rendered helpless before it can be shut down.
Advantages:
 Nonliving: A droid is immune to poison, disease, radi­  Nightvision Improved Sensors: A droid with an
ation, non-corrosive atmospheric hazards, vacuum, improved sensor package gains a Free Raise on Investig­
mind-affecting effects, stunning effects, and any other ation (Notice) Skill Rolls. In addition, the droid ignores
effect that works only on living targets. penalties from low-light and total darkness.

 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

extra Complex Action before the end of the Turn, or


Space Cowboy else it is lost.
 Hidden Attacker: Your shots seem to come from
SUN KADAR (RANK 1 SCOUNDREL, MALE nowhere. Whenever you use an Action to attack from
HUMAN) cover, you may make a Stealth roll to remain hidden as
Body: 2 Grace: 3 Mind: 2 Spirit: 2 Force: 2 a free action instead of a simple action.
Strength: 2 Accuracy: 3 Intelligence: 2 Charisma: 2 Advantages:
Stamina: 2 Reflexes: 3 Awareness: 2 Willpower: 2  Crafty: You have always been particularly clever and
Status 1.0 Reputation 1.0 Dark Side Rank 0.0 also curious about the shadier side of the road. Your
Initiative: 4k2 TN to be Hit: 20 rank in Deception, Explosives, Forgery, Gambling,
Stealth, Sleight of Hand and Streetwise is considered 1
Attack Roll: 6k3 Weapon: 5k3 (Mandalorian rank higher than it actually is (already accounted). You
Pistol) also roll one extra unkept die when using the following
Active Defense: 3k3 Damage/Condition: 10 skill applications: Mechanics (Security), Computers
(Improve Access), Persuasion (Seduction).
Wound Ranks: 10(-3); 14(-6); 18(-10); 22(-13); 26(-18);
30(Down).  Mandalorian Gear: Both armor and weapons of Man­
Skills: Blaster Pistols dalorian origin are incredibly valuable but, as the Man­
(Quick Draw, Careful dalorians don't trade with the races of the known
galaxy, finding any piece of Mandalorian gear is
Shot) 3, Computers 1,
extremely rare. A character with this advantage has
Deception 3, Mechanics
possession of one or more pieces of Mandalorian Gear.
(Sp.: Security) 3, Stealth
Blaster Pistol: -5 to opponent's TN to be hit. +20 spaces
2, Pilot 3, Gambling 4, on ranges.
Athletics 2, Forgery 2,
Explosives 1, Investiga­  Point Blank Killer: You are skilled at making well-
tion 1, Sleight of Hand 2, placed shots with ranged weapons at point blank range.
You get a +1k0 bonus on attack and damage rolls with
Streetwise 3.
ranged weapons against opponents within point blank
Active Knacks:
range.
 Careful Shot: You ignore
everything around you to  Lucky: Fortune favors the bold, and you in particular.
make a deadly shot. You may force the GM to re-roll one roll per session.
When you take a Careful You may choose which of the two rolls he keeps.
Shot, you roll two extra unkept dice for damage if your Disadvantages:
attack is successful. However, your TN to be hit drops  Bad Reputation (Smuggler): You have a habit or a his­
to 5 for this Turn only, and you may not use any Active tory that many find offensive. Your Reputation is
Defenses for the rest of this Turn. always treated as if it were 3 less by those aware of
 Quick Draw: Add your Skill rank to the first Action Die this reputation. If this brings your Reputation below 1
you use to attack with this weapon. rank, you instead gain Infamy for each rank below 1 this
would place you.
 Tagging: Tagging is a particularly flashy stunt with your
weapon, designed to temporarily dishearten your  Hunted (The Hutt Cartel): For some reason or another,
enemy. You must use this Knack for your Attack Roll. If someone wants you. Maybe you’re an outlaw on the run
you successfully hit, the attack causes no damage, but from the law, or perhaps you skipped out on an extra­
you can cause one of two things to happen. Either your vagant wedding with a very vindictive bride. Members
target loses 1 Force Point or you can gain 1 Force Point of this groups treat you as if you had an Infamy of at
yourself until the end of the battle (at which point it least 5, until you perform some act (or series of acts) to
disappears). These extra Force Points may raise your regain their approval.
total above your own Force Rim.  Rivalry: Choose another Hero or an NPC in the cam­
Talents: paign that you are obsessed with outdoing at every
 Dastardly Strike: Whenever you make a successful turn. Once you feel as if you have successfully and
attack against an opponent that is Unaware or Sur­ finally “beaten” the character in question, you move on
prised, the target automatically moves 1 step down the to the next object of Rivalry.
condition track (see Conditions). Equipment: Mandalorian Blaster Pistol (illegal),
 Fortune's Favor: Whenever you explode 2 or more dice Common Clothes, Concealed Holster, Security Kit,
with a melee or ranged attack roll, you can immedi­ 1000 credits.
ately make another Complex Action. You must take the

7
STAR WARS: ROLL & KEEP SYSTEM

use this talent only on powered weapons (such as a


Runaway Fringer Blaster or Vibroblade), including weapons connected to
a larger power source, such as vehicle and starship
KELKO (RANK 1 SCOUT, MALE RODIAN) weapons.
Body: 2 Grace: 2 Mind: 3 Spirit: 2 Force: 2  Evasion: If you are hit by an area attack or an explo­
Strength: 2 Accuracy: 2 Intelligence: 3 Charisma: 2 sion, you take half damage if the attack hits your TN to
Stamina: 3 Reflexes: 2 Awareness: 3 Willpower: 2 be Hit. If the area attack misses you, you take no dam­
Status 1.0 Reputation 1.0 Dark Side Rank 0.0 age.
Initiative: 4k2 TN to be Hit: 15 Advantages:
 Tech Specialist: You gain accesses to the Tech Specialist
Attack Roll: 5k2 Weapon: 5k3 (Blaster Pistol)
Talent Tree. Any character with the Tech Specialist
Defense Roll: 2k2 Damage per Condition: 15 advantage may choose to gain Talents from that Tree
Wound Ranks: 10(-3); 14(-6); 18(-10); 22(-13); 26(-18); regardless of his Profession. You can also make Techno­
30(Down). logical Modifications to grant items, vehicles or droids
Skills: Athletics (Shake Special Qualities, as described in the Equipment sec­
it off) 1, Pilot 3, Stealth tion. You may perform only one modification at a time.
Unless noted otherwise, you cannot grant more than
2, Survival 3, Mechanics
one Special Quality to a single device, suit of armor,
(Sp.: Jury-rigging, Sp.:
weapon, droid, or vehicle, and you can't apply the same
Security) 3, Medicine 3,
benefit more than once.
Blaster Pistols (Trick
Shooting, Tagging) 2.  Pain Tolerance: You are harder to take down in a fight.
Active Knacks: You increase the damage necessary to move you down
 Shake it off: You can use the Condition Track by 5.
a Simple Action instead  Fleet: You are swift as the wind. You may move as if
of a Complex Action to your Grace Rim was increased by 1 above the normal.
move 1 step up the Con­  Quick: Your reaction speed is truly phenomenal. When
dition Track. making an Initiative roll, you always roll one additional
 Trick Shooting: For each die.
Rank you have in this Disadvantages:
Skill, you get a +3 bonus to your attack rolls on difficult  Lost Love (Dead Parents): You once knew happiness,
shots (such as shooting from long range, shooting a tar­ and now it's gone. You tend to have fits of melancholy
get with cover or an opponent engaged in melee with when you are reminded of your love. Whenever your
an ally). lost love is mentioned, your TNs are raised by 5 until
 Tagging: Tagging is a particularly flashy stunt with your you spend a Force Point to regain your focus. Spending
weapon, designed to temporarily dishearten your the Force Point in this manner avoids a relapse for the
enemy. This could be anything from cutting off a lock of remainder of the day.
his hair to carving your initials in his shirt. You must  Dependant (Wife and kids in planet Rodia): Someone
use this Knack for your Attack Roll. If you successfully is almost completely helpless without you: a sick grand­
hit, the attack causes no damage, but you can cause parent, a naive spouse, or a small child. The frequency
one of two things to happen. Either your target loses 1 and severity of the dependent's need for your attention
Force Point or you can gain 1 Force Point yourself until is determined by the point value of this Disadvantage.
the end of the battle (at which point it disappears).
These extra Force Points may raise your total above  Hunted (Twi'Lek politicians): For some reason or
your own Force Rim. another, someone wants you. Maybe you’re an outlaw
on the run from the law, or perhaps you skipped out on
Talents: an extravagant wedding with a very vindictive bride.
 Hot Wire: You can roll your Mechanics skill instead of The size and influence of this group is determined by
your Computers skill when attempting to improve the point value of this Disadvantage. Members of this
access to a computer system. If you are entitled to rer­ groups treat you as if you had an Infamy of at least 5,
oll a Computers Roll, you may reroll it with Mechanics until you perform some act (or series of acts) to regain
as well instead (subject to the same circumstances and their approval.
limitations).
Equipment: Blaster Pistol with +1k0 attack roll
 Personalized Modifications: As a Complex Action, you modification (unregistered), utility belt, Hip Holster,
may tweak the settings, grips, and moving parts of a Concealed Holster, Backpack, Medical Kit, 355 cred­
powered weapon you wield, tailoring it to your needs. its.
For the remainder of the encounter, you gain +1k0 on
attack rolls and damage rolls with that weapon. You can

8
STAR WARS ROLEPLAYING GAME

thing. This includes Grappling and Bind rolls, as well as


Wookiee Scout resisting a Disarm attempt.
 Deadeye: You are skilled at picking off enemies with
RORWARR (RANK 1 SCOUT, MALE WOOKIEE) well-aimed ranged attacks. If spend a Simple Action
Body: 2 Grace: 2 Mind: 2 Spirit: 2 Force: 2 aiming before making a ranged attack and the attack
Strength 3 Accuracy 3 Intelligence 2 Charisma 2 hits, increase the damage you deal by 1k1.
Stamina 2 Reflexes 2 Awareness 3 Willpower2 Luck: Fortune favors the bold, and you in particular.

Status 1.0 Reputation 1.0 Dark Side Rank 0.0 You may force the GM to re-roll one roll per session.
Initiative: 4k2 TN to be Hit: 15 You may choose which of the two rolls he keeps.
Attack Roll: 6k3 Weapon: 5k3 (Blaster Pistol)  Keen Senses: You have very acute senses, making you
more likely to spot a small mark on the floor or detect
Active Defense: 3k3 Damage/Condition: 10
the faint taste of almonds in your tea. You receive +1k0
Wound Ranks: 10(-3); 14(-6); 18(-10); 22(-13); 26(-18); for any Skill rolls that involve one of your senses, as
30(Down). well as any Surprise checks.
Skills: Athletics (Shake  Quick: Your reaction speed is truly phenomenal. When
it off) 1, Investigation 3, making an Initiative roll, you always roll one additional
Pilot 3, Stealth 2, Sur­ die.
vival (Track) 3, Medicine
Disadvantages:
1, Blaster Pistols (Quick
 Obligation (Life Debt to another PC, Major): You owe
Draw, Careful Shot) 3,
someone something. Perhaps he saved your life or
Vibroblades 2. helped you out in the past. Now you must repay the
Active Knacks: favor. Or maybe, in a moment of drunken weakness, you
 Shake it off: You can use blurted out your devotion to his cause. Regardless, you
a Simple Action instead must fulfill your promise or suffer the consequences. A
of a Complex Action to small Obligation would not threaten your position
move 1 step up the Con­ and/or standing, but may cause some inconvenience to
dition Track. perform. A major Obligation requires a great deal of
 Quick Draw: Add you effort and risk, and could take a significant amount of
Skill rank to the first Action Die you use to attack with time to repay.
this weapon.  Sworn Enemy & Nemesis (Trandoshan slave-trader):
 Rapid Shot: When skilled enough, some marksmen You have a foe, an enemy of equal Heroic Rank, and
focus on speed as much as (or more than) accuracy. neither of you will be satisfied until the other is dead.
When using a ranged weapon, you may fire two shots as You must already have the Sworn Enemy Disadvantage
if they were one. Make a single attack against a single to take the Nemesis Disadvantage, and this turns your
target. You take a -5 penalty on your attack roll, but enemy into a nemesis that constantly plagues your life.
you deal +1k1 damage with a successful attack. Whenever you face your nemesis, you cannot spend your
Talents: Force Points.
 Acute Senses: You may choose to reroll any Investiga­  Driven (Find kidnapped sister): You have a single goal
tion roll, but the result of the reroll must be accepted that you are utterly devoted to achieving. You will tum
even if it is worse. your back on your friends, family, and even your soul in
order to reach your prize.
 Improved Initiative: You may choose to reroll any Ini­
tiative roll, but the result of the reroll must be accep­ Equipment: Blaster Pistol (Licensed), Vibroblade
ted even if it is worse. Requires: Acute Senses. (Licensed), All-temperature Cloak, utility belt, Hip
 Uncanny Dodge I: You retain your normal TN to be Hit Holster, Concealed Holster, Bandolier, Medical Kit,
when surprised or struck by a hidden attacker. Your TN 145 credits.
to be Hit is still reduced to 5 if you are immobilized
and you are still affected by Knacks such as Pom­
mel-Strike. Requires: Acute Senses,Improved Initiative.
Advantages:
 Fast Healing: You heal faster than others do. When
determining the number of Wounds you recover per
day, treat your Stamina as if it were two ranks higher.
 Firm Grip: Your hands are extremely strong, and can
hold things as firmly as a vice. You receive a Free Raise
to any rolls to determine if you can hold onto some­

9
STAR WARS: ROLL & KEEP SYSTEM

your opponent moves an additional step down the con­


Wookiee Berserker dition track (see page 95). Requires: Melee Smash.
Advantages:
HANHARR (RANK 1 SOLDIER, MALE WOOKIEE)  Large: You are significantly larger than the average of
Body: 3 Grace: 3 Mind: 1 Spirit: 2 Force: 2 the Galaxy, ranging from 1.90m to 2.20m in height. The
Strength 3 Accuracy 3 Intelligence 1 Charisma 2 TN for all rolls you make in social situations is
Stamina 3 Reflexes 3 Awareness 2 Willpower2 increased by 5, because you make others uncomfortable
when you loom over them. However, you roll one addi­
Status 0.0 Reputation 1.0 Dark Side Rank 1.0
tional die on all damage rolls made for melee attacks.
Initiative: 4k2 TN to be Hit: 20
 Sacred Weapon (Ryyk Blades): The smiths of every
Attack Roll: 6k3 Weapon: 6k3 (Ryyk Blades) civilization craft majestic weapons that become the
Active Defense: 4k3 Damage\Condition: 15 stuff of legends, and you have been chosen to wield
such a weapon. These weapons are truly magnificent,
Wound Ranks: 20(-3); 28(-6); 36(-10); 44(-13); 52(-18);
and are particular to each Race. Only members of the
60(Down).
specified race may start the game with their race Sac­
Skills: Athletics 1, Mar­ red Weapon.
tial Arts (Bear Hug) 3,
 Firm Grip: Your hands are extremely strong, and can
Defense 1, Strategy 1,
hold things as firmly as a vice. You receive a Free Raise
Vibroblades (Double
to any rolls to determine if you can hold onto some­
Attack, Multiple Oppon­
thing. This includes Grappling and Bind rolls, as well as
ents) 3, Thrown resisting a Disarm attempt.
Weapons 2, Heavy
Vibroweapons 1, Persua­  Toughness: You are tougher than normal. Treat your
sion 1. Stamina trait as it if were 1 rank higher when you fig­
Active Knacks: ure the number of Wounds per Wound Rank you have.
 Bear Hug: Whenever you Disadvantages:
spend an action to  Weakness (Intelligence): One of your Traits is lowered
improve your hold, or a by one Rank due to some sort of weakness, a lingering
Round ends, you roll a sickness, a birth defect, or possibly some sort of per­
number of dice equal to manent damage. You may not reduce the Trait below 1,
your skill rank, keeping one. The target takes that and this Disadvantage may not be taken more than
much damage. Damage from Bear Hug accumulates twice.
from one round to another for the purpose of moving  Corrupted: You begin the game with a number of Dark
down the Condition Track. Side Ranks equal to 1. How you gained the Dark Side
 Double Attack: You must be wielding 2 weapons to use points and whether or not your condition is a matter of
this Knack. Make two attack rolls at -10penalty as public knowledge is between you and the Game Master.
single Complex Action. Keep in mind that while bearing the stain of the Dark
Side is not necessarily grounds for arrest, it is good
 Multiple Opponents: When wielding two melee
enough reason for the Jedi Order to keep a close eye on
weapons or a double weapon, you may make two
you.
attacks or two defenses with each Action die
spent,providing no more than one of the Actions is dir­  Social Disadvantage: You've been trough some rough
ected at a single opponent. Each Attack or Defense uses times. Your starting Status is reduced by one (to a min­
half your Weapon or Defense skill (as appropriate), imum of 0).
rounded down. You get a number of extra dice equal to  Phobia (Imprisonment): You are terrified of something.
your Rank in this Skill to divide between the two Every time you are confronted with the object of your
Actions as you see fit. phobia, your TNs are raised by 10. Your phobia must be
Talents: approved by the Game Master.
 Expert Grappler: You gain a Free Raise on  Brash (Dark Side): You are exceptionally hot-headed
Accuracy/Martial Arts(Grapple) (see Martial Arts, page and likely to answer any insult with a blaster. You must
48), as well as when using Martial Arts Knacks while make a Willpower roll at TN 20 to keep control of your
Grappling. emotions when insulted.
 Melee Smash: You add +1k0 to the damage roll of all Force Powers: Force Rage (Unlimited, No raises)
melee attacks. Equipment: Paired Rykk Blades, Ceremonial gar­
 Stunning Strike: When you damage an opponent with a ments, 2 Hip Hosters, Bandolier, 3 stun grenades, 3
melee attack, and the damage roll exceeds his Body x5, ion grenades, 150 credits.

10
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.

11

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