Star Wars Unisystem Player's Guide

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Table of Contents(I) SYSTEMS Character Creation Attributes Skills Qualities, Drawbacks & Templates Combat Maneuvers Force Points (II) RULES Basic Rules Experience & Improvement (III) COMBAT Turns, Initiative and Actions Combat Complications Ranged Combat Damage Armor Injury Healing & Medical Help (IV) THE FORCE The Force as a Religion Force Skills The Dark Side Force Powers Control Powers Sense Powers Alter Powers (V) STARSHIPS Creating a Starship Starship Combat Astrogation (VI) APPENDIX A: QUALITIES, DRAWBACKS & TEMPLATES Qualities Drawbacks Species Templates Professional Templates Force Tradition Templates (VII) APPENDIX B: COMBAT MANEUVERS 1

PART I: SYSTEMS CHARACTER CREATION DirectionsThe Unisystem uses a point-buy system to create characters. Basically, you purchase different abilities by spending character creation points. The better or more powerful a characteristic is, the more expensive it is. Some negative features, known as Drawbacks, do not cost any points. Instead, they have a negative valueby acquiring them, you actually get more points to buy other things. Keep in mind, of course, that these Drawbacks limit or hurt your character in some way, so loading them on carelessly is not a good idea. Not everything is based on points, either. Some character elements are creativity-driven: your characters concept (what kind of person she is) and personality, as well as her name and history. These depend wholly on your imagination. The steps below summarize the character creation process. Note that you must follow the steps in order, and cannot go back to reallocate for min/maxing purposes.

Steps for Character Creation Step One: You start with 15 points to divide among your Attributes. You must have at least one level in each Attribute, and at this point you cannot put more than five points (or your species Racial Cap) in any one Attribute. Step Two: You get 15 points to divide among your Skills. Again, no more than five points can be allocated to a single Skill, for now. Step Three: You must choose a Template for your Species, and may choose one for your Profession as well. The cost for each Template is subtracted from the points available for Qualities in the next step. Species penalties to Attributes cannot lower a score below one, but can raise Attributes and Skills higher than five. Step Four: You have 15 points with which to purchase Qualities for your character. Note that these character creation points are less those from step three, as the Templates come with built-in Qualities and Drawbacks. Step Five: You may choose up to 10 points worth of Drawbacks and spend these points retroactively on Attributes, Skills and new Qualities. Note that you may now raise Attributes to one-point higher than your racial cap for two creation points (see Racial Templates for caps.) Skills can only go past five with Template bonuses during character creation. Force Skills for starting characters must be purchased with these points. Step Six: Calculate and record your Health (see chart), Light Side Points (Int + Per + Will x2), and Force Points (15.) Choose your Force Powers. Choose Combat Maneuvers. For each point of Lifestyle Quality choose one of the following pieces of standard gear: All-Temp Cloak, Aquata Breather, Ascension Gun, Breath Mask, Comlink, Datapad, Electrobinoculars, Fancy Clothing, Glow Rod, Heavy Clothing, Holo Projector, Medpac, Padded Flightsuit, Recording Rod, Standard Space Suit, Stunner, Survival Kit, Toolkit.

ATTRIBUTESAttributes are inborn characteristics: your characters strength, intellect, senses and so on. By selecting a set of Attributes, you are defining the limits of what the character can and cannot do. So, if you buy a very low Dexterity for your hero, do not be surprised if she falls down, breaks dishes, and sucks at juggling. When creating a character, you but Attributes with your Attribute Points on a one-forone basis, up to 5 (i.e., Strength 3 would cost three points, Strength 4 four points, and so on). Starting Attributes above 5 are more expensive: three points per additional level. Level five is the Attribute maximum for an average human; you can achieve level six, but can go no higher without artificial enhancement (buying an Attribute up to level six would cost eight points.) Many alien species can have Attributes far beyond those human limitations others not so much. If an 2

alien species has a higher or lower Attribute Cap than 5 it will be listed in their description. Note that you must put at least one point into each Attribute.

The Meaning of NumbersLevel 1: The character is below average in this Attribute. In other words, Attributes at level one are not flattering. If your character has an Attribute at level one, she is going to be pretty feeble at some things. Strength 1 indicates a poor physique, either a petite or flabby, sedentary person. Dexterity 1 indicates clumsiness, someone likely to drop thingsnot to be trusted with delicate manual work unless the person has trained very hard to do so. Constitution 1 indicates a delicate person in poor health. Intelligence 1 is below averagenot mentally challenged, but certainly a bit slow on the uptake. Perception 1 depicts someone not very aware of her surroundings, likely to miss whats before her face. Willpower 1 results in a person who is easily intimidated and influenced by others, a follower instead of a leader, and somebody who is likely to succumb to temptation. Level 2: This is the average for human beings. Most people in any given group have Attributes at this level, typically with one or two at levels at one or three. Nothing wrong with being average, but the character is unlikely to shine with such Attributes unless her skills are so high she can compensate. Level 3: This is above average but not extraordinary. Strength and Constitution 3 show some athletic aptitude somebody who works out at least three times a week, or a natural athlete who has not taken time to develop her talent. Dexterity 3 characters are gracefulgood dancing partners, grabbed near the beginning in pick-up sports, unlikely to suffer from butter fingers or Klutz Syndrome. Intelligence 3 indicates a bright person who can easily learn new skills, if she has the temperament to do so. Perception 3, a character has good senses and intuition, and is not easily fooled or confused. Willpower 3 indicates someone who is rarely bluffed or bullied under normal circumstances. Level 4: An Attribute at this level is well above average. Very few people perhaps one out every ten in a random group have one or two Attributes at this level. Strength and Constitution 4 can be found only in athletes (including the best football players in a large high school or college campus), extensively trained Special Forces soldiers, and other people who spend a large amount of time and effort keeping in shape. Dexterity 4 would only be common among gymnasts, acrobats, dancers and other talented and graceful individuals. Mental Attributes at level four indicate near genius (Intelligence), highly acute senses and intuition (Perception), or an iron will (Willpower). Level 5: This is the practical human limit. People at this level are extraordinarily talented, able to perform complex and difficult feats with little practice. While people with Attributes at level five are not record breakers, they are among the best and the brightest. In a small or medium-sized community, only a handful of people have one or two Attributes at this level, and they are likely to be well known for their strength, wisdom, or toughness. Cities, large college campuses, and groups of demon fighters have more of these extraordinary individuals, but even there they are not common. 3

Level 6: This is the basic human limit. A few people with freakish features may exceed it (to level seven), but they are a handful even among billions. Characters with one Attribute at level six are very rare, something on the order of one in ten thousand, or less. People with more than one Attribute at level six are perhaps ten times less common, and so on. Level 7+: Now we are talking superhuman. Someone with Strength 7 is most likely a Wookie. Be afraid. Be very afraid.

StrengthA measure of your characters physical power, Strength determines how much damage she inflicts with melee weapons, how much weight she can carry, and how much she can withstand before collapsing. Strength is useful to people who do a lot of heavy lifting or anybody likely to enter handto-hand combat. Characters apt to have a high Strength include athletes, manual workers, and soldiers. A low strength indicates either small size and body weight, or just a lack of exercise. The Strength Table shows how much a character of any given Strength can lift without much effort. Higher weights can be raised (assume a maximum lifting weightfor brief periodsequal to double the Lifting Capacity), but a nail might be broken or a spleen ruptured in the process. Strength Table STR score 1-5 6-10 16-20 Lifting Capacity 50 lbs x Strength (Strength 5: 250 lbs) 200 x (Strength - 5) + 250 lbs (Strength 10: 1250 lbs) 500 x (Strength - 10) + 1500 lbs (Strength 15: 4,000 lbs/2 tons)

DexterityDexterity indicates your characters physical coordination and agility. It helps with any task that requires motor control and precision, from performing card tricks to piloting a ship to feeding knuckle sandwiches (Dexterity helps to land the punch; Strength determines how much it hurts the punchee). If you want to do cartwheels or try those kewl moves you saw in The Matrix youd better have a high Dexterity.

ConstitutionThis Attribute shows how physically hardy or healthy your character is. Constitution is important when it comes to resisting disease, damage, and fatigue. It is also used (along with Strength) to determine how much of a pounding your character ca