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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
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PART I: SYSTEMS
CHARACTER CREATION
Directions The 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 value—by 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
character’s 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.
ATTRIBUTES
Attributes are inborn characteristics: your
character’s 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-for-
one 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
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.
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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 Numbers Level 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 things—not 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 average—not mentally challenged, but certainly a bit slow on the
uptake.
Perception 1 depicts someone not very aware of her surroundings, likely to miss what’s 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 graceful—good 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.
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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.
Strength A measure of your character’s 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 hand-
to-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 weight—for brief periods—equal to double the Lifting
Capacity), but a nail might be broken or a spleen ruptured in the process.
Strength Table
STR score Lifting Capacity
1-5 50 lbs x Strength (Strength 5: 250 lbs)
6-10 200 x (Strength - 5) + 250 lbs (Strength 10: 1250 lbs)
16-20 500 x (Strength - 10) + 1500 lbs (Strength 15: 4,000 lbs/2 tons)
Dexterity Dexterity indicates your character’s 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 — you’d
better have a high Dexterity.
Constitution This 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 can take and still keep ticking. Constitution also
comes into play with skills that involve endurance, like swimming and long-distance running.
Constitution is useful for people in strenuous and dangerous jobs (law enforcement; Jedi Knights,
Rebel scum…)
Intelligence Brains good. This mental Attribute determines your character’s ability to learn, correlate and
memorize information. The higher her Intelligence, the easier it is for her to employ “scholastic”
skills. Also, this Attribute is used to understand and interpret information. Note that intelligence and
education are two separate things; you can be brilliant but illiterate. Education is covered by your
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character’s skills, which determine what she has learned in her life. Jedi Masters and other intellectual
types tend to have a high Intelligence level.
Perception When you’re dodging Stormtroopers in the under-alleys of Coruscant, this Attribute is your
friend. Perception governs the five senses of the character and is important for wannabe detectives (to
spot those important clues), people with enemies (to see or hear them coming), and mystical or
psychic types (to detect “disturbances in the Force”).
Willpower This Attribute measures your character’s mental strength and self-control, and her ability to
resist fear, intimidation, and temptation. If you don’t want to run away screaming like a little girl the
first time a Sith Lord lights up his lightsaber (well, maybe you should run away…), Willpower is your
friend. Any supernatural ability that tries to control or influence victims is resisted by Willpower. It
can also be used to intimidate and dominate others through sheer force of will.
Attribute Bonuses Some Templates provide bonuses to one or more Attributes. These modifiers are applied after
Attributes have been purchased normally. For example, if you spend five points on your character’s
Dexterity, then decide that he should be a Rodian, Dexterity 6 is the final result.
Health Health Points represent your character’s physical health or hit-points. The Strength and
Constitution of the character are the determinant factors; a big muscle-bound athlete can survive more
punishment than a pencil-necked, cold-catching nerd. Health determines the amount of physical
damage the character can take before being unable to function.
Health is determined by adding the character’s Strength and Constitution, multiplying the
result by four, and adding 10—or you can skip the math and just consult the Health Table The Hard to
Kill Quality is a good way to increase your character’s Health. Don’t bother calculating Health until
the end of character creation, after all Attributes have been figured out normally.
Health Table Constitution
Strength 1 2 3 4 5 6 7 8 9 10
1 22 26 30 34 38 42 46 50 54 58
2 26 30 34 38 42 46 50 54 58 62
3 30 34 38 42 46 50 54 58 62 66
4 34 38 42 46 50 54 58 62 66 70
5 38 42 46 50 54 58 62 66 70 74
6 42 46 50 54 58 62 66 70 74 78
7 46 50 54 58 62 66 70 74 78 82
8 50 54 58 62 66 70 74 78 82 86
9 54 58 62 66 70 74 78 82 86 90
10 58 62 66 70 74 78 82 86 90 94
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SKILLS
The Meaning of Skill Numbers Like most numbers in the Unisystem, high is good and low is bad. The higher a skill level, the
more proficient the character is at using that skill. In general, a level one indicates a beginner or
amateur, somebody who has just learned the rudiments of the skill. A level two or three represents
general competency—the ability to perform average tasks with ease. A level four or five indicates
extreme competence in the subject, the result of a lot of study or practice. Higher levels indicate true
mastery of the skill or craft, and the ability to perform the most difficult tasks with relative ease. A
starfighter ace would probably have a Pilot skill level in the 7-10 range, for example.
Astrogation is your character’s ability to plot a course through hyperspace. SPECIALTIES: core
worlds; Outer Rim; smuggling routes; etc.
Athletics covers a range of athletic abilities. SPECIALTIES: climbing; jumping; swimming; a specific
sport; etc.
Blaster is the art of hitting what you’re aiming at with a modern weapon. It includes heavy fixed
weapons, though to use starship weapons effectively requires the Spacer Quality. SPECIALTIES:
heavy blaster pistol; hold-out blaster; blaster rifle; turret weapons; etc.
Brawl is the ability to fight hand-to-hand without the use of weapons. The usual method of attack is a
simple pummeling, but all sorts of nifty moves are available with training. SPECIALTIES: punches;
claws; tail slap; etc.
Computers is used to interact with and program computers or droids. It also covers evading computer
security and your ability to access data. SPECIALTIES: slicing; information retrieval; droid
programming; etc.
Con is used to persuade, deceive, or otherwise con someone into doing something that may not be in
his best interest. It can be used for seduction and haggling as well. SPECIALTIES: fast-talking; lies;
bargaining; diplomacy; etc.
Crime covers most physical aspects of breaking the law, including etc. It does not cover sneaking
around; that’s Stealth. SPECIALTIES: locks; hotwiring; picking pockets; bribery; forgery; etc.
Intimidation is getting what you want through outright or subtle threats, interrogation, etc. It’s also
good for simply being intimidating without trying to … even though you really are … SPECIALTIES:
interrogation; glares; subtle threats; torture; presence; etc.
Knowledge is your character’s knowledge of things in the Star Wars Galaxy SPECIALTIES:. alien
races; cultures; planetary systems; history; pop-culture; Imperial law; business; technology; etc.
Medicine is your ability to diagnose and treat the physical body. It can be used to administer first aid
in emergencies, identify the symptoms of poison, or interpret the medical implications gathered from
scanners. SPECIALTIES: specific species; surgery; first aid; etc.
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Melee is used when you’re hitting someone with something besides your fist. It covers most common
weapons like vibro-axes, force pikes, and gaderffiis. It does not cover exotic weapons that require
more training than “swing and chop,” such as lightsabers, which qualifies as a Wild Card Skill.
SPECIALTIES: specific weapon.
Pilot is the ability to operate ground and repulsorlifts vehicles. It can be used to pilot starships, but you
must have the Spacer Quality to do so. SPECIALTIES: land speeder; starfighter; jetpack; transport;
etc.
Repair is the ability to make things work again, by whatever means are available. It also covers
cobbling together makeshift equipment and anything else involving mechanical aptitude.
SPECIALTIES: specific machine.
Stealth is your ability to move about undetected. SPECIALTIES: move silently; palming objects;
camouflage; hiding; etc.
Streetwise comes into play when a character needs to make a contact in the criminal underworld,
purchase illegal goods, or find someone do anything illegal. Streetwise also reflects knowledge of
specific criminal leaders and organizations. SPECIALTIES: Black Sun; Hutts; Mos Eisley; Nar
Shaada; etc.
Survival is knowing how to survive in hostile environments. It can also be used to see what a
character would know about a given environment and how to deal with its dangers. SPECIALTIES:
deserts; jungles; arctic; etc.
Wild Card Skills cover everything else. There are potentially many more skills available to learn that
aren’t covered above, and they’re listed here. Lightsaber is the most common example; Languages is
another, and it is given a special spot on the character sheet all by itself.
Skill Specialties The Skill Specialization Quality allows you to further customize your characters Skills by
focusing on a specific aspect of them. Each time you take the Skill Specialization Quality allows a +1
bonus to that specialty; it can be taken multiple times to reflect extreme skill. Example specializations
are listed above with the skill descriptions.
QUALITIES, DRAWBACKS, & TEMPLATES
Qualities are innate characteristics that give the character an advantage or positive trait. Being able to dual-wield heavy blaster pistols is a Quality — so is owning a heavy blaster pistol, for that
matter. You purchase Qualities like you did Attributes at character creation.
Some Qualities are included as part of package deals called Templates. While the cost of
Templates is paid for with the same pool of creation points as Qualities, sometimes the levels of
Qualities you get with a package push you over the fifteen points you had to work with. That’s okay –
don’t worry about it. You’re paying for Qualities and Templates with those points; the Qualities that
come as part of the Template package are completely included in that price.
You get more bang for your buck with a professional Template because, unlike with individual
Qualities, Templates come with built-in Disadvantages to balance the cost. Note that you can only
have two Templates usually – your profession and your species. The exception would be if your
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professional Template happened to be something like Jedi Padawan or Alien Student of the Force.
Force Templates are progressive, and nothing a mere mortal like yourself needs to worry about.
Drawbacks are characteristics that somehow limit or detract from the character — bad
eyesight, emotional problems, or being wanted by the Empire, for example. When Drawbacks are
selected at character creation, you get extra freebie points that can be used to buy Attributes, Skills or
Qualities (see the “Steps for Character Creation” sidebar above for guidelines.) Think of the extra
points as a little reward for making the character a bit more three-dimensional and entertaining.
Beginning characters are limited to ten points in Drawbacks – that doesn’t mean that you have to pick
ten; you’re welcome to end up with less flawed character than that.
See Appendix A: Qualities, Drawbacks and Templates for detailed lists.
Changes During Play
After creating the character, some (use common sense) Qualities and Drawbacks may be
acquired or lost in the course of a game. For example, because of your character’s heroic actions he
might get promoted (Rank), or an exploding planet might kill off your Contacts. When such a change
is brought about during play, no experience points need be spent on the player’s part, but neither are
they refunded. If players want to purposefully change a Quality or Drawback, they must spend
experience points and come up with a good reason for the change. This intentional change may be
restricted by the Supreme Chancellor (that’s me.).
COMBAT MANEUVERS
These are your character’s preferred moves. They are divided into four categories: Blaster
Moves, Brawl Moves, Melee Moves and Jedi Arts Moves. All characters start with a number of
Maneuvers equal to their skill rating in that category (i.e.: you have a Brawl of 2, so you start out
knowing two Maneuvers from the Brawl Moves list. These are in addition to the basics everyone
knows from this list: Punch and Avoidance.) Those lucky enough to practice the Jedi Arts use
Intelligence for this purpose.
All characters can take two actions in a turn; one offensive and one defensive. Extra actions
can be either (see Combat Complications.) Maneuvers a character does not know may be attempted at
an additional –4 penalty. A detailed list of all Combat Maneuvers can be found in Appendix B.
Combat Maneuvers have three elements.
• Bonus: The number you add to the attack or defense die roll for using this Maneuver.
• Damage: The base damage of the Maneuver (if it does any damage.) Any Success Levels
gained from the attack roll are added to damage after rolling.
• Notes: Any special effects gained from use of a particular Maneuver.
FORCE POINTS
Sometimes a character needs to succeed at something, no matter what odds. Force Points are
what sets a hero apart from minions and lesser characters. In the Star Wars Galaxy, weapons are quite
deadly, and one unlucky shot can end a character’s career. When you use a Force Point, your character
gets a huge bonus to her chances—because of your character’s faith in the Unifying Force, the
impossible shot hits the target, the charging Rancor can’t quite reach you through the gate, or the
blaster blot that hit your character turned out to be a graze instead. All of those things are possible
when you spend a Force Point and “use the Force!” Note that using Force Powers is entirely different
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from using Force Points – anyone can call on the power of the Force in a time of need, but only those
who are Force Sensitive can wield its powers.
Using Force Points There are four ways a player can call on the Force. Used judiciously, they can snatch victory
from the jaws of defeat. They include Heroic Feat, I Think I’m Okay, Plot Twist, and Righteous Fury.
Be aware that the Supreme Chancellor (GM) has ultimate veto power over the use of Force Points.
Usually, if something bad is slated to happen to the character, using Force Points won’t help him get
out of the situation. The consolation prize, however, is that those situations earn the character extra
Force Points. So, if a character is meant to get blindsided and knocked out by a hidden villain, his
player doesn’t get to use Force Points to escape this fate, but instead gets a Force Point for his
troubles.
• Heroic Feat Sometimes, a character really needs to land that punch, disarm the time bomb with ten seconds left
on the clock, or put a proton torpedo right on that big whomprat. When you’re got to get it right on the
first try, close your eyes, trust the Force, and mark off a Force Point.
By spending a Force Point, the character gets a +10 bonus on any one roll or value. This can be an
attack or defense roll, or any use of a skill, or even a Fear or Survival Test. The Heroic Feat can also
make things hurt more; the +10 bonus can be added to the base damage of a single attack strike in
addition to any Success Level bonuses (then armor, damage type, and other modifiers are applied).
A player has to announce that his character is using a Force Point during the Intentions phase of a
Turn, or before rolling during non-combat situations. Also, only one Heroic Feat may be performed in
a Turn. It can be used either for attack, defense, or damage, but not for more than one of those at once
• I Think I’m Okay The lightsaber didn’t hit any vital organs. The character rolled with the impact and the Wookie
didn’t crush her skull. The blaster bolt only singed your arm, so its not as bad as it looked. Somehow,
the injuries that should have killed a character or at least put her out of commission are not as bad as
she thought they were. Or maybe she got her second wind—a few bandages on her bloody but largely
harmless wounds and she is ready to go. Whatever the rationale, I Think I’m Okay allows heroes to
get back into action after enduring beatings that would have sent a Sith Lord to the bacta tank.
For a mere Force Point, the character heals half of all the damage she has taken up to that point.
Round fractions in the character’s favor (23 points of damage becomes 11). The character is still
bloody and battered, but she can act normally. I Think I’m Okay can be used only once per Turn, but it
can be used several Turns in a row, each use halving whatever damage remains. If the character had
suffered enough damage to be incapacitated or unconscious, however, healing does not necessarily
awaken her – your GM gets to decide if the time is right for the character to revive and join the action.
Note that the default rule of I Think I’m Okay allows a Force Point to be spent after injury, but
before Consciousness or Survival Tests, which serves to avoid neatly avoid character death so long as
players keep at least a single Force Point in reserve.
• Plot Twist You get lucky and overhear the Stormtroopers talking about which detention block thy’re keeping
the Princess in (next time don’t forget the Astromech!) Reinforcements arrive just in the nick of time.
“Hey, I’m lost in the woods – is that an Ewok?” Heroes often find help and information from the most
unlikely places or at precisely the right time. Once per game session, each character can spend a Force
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Point for a lucky break. This is not a “Get Out of Jail Free Card.” If the heroine stupidly walked into
an Imperial Garrison and finds herself surrounded by unfriendly clones, a Plot Twist won’t allow her
to escape unscathed. The Imperials will likely toss her into a cell regardless, or her friends might
somehow realize where she is and come to
her rescue, but she’s not talking her way out of this one. By the same token, sometimes clues are
available, but they cannot be found at that time. If your GM decides that a Plot Twist is not possible,
he’ll refund the Force Point back.
• Righteous Fury Remember what happened to Vader after he dissed Luke’s sister? Nothing is more deadly than a
pissed off hero. It takes a lot to drive a character over the edge, but when it happens most fictional
heroes become unstoppable engines of destruction.
By spending one Force Point, the character gets a +5 bonus to all attack actions (including the use
of Force Powers) for the duration of the fight. These benefits are cumulative with Heroic Feats, above.
The trick is, an appropriate provocation is necessary to invoke the Righteous Fury rule. A player can’t
decide her character is pissed because Palpatine lied about not raising taxes, or the way his co-pilot
handles the ship, or that his midichlorians aren’t talking to him – he needs to be truly provoked. A
brutal attack on a loved one; an unexpected betrayal of trust; or crimes so horrible they go beyond the
usual scope of scum and villainy.
Guidelines for Spending Force Points So a character has a bunch of shiny Force Points, and is ready to do the impossible. How many
should be spent in a game session? What happens if the player runs out? While the answers will vary
from one gaming group to the next, here are some rules of thumb for both you and the players.
If the player spends all her Force Points, she may not have them when her character really
needs them. And if she tries to hoard them greedily, her character may get her butt kicked on a regular
basis (which may force the player to spend Force Points to nurse her back to health.) It’s a balancing
act. Ideally, players should spend no more (and hopefully less) Force Points than they earn in the game
session. That way they have a nice stash saved up for the Final Showdown or some other dramatic
moment.
During the typical session, players should probably not spend more than five Force Points
apiece - assume a maximum of two points on each of two fights, and one point for some non-combat
use. But that’s in a “fair” fight. If a group of four novice heroes tries to take a couple of Dark Jedi,
they are in trouble and may end up spending Force Points like crazy just to survive. In those cases, it’s
better to use one Force Point for a Plot Twist to stop the fight.
Avoid spending Force Points frivolously - save them for a fight with the Big Bad or the main
villain of the session.
Earning Force Points Once a player spends her Force Points, they are gone for good. To get more, she is going to
have to work for them. Fortunately, they can be obtained in a number of ways.
• Experience Points Characters can use experience points to buy Force Points. Heroes can buy them at the rate of two
experience points for each Force Point, unless they have the Force Sensitive Quality, in which case
they can purchase them on a one-for-one basis. This is the most mechanical way to gain more Force
Points, and can result in characters that improve very slowly.
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The Meaning of Success
Most of the time, Success Levels don’t matter
much. For most things a result of nine or greater
means the character has succeeded at whatever
task was being attempted. Sometimes however,
just doing something is not as important as
doing it well, and that’s where Success Levels
come in. Let us elaborate.
Creative Stuff: A music performance,
writing a great novel or telling a good lie—how
well the character did it is going to be pretty
important. One Success Level is pretty
mediocre; she didn’t do anything wrong, but it
didn’t look too good. No rotten tomatoes get
thrown, but she gets quite a few yawns. If the
audience was already hostile or suspicious,
whatever was being attempted is not going to
work. Two Success Levels is decent—she pulls
it off (whatever it is) without a hitch and looked
competent doing so. Three Success Levels is a
good job—this is where people get real applause
and cheers. High fives all around. Four Success
Levels gets standing ovations, favorable reviews
from most critics, maybe even a record contract.
At five and above, she is on fire (in a good
way); everything worked perfectly and almost
everybody loves what she did.
Hurting or Healing: When the character
attacks someone, how well she struck
influences how much she hurt the target. Add
the Success Levels of the attack roll to the base
damage of the attack. On the flip side, for uses
of the Medicine Skill, each Success Level heals
one point of damage.
Lengthy Tasks: Things that take some
time may require you to get a high number of
Success Levels, usually in the 5+ range.
Characters can accumulate Success Levels by
trying over and over. For example, you might
decide that breaking down a sturdy door
requires eight Success Levels. A strong
character could roll well enough to get all eight
Success Levels in one or two tries, while a
wimpier character would take several tries.
• Quotable Quotes The game is as much about the dialogue as it is
about stomping Stormtroopers. Coming up with
cool, witty lines is not easy. Players who put in the
effort to come up with a funny and memorable line
should be awarded with a Force Point, once per
game session. Everyone has to agree that the line is
worthy of the reward. Simply quoting lines from A
New Hope usually isn’t enough to score a Force
Point, unless it is used in a particularly creative
manner.
• Heroic Deeds Shooting Stormtroopers does not constitute a
Heroic Act—it’s part of a Rebel’s job description.
To earn Force Points, a character needs to perform
acts of self-sacrifice for the good of others. The
sacrifice should be significant—serious risk of
death or injury or some personal loss. This type of
act should get one or two Force Points, depending
on how serious the sacrifice was. Optionally, a Jedi
who’s trying to redeem himself from past misdeeds
may forgo this particular reward for a Dark Side
Point Reduction (see the section on The Force for
more information.)
• When Bad Things Happen To
Good People Sometimes, the plot may require that something
bad happen to your character. Someone sneaks up
behind the character and zzzaaap! You’re out! Or
the ship refuses to jump to hyperspace…there’s a
million things that could go wrong in order to
advance the plot. This shouldn’t happen often, but
when it does you should get paid for your trouble
with one to three Force Points.
When this rule is invoked by the Supreme
Chancellor, a player cannot use Force Points to
undo the results—if the villain is meant to get away
this time, she has to get away. Ditto if this is your
turn to end up as a hostage. The more unfair the
situation is, the more Force Points you get.
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• The Agony That Is Life This is the tragic version of When Bad Things Happen to Good People. When a subplot involving
a Cast Member and her Drawbacks (things Dependant, Love, etc.) results in a tragedy, she should be
awarded one to three Force Points every game session where the subplot comes into play. Getting
frozen in carbonite, rotting in a Sarlacc pit, or ending up as some Hutt’s love slave—if the subplot
could be made into a episode of Clone Wars, it is Force Point worthy, but you really need to get into
character, though.
“My character goes to a bar and gets plastered. Oh, woe is me” just ain’t gonna cut it. Roleplay the
stages of grief, the lies addicts tell to themselves as well as to their friends and the crisis moments
when things come to a head. Sometimes, an emotional crisis directly affects the character. This
happens almost exclusively to heroes: when their psyches are struck and their self-confidence wavers,
they are in serious trouble. When tragedy strikes the character (usually when a subplot reaches its
boiling point), she suffers a -2 penalty to all her actions. Even worse, the character cannot use Force
Points for Heroic Feats, Plot Twists or Righteous Fury. This sad state of affairs lasts until the character
snaps out of it, usually through the efforts of another character. These times of grief get the character
involved two Force Points, or three if the crisis lasts for an entire session.
EXPERIENCE & IMPROVEMENT
Keep doing something, and you are bound to get good at it – characters improve over time. At
the game session, you get experience points to improve Attributes or Skills, to gain new Qualities or
buy off Drawbacks, or to buy Force Points. Typically, each player should receive between one and
five experience points in a game session.
Everybody who participates gets one experience point just for showing up. If the characters
succeeded in achieving a goal or mission, they get another point. Players who stayed in character and
helped move the game along get another. Those are basic rewards. You can also get an extra
experience point if you achieved your goal or objective by working together, and another if you came
up with a really clever solution to do it. Players who bring something to contribute to the game
(hosting at your house, bringing snacks or drinks to share, etc.) get another point. At the end of major
story arcs, additional experience points – and maybe even Force Points – will be awarded.
Using Experience Points Experience points represent wisdom and personal growth, physical improvements, and learned
abilities. In general, all experience point expenditures and ability improvements should be explained
in-game. Practice, training, a new teacher, special equipment, and storyline events are all possibilities.
“I want to” as a rationale should be frowned upon. This is particularly true for Quality gains or
Drawback loses.
Improving Attributes Strength, Dexterity, and Constitution can be improved through physical training. Explaining
improvements in Mental Attributes is a bit harder, but not impossible. Perception can get better if the
character learns to pay more attention to the world around her. Willpower improves after undergoing
severe ordeals; whatever doesn’t kill you only makes you stronger, and all that jazz. Intelligence might
get better as a result of maturity and simple exercise—give those neurons a workout and they may start
improving. After character creation, characters can usually only improve each Attribute by one level
and no more. If the character starts out fairly young, like a Padawan, you may allow her Attributes to
improve by up to two levels, allowing for growth spurts.
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(IV) RULES
BASICS
D10 roll + Attribute + (Attribute or Skill): Basic Success: 9
Success Levels In some situations, your GM will need to know more than whether the character has succeeded
at
something— you need how well you succeeded. When that’s the case, check the result against the
Success Level Chart. The greater the number of Success Levels, the better the character did. Some
difficult tasks require more than one Success Level.
Roll Success Description
9-10 1 Adequate
11-12 2 Decent
13-14 3 Good
15-16 4 Very Good
17-20 5 Excellent
21-23 6 Extraordinary
24-26 7 Mind-boggling
27-29 8 Outrageous
30-32 9 Heroic
33-35 10 Jedi-like
Resisted Actions Sometimes an action is resisted. This usually happens when the character is trying to do
something to someone else. If a character is trying to lift the command cylinder from an Imperial
officer’s uniform, there’s a chance he’ll notice, for example. Also, close combat is a very big on the
Resisted Action front.
Resisted Actions involve two or more characters. Both make their rolls as above. If one
succeeds (gets a total of nine or above) and the other doesn’t ... well, that’s pretty easy. If both
succeed, the one with the higher total wins. If both fail, nobody accomplishes anything. If you still
need a comparison, the lower roll fails more. In case of a tie, the defender (if there is a defender) wins;
otherwise it is just a tie. Adversary characters typically use a fixed value (no roll) for their action
(instead of fleshing out all the details, most NPC’s only have ratings for Muscles, Combat or Brains);
the player character needs to beat those Scores to succeed at the Resisted Action. If defending, the
character needs to beat or tie those Scores.
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Roll Modifiers In addition to Skill and Attribute levels, other factors may add bonuses or penalties to the roll.
Easy tasks gain bonuses; difficult and complex tasks incur penalties. The astute among you will notice
that modifiers are comparable to Success Levels. Negative modifiers make it harder to reach the
Success Level needed; positive ones make it easier. But modifiers allow finer adjustments (a +1 bonus
affects a roll but does not amount to a full Success Level change). Also, positive modifiers could
transform a roll into a success in a way that Success Level decreases can’t (i.e., once you lower the
required Success Levels to one, you can’t go
any lower). The Base Modifiers Table gives some guidelines. In addition to those modifiers, spending
Light/Dark Side Points can add bonuses to rolls involving use of the Force.
Base Modifiers Table
EASY: +5
MODERATE: +3 to +4
AVERAGE: +1 to +2
CHALLENGING: No modifier
DIFFICULT: -1 to -2
VERY DIFFICULT: -3 to -5
HEROIC: -6 to -9
SHAAH, RIGHT: -10 or worse
To Roll or Not to Roll Die rolls are best only when the situation has some dramatic value and where the outcome is in
doubt. Keeping rolls to a minimum allows players to get involved in the story. Generally, if the action
is routine or not important, rolling shouldn’t be involved. Also, some things should be so ridiculously
easy that making rolls is a waste of time.
Working Together When two or more characters gang together to get something done, it’s usually a good thing.
They can fact-check each other, engage in entertaining repartee, and generally share the load. But it
ain’t always happiness and comradery. There are times when a weak link can be a big problem. If the
task is long-term or low-tension, such as research or construction, all the participants roll and add their
Success Levels together. This is used when each member of the gang has her own work space and
communication is easy. If anyone fails, she adds no benefit but also causes no penalty. All that help
should make the task go quicker.
It’s not so simple when time is short, distractions abound, or when coordination needs to be
precise. In those cases, one person (usually the one with the best chance or in the best position) takes
the lead. The others roll separately and contribute a +1 bonus per Success Level to the leader’s roll.
The leader adds up all the bonuses and applies them to her roll before determining Success Levels.
Messing up can be a real downer; any helper’s failure subtracts two from the leader’s final result.
Fear and Loathing Some aspects of the Star Wars Galaxy can be downright scary, especially when the Dark Side
gets involved. Most of the time, this should be roleplayed rather than determined by rolls—if the
characters encounter a corpse, they can react to it as they will. During potential combat situations
though, the fainthearted may freeze for a crucial moment, or worse.
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When a situation calls for it, the characters can make a Willpower (doubled) roll; Qualities like
Nerves of Steel or Fast Reaction Time help. This is called a Fear Test, with modifiers added to taste.
(III) COMBAT
TURNS, INITIATIVE & ACTIONS
To make things go a bit easier when the rough stuff starts, the action is divided into segments,
known as Turns. A game Turn represents a short bit of time—five seconds or so—during which
characters can attack and defend. During a Turn, a normal character can attack once and defend
against one attack without penalties.
Very Experienced or fast characters can potentially make more than one attack during a Turn
(see the chart below.) Each turn has three phases, or parts: Intentions (where the players say what their
characters intend to do), Initiative (determining who goes first), and Actions (where the fight is
resolved and damage, if any, is meted out). A fight usually lasts more than one Turn, unless the
characters are really on the ball.
• Intentions: At the beginning of the Turn all players must declare what actions they intend to
take this round. Intentions can include such things as “I call on the Force to see what happened
in this place,” to ” “I scream like a little girl and try to run away,” or “I launch a spin kick
followed by two fast punches.” Decide if the action being attempted is feasible, or if it will take
more than one Turn to complete.
• Initiative: At the beginning of a fight, you determine who attacks first. Common sense, not
always a random die roll, is the first determinant of Initiative. What are the circumstances of
the fight? If it’s an ambush, for example, the ambushers go first. If a character is attacking a
blaster-toting goon, and is too far away to grab the weapon, the gunman gets to shoot first.
Unleashing a Force power goes before a kick, and so on. Generally, mental actions (such as
Force Powers) go first, followed by ranged and finally by good old close-range weapons. If the
situation is less clear-cut (your hero rounds a corner at the same time as a Stormtrooper, for
example), the character with the highest Dexterity (modified by Fast Reaction Time) goes first.
If both sides have the same Dexterity (and they both have or lack Fast Reaction Time), each
side rolls a die. The higher roll wins; a tie means both characters act at the same time (really
painful if they were punching each other in the face.) During subsequent Turns, determine
Initiative in the same manner, or award it to the character who has momentum (whoever
managed to connect a punch without being hit back, for example).
• Action: Whoever wins Initiative attacks first (assuming the Intention involved an attack.) The
target may be able to defend against the attack. Attacks are resolved using the basic game
mechanic—the player rolls a D10 and adds the Attribute and skill involved, plus or minus any
modifiers. The defender does likewise, and the higher (or equal if defending) roll gets their
way. If the defender has no defense action available, or decides to reserve her actions for
offense or movement, she defends with a roll result of zero. In effect, the blow lands unless the
attacker’s roll is nine or lower (in which everyone stands around looking silly). When fighting
NPC’s, attacks have to beat (defenses beat or tie) the target’s Combat Score to be successful. If
an attack hits, damage is determined based on the attack’s base damage, the Success Levels of
the attack roll, the defender’s armor, and any damage type modifiers. This is also when can
spend Force Points to get an edge during the fight. After the first attacker is done, the second
gets to go, and so on.
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COMBAT COMPLICATIONS
In combat, things rarely happen according to plan – especially when the blaster bolts start
flying.
• Attacking from Behind: One word of advice—if you have to stab somebody, stab him
in the back—otherwise it ruins the surprise. A distracted opponent cannot defend
against attacks from behind. Targets with Situational Awareness are the exception; they
can defend, but at a -2 penalty. Would-be victims might be allowed a Perception
(doubled) roll before they are bushwhacked; in that case, they can also defend with a -2
penalty.
• Full Defense: Sometimes, fighting is not the best option. Going fully defensive allows
the character to defend against two attacks at no penalty (more if extra actions are
available), and grants a +3 bonus to all defense actions (dodges and parries, for the
most part.) No attacks are allowed on the Turn the character goes into Full Defense
mode. This is a good idea for inexperienced characters who want to keep their enemies
busy until help arrives. Asking for one’s mommy doesn’t provide any bonuses, but
might make the character feel better.
• Full Offense: Here the character attacks recklessly, without worrying about defense.
Best reserved for surprise attacks or suicide troops. It’s also good when several
attackers are going after one target. The character gets a +2 bonus on all attacks in that
Turn, but cannot defend against any attacks. Note that a particularly feeble character’s
only chance of success when attacking a superior foe may be to go Full Offense, or use
a Force Point.
• Knockdown and Fighting Prone: Getting knocked on one’s bottom is a bad thing.
When a character is knocked down, he cannot attack for the remainder of the Turn, and
defenses are at a -4 penalty. After that, all actions (both offensive and defensive) suffer
the -4 penalty until the character stands. Getting up takes one Turn. Doing it with that
oh-so-cool flip and snap thing requires two Success Levels on a Dexterity and Athletics
roll. A number of Combat Maneuvers result in a knockdown. Also, any blow that
inflicts more than triple the victim’s Strength in damage (before accounting for
Slash/stab or weapon modifiers) may result in a knockdown, if it seems dramatically
appropriate.
• MULTIPLE ACTIONS: Characters can attack once and defend once a Turn at no
penalty. Fast and furious fighters however, can do more. Those with Dexterity 5 or
greater gain extra actions per Turn according to the table below. Extra actions may be
taken as attacks or defenses. As it is difficult to do more than two things at once (or
walk and chew gum for some of us), additional actions suffer cumulative penalties of -
2. The player only rolls once – successive attacks or defenses each reduce the total by
two. If the target defends against any of those attacks, all attacks cease.
Dexterity Additional Actions 5-6 +1 action
7-8 +2 actions
9-10 +3 actions
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• Multiple Opponents: Numbers count. When two or more attackers gang up against a single
target, their actions gain a +1 bonus for each attacker, to a maximum of +4 (more than four
attackers just get in each other’s way). So, if two Sand People attack your character, they each
get a +2 to their Combat Score. Again, if the defender doesn’t have enough actions to defend
against all attacks, some attacks are resisted with a zero defense roll. Here is another way for
below-nine Combat Score characters to have a chance of hitting their opponent—attack in
numbers.
• Restraints: Sometimes, the bad guys don’t just want to kill. Sometimes they want to tie a
character up. When manacled, chained, or otherwise restrained, fighting is a lot more difficult.
If the character’s legs are free, she can kick at no penalty. If she can move (i.e., isn’t bound to a
stake or chained to a wall), she can also head butt. If her arms are tied in front of her, she can
punch at a -2 penalty. Getting free uses Dexterity and Athletics, with penalties from -1 (a
protocol droid tied you up) to -6 (an Ewok tied you up).
RANGED COMBAT
Why resort to brawling when enemies can be dispatched at range? Blasters are a serious fact of
life in the Star Wars Galaxy/ Generally speaking, ranger combat works just like regular combat.
Attackers make their rolls or use their Combat Score, and the target tries to defend (usually by
Ducking). Dodging blaster weapons and the like is difficult, though; a Duck attempt against blaster
bolts and other fast-moving projectiles suffers a -2 penalty on top of any others that are applicable (the
character is busy ducking for cover.) If there is no available cover, the missile weapon dodge penalty
increases to -4.
Range Penalties To keep things simple and cinematic, assume that there’s no penalty at Short Range, a -1
penalty to shots at Medium Range, and a -3 penalty to shots at Long Range. Realistically, individual
weapons would have differing range increments. For purposes of this game, exact range numbers are
arbitrary.
Multiple Shots If shooting doesn’t work at first, shoot them again and again. Most blasters can fire more than
once in a five-second period. Roll and add Dexterity and Blaster; each additional shot uses the same
roll, but suffers a cumulative -1 penalty. Primitive ranged weapons use the Multiple Action rules (see
above.)
Automatic Fire Automatic weapons (usually military-grade or mounted weapons) can fire a constant stream of
energy until the coils overheat. Trained soldiers fire bursts—controlled gunfire that sends three or
more blaster bolts downrange. For any autofire, make one attack roll; each Success Level in the roll
allows shot to hit the target (up to the number of bolts fired). The base damage for each shot is
modified by armor, and then added together before applying the multiplier. Success Levels do not
affect the damage calculation. Still, lots of blaster bolts do lead to lots of death.
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DAMAGE
Each attack action has a base damage number or a formula. If it is a number, the base damage
is fixed, an inherent characteristic of the weapon—a blaster pistol has the same base damage for
everybody (it’s very democratic that way/) Formulas usually depend on the Strength of the attacker—a
punch from a Wookie is going to hurt a lot more than a punch from either Princess Leia (probably.)
Do the calculations once, and write the base damage of the attack on the Combat Maneuver portion of
the character sheet.
During play, the actual damage inflicted is equal to the base damage, plus one per Success
Level of the attack roll, minus any Armor Value possessed by the defender, multiplied by any damage
type or other modifier (see below.) That’s a bit complicated, but once you play through a few combats,
it will become much easier. The character sheet has the Success Level Table right by the Combat
Maneuver area, so a quick glance provides that information.
Base Damage + 1 per SL – Armor (x2 if Lethal) = Total Damage
Types of Damage There are two types of damage: Bashing and Lethal.
• Bashing Damage: This covers any attack by a blunt object. Bashing attacks reduce Health
Points normally. Armor (natural or worn) and the Natural Toughness Quality protect against
Bash damage.
• Lethal Damage: Lethal damage inflicts double damage against most creatures, after
subtracting for armor or similar protection (if any.) Weapons with sharp edges can be used to
cut off limbs or heads; if a limb is attacked and the damage is enough to reduce the victim to
zero Health Points, the limb has been severed (see also the Decapitation Maneuver.) Note that
multipliers from Maneuvers and weapons do not stack – use the best one.
ARMOR
Armor is pretty common in the Star Wars Galaxy. It works by absorbing or deflecting some of
the force of an attack, keeping sharp stuff away from the character’s vitals and partially scattering the
explosion of a blaster bolt. Armor has, not surprisingly, an Armor Value, a number that subtracts from
damage. Armor has its disadvantages too: it can be cumbersome and it can attract unwanted attention.
Walking around in full combat armor in the Core Worlds might make heads turn. Not to mention, it’s
often illegal. Armor details can be found below.
19
Ranged Weapons Chart
Weapon
Base
Damage
Damage
Type Range Notes
Blaster, pistol 18 Lethal* P Multishot
Blaster, heavy 24 Lethal* P Multishot
Blaster, hold-out 12 Lethal* P
Blaster, sporting 12 Lethal* P
Ion gun, pistol 18 Lethal* P
Blaster carbine 24 Lethal* R Multishot
Blaster rifle 24 Lethal* R Multishot
Blaster rifle, sporting 18 Lethal* R
Blaster, lt. repeating 24 Lethal* R Multishot/Autofire only
Ion gun, rifle 24 Bashϕ R
Grenade, frag 25 Lethal* 4m/Str Blast radius 4 meters
Grenade, stun 15 Bashϕ 4m/Str Blast radius 4 meters
Thermal detonator 54 Lethal* 4m/Str Blast radius 8 meters
Electro-net 12 Bashϕ 2m
Bowcaster 30 Lethal* P Min Str 4 to use
Blaster cannon 32 Lethal* R
Blaster, hvy repeater 32 Lethal* R Multishot/Autofire only
Blaster, E-Web 48 Lethal* Rx2 Multishot/Autofire only
Ranges: P = pistol range; R = rifle range
*Lethal damage does double the base damage after all modifiers are calculated.
ϕ Stun setting does bashing damage; victim must make a Con (doubled) roll with a penalty equal to
the success levels of the stun attack.
Melee Weapons Chart
Weapon
Base
Damage
Damage
Type Range Notes
Combat Gloves +2 Bash -
Force Pike 16 Lethal * -
Gaderffii 14 Bash -
Knife 4 Lethal 2m
Lightsaber 20 Lethal - Ignores armor rating
Longsword 8 Lethal -
Quarterstaff 6 Bash -
Spear 8 Lethal 4m
Stun Baton 15 Bash* -
Vibro-ax 20 Lethal -
Vibroblade 12 Lethal -
Vibrodagger 8 Lethal -
Pointy Sticks
and Rocks
30 Bash 2m Ignores armor rating; Ewok weapon only
*Stun setting does bashing damage; victim must make a Con (doubled) roll with a penalty equal to the
success levels of the stun attack.
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Armor Chart
Armor
Armor
Value
Dex
Penalty
Notes
Heavy Clothing 1 -
Archaic Leathers 2 -
Archaic Chain Mail 4 -1 +2 armor vs. non-blaster weapons
Archaic Plate Mail 6 -3 +2 armor vs. non-blaster weapons
Blast Helmet 1 -
Blast Vest 4 -
Combat Jumpsuit 6 -
Padded Flightsuit 4 - +1 Survival, 10 hrs life support
Armored Flightsuit 6 +2 Survival, 10 hrs life support
Battle Armor, Padded 8 -1
Battle Armor, Medium 10 -2
Battle Armor, Heavy 14 -3
Standard Space Suit 2 -3 +3 Survival, 10 days life support
Armored Space Suit 12 -3 +3 Survival, 10 days life support
Stormtrooper Armor 10 -2 +2 Survival
Imperial Scout Armor 6 - +1 Perception, +2 Search, +2 Survival
Battle Frame 6 -4 Comes standard with 3 heavy hard-points
Corellian Power Suit 8 -2 +2 Strength
Armor ratings subtract from the base damage of a weapon.
INJURY
If a character is hurt enough, bad things start to happen. Characters reduced to 10 Health or
below are severely injured, and find it hard to continue fighting; any combat roll suffers a -2 penalty.
If reduced below five Health, this penalty goes up to -4.
Consciousness Tests
When reduced to zero Health or below, unconsciousness or incapacitation
(i.e., the character is conscious, but can only lie there and work very hard on breathing) is likely. The
player must make a Willpower + Constitution roll, with a penalty of -1 for each of the character’s
negative Health Points. So, a character at -4 Life Points (she has taken enough damage to reduce her
Health to zero, and four more points on top of that) has a -4 penalty to her Consciousness Test. If
successful, she can act normally (with the usual -4 penalty) but any further damage requires another
roll (with new and no doubt greater minuses.) The Resistance/Pain Quality aids consciousness rolls,
and reduces wound penalties.
Survival Tests
If the character is reduced to -10 Health or worse, death is a possibility. She has to make a
Survival Test. This uses Willpower + Constitution (just like Consciousness Tests), but suffers a -1
penalty for every 10 points that the character is below zero (i.e., a character reduced to -32 Life Points
would have a -3 penalty to her Survival Test). The Hard to Kill Quality provides a bonus to Survival
Tests. If the character passes the Test, she lives. If she doesn’t, she becomes One with the Force (cue
somber music.) Remember those Force Points!
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Slow Death
If a character is below -10 Health and makes a Survival Test, but doesn’t get medical help
within one minute, she may still die. Survival Tests are required every minute after the first, at an
additional -1penalty per minute (so after five minutes, the additional penalty would be -5; half an hour
later, it would be -30, and even a Force Point may not be enough to save her.) A successful
Intelligence and Medicine roll stabilizes the character, and eliminates any need for further Survival
Tests (based on that injury.)
Dying Deeds
Characters who fail a Survival Test are most likely unconscious and incapacitated. This is a
huge downer, both for them and for the storyline. Such events should be marked in a significant way -
immortalized. Thus, a special rule applies. If a character dies, the player has the option of performing
one last deed, or saying some famous last words, at your discretion. The Last Deed option allows the
character to act normally for one or two Turns (no wound penalties apply.) Famous last words can take
as much as a minute (more likely, they should consist of a couple of sentences.) These are the
character’s last acts – make them count.
Falling
It’s not the fall that hurts – it’s the sudden stop at the bottom. Any fall from more than one yard
distance inflicts three points of Bashing damage per yard. A Dexterity and Athletics roll (or the
Combat Score) reduces the fall’s effective distance by one yard per Success Level. So a character who
gets four Success Levels in her Dexterity and Acrobatics roll would take no damage from a three-yard
fall, and would suffer six points of damage from a six-yard fall.
If you like, top out falling damage at 50 yards (150 Health Points). That’s highly cinematic (a
fall of over 50 yards kills most characters, but the serious veterans with Force Points to burn might
survive) but not totally bogus (humans have fallen out of airplanes and survived.)
Suffocation
If a character is unable to breathe or doesn’t have access to enough oxygen (i.e., underwater),
she dies.. Anybody can hold out for 12 Turns. After that, a Consciousness
Test is required with a cumulative -1 penalty each Turn. Survival Tests kick in, again with the
cumulative -1 penalty, each 30 seconds. Those who have lost consciousness may be resuscitated with
medical help.
Poison
Poisons have a Strength Attribute. Roll and add the poison’s Strength (doubled); this is resisted
by the victim’s Constitution (doubled). If the poison “wins,” the victim is drained of one Attribute
level per Success Level in the poison roll. Paralyzing agents drain Dexterity, while debilitating
venoms might drain Strength. When the Attribute is reduced to zero, the victim is unconscious or
incapacitated and the poison starts draining Constitution. When Constitution reaches zero, the victim
dies. The frequency of poison rolls depends on how powerful the substance is. Very deadly poisons
roll every Turn, while less powerful agents roll once per minute, per hour, or even per day. An
Intelligence and Medicine roll may help identify the poison and remove it from the victim.
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Disease
This works just like Poison, except the Disease rolls (using the Strength of Disease) are usually
less frequent (rarely faster than once per hour, and typically once per day). Some diseases do not kill;
they just incapacitate victims with fevers, chills and other unpleasantness.
HEALING & MEDICAL HELP
A medpac or bacta tank can come in real handy whenever a character is severely injured.
Without medical help, characters can heal from wounds, but very slowly (one Health Point per day.)
With Force Points, healing is not much of a problem, though. Characters should be up and around by
the next Episode, unless the injuries were truly epic in scope. For the everyone else (those not blessed
with Force Points), injuries heal at the rate of one Health Point per Constitution level every day spent
under medical care – that’s without advanced medical technology. Characters with access to bacta or a
medical droid can be up and running again in a quarter of the time – they get to heal Health Points at a
rate of their Constitution +5 per day.
(IV) THE FORCE
THE FORCE AS A RELIGION
For ten thousand years, most sentient beings of the galaxy ascribed to a quasi-religious belief
in The Force, though in the days of the Galactic Empire, those who still believe in the ancient ways
keep it to themselves.
It is common knowledge that The Force is a metaphysical, binding, and ubiquitous power that
held enormous importance for both the Jedi and Sith monastic orders. The Force was viewed in many
different aspects, including, but not limited to, the Light Side, the Dark Side, the Unifying Force, and
the Living Force.
The first two aspects were concerned with the moral compass of the Force in its various
manifestations. The Light Side of the Force was the facet aligned with compassion, courage, healing,
and benevolence, while the Dark Side of the Force was the element aligned with hatred, fear,
aggression, and malevolence.
The latter two aspects were defined by prominent Jedi philosophies: The Unifying Force
essentially embraced space and time in its entirety while the Living Force dealt with the energy of
living things. Though the Force was categorized in this way, there are no specific abilities or powers
usable by a follower of a different path of the Force; the Force partially existed inside the life forms
that used it, and drew energy from their emotions.
Some beings, particularly the Sith, believe that the Dark Side of the Force is more powerful
than the Light, though it’s more true to say that it is simply more tempting. Others see the Force as an
entity capable of intelligent thought, almost as a sort of god.
Though the Force is thought to flow through every living thing, it can only be harnessed by
beings described as "Force-Sensitive". This Force-sensitivity was correlated with, and sometimes
attributed to, a high count of internal micro-organisms called midi-chlorians that are found in a Force-
sensitive's blood: the higher the count, the greater the being's potential Force ability, though there have
been exceptions to this rule. Force-sensitive beings are able to tap into the Force to perform acts of
great skill and agility as well as control and shape the world around them.
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FORCE SKILLS
Users of the force know one or all of three Force Skills, also known as the Three Devotions.
They are Control, Sense and Alter.
• Control affects the Jedi’s own body; through this power he can heal himself, resist pain, and
defend himself in a number of ways. A Force user with Control can empty his mind at will to
generate Light Side Points, so long as he doesn’t have any Dark Side Points in his pool – in
that case he must draw on his rage to generate Dark Side Points only. This requires a
Willpower + Control roll and a full round of intense concentration; the number of successes
gained equals the number of Light (or Dark) Side Points they regain.
• Sense allows the Jedi to enhance his senses, both physical and supernatural, to catch glimpses
of the future and to perform such superhuman feats as deflecting blaster bolts with his light
saber. Often, skilled Force users can sense one another at a distance with Sense powers – they
may also attempt to hide their presence in the Force with a Willpower + Control roll.
• Alter allows the Jedi to affect the world around him, from manipulating weak minds to moving
objects through telekinesis.
Getting Force Skills at Character Creation Each Force Skill costs three points per level until level five, and double points per level
thereafter. The maximum starting level with a Force Skill is 5.
Getting Force Skills During the Game
An existing Force Skill can be improved with experience points at a cost equal to (Next
Level+2). So, for example, raising your Alter Skill from 3 to 4 would cost 6 points. Getting a new
Force Skill would require that the character finds a teacher with a minimum skill level of four in that
Devotion, and that the character spends 10 experience points and no less than a month of intensive
training under the teacher.
LIGHT/DARK SIDE POINTS
All Force abilities require energy to work. Even the most powerful Jedi have a finite capacity
to tap the Force, and they must rest and meditate after frequent uses of the Force to regain their
strength. In game terms, all Force-Sensitive characters have a base Light (or Dark) Side Point pool
equal to the sum of their Willpower, Perception and Intelligence, doubled. Light (or Dark) Side points
can be used in the same way as the Good Luck Quality for Force Powers-related rolls, meaning that
you can burn Light/Dark Side Points, each one adding +1 to a roll after the roll has already been made.
You can spend no more than your (Willpower + Control) total on a single roll.
Note that Light Side Points and Dark Side Points are the antithesis of one another – when your
character gains a Dark Side Point, he looses a Light Side Point from his pool. The total number of his
Light/Dark Side Points combined should equal his Willpower + Perception + Intelligence x2. Creating
new Dark Side Points like this refreshes the new point for immediate use (tempting, isn’t it?); Fallen
characters do not gain the benefits of switching from Light to Dark.
Regaining Light/Dark Side Points
A Force-Sensitive character regains 1 Light (or Dark) Side Point per hour, every hour. The
character may also try to meditate to regain more power, which requires a simple Willpower roll. If the
roll is successful, the character instead regenerates three Light/Dark Side Points per Success Level.
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Normally, a meditation roll can only be attempted once every twelve hours, however, a character with
the Control Skill can empty his mind at will as a sort of crash-meditation (see Control, above.)
Manipulating the Force is not without risks. When a character uses the Force beyond their
body's ability to sustain it, the individual can suffer physical damage, accelerated aging, or in extreme
cases, death by burning their own cells from the inside out. If a character is drained of all Light/Dark
Side Points (or refuses to use the one he has), he can cannibalize his Health Points as a substitute.
(Note that Health Points lost in this matter cannot be regained through use of Force Powers, and may
come with some of the mentioned consequences.)
THE DARK SIDE
Using the Force is not without risk. The power, if wielded carelessly or for evil purposes, may
eventually consume the character and make him a slave to the Dark Side, to the negative energies of
pain and suffering. To turn to the Dark Side means to lose all emotional connection to the rest of the
world, to abandon love and empathy, to turn into something that makes a serial killer look like a model
of human brotherhood. Once in a while, a very strong-willed Force wielder may manage to break free
from the pull of the Dark Side, but those are rarities and they may relapse back into evil.
In game terms, a Force-user who abuses his power or commits evil acts will gain Dark Side
Points. Whenever a point of Dark Side Points gained, it subtracts from the character’s regular Light
Side Pool. If all of a character’s Light Side pool is converted into Dark Side Points, the character has
Fallen; he loses all capacity for empathy or care, and will see all human beings as nothing more than
gamepieces, to be used, destroyed or discarded. Fallen Characters are immediately awarded the Fallen
Template.
Described below are some circumstances and events that will result in a Force-Sensitive
character gaining (and losing) Dark Side Points:
• Accidentally harming an innocent, or letting an evil act go unpunished: +1 Dark Side Point.
• Regularly using the Force for trivial or selfish purposes (i.e., using Telekinesis to do
something the character could have easily done himself): +1 Dark Side Point.
• Using Force powers to acquire money or personal power, or to elicit the admiration of others:
1 Dark Side Point per use.
• Using Force powers out of rage, greed or petty personal reasons: 2 Dark Side Points per use.
• Using a Force Point for evil purposes: Double the Dark Side Points for the specific action.
• Killing in anger: 3 Dark Side Points for the entire incident.
• Deliberately killing an innocent: 5 Dark Side Points.
• Using a Dark Side point: If the character is out of Light Side Points, and he uses points from
the Dark Side pool, he automatically accumulates more Dark Side points (one-for-one from the
value of his Light Side Pool is permanently converted to a Dark Side Point for immediate use.)
• Attempting to Call on the Dark Side (see below): 4 points
• Refusing a deserved honor or reward: lose 1 Dark Side Point if the honor or reward is
something the character really wanted or needed. This could include relinquishing claim on
valuable “loot” a party of characters might come across in their adventures.
• Adopting a monastic lifestyle or increasing level of discipline; One-quarter of a character’s
Dark Side Points are converted back to Light Side Points if the change to a disciplined lifestyle
is sincere and reasonably lasting. A Jedi wishing to pursue this road to redemption has a lot of
work ahead of him if he hopes to live even more monastically…
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• Performing a truly heroic, life-threatening act: One-half or all of a character’s Dark Side
Points are converted back to Light Side Points, but the act must be truly dangerous. Guarding
the bridge against an alien Balrog so your friends can escape would be worth a one-half total
refund of Dark Side Points. A heroic sacrifice worth a full redemption will most certainly
require the character’s dramatic death.
Calling on the Dark Side The Dark Side is not better, but is easier, quicker and more seductive. Characters who are
angry, afraid, desperate or otherwise out of balance, and have not been consumed by the Dark Side
yet, may call on it, even if they are not Force-Sensitive. Note that Fallen Characters may not call on
the Dark Side!
Calling on the Dark Side earns the character 4 Dark Side Points on the spot, even if the attempt
is not successful. These points, besides converting Light Side Points, refresh into the Dark Side pool,
and are immediately available.
To call on the Dark Side, the character must make a Simple Perception Test. Force-Sensitive
characters have +4 to the attempt and roll Perception + Control. If the intended action will not bring
harm or pain to another being, the character has a -4 penalty to the roll. On a successful test, the
character receives a Force Point in addition to the ones he has, which must be used immediately. Note
that if he uses this Force Point to commit an evil act, he will receive double Dark Side points for it, as
if he were using a regular Force Point. This is in addition to the Dark Side points he earned for calling
on the Dark Side.
Characters who do not believe in the existence of the Force, like most Imperial troops and
officers, cannot call on the Dark Side.
FORCE POWERS
Force-Sensitive Abilities All Force-Sensitive characters have the following automatic abilities:
• Awareness: Force wielders can sense disturbances in the Force. This usually is automatic,
although sometimes the GM may require a roll using a Perception + Sense roll. If the Force-
Sensitive character does not have the Sense skill, then he has to roll and add his Perception
attribute. Many such disturbances can only be felt “within range,” generally speaking, though
sudden visions granted by the Force which break these rules are not uncommon. Disturbances
include:
o The presence of other Force Users within 1 yard for every point in the sum of the
target’s Light and Dark Side pools (i.e., a gifted Jedi with 70 Light Side Points and 5
Dark Side Points will be detected within 75 yards).
o The mass death of sentient beings happening simultaneously can be felt far away by all
Force Sensitive individuals. The death of hundreds can be felt as far away as 10 miles
per level of their Sense Skill. Mass deaths in the thousands can be felt anywhere on the
same planet. Millions of simultaneous deaths can be felt in measurements of Light
Years distance, one per level of the Sense Skill. Deaths counting in the billions, like
occurred on Alderaan, can be felt by Force users at a range of one Sector of space per
level of their Sense Skill.
o Any major Place of Power, an ancient relic or artifact, or some other significant
gathering of Force energies can be sensed at up to 500 yards per Sense Level.
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• Resistance: Force-users cannot be easily dominated, controlled or even altered or killed by
applications of the Force. In game terms, any power that tries to affect a character is resisted
with a Willpower + Control roll, or by Willpower doubled, whichever is better. Light/Dark
Side Points can be spent to get bonuses; each point spent in this manner grants a +1 to the roll.
Example: An alien mystic tries to use his power of illusion on a Jedi. The alien makes his
activation roll for a total of 31. The Jedi rolls against his Willpower of 5 plus his Control skill
of 10, and spends 10 Essence. If his roll is 6 or higher, he will prevent the alien mystic from
affecting him.
Powers of the Force Each of the different powers listed below is a manifestation of the Force. Most Force-users
know only one or two of the Force Skills and a handful of these powers; only the Jedi Order and a few
other secret groups know all the three Devotions and a good selection of Force powers. Traditionally,
Jedi learn the Force Skills in order, first Control, then Sense, and then Alter, although proponents of
the Living Force tend to teach Sense first. The Force powers listed below are just a sampling.
Note that you cannot buy powers without buying their prerequisites first.
Keeping Powers “Up”
Attempting an action while maintaining the use of a Force power counts as an extra action and
incurs the normal cumulative -2 penalty, unless the action is directly related to the Power, like
attacking and defending with a lightsaber while having Lightsaber Combat up, or making Perception
Tests and tests with Magnify Senses. Note that some power list a duration in their description, and do
not need to be maintained.
Using Force Powers
All the powers below must be activated; this is done by spending 1 Light/Dark Side Point and
rolling and adding the appropriate Attribute and Force skill.
Acquiring Force Powers at Character Creation
The character must have at least one level of the appropriate Force Skill (Sense, Control and
Alter) and the power’s prerequisites. A starting Force-using character receives one power of his choice
per level of Force Skill (ei: a Padawan with Control 2, Sense 2 and Alter 1 would be able to choose
two Control power, two Sense powers, and one Alter power to start.) Each Force power beyond these
initial selections cost two character points.
Acquiring Force Powers During the Game
Anytime a character raises one of his Force Skills he gets a corresponding power for free. If
you’re electing to purchase a new Force power apart from an increase in the controlling Skill level, a
teacher must be found. Acquiring the new power takes a week of intensive training and the
expenditure of 6 experience points.
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Range Table
User and target are: Modifier
Touching —
Line of Sight +1 SL
Not in line of sight, but within 1000 km +2 SL
Same planet, but more than 1,000 km away +3 SL
Same star system, but not on the same planet +4 SL
Not in the same star system +5 SL
Relationship Table
User and target are: Modifier
Close relatives (married, siblings, parent and child, etc) —
Friends +1 SL
Acquaintances +2 SL
Met once or never met, but know each other by reputation +3 SL
Complete strangers +4 SL
Complete strangers and not of the same species +5 SL
CONTROL POWERS
Absorb/Dissipate Energy
Prerequisite: Control Skill
This power allows the Force-wielder to absorb or dissipate energy, from excessive sunlight to
radiation, heat or even direct energy discharges. This requires a Willpower + Control roll. With one
Success Level, the character can stand up to the harshest sunlight with no ill effect, or run through a
normal fire without taking any damage. Radiation requires three to five Success Levels. Fire and
energy damage can also be dissipated at the rate of 3 points of damage per Success Level (this is
applied before armor or damage modifiers).
Accelerate Healing Prerequisite: Control Skill
On a successful Constitution + Control roll, the character will regain one point of Health per
Constitution level every minute, for 1 minute per Success Level. So, for example, if a Jedi, with Con 3
got five Success Levels on his roll, he would regain 3 Life Points per minute for five minutes, for a
total of 15 Life Points. This power can be used once every hour. For immediate healing, see Reduce
Injury, below.
Concentration
Prerequisite: Control Skill
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This power allows the Jedi to totally immerse himself in the test at hand, using the Force to
focus his skills to supernatural levels. On a successful Willpower and Control roll, the character will
get a bonus equal to +2 per Success Level on the roll, on the one action he was concentrating on. The
action in question must be performed on the next turn, or the bonuses will be lost.
Control Disease/Poison
Prerequisite: Control Skill
A character with this power can cleanse his body from any disease or poison. The strength of
the disease and potion determine how many successes are necessary, ranging from minor diseases (one
Success Level for a mild cold) to terminal ones (requiring 10 or more successes).
Control Pain
Prerequisite: Control Skill
On a successful Willpower + Control roll, the character will not be stunned or knocked
unconscious even if hit by stun blasts, or reduced below 0 points.
Enhance Ability
Prerequisite: Control Skill; Concentration
This power allows the Jedi to enhance his performance at certain non-combat tests (like
driving, climbing etc.) where strength or coordination are an important factor. On a successful
Constitution + Control roll, the character enhances his physical reactions and receives a +1 bonus per
Success Level for Strength or Dexterity Tests or Tests. This lasts 1 minute.
Enhance Speed Prerequisite: Control Skill
This power allows the Jedi to increase his speed. On a successful Strength + Control roll, the
character will gain an extra move action per success in that turn. This lasts 1 round.
Force Defense Prerequisite: Control Skill
The user wraps herself in the Force to protect against Force-based attacks. For each Success
Level in a Willpower + Control roll, the user adds 1 to any roll to resist a Force power. This bonus
lasts for 5 rounds.
Force Leap Prerequisite: Control Skill
This power allows the Jedi to increase his jumping distance by using a telekinetic
"springboard." Every Success Level in a Strength + Control roll adds 5 meters to the character’s broad
jump distance and half that to his high jump distance. Additionally, a character with this power may
activate it and roll a simple Athletics test to ignore a similar amount of falling damage.
Hibernation Trance Prerequisite: Control Skill
This power allows the Jedi to place himself in a state of deep trance, slowing all body functions
significantly. On a successful Constitution + Control Test, the Jedi can hibernate for 2 days per
Success Level in a dry climate, and 1 week per Success Level in a wet climate. The circumstances that
will make the character awake must be specified before entering the trance, either an amount of time
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or specific stimuli (noise, being touched etc.) During the hibernation trance the Jedi appears dead to
anyone who doesn’t conduct medical testing or cannot sense the Force within him.
Projective Telepathy Prerequisite: Control Skill; Receptive Telepathy
This enables the character to send a mental message to another. Only a few words or a short
sentence can be communicated per attempt. The maximum range is based on the Success Level of the
roll and uses the Range and Relationship Tables.
Reduce Injury Prerequisite: Control Skill; Control Pain
By using this power, the Jedi can alter chance to reduce an injury’s severity. On a successful
Willpower + Control roll on the same turn that an injury was suffered, the Force-wielder will subtract
2 points per Success Level from the damage inflicted on him. This is subtracted from the total damage
inflicted, after armor and modifiers are taken into account. If the wound would have killed or risked
killing the character before the diminishment, the character will suffer some permanent crippling
damage, such as a lost limb and eye.
SENSE POWERS
Detect Life Prerequisites: Sense Skill
This power allows the Force wielder to detect live sentient beings that might otherwise remain
hidden. When the power is activated, on a successful Perception + Sense roll, the character can detect
any sentient being within 5 yards per Success Level. If the roll achieves five Success Levels or more,
the character will also be able to recognize them if they’re familiar, get a sense of their prevailing
emotional state, and he will know if they’re Force-Sensitive or not. He will also be able to tell if
they’re severely injured (10 or fewer Health) or incapacitated.
Farseeing Prerequisites: Sense Skill
This power lets you see images from in other places that may have already happened, are
happening currently or will happen in the future. The number of Success Levels in a Perception +
Sense test determines the clarity of the vision. The timeframe of the vision applies penalties to the roll:
past -4 and future -6. Range and Relationship modifiers also apply.
Fear
Prerequisites: Sense Skill
Allows manipulation of the Dark Side of the Force to learn what the subject fears most and project
it back on them. The subject has to make a Fear Check at -2 per Success Level in a Willpower + Sense
Test. Use of this power by a Light Side character automatically creates a Dark Side Point.
Force Pilot
Prerequisites: Sense Skill; Concentration; Enhance Ability
This user of this power uses the Force to assist him in piloting a vehicle. Each Success Level in
a Perception + Sense rolls adds two to any Piloting or Blaster Skill rolls for the duration of the combat.
This power costs one Light/Dark Side Point per turn to use, and though it does cost an action to active,
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it does not count as an extra action to maintain. Failure to pay the upkeep each round disrupts the
power’s effects.
Instinctive Astrogation Prerequisites: Sense Skill; Enhance Ability
This power allows the Jedi to use the Force to navigate in hyperspace. By making a Perception
+ Sense Test, the character can add +2 per Success Level as bonuses to his Astrogation rolls.
Life Sense Prerequisites: Sense Skill; Detect Life
This power can be used to search for a specific person. The maximum range of the search
depends on the Success Levels. The character may perform an extended test and accumulate enough
Success Levels to perform the test through multiple rolls. If the target is located, the searcher will
sense the general physical and emotional state of the subject. This power makes use of the Range and
Relationship modifiers.
Lightsaber Combat
Prerequisites: Sense Skill; Concentration; Enhance Ability
This power establishes a link between the Jedi and his signature weapon, allowing him to
increase his skill and lethality with a lightsaber to inhuman degrees. This connection is so deep that the
Jedi can his blade to parry attacks precognatively that would otherwise be unblockable, like blaster
fire.
To activate this power, the Jedi spends a Light/Dark Side Point. The Jedi then gets to add his
Sense Skill rating to all Lightsaber rolls, and his level of Control Skill becomes the new damage
multiplier of his weapon. If the Jedi is wounded or stunned, he must succeed at a Willpower + Control
roll or the power turns off. If he is knocked unconscious or deactivates his lightsaber, the power will
turn off. Both instances require him to turn it on again by spending another Light/Dark Side point.
To parry blaster bolts, the character must succeed at a Parry Maneuver, scoring an equal or
higher roll than his attacker. Parried blaster bolts can be redirected with a Lightsaber + Sense roll at -2,
plus range modifiers using the range limits of the weapon that fired the shot.
This power costs one Light/Dark Side Point per turn to use, and though it does cost an action to
active, it does not count as an extra action to maintain. Failure to pay the upkeep each round disrupts
the power’s effects.
Magnify Senses
Prerequisites: Sense Skill
This power allows the Jedi to increase the effectiveness of her normal senses. This requires a
full turn of concentration and a Willpower + Sense roll. Each Success Level in the roll gives a +3
bonus to any one sense of the character’s choosing. The power has a five minute duration.
Receptive Telepathy Prerequisites: Sense Skill; Life Sense
A Force-wielder with this power can read the surface thoughts of a target. If the Jedi
accumulates more than five successes, he can go beyond the surface thoughts and actually search
through the target’s memory for information up to 24 hours old.
Sense Force Prerequisites: Sense Skill
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This power will give the character an overview of the flows of Force energy in an area, and will locate
Places of Power or the presence (but not the exact location) of powerful Force users by feeling the
general state of the area (the Jedi will sense if the inhabitants of a place are mired in despair or terror,
for example).
ALTER POWERS
Accelerate Another’s Healing
Prerequisites: Alter Skill
Works as the Control power of the same name, but affects others.
Affect Mind Prerequisites: Alter Skill
This power affects the mind of a target or targets, making them amenable to suggestions,
illusions or even careful editing of recent memories. If the victim of Affect Mind has a Willpower
score higher than the Success Levels rolled to activate this power, if he is Force Sensitive himself, or if
he possesses the Iron Will Quality, he is entitled to a Willpower + Control roll (or Willpower doubled)
to resist. The more complex the suggestion, the more Success Levels the action will require. For
example, making a person do something he might do on his own would require one Success Level;
making somebody do something unexpected would take two or three Success Levels. Completely
altering a person’s opinion or perception of reality requires four or more successes.
Control Another’s Pain Prerequisites: Alter Skill
See the Control power above.
Control Another’s Disease/Poison Prerequisites: Alter Skill
See the Control power above.
Force Push
Prerequisites: Alter Skill; Telekinesis
This power allows a Jedi to create a wave of telekinetic energy which spreads outward from his
hand, knocking opponents to the ground. This differs from Telekinesis in that there is no attempt at
controlling the target. The character makes a Willpower + Alter test minus his opponent’s Dexterity
score (or the highest score of a group.) If the character succeeds, the targets are knocked back one
meter per SL and fall to the ground, taking 2 x Success Levels bashing damage.
The range on this power is 10 meters, and it affects any beings along a single arc in combat
(front, right, left, rear, etc.) Two Characters with Force Push trying to use the power simultaneously
can engage in an extended action; the victor accumulates more successes than the sum of his
opponent’s Strength + Control + Alter scores first. Each additional target beyond the first incurs a -1
penalty to the roll.
Injure/Kill Prerequisites: Alter Skill; Life Sense
By touching his victim and drawing on the power of the Dark Side, the character makes a
Willpower + Alter roll to injure or even kill his target. The damage inflicted is SL x4l. Armor does not
protect against this power, but characters with Force Resist may resist this attack. Use of this power by
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a Light Side character automatically creates a Dark Side Point.
Telekinesis Prerequisites: Alter Skill
The power to use the Force to move objects. The character gains a temporary telekinetic
strength of 2 times the Success Level of the roll, for 1 minute (an extended test may be performed to
increase this telekinetic strength.) Objects lifted in this manner can be moved at up to 10 yards/meters
per turn (this can speeded up by "burning" Success Levels.) Multiple objects incur a -1 penalty beyond
the first.
Force Grip
Prerequisites: Alter Skill; Telekinesis
This power causes a target to make a Consciousness Test as if he’d been reduced to negative
Health. The roll is penalized by the amount of Success Levels the Force user achieved on his roll.
Force Grip can alternately be used to cause a Survival Test with the same modifiers, but the result of
this is death for the victim and a Dark Side Point for the Force User (if he’s not already Fallen, that is.)
(V) STARSHIPS
CREATING A STARSHIP
Starships are created with starship character points, through the Ship Quality. The total levels
all players purchase in this Quality represent the number of points they may spend on their ship. If a
character did not take the Ship Quality, he has no points to contribute, and theoretically no say where
they are spent. He also has no share in ownership of the craft. Starship character points gained from
the Ship Quality represent the time and money each character invested in buying the ship in the first
place. Alternately, these points may not represent a financial stake in the character’s ship, but an
emotional one. An engineer, for example, who rebuilds the engines single-handedly, could use the
Ship Quality to represent his investment of time and love.
Size Units The first thing you need to spend points on in the size of your ship. The size rating (obviously)
is how big your ship is. It also establishes a base number for many other calculations about the vessel,
such as the crew requirements and cargo space.
Ship Size General Examples
-3 Small one-man starfighter
-2 Large two-man starfighter
-1 Small five-man shuttle
0 Large shuttle
1 Small transport (Slave 1)
2 Small luxury yacht
3 Light Freighter (The Falcon)
4 Medium freighter
5 Large freighter
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Crew Units For every two points of size the ship has (round up), it requires one Crew Unit. Each Crew
Unit consists of one operational crewman and one technical crewman. Simply put, this means one pilot
and one engineer. On larger ships, the operational crew may also be navigators, damage control
officers, or operation managers. Additional technical crew are usually just more engineers. Ship Size 0
or below requires just one crewman skilled in both disciplines. When assigning points to the ship’s
size, ensure that the ship is small enough so that there are enough players to man it, and that it’s big
enough for them all to live in.
Most ships can comfortably house about five people for each point of the size rating. Housing
means giving everyone a private room and carrying enough food for a nice, long trip. If things are
desperate, a ship can carry twice that many people.
A ship can require an additional crewmember as a -1 point Disadvantage. Astromech droids
can count as a technical crewman. Any ship operating without its required crew compliment incurs a -
2 penalty to all of its pilot’s rolls per crewman missing.
Cargo Units The amount of Cargo Units in a ship is equal to twice the ship’s size. Cargo needs space. Cargo
Units are rated based on their bulk. One Unit of diamonds is a lot more valuable that one Unit of
cattle—a Cargo Unit of cattle is probably just one cow, whereas a Cargo Unit of diamonds would be a
whole crate. Note that there’s nothing to stop a trader captain from taking on a mixed cargo, so long as
the space is available.
Extra Cargo Space
Each extra point spent allows for an extra unit of cargo capacity. A ship starts with a number of
units equal to its size, and can have no more than 1 ½ times in extra units.
Hiding Places
You have secret places to store cargo. Note that a ship cannot have more hiding places than 1/2
its size rating rounded up. Hiding places are usually shielded, and require five successes to uncover.
Point Cost Hidden Cargo
3 One hidden cargo unit
6 Two hidden cargo units
9 Three hidden cargo units
Starship Equipment
Point Cost Weapons
5 Light weapon (one damage)
10 Medium weapon (two damage)
15 Heavy weapon (three damage)
Point Cost Scanners
-2 Poor; flying blind (-2 Search)
0 Stuff works
2 Good stuff (+2 Search)
4 High Quality (+4 Search)
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Point Cost Engines
-2 Very slow engine (-2 Piloting)
-1 Slow engines (-1 Piloting)
0 Normal engines
1 Fast engine (+1 Piloting)
2 Military grade engine (+2 Pilot)
3 Supercharged engine (+3 Pilot)
Point Cost Stealth Technology
-2 Yeah, right; ship stands out
0 Nothing special
2 Deployable cammo-net
4 Sensor decoys
6 Sensor dampeners
8 Ionic field generator
10 Cloaking device
Shields Shields effectively give the starship a “Parry” roll to intercept and defend against incoming
attacks. Most pilots pre-set their shields so as to free themselves for pilot-type stuff, while other,
usually larger vessels have dedicated shield operators.
For pre-set shields, the Parry number is the shield rating + the operator’s Pilot Skill. The
number of successes is then used to defend against all incoming attacks. The pilot may choose to set
his shields double aft or double front if he anticipates fire from a single direction, which gives a +4
bonus to this roll, but leaves the exposed flank defenseless.
A dedicated shield operator (or a really hot-shot pilot with multiple actions to spare) gets to roll
his Dexterity + Pilot + the shield rating to determine his defensive number.
Every hit on a starship’s shields reduces the ship’s Shield Rating by one (or two for capitol-
ship scale weapons.)
Point Cost/
Shield Rating
0 Navigational shields only
2 Standard shields
4 Upgraded shields
6 Military-grade shields
8 Supercharged shields
STARSHIP COMBAT
During combat, the pilot uses his Dexterity (or Intelligence) + Piloting to attempt evasive
maneuvers. Gunners use Dexterity (or Intelligence) + Blaster to fire the ship’s weapons. Characters
who don’t have the Spacer Quality incur a –4 penalty to their rolls. Additionally, those without the
Spacer Quality may be required to make Pilot or Blaster rolls for tasks that might be routine for
someone trained in starship operations.
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The pilots of all opposing ships make their Piloting rolls to see who assumes the most
favorable position. The ship’s engines modify the roll according to their rating. Whichever ship gets
the highest roll is in the best position, and gets to fire at its chosen target. In turn, according to their
piloting roll, all gunners of the other ships involved get to roll to hit their targets. Ships without turrets
can only fire if they won the roll for dominance at the beginning of the round. Note that capitol ship
scale weapons do twice the listed damage of starship-rated weapons.
A ship can be hit as many times as it has size points plus armor (minimum of one) before
things start to go terribly wrong. Every point after that which damages the ship causes a roll on the
Ship Damage Table (see below.)
A technician or engineer can attempt a Repair roll to get critical systems working again.
However, if the same system is rolled a second time, the Repair roll suffers a –5 penalty. If the system
is damaged a third time, it is irreparable without new parts, lots of time, and a complete overhaul in a
spaceport.
Starship Damage Table 1d10 roll Critical System
1 Life support
2 Sublight engines
3 Hyperdrives
4 Lateral thrusters (-4 Piloting)
5 Shield generators
6 Weapon system (random)
7 Sensors
8 Communication
9 Cargo hold (destroys 1 unit)
10 Crew quarters (destroys random
possessions rather than requiring
repair rolls)
ASTROGATION
Plotting a course takes 12 Turns and an Astrogation Task.
The percentile modifiers for travel time should cancel each other directly. Unless you really
want to calculate everything, just assume that increases and decreases will cancel each other. For
example: if the characters choose an infrequently traveled route, which add 50% to travel time, but get
3 Success Levels, earning a 25% reduction, assume that the trip takes 25% more time.
Task Modifiers Major, well-traveled routes are safer and allow greater speeds; they are also well-patrolled,
however. Rebels tend to stick to infrequently traveled routes occasionally routes that haven't been used
in years.
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Routes Modifiers Time modifier Hazard
Modifier
Major Trade Route +5 — -2
Commonly traveled route +3 +10% -1
Lightly traveled route +1 +25% 0
Infrequently traveled route -1 +50% +1
Route not traveled in several years -3 +100% +2
Never traveled route before -6 +150% +3
Hazard Roll Even the best mapped hyperspace route will have some kind of unknown navigational hazard
once in a while. Every time a course is plotted, the GM should roll a D10 and subtract 5, the resulting
number is the penalty to the Astrogation Task. This roll is modified by the Hazard Modifier in the
Route Table.
Roll Modifier
1- 5 0
6 -1
7 -2
8 -3
9 -4
10 -5
Situational Modifiers
Situation Modifier
Reduce calculation time -1/Turn
No nav computer or
astromech used
-8
Each 10% of total time
added to trip
+1
Each 10% of total time
saved on trip
-1
Hyperdrive lightly
damaged
-3
Hyperdrive heavily
damaged
-5
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Hyperspace Travel Time
Astrogation Task Time Modifier
Failure by 3 or more No jump occurs
Failure by 1 or 2 Jump occurs, add 10% of total time, check for mishap
Success Level 1 Jump occurs, no time modifier
Success Levels 2 Jump occurs, subtract 10% of travel time*
Success Levels 3 Jump occurs, subtract 25% of travel time*
Success Levels 4+ Jump occurs, subtract 50% of travel time*
No nav computer Add 100% of total time
* Minimum 1-hour journey
Base Travel Time (Hours)
This table was taken from the d20 book and represents general travel times between the
different regions. The D6 version has a table with specific travel times between some of the planets
featured in the moovies and the books. I chose this one because it allows more flexibility for
adventures with new planets and locations, those created by the Chronicler.
From/To Deep
Core
Core Colonies Inner
Rim
Expansion Mid Rim Outer
Rim
Wild Unknown
Deep Core 12 18 24 48 72 96 120 144 168
Core 24 6 24 36 60 84 96 120 144
Colonies 48 24 12 24 48 72 96 120 96
Inner Rim 72 36 24 18 24 48 72 96 72
Expansion 96 60 48 24 24 24 48 72 96
Mid Rim 120 84 72 48 24 36 24 48 72
Outer Rim 144 96 96 72 48 24 48 24 60
Wild 168 120 120 96 72 48 24 12 120
Unknown 192 144 96 72 60 72 96 120 48
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(VII) APPENDIX A: QUALITIES, DRAWBACKS & TEMPLATES
QUALITIES
Acrobatic
2-point Quality
Your character is extraordinarily quick and limber, and trained in the skills of gymnastics. You
get +2 to all rolls made in combat to dodge or otherwise avoid getting hit (see the Avoidance Move),
but you cannot attack your opponent while doing so.
Acute Sense
2-point Quality
Characters with this Quality have one sense that’s more refined than normal. An Acute Sense
gives a +3 bonus to any Perception rolls related to that sense.
Age
2-points/level Quality
Some beings are old and wise, and have this Quality to reflect it. Each level of Age adds fifty
years to the character’s lifetime. As you get older you learn more stuff, at least in theory. Each Age
level grants you one point per level of Intelligence to put into skills, to a maximum of four per level.
Age is not without its drawbacks, though. For every two levels of this Quality, you get a level
of either Adversaries or Secrets, which always seem to outlast friendships and resources. You gain no
extra character points for these Drawbacks.
Attractiveness
1-point/level Quality
This Quality determines a character’s looks. The average person has an Attractiveness of zero,
but it can range from –5 to +5 in humans (see the Ugly Drawback for the opposite of this Quality.)
At +1 or +2, a person would stand out in a crowd. At +3 or +4, we’re talking model good
looks. Attractiveness +5 borders on the heart stopping, and species known for this level of
Attractiveness or higher are famed throughout the galaxy.
A positive Attractiveness score helps a great deal in most social situations. Add your
character’s bonus to any activity where persuading beings attracted to your species is a factor. Consult
the Supreme Chancellor (aka, the Game Master) before buying an extreme amount of points in this
Quality. After Character creation, Attractiveness can change only through events that modify the
character’s appearance.
Contacts
Variable Quality
You know people, and people know how to get you the things you want. The more helpful a
contact is the higher the Quality’s point value. The Supreme Chancellor’s (aka, the Game Master)
determines whether your character’s contacts are available at any given time. Generally, the more time
your character has to devote to getting a hold of his Contacts, the more likely they are to come
through.
Contacts could be anyone with the inside scoop on an area of expertise. You must specify your
Contact’s area of influence when you choose the Quality. Common choices are: Criminal; Law
Enforcement; Imperial; Corporate; Street.
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Contacts that only provide hints, rumors or gossip cost one point. If the Contact usually
conveys reliable information and helps the character out in small ways, this Quality sets you back two
points. Actual allies who help the character in any way they can run three to five points, depending on
your character’s resources.
Contraband
Variable Quality
You own a piece of gear that is uncommon, illegal, or nearly unique. It could be a lightsaber, a
slicer’s rig, enhanced cybernetic replacements, an assassin’s disruptor, or a piece of military hardware.
The Supreme Chancellor (aka, the Game Master) will judge the value of a given piece of contraband.
Note that while it’s obviously possible to purchase, steal, or otherwise acquire such objects during
game play, if you plan to keep and use it you must purchase this Quality to do so. This Quality also
represents your character’s general ability to retain such items in most circumstances; for example, a
blaster pistol is generally restricted in most civilized worlds—this Quality would make sure you don’t
have any problems with the locals. Now, if you’re caught with a lightsaber, they might object more
strongly, but that’s a different matter.
Equipment is rated for this Quality as follows:
• Licensed: Ownership of the item is not necessarily illegal, but a permit is required. This
includes standard blaster pistols. The permit fee, paid at the time of purchase, is an extra cost,
usually 5% of the item’s price. Owning a licensed item is a one-point Quality.
• Military: The item is usually available only to governmental organizations or to those with ties
to them. Private ownership of surplus equipment, however, isn’t too uncommon. This includes
blaster rifles, a brace of grenades, explosives, starfighters, etc. Owning a military item is a two-
point Quality.
• Restricted: Members of the general public cannot legally purchase or own the item; sale or
ownership requires government license and approval. A restricted item brought into a system
may be locked down on its ship, quarantined, or confiscated. Ownership without
documentation results in minor penalties. Heavy blaster pistols, Stormtrooper armor, and
toxins are all restricted. Owning a restricted item is a three-point Quality.
• Illegal: This item is strictly illegal on most worlds. Illegal items are usually confiscated if
discovered. Possession results in severe penalties. Owning an illegal item is a four-point
Quality.
Demolitionist
2-point Quality
You’re had some training in the manufacture and use of high explosives. You might have
acquired it in the military, as a job skill, or from subversive documents that seem to circulate now and
again. Whatever your experience, you know how to “safely” arm, disarm, and effectively place
explosive devices.
Dual Wield
6-point Quality
When you have a spare weapon to wield in your off-hand, you get an extra action in combat.
And you get to look cool doing it!
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Eidetic Memory
2-point Quality
Your character has an uncanny ability to remember certain impressions, events, or information.
After focusing for a few moments on a desired subject, he can recall that chosen memory with startling
accuracy. He can “freeze” a single static image in his mind, like a schematic, or a “still shot” from a
holo, and recall it with perfect precision later. He can hold a number of images in his mind up to his
rating in Intelligence. We recommend you write down what it is you want to remember so you have a
good reference for later on in real time, when the Supreme Chancellor (aka, the Game Master) has no
idea what you’re talking about!
Fast Reaction Time
2-point Quality
Most people freeze when something’s about to happen to them. You’ve been trained not to. In
combat, contact sports, or other physical confrontations, characters with this Quality gain a +5 bonus
to Initiative rolls, modified by common sense (Fast Reaction Time can’t help the target of a sniper half
a mile away, for example).
Because they are fairly immune to the “freeze” factor so common in dangerous situations, Fast
Reaction Time folks also receive a +1 bonus on Willpower Tests for resisting Fear.
Fearsome Visage
2-point Quality
Your appearance is deliberately terrifying, designed to provoke hesitation and panic in your
foes. Whether you are tattooed red and black all over, hide behind an intimidating mask, or were just
plain born that way, people tend to notice—and avoid—you.
You cannot take the Low Profile Quality with Fearsome Visage; you definitely stand out in a
crowd, and those who look upon you are like to remember it for a long time. You gain a +2 to all
intimidation rolls when your appearance is a factor.
Fencing
2-point Quality You are practiced in the skills and forms of fencing. Anytime you’re wielding a melee weapon
in combat, you get an extra parry action to defend yourself. The weapon you’re using must be
designed for dueling or this Quality doesn’t apply. To use Fencing with a lightsaber or other dueling-
type exotic weapon, you must have the Wild Card skill appropriate to its use. This does not stack with
the Dual Wield Quality.
Gunslinger
3-point Quality
You’ve had plenty of practice with a blaster, and always keep one within arm’s reach. It’s how
you stay alive: the Way of the Gun is your thing, and you’re faster than any man you’ve ever had to
draw down on.
So long as a weapon is within your immediate vicinity, you are always considered armed and
dangerous—there’s no draw time for you, and you take no penalties for being unprepared. Normally
when someone has the drop on you—they have a blaster in hand (generally pointed at you) and you
don’t—they automatically have the initiative. If you have this Quality and they don’t, the initiative is
yours. Should you both possess Gunslinger it’s a roll-off, though if his blaster’s already out and yours
is not, he gets a +2 on the roll. Oh, and you might want to consider buying Fast Reaction Time just in
case!
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Hard to Kill
1- to 5-point Quality
Characters with this Quality are tougher than nails. Even after they are severely wounded,
medical attention has a good chance of reviving them, scarred but alive. This quality is bought in
levels. Level five is the highest possible for human beings; some alien species can have more levels.
Each level of Hard to Kill adds three Hit points to your character’s pool. Additionally, each level
provides a +1 bonus to Survival Tests. If you have any Quality points left over, you should invest
them here. Your character will thank you!
Iron Will
4-point Quality (2 if Force Sensitive)
Your character is highly resistant to pesky things like Jedi mind tricks, mind probes, and
interrogation droids. For some, this is a racial trait—others are just pig-headed or well trained. At any
rate, you get to double your Willpower score to resist any of these things, and get a +4 to rolls made to
resist fear.
Jedi Arts
5-point Quality
Martial arts are common on many worlds in the galaxy, but the greatest repository of such
techniques was always the Jedi Order. Even today, in the reign of Emperor Palpatine, the terms are
interchangeable—though quietly, of course.
Having the Jedi Arts Quality gives you an extra range of combat maneuvers that you can draw
upon during a fight. You can choose a number of them from the Jedi Arts Maneuvers list to add to
your combat chart equal to your Intelligence score.
Lifestyle
1- to 5-point Quality
This Quality represents the resources your character has to draw upon and the lifestyle to
which he is accustomed to maintaining. More importantly, it determines the credits he can come up
with at the drop of a hat.
Items that cost 1,000 credits in the game require one Success Level to purchase. Up to a 2,000
credit price tag requires two successes; etc. This roll covers all the nuances of over-pricing and
haggling—the roll determines whether you made the purchase or not. Note that items for sale on the
Black Market are rarely for sale at the otherwise listed price. Each level of the Lifestyle Quality adds
+2 to the purchase roll (which is simply 1d10 + bonuses.) Higher levels of this Quality exist of course,
but such wealth is not appropriate for player characters.
Some people don’t flaunt their wealth, instead living like the rest of us—only with deeper
pockets. If your character chooses to live at a basic subsistence level when you have more than one
level in this Quality, you can add his Willpower score as a bonus to the roll. If you didn’t take any
levels of this Quality, well, you’re dirt poor and pretty much screwed—you’re shipmates are gonna get
tired of buying your drinks real fast!
Low Profile
2-point Quality
You have something about you that causes people to overlook you most of the time. You might
be plain-faced, ordinary, a toaster on legs, or a well-trained spy. You get +2 to all Stealth rolls made
when blending in is a factor, and people find it more difficult to remember you once you’re gone.
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Lucky
2-point/level of Quality
Fortune smiles on you more than on most people. Lucky levels are like low-key Force Points,
but are more useful and—best of all—reusable. Each level of Lucky adds +1 to a roll (after the roll has
already been made) once per game session. This bonus can be divided up however it’s needed. Lucky
bonuses can only be applied to the character’s own rolls.
Natural Leader
5-point Quality
You have the ability to inspire people with your leadership. Anyone following a plan under
your orders can choose one skill that she will use while carrying out the plan. Any use of this skill
during the plan receives a +2 bonus.
Natural Toughness
2- or 4-point Quality
Your character is seriously thick skinned (and we’re not talking about feelings here.) The lesser
version of this Quality gives four points of Armor Value against bashing. The greater version of this
Quality—available only to certain alien species—offers four points of Armor Value all around.
Officer
1 to 10-point Quality
You have rank and authority in some military organization. Listed below are ranks for Army,
Navy, and Starfighter Corps. Note that enlisted recruits have no rank, effectively.
1- 2nd Lt, Ensign, Flight Cadet
2- 1st Lt, Lt. (jg), Flight Officer
3- Captain, Lieutenant, Lieutenant
4- Major, Lt. Commander, Captain
5- Lt. Colonel, Commander, Cmdr.
6- Colonel, Captain, General
7- Brigadier General, Commodore
8- Major General, Rear Admiral
9- Lt. General, Vice Admiral
10- General, Admiral
Reputation
2, 4, 6, 8 or 10-point Quality
You are known for something you’ve done (or are thought to have done.) Sometimes a good
reputation can be bad; for example, Luke blowing up the Death Star won him quite a reputation among
the downtrodden and Rebellious (see also, Bounty Drawback.) For two points, you’re renowned in a
specific community (i.e.: smugglers, gamblers, merchants, soldiers, etc) in a specific locale. For four
points your rep applies in an entire given star system within that specific community. Six points buys
you notoriety in all walks of life in a single star system, or in a specific community throughout a
sector. Eight points represents a reputation that spans an entire sector, or in a specific community
throughout the galaxy. At ten points, well, it’s a good thing the Emperor doesn’t allow open elections
or you’d give him a run for his money!
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Resistance
1-point/level Quality
You are more resistant to certain kinds of harm. Each type of harm must be taken separately
for this Quality. Some types are listed below; others may apply:
• Poison: Levels of Resistance/Poison add to Constitution rolls to resist poison.
• Pain: Each level of this Quality subtracts one level of penalty for being severely wounded, and
adds to Willpower and Constitution to stay conscious when injured.
• Radiation: Add your levels in this resistance to Constitution rolls for resist the effects of
harmful radiation.
Ship
2-points/level Quality
You have a share in the ship that the player characters own. The number of points in this
Quality represents your stake in the ship’s ownership. If you are the only one, the ship actually belongs
to you. Each level you take in this quality grants one Ship Point to spend on the ship. Note that some
restricted items like military-grade weapons, shields, and other equipment will require the Contraband
quality to acquire and retain.
Situational Awareness
2-point Quality
The observant almost always know what is going on around them, and can react with uncanny
quickness if necessary. A character with this Quality gains a +2 bonus to any Perception-based rolls to
sense trouble or danger in his immediate surroundings. It’s also hard to sneak up on him; the same
bonus applies when he resists Stealth rolls.
Spacer
2-point Quality
You are experienced in space travel. More importantly, you are capable of operating a starship
using the Pilot skill or Blaster skill without penalty. Characters who don’t have the Spacer Quality
incur a –4 penalty to their rolls.
Skill Specialization
1-point Quality
You are especially skilled in one specific aspect of a general Skill, and gain a +2 when doing
your thing. You might be a Botanist (Knowledge), an ace in the seat of a Starfighter (Pilot), a naughty
Twi’lek skilled in Seduction (Persuasion), or a bounty hunter who’s a crack-shot with his daddy’s
Heavy Blaster Pistol (Blaster.) Whatever Specialization you choose must be specific. You can have as
many as you like, buying this Quality each time. Some examples of specialties are listed in the Skill
descriptions.
Special Sense
2-point Quality
Your species (or perhaps you’re a droid or cyborg) has a special sense, such as low-light
vision, dark vision, extraordinary hearing, tremor-sense, a keen olfactory sense; the ability to see into
the infrared or ultraviolet spectrums, or something else. Choose one.
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Sweet Disposition
3-point Quality
You are just so darn nice and wholesome that folks take kindly to you. Any time you want to
influence someone to help you with something or do you a favor, you gain a +2 bonus. This bonus
only applies if you have not tried to fight or intimidate your target or anyone else around recently.
Zero-G Training
1-point Quality
You suffer from no Dexterity penalties incurred due to weightlessness. Everyone else operates
at a –3 to all Dexterity rolls when the gravity’s been switched off.
DRAWBACKS
Note: Drawbacks assigned during the game as a result of game-play do not grant the
character extra points.
Adversary
1- to 5-point Drawback
You’ve managed to piss someone off, in a serious way. The more powerful the Adversary is
the higher the point value. Individuals are rated from one to five points as Adversaries, depending on
their resources and abilities. An organization might be worth three to five or more points, depending
on its power. A gang of thugs garners two points; a large police force maybe three; the Empire in
general is easily worth upward of five points, depending on how bad they’ve got it in for you.
A good enemy needs a good reason. Alternatively, you can just choose the Drawback and take
the points and let the Supreme Chancellor (aka, the Game Master) decide who the Adversary is and
why later on. You know, when you least expect it.
Killing the Adversary is not usually enough to eliminate the Drawback—another Adversary of
similar value will be sure to crop up shortly afterwards. That’s just the way it works.
Ambition
1- to 3-point Drawback
Everybody wants to get ahead, but an Ambitious character wants it really bad, and is willing to
do almost anything to get it. People are either a means to his ends or obstacles to be swept away.
Whenever the Ambitious character desires something, he goes for it hard, limited only by what sense
of caution or morality he may possess—and in some cases, not even by that.
There are three degrees of severity for this Drawback.
• Mild: The first level is relatively low-key. Your character knows what he wants and he spends
a great deal of time and effort to attain it, but he won’t break his own rules or those of society
to do so. This is a one-point Drawback.
• Serious: The second level is stronger—presented with enough temptation, your character may
even act against his better judgment or morality. He may resist if what he’s contemplating is
truly wrong and reprehensible, but resisting requires a Willpower (doubled) roll, at a penalty of
–1 to –3 if the temptation and potential rewards are great. This is a two-point Drawback.
• Desperate: The third level is the strongest—a desire so strong that it often overwhelms any
scruples your character may have. When presented with temptation, he can only avoid acting
by making a Willpower (not doubled) roll, with penalties ranging from –1 to –5 depending on
the size of the prize. For a high enough reward you’d turn on friends and loved ones, and even
betray your principles. This is a three-point drawback.
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Clown
1-point Drawback
The clown refuses to take things seriously, or at least uses humor to cover up all types of
situations, even when it’s not appropriate. Perhaps you’re deeply insecure (your character, that is), or
maybe you simply delight in keeping folks off-balance with your comments. The biggest problem for
the clown is that he just can’t keep his mouth shut when he knows being funny will only work against
him.
Clowns are generally accepted and liked when their quirky humor is not out of place. And
people don’t always take you seriously when they ought to. Also, watch out for people with the
Humorless Drawback—they’ll seek out the Clown for special treatment every time…
Cowardice
2- or 4-point Drawback
Your character is more afraid of trouble and confrontation than most people. He may shun
danger altogether, or only risk it when he’s sure he has the upper hand. Use the value of this drawback
as a penalty to rolls resisting Fear Tests.
• Mild: Your hang-up is controllable and the character seldom allows the problem to control him
during times of crisis, especially when friends and loved ones are involved. People may not
even know there’s something wrong with you!
• Severe: You problem is pretty bad, and affects the character’s daily life. Anybody who knows
you realizes or strongly suspects that there’s something wrong.
Cruelty
1- or 2-point Drawback
This is a person who actually likes to inflict pain and suffering. At the lower level, he reserves
this for those who have angered or attacked him, but a severe problem indicates a sadist with few
feelings of remorse. Needless to say, Severe Cruelty is not recommended for player characters.
• Mild: Your hang-up is controllable and the character seldom allows the problem to control him
during times of crisis, especially when friends and loved ones are involved. People may not
even know there’s something wrong with you!
• Severe: Your problem is pretty bad, and affects the character’s daily life. Anybody who knows
you realizes or strongly suspects that there’s something wrong.
Dependent
2- or 3-point Drawback
Your character has a relative or someone who is close to him—someone who is perfect for the
bad guys to torment, take hostage, or otherwise use against you. If you have only one dependent, this
Drawback is only worth two points. More, like a family, brings the value up to no more than three.
Dim Sense
2-point Drawback
Your character has one sense that is sub-par for acuity. Maybe you’re a Defel with light-
blindness, or maybe you just need to wear glasses. Any Perception rolls made involving the affected
sense are at a –3 penalty.
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Eccentric
1-point Drawback
You have some annoying little quirk that’s a part of you; something you’re known for. It might
be that you are constantly nibbling on a certain kind of snack, can’t refrain from generous helpings of
sarcasm or profanity in your conversations, or have a peculiar affinity for the color orange. Whatever
the Quirk, you must be specific, and can have no more than one.
Ego
1- or 2-point Drawback
You are IT, baby! You’re The Man! The best, the bravest, smartest, better looking—maybe
you’re some or all of those things. At least, you think you are. You might be good or you might not,
but you’ve deluded yourself into believing you’re all that. At lower levels a character with an Ego
problem is mildly annoying: competitive, easily offended, acting like they’re better than everyone else.
A Severe Ego problem indicates a truly bent personality, and is often coupled with others serious
Drawbacks such as Ambitious, Zealot, Violent Temper, etc.
• Mild: Your hang-up is controllable and the character seldom allows the problem to control him
during times of crisis, especially when friends and loved ones are involved. People may not
even know there’s something wrong with you!
• Severe: Your problem is pretty bad, and affects the character’s daily life. Anybody who knows
you realizes or strongly suspects that there’s something wrong.
Greed
1- to 3-point Drawback
Everybody wants stuff. A Greedy character wants stuff really bad, and is willing to do almost
anything to get it. Money and possessions are his primary focus. Whatever he desires, he goes for it
hard, limited only by what sense of caution or morality he may possess—and in some cases, not even
by that.
There are three degrees of severity for this Drawback.
• Mild: The first level is relatively low-key. Your character knows what he wants and he spends
a great deal of time and effort to attain it, but he won’t break his own rules or those of society
to do so. This is a one-point Drawback.
• Serious: The second level is stronger—presented with enough temptation, your character may
even act against his better judgment or morality. He may resist if what he’s contemplating is
truly wrong and reprehensible, but resisting requires a Willpower (doubled) roll, at a penalty of
–1 to –3 if the temptation and potential rewards are great. This is a two-point Drawback.
• Desperate: The third level is the strongest—a desire so strong that it often overwhelms any
scruples your character may have. When presented with temptation, he can only avoid acting
by making a Willpower (not doubled) roll, with penalties ranging from –1 to –5 depending on
the size of the prize. For a high enough reward you’d turn on friends and loved ones, and even
betray your principles. This is a three-point drawback.
Honorable
1- to 3-point Drawback
Your character follows a code of behavior, and will not break it lightly, if at all. The more
restrictive and rigid the code, the higher this Drawback’s value. In general, characters with this
Drawback won’t violate their code, ever. In a life-or-death situation where honor might be ignored, a
Willpower (not doubled) Test is necessary to overcome the psychological barriers enforcing the code
of honor.
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This Drawback comes in three levels; the exact nature of your brand of honor may vary, but
the levels of severity should remain the same.
• Minimal: Your character does not lie to or betray friends or those he respects. Anybody else,
especially those he dislikes, are fair game. This is a one-point Drawback.
• Serious: This code of honor is more complex, and applies to everyone, friend or foe. Your
character always keeps his word, and does his best to fulfill the promises he makes. He will not
betray the trust of others once he’s accepted it. He may be reluctant to give his word except in
a good cause, because once its been given, it is inviolate. This is a two-point Drawback.
• Rigid: Your character lives by a strict set of rules that controls most of his actions towards
others. In addition to all other restrictions above, he will refuse to participate in acts of betrayal
such as ambushes, striking a helpless or unsuspecting foe, or cheating in any way. Lying is
anathema, and he would only do so in cases of extreme need. Even then, he feels guilty and
does not do a very good job: any tasks that require him to lie suffer a –2 to –6 penalty. This is a
three-point Drawback.
Humorless
1-point Drawback
Some people just lack the ability to laugh at life, and take everything with the utmost
seriousness. Other people’s attempts at humor are seen as wasteful or annoying. Most people find this
facet of this character’s personality to be unattractive or bothersome. Clowns and practical jokers are
the antithesis for this character.
Indebted
2-, 4- or 6-point Drawback
This Drawback indicates that the character owes someone something, and will be called upon
to repay that debt sometime, bit by bit, or all at once. The value of this Drawback depends on what the
character owes, and to whom. For example, running up significant tabs at the local cantinas or a bad
run at the Sabaacc tables is worth 2 points. Owing a notorious gangster for dropping his spice cargo
would be worth 4 points, while something like the Wookie life debt would be worth 6 points.
If the character fails to repay her debt, the individual owed attempts to gain recompense by one
means or another. This often results in negative consequences (see the Wanted Drawback.) Even if the
debt is repaid—at least in the mind of the debtor—the creditor may seek to extract more . . .
Obligation
1- to 4-point Drawback
Some rights are accompanied by duties. An Obligation must be followed to various degrees
and grants a number of points based on the strictness of its dictates. Failure to fulfill one’s duties can
lead to trouble—demotion, loss of employment, harsh words…sometimes it can even be dangerous to
say “no”.
• Minimal: Obeying the basic precepts of the organization or creed and not betraying its
members are highlights here. It’s possible to walk away at this level without serious
repercussions. An average employee has minimal obligation to his employer, sacrificing a
required amount of time (or what-have-you) for certain benefits. This is worth one point.
• Important: Your character is expected to routinely risk himself for the organization, and go
above the basic precepts of membership. An Important Obligation is worth two points.
• Major: The welfare of the organization is placed above that of the character. He is always on
call and does not have time to pursue a normal job (unless it’s cover for the real assignment) or
much of a personal life. The penalties for selfishness or disobedience are severe, possibly
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including death. Your typical Rebel operative has this level of Obligation, which is worth three
points.
• Total: Your character must be totally devoted to the group. He is even expected to die for the
organization, should that be necessary. Missions are extremely hazardous, and he is in constant
danger of imprisonment, torture, or execution—typical of Rebel heroes. This is worth four
points.
Obsession
2-point Drawback
A particular person or task dominates your character’s life, to the exclusion of most other
things. To pursue his Obsession, he will go to almost any length (as limited by his morality). He may
neglect other duties, other personal and professional, to pursue that which fascinates him. The
“obsessee” may be a person (who may or may not be aware about your character’s feelings, but who
almost certainly would be upset about their intensity) or a task (like performing some notorious or
important feat).
Note that many of the higher point-cost derangement Drawbacks are specific obsessions (ei:
Vendetta, Ambition, etc), and preclude doubling up on the Obsession Drawback.
Outsider
3-point Drawback
Misfits, freaks, nerf-herders, Lobots—all names for the outcasts of society. Because of their
interests, lack of charisma, habits, and mannerisms—or possibly just because of who or what they
are—these characters seem to have a permanent “kick-me” sign taped to their backs. Outsiders have a
rough time in social situations; they have a –2 penalty to rolls in most Social situations involving their
own interests and needs, and they tend to attract the attention of cruel and abusive types. Outsiders
tend to avoid paying too much attention to their surroundings, and are often oblivious to other’s
criticism.
Pacifist
2- or 6-point Drawback
You are of a mind that violence solves nothing, and that disputes ought to be resolved
peacefully. Maybe you are scared, or maybe you just don’t like to hurt folks.
For two points, you just cannot throw the first punch. You will not fight anyone who hasn’t
directly attempted to attack you. For six points, you can never attack someone directly for any reason,
even self-defense. Maybe you made a vow or just loathe physical violence. You might be allowed to
overcome this with a Willpower roll (not doubled) in extreme circumstances—such as you mother will
die if you don’t shoot the bad guy. This is a good way to pick up the Recurring Nightmares Drawback
for free!
Paranoia
1- or 2-point Drawback
“They” are out to get you. Trust no one. Everything is a conspiracy and everyone keeps secrets.
Your character never knows when somebody is going to turn against him, but he’s sure they all will,
sooner or later. A paranoid character expects treachery at every turn, and rarely even trusts friends or
family—he’s seriously bent. This character can be annoying and even frightening to have around, and
his testimony less likely to be believed, even when he’s speaking the truth. Paranoid characters often
suffer from other mental and emotional Drawbacks as well.
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• Mild: Your hang-up is controllable and the character seldom allows the problem to control him
during times of crisis, especially when friends and loved ones are involved. People may not
even know there’s something wrong with you!
• Severe: Your problem is pretty bad, and affects the character’s daily life. Anybody who knows
you realizes or strongly suspects that there’s something wrong.
Primitive
2-or 4-point Drawback
You come from a world lacking access to modern technology. As a result you aren’t well-
versed in many of the things more up-to-date citizens take for granted. If your planet is a backwater
which is just a little behind (no droids, widespread computer power, repulsorlifts and hyperdrives,
blasters etc) this is a 2-point Drawback. Any tech beyond your understanding is at -2 on any roll. If
your world is genuinely in the technological dark ages (no technology beyond water and muscle-
power) this is a 4-point Drawback. Needless to say, Primitive characters cannot generally use skills
related to tech beyond their ken.
Phobia
2- or 4-point Drawback
Something gives your character the heebie-jeebies. Whenever the character faces the subject of
his Phobia, he has to make a Fear Test with a penalty equal to the value of the Drawback. If the
situation would normally be frightening to someone without the Phobia, add this Drawback’s penalty
to the regular Fear Test penalty.
• Mild: Your hang-up is controllable and the character seldom allows the problem to control him
during times of crisis, especially when friends and loved ones are involved. People may not
even know there’s something wrong with you!
• Severe: Your problem is pretty bad, and affects the character’s daily life. Anybody who knows
you realizes or strongly suspects that there’s something wrong.
Recklessness
1- or 2-point Drawback
This character is supremely overconfident and impulsive, willing to take incredible risks, often
without thinking of the consequences. Most of the time, he never looks before he leaps—and gets into
all kinds of trouble as a result. A reckless character prefers to act first and think about it later. He says
what’s on his mind with no consideration for diplomacy or courtesy, rushes into dangerous situations,
and rarely wastes time on second thoughts. Reckless does not necessarily mean suicidal though.
Acting on impulse no doubt puts the character in jeopardy, but doing something that is clearly lethal is
not role-playing, it’s just stupid.
• Mild: Your hang-up is controllable and the character seldom allows the problem to control him
during times of crisis, especially when friends and loved ones are involved. People may not
even know there’s something wrong with you!
• Severe: You problem is pretty bad, and affects the character’s daily life. Anybody who knows
you realizes or strongly suspects that there’s something wrong.
Recurring Nightmares
1-point Drawback
Your character is plagued by terrifying dreams that relive some traumatic experience (or
maybe a series of past events), or are just frightening and disturbing. Every night, your Supreme
Chancellor (aka, the Game Master) may check to see if your character suffers from nightmares. They
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may be imposed at his discretion or rolled randomly (a roll or “1” on a d10). On any night when the
character is afflicted by this Drawback, he suffers -1 to all rolls the following day as a result of
exhaustion.
Scum
3-point Drawback
For some reason you are perceived by those in authority or of higher social standing as scum.
You might belong to a questionable profession, a particularly nefarious species, or be a known
criminal. Anytime someone who thinks you’re scum could potentially give you favorable treatment he
won’t. This doesn’t mean he’ll necessarily cause trouble for you if it looks like it will cause problems
for him in return (an Imperial officer might administer a little extra beating to a captured Rebel, for
example, just because he can, but with a Bounty Hunter he might think twice).
Secret
1- to 4-point Drawback
There exists a dangerous and hidden fact about your character. This could be a secret identity
or a shady past. The more damaging the secret if it became known, the higher the value of the
Drawback. For example, damage to your character’s reputation and livelihood would be worth one
point; a threat to his wellbeing (facing arrest if the truth were known) is worth two points; life, limb,
and everything else three points. Any secret that would seriously affect many people besides you is
worth four points.
Size
1-point Drawback
You are either diminutive or gigantic (pick one.) Any benefits associated with your unusual
size come from your species template, not this Drawback, though it can also represent dwarfism or
giganticism. It’s difficult to blend in with this Drawback, and all but impossible to find shoes in your
size when you’re off-world…
Tragic Love
2-point Drawback
The character’s love life is the stuff songs are made of—sad songs, and tragedies and Country
music. Any romantic relationship the character develops ends badly. Something bad could happen to
the character’s beloved, or they might just have a tendency to fall for the wrong people.
Ugly
Variable Drawback
This Drawback is the opposite of the Attractive Quality. If you’ve inherited it as a species
factor, this number is the “zero” value for your species; if you purchase more or less than this, other
members of your race treat you accordingly.
At –1 to –2 Ugly, you’re just considered homely or unsightly. At –3 or –4, you’re pretty
repulsive. –5 = Fugly. Your Ugly rating applies as a penalty to any rolls involving social interaction
where your looks could come into play. An Ugliness rating of 4 or more can invoke a Fear test.
Vendetta
2- or 4-point Drawback
You have a score to settle, and it affects you every day. Maybe the Empire killed your family,
or maybe a rival stole your idea and got rich and famous off it. Whatever the source of your
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peevishness, you just can’t let it go. When the opportunity arises, you’ll take action. With the four-
point version of Vendetta, you might actually seek such opportunity out, regardless of the risk.
• Mild: Your hang-up is controllable and the character seldom allows the problem to control him
during times of crisis, especially when friends and loved ones are involved. People may not
even know there’s something wrong with you!
• Severe: Your problem is pretty bad, and affects the character’s daily life. Anybody who knows
you realizes or strongly suspects that there’s something wrong.
Violent Temper
2- or 4-point Drawback
You have an anger problem! At the lower level, you have a modicum of self-control, which
allows you to live a normal life—most of the time. Someone has to really provoke you, but when they
do you have a tendency to flip out and lose control. The more severe version of this Drawback means
you have very little ability or desire to restrain yourself (and you might consider a matching Cruelty
Drawback to go with this one). This is more common among Sith Lords, psychopaths, certain aliens,
and Sith Lords.
• Mild: Your temper is controllable and the character seldom allows the problem to control him
during times of crisis, especially when friends and loved ones are involved. People may not
even know there’s something wrong with you!
• Severe: Your problem is pretty bad, and affects the character’s daily life. Anybody who knows
you realizes or strongly suspects that there’s something wrong.
Wanted
2-, 4-, 6-, or 8-point Drawback
Bad people want you. Maybe you are a criminal—or a Rebel—or maybe you just skipped out
on a debt. It could also be that someone just wants a quiet word with you. At two points, a bounty is a
small thing; a cop or a hunter might take you in if he happened across you, but no one’s actively
looking for you (probably.) At four points things are a little more serious; hunters show up now and
then if you don’t lay low, but its nothing you can’t handle. At six-points, the Wanted Drawback is
pretty serious—everyone is looking for you, maybe even Boba Fett if he’s got nothing better to do.
Luke Skywalker pulled down an eight–point bounty when he blew up the Death Star…
Zealot
1- or 2-point Drawback
A zealot is a person whose whole beliefs (political, religious, or personal) are so strong that
they dominate his life and behavior. Like, say, a Stormtrooper, or a Sith Lord. He is willing to sacrifice
anything, including his life (and the lives of others) in service to the ideals he holds dear. This
character is dangerous to both himself and others.
• Mild: Your hang-up is controllable and the character seldom allows the problem to control him
during times of crisis, especially when friends and loved ones are involved. People may not
even know there’s something wrong with you!
• Severe: Your problem is pretty bad, and affects the character’s daily life. Anybody who knows
you realizes or strongly suspects that there’s something wrong.
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SPECIES TEMPLATES
The most common and arguably successful species in the Star Wars Galaxy are humans. Still,
there are countless alien species found in all walks of life. Be warned, however, racism is alive and
well in the Galactic Empire—as a setting factor, all non-humans suffer the Scum Drawback whenever
they’re in Imperial Jurisdiction (which is only a 2-point Drawback, in this case – its included in the
templates costs, below.)
Listed below are some of the classic and common Star Wars races available to players. Each
includes bonuses and penalties to Attributes and other possible modifications to the character (take
note of racial caps on Attributes, by the way), including bonus Skills and Qualities, racial Drawbacks,
and starting languages known. Some species have Modifiers, which are bonus or penalties that don’t
quite match up to full-fledged Qualities, etc. Quirks are simply role-playing devices, attitudes typical
of a race to help you keep in character.
Bothan
2-point Species
Description: Bothans are furry mammalian anthropoids known for being politicians and spies.
Bothans deal in information, which they use as a measure of wealth and power amongst themselves.
Culturally, Bothans don’t believe in direct conflict, preferring instead to manipulate situations behind
the scenes, to watch and wait for information and opportunity. They are known to be manipulative,
crafty, suspicious and curious by nature, which combines to make them a little annoying to other races,
but they are also loyal and brave. Bothans differed in facial appearance and body structure with
canine, feline, and equine features. Height averages around 1.4 – 1.5 meters.
Example Names: Asyr Sei'lar; Borsk Fey'lya; Hosk Trey'lis; Kai Hudorra; Koth Melan
Homeworld: Bothawui and several colonies
Attribute Adjustments: +1 Dex (cap 6); +1 Per (cap 6); +1 Will
Bonus Skills: +1 Con
Bonus Qualities: Contacts (2-pt.)
Racial Drawbacks: Greed (1-pt.); Paranoia (1-pt.); Scum (2-pt.)
Racial Quirks: Sneaky
Languages: Basic 3
Cerean 3-point Species
Description: A sophisticated and cultured humanoid mammalian species with tapering heads
which house large binary brains. Cereans are able to focus on many thoughts at the same time. They
also possess an extra heart. They tend to be calm, peaceful and rational. Most Cereans are female, as
the males are very short-lived. Height varies between 1.7 and 2.1 meters.
Example Names: Ki-Adi, So Leet, Sylvn, Ti-Dal, Maj-Odo
Homeworld: Cerea
Attribute Adjustments: Str -1; Int +1 (cap 7)
Bonus Qualities: Eidetic Memory (2-pt.); Fast Reaction Time (2-pt.)
Racial Drawbacks: Scum (2-pt.)
Racial Quirks: Aversion to high technology
Languages: Basic 3, Cerean 3
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Droid
2-point Species Being a droid isn’t always a good thing. They can’t get into the best (or the worst) cantinas and
they’re prone to dust contamination, restraining bolts, and the occasional Jawa. All droids have the
basic equipment and accessories that come standard with their model. If you want special gear or
modifications, such as armor, flame-throwers, jets, shields, concealed blasters, advanced sensors, or
whatever, you should spend extra points on the Contraband Quality. Note also that most droids are
programmed against harming sentient biological beings.
Your exact specs as a droid depend on your classification:
• First-Degree Droids are effectively mobile computers. They are programmed to solve
scientific problems quickly and put those solutions to effective use. These droids are often
found in roles related to physics, mathematics and medicine, although some sophisticated
assassin droids fall into this category.
Examples: 2-1B medical droid; IT-0 interrogation droid
Attribute Adjustments: +4 Intelligence
Racial Cap: Strength 3; Constitution 3; Intelligence 7; Perception 7
Bonus Qualities: 2 levels of Skill Specialization (any); Low-Profile
Racial Drawbacks: Outsider; Honorable (Serious); Humorless
• Second-Degree Droids are often found in the engineering and technical science fields. Like
first-degree droids, their main function is solving complex equations related to their field.
They’re generally equipped with appendages and control ports to allow them to interact with
other machines.
Examples: R2 Series astromech droid; RX Series pilot droid
Attribute Adjustments: +2; Dexterity; +2 Intelligence
Racial Cap: Strength 3; Constitution 3; Intelligence 7
Bonus Skills: +1 Repair
Bonus Qualities: Low-Profile
Racial Drawbacks: Outsider; Honorable (Serious)
• Third-Degree Droids are designed to perform social services: translation, protocol, teaching,
housekeeping, and secretarial work. Many are also programmed to act as controllers of
complex systems, and are found in spaceports and emergency services throughout the galaxy.
Examples: 3PO protocol droid; M-TD Series translator droid
Attribute Adjustments: +2 Perception
Racial Cap: Strength 3; Willpower 3
Bonus Skills: +3 Knowledge
Bonus Qualities: Low-Profile
Racial Drawbacks: Outsider; Honorable (Serious)
• Fourth-Degree Droids are nearly all employed in security or military applications. They are
generally quick, often strong, and not usually very intelligent, almost always requiring
supervision for tasks outside their core programming (which rarely includes the usual
prohibition on killing sentients.) Fourth-Degree droids are also highly regulated, and a self-
governing combat droid is sure to draw unwanted attention.
Examples: Baktoid Combat Atomata B1 Battle Droid; E522 Series assassin droid
Attribute Adjustments: +2 Strength; +2 Dexterity
Racial Cap: Strength 7; Constitution 6; Intelligence 3; Willpower 3
Bonus Skills: +2 Blaster
Bonus Qualities: two levels of Contraband; Fast Reaction Time
Racial Drawbacks: Cruelty (2-pt.); Humorless; Violent Temper (2-pt.); Wanted (3-pt)
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• Fifth-Degree Droids are the common laborers of the galaxy—cheap, predictable, and in most
cases, disposable. They are mainly employed for carrying heavy loads or performing repetitive
tasks.
Examples: ASP series labor droid; J9 worker drone
Attribute Adjustments: +2 Strength; +2 Constitution
Racial Cap: Strength 7; Intelligence 3; Perception 3; Willpower 3
Bonus Qualities: Low-Profile; Natural Toughness (2-pt.)
Racial Drawbacks: Outsider; Honorable (Serious)
Gamorrean 1-point Species
Description: Brutish and violent warriors, Gamorians are swine-ish, stocky humanoids with
green skin. Height varies between 1.3 and 1.6 meters.
Homeworld: Gamorr
Attribute Adjustments: Str +2 (cap 8); Con +2 (cap 8); Int -2 (cap 4); Per -2 (cap 4)
Bonus Qualities: Natural Toughness (2-pt.)
Racial Drawbacks: Scum (2-pt.)
Bonus Skills: +1 Brawl
Racial Modifiers: +2 when using one-handed weapons or axes; cannot speak Basic
Racial Quirks: Hates droids
Languages: Basic 3 & Gamorrean 3
Human/Near-Human
0/-2-point Species
Description: Humans are the most numerous and politically dominant sentient species, so
much so that almost all other bipedal sentients in the galaxy are referred to as “humanoid.” Many
species appear to be very closely related to Humans, as they share many physical traits. These are
commonly described as being Near-Humans, and are believed to have descended from Humans that
evolved along distinct lines on other worlds. Among the most prominent near-Human race
are Chalactans, Chiss, Hapans, Kiffar, the Miraluka, the Mirialans, Sith, and Zeltrons. All of these are
mostly Human in appearance with unique and distinct defining characteristics.
Homeworld: Coruscant; many others
Attribute Adjustments: None
Racial Drawbacks: Near Humans are considered Scum (2-pts.) by the Empire
Ithorian
1-point Species
Description: A species of intelligent mammalian herbivores commonly called
"Hammerheads" because of their long, curving neck and T-shaped head. They tend to be calm,
peaceful, tranquil and gentle. They have two mouths. Height varies between 1.8 and 2.3 meters.
Example Names: Fandomar, Momaw, Oraltor, Trangle (animal names)
Homeworld: Ithor
Attribute Adjustments: Dex -1; Will +1 (cap 7)
Bonus Skills: +1 Survival
Bonus Qualities: +2 Wild Card Skill/Wilderness Lore; Sweet Disposition (4-pt.)
Racial Drawbacks: Pacifist (2-pt.); Scum (2-pt.)
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Mon Calamari 1-point Species
Description: The Mon Calamari (also known the Mon Cal) are one of two
sentient species indigenous to the world of Dac. Creative, quiet and inquisitive, Mon Calamari are
fish-like amphibious humanoids with domed heads, webbed hands, and large eyes. They smell of salt
and sea. Height varies between 1.3 and 1.8 meter.
Example Names: Ackbar, Bant, Ibtsam
Homeworld: Calamari (Dac)
Attribute Adjustments: -1 Str, -1 Con
Racial Modifiers: -1 to tests involving Dexterity, Perception or Willpower in a dry
environment; +1 to tests involving Dexterity, Perception and Willpower in a moist
environment; +2 Athletics tests in water
Bonus Qualities: Special Sense/Low-Light Vision (2-pt.)
Racial Drawbacks: Scum (2-pt.)
Languages: Basic 3; Dac 3
Rodians 0-point Species
Description: A reptilian humanoid species with violent tendencies, Rodians are tenacious and
dedicated. They evolved from a jungle hunter-culture to populate all niches in galactic culture, despite
their thuggish stereotype. Rodians have multifaceted eyes, a tapered snout, and a deep green skin.
Height varies between 1.5 and 1.7 meters.
Example Names: Andoorni, Beedo, Doda, Greedo, Greeata, Kelko, Navik, Wald.
Homeworld: Rodia
Attribute Adjustments: Dex +1 (cap 7)
Bonus Qualities: Special Sense/Infrared Vision (2-pt.)
Racial Drawbacks: Violent Temper (2-pt.); Scum (2-pt.)
Racial Modifiers: +2 on tracking tests
Languages: Basic 3; Rodese 3
Sullustans
0-point Species
Description: A diminutive species of near-Humans, Sullustans have round, tapered skulls,
large almond-shaped black eyes and facial jowls called dewflaps. They tend to be Pragmatic, pleasant
and fond of practical jokes. Height varies between 1.3 and 1.8 meter.
Example Names: Aril Nunb, Dllr Nep, Nien nunb, Sian Tevv, Syub Snunb.
Homeworld: Sullust
Attribute Adjustments: -1 Str; +1 Dex; -1 Con; +1 Per
Bonus Qualities: Special Sense/Darkvision (2-pt.)
Racial Drawbacks: Size (1-pt.); Scum (2-pt.)
Racial Modifiers: Always remember how to return to an area previously visited; +1 to
Astrogation tests
Languages: Basic 3; Sullustese 3
Trandoshan
2-point Species
Description: T'doshok in their native language, Trandoshans are large, bipedal reptilian
humanoids with ability to regenerate lost limbs, although very slowly. Unlike many other reptilian
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species, Trandoshans have no tails. They are typically violent, brutal and driven, but can show
compassion and mercy. Height varies between 1.5 and 2.1 meters.
Example Names: Bossk, Fusset, Krussk, Ssuurg, Tusserk.
Homeworld: Trandosha (or Dosha)
Attribute Adjustments: +2 Str (cap 8); -1 Dex; +1 Con (cap 7)
Bonus Qualities: Natural Toughness (4-pt)
Racial Drawbacks: Cruelty (2-pt.); Scum (2-pt.)
Languages: Basic 3; Dosh 3
Twi’lek 3-point Species
Description: An omnivorous humanoid species, Twi’lek’s are cunning, charismatic and profit-
oriented. The species bears two striking physical traits, the tail-like lekku protruding from the back of
their skulls and a wide range of bright skin pigmentation ranging from green, orange, brown, yellow,
blue, gray, pink, black, white, and purple, all in varying shades and hues. Height varies between 1.6
and 2.1 meters.
Example Names: Mas Amedda, Dul Baturra.
Homeworld: Ryloth
Attribute Adjustments: +1 Per (cap 7)
Bonus Skills: +1 Con; +1 Survival
Bonus Qualities: Resistance/Poison (2-pt.)
Racial Drawbacks: Scum (2-pt.)
Racial Modifiers: Secret lekku communication
Languages: Basic 3, Ryl 3
Wookie
5-point Species
Description: Wookies, who refer to themselves as the People of the Trees, are a species of
hairy bipedal humanoids known for their skill in battle. Wookies are long-lived and very strong, with
an aptitude for mechanical endeavors. They may appear to be primitive, but they are quite adept with
high technology. While Wookies have a reputation for hostility (pulling the arms off droids), they also
possess a great capacity for kindness. They make loyal friends. Wookies have a great many traditions
and customs that revolve around honor and loyalty, including the special bond of friendship called the
honor family, and the sacred pledge of honor known as the life debt. Though arboreal, a Wookie never
uses its climbing claws in combat. To do so is considered dishonorable and a sign of madness. In the
Galactic Empire they are considered a slave race.
Example Names: Attichitcuk; Bacca; Burtiin; Chewbacca; Chuundar; Fahraark; Freyyr
Attribute Adjustments: +3 Str (cap 8); +2 Con (cap 7)
Bonus Skills: +1 Intimidation
Bonus Qualities: Hard to Kill (4-pt.; may buy up to 10-points total); Natural Toughness (2-pt.)
Racial Drawbacks: Honorable (1-pt.); Violent Temper (1-pt.); Reckless (1-pt.); Scum (2-pt.);
Wanted (2-pt.)
Racial Modifiers: +2 climbing; cannot speak Basic
Languages: Basic 3; Shyriiwook 3
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Zabrak
1-point Species
Description: The Zabrak, also known as Iridonians, are a humanoid species known for having
a fierce sense of self-determination and an equally dominant need for independence. All Zabrak bear a
striking series of vestigial horns that crown the heads of both males and females, and many boast
facial tattoos that can symbolize many things, including but not limited to family lineage, place of
birth, or individual personalities. They are a proud, strong, and confident species which most other
beings perceive as arrogant. Height is similar to humans.
Example Names: Bao-Dur; Maris Brood; Drell Kahmf; Agen Kolar; Eeth Koth
Attribute Adjustments: +2 Willpower
Bonus Skills: +2 Survival
Racial Drawbacks: Scum (2-pt.); Zealot (1-pt.)
Racial Quirk: Arrogant
Languages: Basic 3; Zabraki 3
PROFESSIONAL TEMPLATE S
Note: Qualities acquired from Template Packages stack, while Drawbacks do not; the more
severe penalty applies with no cost change. Increases to an Attribute cannot exceed a racial maximum
by more than one point when applying a Template.
Aristocrat
5-point Package
You grew up among the rich and powerful, with a proper education, and sometimes your
family name alone will get you places.
• Advantages: +1 to one mental Attribute; +1 Con; +1 Knowledge; two levels of Lifestyle; one
level of Reputation
• Disadvantages: two points in Adversary, Ego, Honorable, or Obligation, depending on what
kind of aristocrat you are.
Artisan
2-point Package You’re all about the passion. Some might call you a Drama Queen, but they just don’t know
what its like to be as alive as you are when you’re doing your thing! Some Artisans sculpt holograms,
some become entertainers, and others craft precision machines. Whatever their “thing” might be,
Artisans do it with all their heart and energy, and are surprisingly vengeful towards anyone who would
stand in their way.
• Advantages: +1 bonus to Dexterity and Perception; three points to apply to a “profession”
skill (Wild Card: Art for actual artists, Repair for technologists, etc); one level of Lifestyle; two
points of Reputation.
• Disadvantages: Indebted (two points, to a former patron, usually); Pacifist (2-pt.: “I’m a lover,
not a fighter!”); Tragic Love.
Bounty Hunter
7-point Package The bounty hunter makes his living capitalizing on the vendettas of others, tracking down
fugitives for their enemies, their masters, or simply for justice. Bounty hunters rarely die from
boredom.
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• Advantages: Five points to distribute between Blaster, Crime, Intimidation, and Streetwise;
two-points of Contacts; two points in the Contraband Quality (representing modified armor, a
force cage to hold prisoners, a sweet blaster, etc.); Fast Reaction Time; Reputation Quality
• Disadvantages: Cruelty (1-pt.); Ego (1-pt.); Humorless (1-pt.); Paranoia (1-pt.); Scum
Brash Pilot
5-point Package
You’re one of those hotshot, elite starfighter ace-types they make action holovids about. Your
killer instinct, precision reflexes and Academy training make you a top gun to be reckoned with. Well,
maybe you didn’t quite make it thru the academy, but large numbers of so-called “bush” pilots have
made their way into the ranks of the Rebel Alliance and other underground establishments.
• Advantages: +1 to their Dexterity and Perception; +2 to the Pilot skill; Spacer and Situational
Awareness Qualities. You might consider buying a few levels of the Obligation Drawback or
the Rank Quality if you are a bona-fide military pilot.
• Disadvantages: Mild Ambitious; Serious Reckless
Criminal
4-point Package
You’ve chosen a life of crime, or maybe it’s chosen you. Either way, you’re a petty scumbag.
• Advantages: +1 to any one Attribute; +2 Crime; +2 Streetwise; Contacts/Criminals (2-pt);
Low-Profile
• Disadvantages: Scum; Minor Cowardice; Recklessness
Drifter
3-point Package
Like a leaf on the wind, you are a Drifter, moving from place to place as circumstances and
opportunities take you. You have no real home (unless its mobile, too), but you’re okay with that.
There’s always something new in your future, something to look forward to—nothing to keep you
from moving on and having a whole new life.
• Advantages: +1 Constitution; +1 Perception; +1 Streetwise; +1 Con; +1 Knowledge; +1 Pilot;
+1 Survival
• Disadvantages: Scum; Minor Paranoia
Elite Soldier
8-pt Package
An Elite Soldier is the ultimate warrior: deadly; intelligent; loyal; a consummate professional.
Soldering is what he does—it’s who he is. Fighting other people’s wars, following orders without
question, killing without hesitation—without remorse—is all part of the job. Armies across the galaxy
employ soldiers, boys and men with deadly implements whose primary objectives are girls and glory.
The Elite Soldier is more than that. He is the best of the best, a living weapon, the Soldier other
soldiers whisper about in the dark, the one that generals, senators, kings and governments pretend
doesn’t exist.
Still, for all his skill and valor, the Elite Soldier is destined to be a faceless, unsung hero. Since he
operates frequently outside common laws and establishments, he’s often without formal rank or
authority like normal soldiers. And if he is ever captured or killed, no one will come rescue him, no
one will mourn him, and most of the galaxy will ever even know that he lived. It’s just all part of the
job for an Elite Soldier.
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• Advantages: +1 to any two Attributes; three-points to spend in any combination of Blaster,
Brawl, or Melee; Iron Will; Situational Awareness; Fast Reaction; Natural Toughness (2-pt.)
• Disadvantages: Humorless; Minor Cruelty; Minor Recklessness; Total Obligation; Minor
Paranoia
Fringer
4-point Package Fringers come from worlds outside “civilized space”, or any fringe of galactic society, from the
frontiers of space to the deepest, darkest levels of Coruscant. They usually replace formal education
with skills and knowledge gained from experience. Fringers aren’t necessarily unfamiliar with
advanced technology, but they don’t have accesses to the conveniences common on higher status
worlds.
• Advantages: +1 Constitution; +1 Willpower; Natural Toughness (2-pt.); three points to divide
between Repair, Streetwise, and Survival
• Disadvantages: Outsider
Gambler
5-point Package You’ve learned just about every game of chance there is, and know all the scams, at least the
good ones. You’ve won and lost fortunes and been chased by bounty hunters and jealous husbands
during your career. You’re colorful, charming, and very insincere. You do extremely well with the
opposite sex, and everybody either loves you or hates you—but no one trusts you. There are serious
rewards for those who make it, and you intend to be there when the big prize is handed out!
• Advantages: +1 Dexterity; +1Perception; +1 Con; +1 Streetwise; +2 Wild Card/Gambling;
one level of Lucky; two levels of Lifestyle; one level of Attractive
• Disadvantages: Indebted (2-pt.); Serious Greed; Wanted (2-pt.)
Gearhead
4-point Package You’ve received some sort of technical training that makes you an expert at fixing and building
things. Gearheads are usually a little smarter than most people—meaning they aren’t really “people”
people.
• Advantages: +2 to Intelligence; +1 to another mental attribute; four points to be spread
Computers, Knowledge, and Repair
• Disadvantages: Outsider
Kid
4-point Package You’re a “child of the stars”, a survivor unnoticed by the masses of civilization, beholden to no
parent or master. You’re probably an orphan, though you try not to think about that too much. You
might be a stowaway, or an apprentice to a more mature adventurer, but you’re determined to pull
your own weight and make your mark on the universe.
• Advantages: +1Dexterity; Sweet Disposition; Low Profile; four levels of Hard to Kill
• Disadvantages: –5 to the number of character points to spend on starting Skills; Strength and
Willpower racial caps reduced by one
Lawman
5-point Package
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You are—or were—a law enforcement officer, part of a governmental security force on your
home planet. They spent some time and money on your training, but what made you great at your job
was something you were born with, and whether you’re still a lawman or not, it defines who you are.
• Advantages: +1 to any one physical Attribute; +1 Athletics; +1 Blaster; +1 Brawl; +1
Intimidation; +1 Knowledge; +1 Pilot; two points in Contacts, either government or criminal
• Disadvantages: Minor Ego; Minor Honorable; Wanted (2-pt.) by those he’s crossed in the line
of duty, who haven’t forgotten
Merc
5-point Package You are a mercenary, always looking for a way to make a living. You probably signed onto a
professional company as a youth, survived a campaign or two, and set out on your own. You might
have some kind of ethic you follow, but you have a tendency to walk over dead bodies.
• Advantages: two points in any of your physical attributes; two levels of Hard to Kill; +1
Athletics; +1 Blaster; +1 Survival
• Disadvantages: Minor Cruelty; Minor Greed
Outlaw
6-point Package Your old life used to put you in pretty regular contact with Imperials. You always knew they
were no good for your people, but the money was too good, and you didn’t want to rock the boat. One
day they went too far, though, and you developed a conscience. They tried to kill you, but got the
woman you loved instead. Okay, okay, so that’s the holo-drama some shtick made about your life
when you wasted those Imp’s, but it’s close enough to the truth.
You’re a hard-core outlaw, a desperado wanted for crimes against the Galactic Empire. Every
now and then someone shows up to try and collect the reward, but so far you’ve stayed one step ahead
in the game. You’ve made a living out of being wanted; you’re something of a folk hero others can
look up to and take the courage to resist oppression. As a one-man Rebellion, you know you probably
won’t live long, but you’re fighting the good fight, and that’s what counts.
• Advantages: four levels of Hard to Kill; Gunslinger; Natural Leader; Situational Awareness
• Disadvantages: Minor Honorable; Wanted (4-pt.) Scum.
Pirate
4-point Package You started out as a simple spacer, but before long your captain was ordering you and the rest
of the crew to attack other ships, and you went along with it. You’ve since gotten away from that
bloodthirsty bunch, but you’re still a pirate, robbing ships for valuables. You enjoy the notoriety that
the label “pirate” conjures up. You’re one of the hardier folks in the galaxy—you can’t seem to take
danger seriously, and you love a good party…boarding party, that is…
• Advantages: +1 Blaster; +1 Brawl; +1 Crime; +1 Intimidation; +1 Melee; two points of the
Hard to Kill; Spacer; two points of Contraband
• Disadvantages: Wanted (4-pts); Clown (or Humorless for the serious types); Scum
Scout
4-point Package You’re the laconic sort, much preferring to be alone in a familiar wilderness than amongst the
civilized. You’re known to be independent, tough, and smart, and are often sought after for
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employment by those who are not. You might be a professional hunter, a tracker, a guerilla fighter, a
simple woodsman, or even an Ewok. (J/K)
• Advantages: +1 Constitution; +1 Perception; five points to be divided between Athletics,
Medicine, Blaster, Stealth and Survival
• Disadvantages: Outsider
Smuggler
6-point Package Whether it’s guns, people, or parts, you’re the person to call for transportation across restricted
space. Not only do you know who has goods to sell, you also know who’s most likely to purchase
those goods.
• Advantages: +1 Intelligence; +1 Con; +1 Streetwise; four levels in Contacts (which may be
split up into multiple contacts); two levels of Hard to Kill; one level Lucky; Spacer
• Disadvantages: Indebted (4-pt.); Minor Greed; Scum
Spy
6-point Package Knowing other people’s business is your business. You might be part of the elaborate Bothan
Network, a secret agent for the Rebellion, or simply a nosey kubaz with too much time on his hands.
• Advantages: +1 Intelligence; +1 Perception; +1 Willpower; +1 Computers; +1 Con; +1 Crime;
+1 Stealth; Situational Awareness; Iron Will; Low Profile
• Disadvantages: Total Obligation; Mild Paranoia; Secret (4-point); Mild Zealot
A spy gains +1 to each of his mental attributes, as well as one points each among. He gets the. Many
Spies spend points on the Contraband Quality, too, depending on how well funded they are.
Thug
4-point Package You grew up in a hard place and became hard yourself in order to survive. Eventually you
came to make a living by passing on this hardness to others. You may eventually rise above your
situation, but you’ll always be a thug.
• Advantages: +1 Strength; +1 Constitution; +1 Brawl; +1 Intimidation; +1 Melee; +1
Streetwise; Natural Toughness (2-pt.); two points in Contacts (criminal, usually)
• Disadvantages: Scum; Minor Greed; Minor Cruelty; Minor Violent Tendencies
Veteran
4-point Package You’re a veteran from some far off conflict on some far off world. You were a common man who
stood up for a cause, risking life and limb to defend what you believed in. Maybe you were part of the
resistance when Imperial Star Destroyers first appeared in your skies, or maybe you were part of a
civil war in your home system. Whatever it was, it’s a life you left behind, and it changed you forever.
• Advantages: +1 Willpower; +1 Blaster; two levels of Hard to Kill; Gunslinger
• Disadvantages: Recurring Nightmares; Minor Paranoia; Minor Honorable
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FORCE TRADITION TEMPLATES
Note: Unlike other Template Packages, Force Traditions are progressive: to buy the Jedi
Master template a character must first have first been Force Sensitive, then received training to
become a Padawan, then passed the trials and tests necessary to qualify for training as a Knight. As
with the other Template Packages, there must be training involved in order to acquire Force Tradition
Template. These Templates determine which Force Powers a character may learn. Learning any of
these Force Traditions requires the Supreme Chancellor’s (aka, the Game Master) approval.
Fallen
Special Package
Whether you were once a Jedi Knight or a mystic of some other tradition, you walked too close
to the line and fell into the grasp of the Dark Side of the Force. You lost your soul to it. When all of a
character’s Light Side Points are converted to Dark Side Points, he automatically acquires this
template.
• Advantages: +1 to the character’s highest Force Skill (order of preference being Alter, Sense,
then Control in case of ties)
• Disadvantages: Minor Ambitious; Minor Cruelty; Minor Paranoia; Violent Temper (2-pt.)
Force Sensitive
4-point Package You are naturally sensitive to the ebb and flow of the Force, though you may not realize it. Such
people are rare in any era, but during the time of the Galactic Empire they are special indeed. Without
further training, this template isn’t good for more than a few perks and the potential for lots of trouble,
although being force sensitive qualifies you to purchase the progressive Jedi Padawan, Jedi Knight,
and Jedi Master—or other—Packages, should you find a teacher later on.
• Advantages: +2 Dexterity; +2 Perception; all racial caps raised by +1; Fast Reaction Time
• Disadvantages: Secret (3pt.)
Jedi Padawan
12-point Package; Prerequisite: Force Sensitive
You are a Jedi Knight in training; a would-be guardian of peace and justice in the Old
Republic….or a dispossessed fugitive in the New Order. We’ll assume the later.
• Advantages: +1 to one physical Attribute; +1 to one mental Attribute; +1 Wild Card/
Lightsaber; +1 Athletics; +1 Knowledge; Reputation (2-pt.); four-point Contraband/Lightsaber;
Acrobatic
• Disadvantages: Minor Honorable; Important Obligation
Jedi Knight
12-point Package; Prerequisite: Jedi Padawan You are a full-fledged Jedi Knight, trained in the ways of the Force, a sworn guardian of peace
and justice, and very likely hiding from the “Law.”
• Advantages: +1 to any two physical Attributes; +1 to any one mental Attribute; +1 Athletics;
+1 Brawl; +1 Knowledge; +1 Pilot; Iron Will; Situational Awareness; Jedi Arts; +1 Control;
+1 Skill Specialization/Lightsaber
• Disadvantages: Major Obligation; Wanted (4-pt.)
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Jedi Master
12-point Package; Prerequisite: Jedi Knight
The Jedi Master is deeply in-tune with the Force. In lieu of a Jedi Order to maintain, an Old
Republic to defend, or peace to enforce, the rare Jedi Master who survived the Purge has spent years in
solitary mediation in order to unveil the deeper mysteries of the Force.
• Advantages: four points to divide among the mental Attributes; +1 Knowledge; +1 Medicine;
+1 Survival; Natural Leader; +1 to all Force Skills; +1 Skill Specialization/Lightsaber; Hard-
to-Kill (5-pt.)
• Disadvantages: Total Obligation; Wanted (6-pt.)
Student of the Dark Side
6-point Package; Prerequisite: Force Sensitive Quicker, easier, more seductive, some students of the Force dabble in darkness, indulging their
vices instead of mastering them in a quest for many that leads to madness and death. Still, many
secrets can be found hiding in the shadows, and the lure of the Dark Side is a temptation some cannot
resist.
Whether you first became a Student of the Dark Side by studying mysterious scrolls and ancient tomes
or were taken in by a smooth talking Sith who hinted that the Dark Side might be a pathway powers
unnatural, this is the first step down the dark path. Being a Student of the Dark Side is not in itself
corrupting and evil, but it does open you up to the influence of such forces. Some Students start down
the dark path by reasoning, “know thy enemy,” and a few of them survived to regret it. From time to
time the Dark Side will call upon a Student, visiting him with temptation, fear, anger, hatred and all
the other tools of corruption it can muster, leaving those too weak to resist changed and broken in its
wake.
• Advantages: +1 Con; +1 Intimidation; +1 Knowledge; +1 Stealth; Situational Awareness; +1
Alter
• Disadvantages: Mild Ambitious; Recurring Nightmares
Dark Jedi/Sith Marauder
7-point Package; Prerequisite: Fallen
For some Padawans and Jedi Knights, the Dark Side’s lure of greater, faster power is
overwhelming. Such are destined to become Dark Jedi. Others who attained knowledge thru arcane
studies are invariably drawn to ancient Sith teachings, and become Marauders. It’s all pretty much the
same thing.
• Advantages: +1 to each physical Attribute; +1 Athletics; +1 Brawl; +1 Intimidation; +1
Stealth; Acrobatic, two levels of Hard to Kill; Fast Reaction Time; +1 Control; +1 Alter; +1
Wild Card/ Lightsaber
• Disadvantages: Serious Ambition; Serious Cruelty; Scum; Serious Violent Temper
Sith Lord
5-point Package; Prerequisite: Dark Jedi/Sith Marauder A true master of the Dark Side of the Force is without peer—some would say he is only a
master of evil, but it’s all pretty moot when you can throw lightning around and kill your enemies
from a serious distance. There are only ever two Sith Lords at any given time, a Master and an
apprentice (who may technically just be a Dark Jedi or Sith Marauder for the time being, until he
comes into his powers.)
Note that these positions are currently filled—you may have heard of them.
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The relationship between two Sith Lords is always precarious; it’s expected that the one will
someday rise up and overthrow the other, and for this reason the master is wise to never teach the
apprentice everything he knows. On the other hand, some apprentice Sith Lords have turned out to be
naively loyal, and inevitably fall at the hands of a Dark Jedi or Sith Marauder who they thought was
beneath them. The new apprentice is almost always welcomed by the master with open arms. Sith
Lords are quietly sinister masters of the Force, often unassuming until their true nature is revealed,
which is often too late.
• Advantages: +1 to all mental Attributes; +1 Knowledge; +1 Con; +1 to each of the Force
Skills; +1; Specialization/Lightsaber; Hard-to-Kill (5-pt.)
• Disadvantages: Serious Paranoia; Severe Zealot; Serious Ego
Alien Student of the Force
8-point Package; Prerequisite: Force Sensitive
You are a mystic, hailing from some obscure alien culture that had insight into the Force and
passed that tradition on to you. Your people never achieved the level of mastery the Jedi Order did, but
your abilities are…different. You’re not as persecuted by the Empire as they were either. Still, any
Force user can’t be too careful these days.
• Advantages: +1 Willpower; +1 Medicine; +1 Survival; Situational Awareness; Iron Will; +1
to one Force Skill
• Disadvantages: choose Pacifist, Obligation, Secret or Wanted at two points; Honorable (1-pt.)
Force Adept
6-point Package; Prerequisite: Alien Student of the Force
You are a wizard, sorcerer, witch, priest, or some other miracle-worker from a non-Jedi
tradition. Diving the secrets of the Force is your passion and privilege, and wherever you go you
manage to strike an air of terrible mystery without even trying. Much…
• Advantages: +1 to any one physical and to any two mental Attributes; +1 Intimidation; +1
Knowledge; +1 Medicine; +1 Stealth; +1 Survival; +1 Sense; +1 Alter
• Disadvantages: choose Pacifist, Obligation, Secret or Wanted at four points
The Force Adept gains. He also gains +1 to each of the following skills:
The Force Adept gains +1 to his Sense Power. He may learn up through Intermediate Force Powers,
and gets five extra points to divide among them. He also gains two free Mysteries.
(VII) APPENDIX B: COMBAT MANEUVERS
All characters start with a number of Moves equal to their skill rating in that category; Jedi Arts uses
Intelligence for this purpose. All characters can take two actions in a turn; one offensive and one
defensive. Extra actions can be either (see Combat Complications.) Moves a character does not know
may be attempted at an additional –4 penalty.
Blaster Moves • Aiming: Aiming delays the shot action until the following turn. Aiming is a separate roll from
the attack roll. It is a Perception + Blaster roll; the successes add to the attack roll next round.
You cannot aim if you are forced to take any other action that round.
• Autofire: You can use a weapon that is capable of firing a continuous spray of blaster bolts
until it runs dry or overheats (which is will do if fired continuously for three rounds in a row,
requiring a round to rest). Each blast of Autofire is effectively a group of up to10 shots, which
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requires one attack roll. For the first round of 10 shots, the success levels of the roll determines
how many bolts hit. Each subsequent attack that turn requires another roll, with a cumulative –
4 penalty.
• Burst Fire: This is a professional soldier’s three-taps of the trigger; a controlled burst. A
weapon must be capable of Multifire to do this Move. Make one attack roll; each success level
allows one bullet to hit the target. Successive Bursts use the same rule, but suffer a cumulative
–3 roll.
• Blast: The basic maneuver with a blaster—everyone knows you point it and pull the trigger.
This Move is free, and base damage is per the weapon type. The roll is Dexterity + Blaster.
• Crippling Shot: You shoot to maim, not to kill. The roll is Dexterity + Melee –2. For every
two successes on your attack roll, your target gains a –1 penalty to all his dice rolls. This
penalty stays until the victim is fully healed. Damage is still lethal, but not doubled. The
success levels do not add to the base damage if this Move is used.
• Duck: This is the basic defensive maneuver that requires no training or skill to master. This
Move is free, whether you have the Blaster skill or not. The roll is Dexterity + Athletics –2.
The penalty becomes –4 if no cover is available.
• Head Shot: You always aim where it can do the most damage. Roll Dexterity + Blaster at -4;
the target must immediately make a Survival Test or die.
• Multishot: You can shoot as fast as you can pull the trigger. Roll Dexterity + Blaster, with a
cumulative –2 penalty for each shot after the first.
• Precise Shot: You specifically aim for a vital location. The attack roll suffers a –4 penalty, but
the damage modifier becomes x4. This is also useful for shooting objects out of hands, etc.
• Sniper Position: This allows a character to shoot normally from a prone position. Your attack
rolls are not penalized, and any ranged attacks made against you from outside of Pistol Range
are at a –4 penalty.
• Turret: You can effectively use a heavy, mounted weapon. Not having this Move (plus the
Spacer Quality, if it’s a starship weapon) incurs a –4 penalty to the attack roll.
Brawl Moves • Avoidance (Run Away): Don’t get hit! This is the most basic Brawl Move, and is purely
instinctual. All characters get it for free. The roll is Dexterity + Athletics.
• Block: Put up your dukes and don’t let ‘em hit anything important. The defensive roll is
Constitution + Brawl +1.
• Dirty Tricks: A handful of sand, sucker-punches, ear-slaps, wedgies—all designed to give a
dirty fighter the advantage. The roll is Dexterity + Brawl and is resisted by Perception + Brawl
–2. The penalty is waived if the defender has the Situational Awareness Quality.
• Groin Shot: This attack roll receives a –3 penalty. Damage is normal, but a male victim must
get at least one success on a roll of Willpower (doubled) minus the successes of the attack or
be unable to take any actions for the turn. Females must make the roll also, but only suffer a –1
penalty. Every turn the character must make a new roll to recover with a cumulative +1 bonus.
Base damage is (2x Strength). This Move is not considered a friendly gesture.
• Head Butt: This maneuver is especially useful in grappling or other close-quarter combat. If
the Head Butt misses, the attacker takes damage instead. The roll is Dexterity and Brawl –2,
and the damage base is (2x Strength).
• Kick: This Move is one step up from a Punch. The drawback is that if your kick is successfully
defended against with a Block maneuver, your opponent gets a chance to grapple. The roll is
Dexterity + Brawl –1, and base damage is 2 x (Strength + 1).
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• Knockout: By various means, you can leave your opponent unconscious instead of
permanently damaged. This Move is used in conjunction with some other Brawl attack
maneuver, using a Strength + Brawl –2 roll. The total damage is halved (unless you have a nice
heavy object in hand, in which case he –2 on the initial roll is also waived). The victim must
make a Constitution (doubled) roll to with a penalty to this maneuver’s successes or be KO’ed.
If the attacker has the Jedi Arts Move: Choke Hold, the Knockout roll becomes Strength +
Brawl +2.
• Punch: This is the most basic Brawl Move; even a little kid can do it! Everyone gets this
maneuver for free. The roll is Dexterity and Brawl, and the damage base is (x Strength).
• Slam Tackle: This attack uses Strength and Athletics, and can be Avoided but not Blocked.
Base damage is (2 x Strength). The target must make a Strength (not doubled) check or be
knocked prone. An opponent rendered prone with this Move can be grappled automatically.
• Tear Arms from Sockets: You know the drill. Your Strength must be over six to use this
maneuver. A target must already be grappled; a Strength + Brawl roll must get a number of
successes in excess of the victims Strength score and—POP—no arms! Damage is (x3
Strength), and is lethal (duh.)
• Toss: This is good for throwing people into reactors. The defender must already be grappled
and the attacker must have a minimum Strength of 4. The roll is Strength (doubled) –4, and is
resisted with the defender’s Strength (not doubled) roll. If successful, base damage is equal to
Strength and the victim is tossed one yard per success level, falling prone.
• Wall Smash: You must have enough Strength to lift your opponent for this maneuver to work
(see the Strength chart, Angel p. 25). You must also first succeed in a grapple roll. With a
Strength + Athletics roll you can swing your opponent around and Smash them into stuff. The
defender may also resist with a similar roll.
Melee Moves • Avoidance (Run Away): This Move is identical to the Brawl maneuver of the same name. The
roll is Dexterity + Athletics.
• Crippling Strike: This Move is similar to the Blaster Crippling Shot. The roll is Dexterity +
Melee –2. For every two successes on your attack roll, your target gains a –1 penalty to all his
dice rolls. This penalty stays until the victim is fully healed. Damage is still lethal, but not
doubled. The success levels do not add to the base damage if this Move is used.
• Decapitation: The roll is Strength and Melee –5, but the damage is multiplied by five. If the
damage is enough to reduce the victim to –10 Hit Points or more, they must pass a Survival
Test or die.
• Disarm: This is a resisted action using Dexterity + Melee –2.
• Hack Extremity: The roll is Dexterity + Melee –2. Damage over the target’s Hit Points
cripples or severs that limb; excess damage is lost.
• Parry: This is the defensive Move for those who like to fight back. Dexterity + Melee.
• Precise Stab: You specifically aim for a vital organ. The attack roll suffers a –4 penalty, but
the damage modifier becomes x4. This is also useful for knocking objects out of hands,
chopping off said hands, etc.
• Strike: This is the basic swing of the gaffi stick, requiring no skill or experience to use. All
characters have this move.
• Throw Weapon: Weapons designed to be thrown can be with a Dexterity + (Athletics or
Melee –1) roll. An unbalanced weapon can be thrown with a –5 penalty. Range is two yards
per level of Strength.
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Jedi Art Moves • Catch Weapon: Catching sharp, pokey things. The roll is Dexterity + Athletics –5. If the roll
does not exceed the successes of the attacker, the damage of the incoming weapon is increased
by five.
• Punch Block: Why simply block when you can inflict damage too? The defensive roll is
Dexterity + Brawl –2, and if successful inflicts Strength damage on the attacker.
• Block Melee: Parrying melee attacks with your bare hands. Roll Dexterity + Brawl –4.
• Break Extremity: The opponent must be grappled for this maneuver to succeed. The roll is
Dexterity + Brawl +2. Damage over the target’s Hit Points breaks the offending limb; excess
damage is lost.
• Break Neck: Before this maneuver can be attempted, the character must succeed at a grapple
check. After that, the attacker rolls and adds Strength and Brawl. The defender makes a
Strength + Constitution roll. If the attacker’s roll is higher, the base damage is (4 x Strength)
point (lethal). If the total damage reduces the defender to –10 Hit Points he has to make a
Survival Test with an added penalty equal to the success levels of the Break Neck roll (in
addition to normal modifiers). Failure indicates instant death.
• Choke Hold: Roll Strength + Brawl –2. If successful, the victim is automatically rendered
unconscious. The victim must already be grappled.
• Crippling Blow: This Move is like Crippling Shot & Strike, but your hands are deadly
weapons. For every two successes on your basic attack roll, your target gains a –1 penalty to all
his dice rolls. This penalty stays until the victim is fully healed. Damage is still lethal, but not
doubled. The success levels do not add to the base damage for this Move.
• Double Jump Kick: This involves leaping into the air and striking out at two adjacent targets,
either in quick succession or at once. This move requires two rolls (though it is considered a
single action): first, a Dexterity + Athletics roll to get airborne; second, a Dexterity + Brawl –4
roll to attack. Base damage is 3 x (Strength +1) with an additional bonus of the success levels
on the Athletics roll. Failing the Athletics roll means the character falls prone. You must have a
minimum Dexterity score of 4 to learn this Move, and the Double Jump Kick is the only
maneuver that can be attempted in a round (no extra actions allowed).
• Feint: The art of misleading your opponent and striking from an unexpected direction. It uses
Intelligence + Brawl (or Melee) and is resisted reflexively with Perception and Brawl (or
Melee). If the attacker wins, successes from this action add to his next attack against that
target.
• Ground Fighting: You know how to fight prone, and are able to make attacks and defensive
rolls while on the ground at a –2 penalty.
• Jump Kick: This involves leaping into the air and booting your opponent in the head. This
move requires two rolls (though it is considered a single action): first, a Dexterity + Athletics
roll to get airborne; second, a Dexterity + Brawl –3 roll to attack. Base damage is 3 x (Strength
+1) with an additional bonus of the success levels on the Athletics roll. Failing the Athletics
roll means the character falls prone. You must have a minimum Dexterity score of 4 to learn
this Move, and the Jump Kick is the only maneuver that can be attempted in a round (no extra
actions allowed).
• Spin Kick: This roundhouse kick is powerful, but has the same drawback as a regular Kick
(see Brawl Moves). It uses Dexterity and Brawl –2, and does 2 x (Strength +2) base damage.
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• Sweep Kick: This does little damage, but knocks an opponent prone by kicking their feet out
from under them. The roll is Dexterity and Brawl –1. If successful, the defender takes Strength
points of base damage and he must make a Dexterity + Athletics roll to keep his feet.
• Takedown: Throws, flips, trips, etc. Roll Strength + Brawl. If successful, the target falls prone
and takes Strength base damage.
• Take Weapon: This is a resisted action using Dexterity + Brawl –3. If successful, you get the
weapon. Resisting the action is reflexive, and uses the Avoidance maneuver.
• Tumbling: The art of bouncing around your opponent while in combat. This requires the
Acrobatic Quality, but negates the inability to attack while defending. So, avoidance moves
made by this character are always made with a +2 bonus, so long as he has room to maneuver,
even if he’s attacking in the same round.
• Wall Flip: This involves running up a nearby wall and flipping back behind a pursuing
attacker. The roll is Dexterity + Athletics –3. This Move is used as a single defensive roll
against all opponents in position around him. He also gains the initiative on the next round over
them. Failure to perform this maneuver successfully results in a spectacular prone position;
right at the feet of your enemies! You must have the Acrobatic Quality to learn this maneuver.
• Wrestling Hold: Making the most of your grapple check, you effectively restrain your
opponent. The roll is Strength + Brawl –2. The defender resists with Strength (or Dexterity). If
the attacker wins, the victim suffers a –1 penalty to all rolls while held per success level of the
attacker (the full success levels, before being resisted).
• Whirling Weapons: You weave your weapon in complex and non-self-debilitating patterns.
Anyone who steps into range of the character is attacked. Also, any close attack made against
him is parried as a reflexive action. The rolls for this Move are Dexterity + Brawl –4 to attack
and defend. It’s the only action that may be attempted in the turn, and is ineffective against
ranged attacks. Also, every turn past the first this maneuver is used applied an additional –1
penalty to the roll.