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Table of Contents i«*noduci«ofi 1 Chapter O m : Bcqtrminq Ctw ration I I AAorrcts: Ch* atien r ? M « W a n M I L * Chapter TWo; Gamcmaieennig 1 Jt. | . -mrm ->m t F’-'a . r>f»- JJt Ucstqnrq Aibixtkrt* 1 2 3 fcjnnm »j A*hM*rtirri 4 23 ***rmi*iM*>©ln 4 Chapter flm er; TMhc M e d u ru u * 1 1 : C P ffta i HTK> f ft 3 7 Ccnttned iV ik ir n i 1 3 5ufcs Chapter four, Attributes and Stall* 7 Chapter f ivw: M ovem ent ♦ 5 f: WfKltn 9 C1>nfm< Jl*. 3|au%b t® 6 l S u rX h tA Chapter Sevi n The Star W an imfverxc I 7 1 1 /mens *3 7 7 Thr Pence 13 CMpWf Eight: Equipment 15 ft 1 WbapOHff IS 82 OtwTi 15 Appendix One; thaJeptaying B^Uci ! 6 Appendix TWo: Second Cdtoon Convertooo IA AR Introduction

A Long Time Ago In A Galaxy Far, Far A w ay ...

In the summer of 1977, as the lights in movie theaters Getting Started around thecountry dimmed, no one knew quite what to expect. For those of you new to roleplaying games, getting started Soon, audiences were introduced to a galaxy of amazing tech­ nology, mixed with swashbuckling fairy-tale. The opening lines with Star Wars is very easy. To begin playing, this is the only told movie goers of a brave and noble princess leading a book you need. First, one person must volunteer to undertake rebellion against a dark and evil Galactic Empire. We learned of a special role called the gamemaster — this person is respon­ sible for running the game, and is in many ways both a referee the great peril she faced as she tried to deliver plans for a secret super weapon to her Rebel allies. arid the main storyteller. Everyone else will play the role of a And then ... the theater sound system rumbled, blaster character— a person who lives in the Star Wars universe. Finish reading this introduction. Next, turn to Appendix bolts flashed, and an awesome Imperial Star Destroyer roared One, “Roleplaying Basics" on page KiiL This appendix, as well across the screen, capturing Princess Leia's helpless blockade as the introductory adventure included with this book allows runner. Many us of were spellbound by this new movie called Srcir new players to start enjoying the game in a matter of minutes. Wars. Now, Star Wars The Roleplaying (lame. Second Edition allows players to adventure in this exciting universe. Other Materials For those of you who loved the movies and wanted Aside from this rulebook, each player will need more stories, information and action, this is the a pencil, scrap paper and several six-sided dice game for you! — one must be of a different color than tfie Join the Rebellion and fight the forces of others, or distinguished in some other way Emperor Palpatine . . (by size, or even by running an indelible Be a smuggler, like Han Solo ... marker around its faces). Each player will Learn die mysterious powers of ttie Jedi also need a photocopy of either a blank char­ Knights ... acter sheet (see page 17(1) or the character Restore peace and prosperity to the galaxy template they intend to play (if you are a begin­ ning player. Chapter One will tell you which You and your friends can do all of these pages to photocopy), ff you don't have access to things! Using the rules and guidelines in this a photocopier, you can copy the information on the book, yon will he ahte to devise many adventures character sheet to a blank piece of paper in a few providing countless hours of fun. minutes — we don't recommend writing in the book. There are many other .Star Wars materials available, includ­ The Galaxy ing sourcebooks, adventures and supplements. You don't need any of them to begin playing the game, but with experi­ Imagine a place of amazing technology, fascinating aliens ence you may want to add a few to your library for reference. and strange locations beyond anything on Earth. A universe where travel from one star to another is as easy as it is for us to travel from one city to another. A galaxy of millions of The Second Edition planets, populated by brave heroes, despicable villains, and For those of you already familiar with the original edition of shady smugglers. Visit the Star Wars universe, where adven­ .Star Wars: The Roleplaying Game, you will find much of the ture awaits you! material within this book familiar. Many sections of the game Star Wars: The Roteplaving Game allows players to pretend have been changed to add depth and make the game easier to to be any number of personalities of the Star Wars universe, play, but the tone remains true to the original. including Rebel Alliance heroes, New Republic diplomats, There are dozens of products that have been produced for smugglers, mercenaries, honor-bound Wookiee warriors, or the first edition of the game. Appendix Two, "Second Edition humorous anti all-too-human Droids. In the- course of their Conversion, 'contains instructions on howto convert informa­ adventures, the players' characters will encounter Imperial tion written for the original game to Second Edition game storm troopers, smuggle important cargos, rescue kidnapped statistics. princesses and fight to bring freedom to the oppressed people Finally, this book expands the scope of the roleplaying game of the galaxy! into the time period following the fall of the Empire at the Battle

Star Wars * Second Edition 5 will will JTAI WAR player. characters. Everyone but but Everyone in the course of of course the in portrayed by the portrayed character. portrayed by a a by portrayed Star Wars ■ Star SecondWars Edition ■ character ad venture. ad Gamemasters character ga mem aster characters aster mem ga player. The gamemaster has final savin all disputes. disputes. all savin final has gamemaster The since he must play everyone who play a not is must he since to help tell to the help tell gamemaster. adventures. adventure, since the rules apply equally to both kinds of of kinds both to equally apply rules the since Gamemaster: The person responsible for running the the running for The responsible person Gamemaster: A Character: Gamemaster Player: Someone who plays a who plays Player: Someone A PlayerCharacter:

the the game. The gamemaster is both storyteller and referee dur­ referee and storyteller both is gamemaster The game. ing ter many portray often players. an Everyone else is a a is else Everyone gamemaster gamemaster now has the choice uf setting his adventures in in adventures of them his will he his to easily adapted of setting either time period. The those uf choice and the has now tastes gamemaster personal his suit to period time either .

is is A pre­ A Brief Glossary ______player character Each player player Each participate in. in. participate gamemaster IT'cirs universe, many universe, IT'cirs during the course of of course the during Game products set in in set products Game Star Wars: A A SewHope Star Wars: adventure. player character. 2) characters Star ______Think of an adventure as a a as adventure an of Think and the the and character _ players game master character and plover and charactermastercharnc- game will also be produced. be also will Return of the Jedi)). the Return of gamemaster. movie which focuses upon the actions ol your actions the upon focuses movie which Adventures:The story that the the that story Adventures:The Characters: 1) A fictional personality that a a that personality A fictional 1) Characters: Return of the Jedi The meaning of this word depends on the context in which which in context the on depends word this of meaning The interchangeable for for interchangeable • word the rules, — explaining when used is it both those played by played those both as related by the the by related as tends to play during the course of an an of course the during play to tends one portrays only normally generic term used for any fictional personality in the game, game, the in personality fictional any for used term generic an adventure. Shortened form Shortened of an adventure. the universe around them, and how they affect affect they how and them, around universe characters, the other. each Star Wars Since these materials all share the the share all materials these Since ______troduction 6 products set in the time period between between period time the in set products of Endor (depicted in in (depicted Endor of time this period will sport “The New logo. Republic" New and r \ In ip^HA aw AR Chapter One: Beginning Characters

Chapter One Beginning Characters

In order to participate in Star Wars: The Roleplaying Game, sionable Jedi-in-training, like Luke Skywalker at the beginning you’ll need a character to play. The easiest way to begin play of Star Hmrs? A headstrong diplomat like Princess Leia? A seedy is to read the various character templates given in the back of eon artist9 An engineer who is more at home with Droids than this book and choose the one that appeals to you most. people’’ All of these choices, and many more, are open to you Once you have chosen a character template, make a photo­ when you select or design a character. copy of the template (don’t rip them out of the book), or simply copy the information to a copy of the character sheet on page A Template Overview 176, This chapter will tell you everything you need to do to A character template is only an outline — a description of a complete the charac ter and be ready to play in a few minutes. type of person — so you’ll have to decide some things about If none of the templates appeal to you. you can create your him or her before you hegin to play The template gives the own character template by turning to page 13, ‘Advanced who. what, when, where, why and how of the character, but Characters.” This isn’t suggested for beginning players, but most of these elements can be changed if they aren't quite who experienced players will often want to create their own tem­ you want to play. II you want to, you can change a template’s plates. background, personality or objectives — remember that there are thousands of bounty hunters, but if you choose to play one, Communication you should have some way of making him or her unique! Character Name: This is the name of the character you’re An important part of character creation is communication. playing. When selecting a name, try not to use an "Earth" name, It helps to have the other players and the gamemaster together especially if you're playing an alien Han Solo, Wedge Antilles, for the character creation process so they can dismiss what Biggs Darklighter, Vorrin Tai, Mali Starslinger, Casta Farnib, kind of characters will be played. The three suggestions given and Leia Organa areaii good, easy-to-pronounce, “non-Earthly” below will smooth the character creation process, especially names. for beginning players: Template Type: A couple ol words that accurately describe • First, discuss with the gamemaster the type of adventure that who your character is. The template type often has the will be played, and what kind of characters he thinks fit into character's species and job, but it can also describe your that type of setting. For example, if the characters are going to personality or attitudes. You may, for instance, be playing a be ruthless bounty hunters, being a Wookicc or an Untrained Wookiee, a Bounty Flunter. an Embittered Politician, or a Jedi might not be appropriate. Disillusioned imperial. If you have acharacteryou want to play, ask the gamemaster ifheor she will fit into the adventure — often, gamemasterscan Player: This is where your name goes. work almost any character into the story. Species: This is your character's species — many charac­ • Second, discuss with the other players what kind of charac­ ters are Humans, but you might also want to play a Wookiee, an ters they will be playing. Normally, a group of players will want Ewok, a Mon Calamari, a Gamorrean or any of thousands of diverse characters with a weli-balanced mix of skills For other species. example, it’s normally not a good idea for every character to be Sex: Male, female, or if a very unusual alien, possibly some­ a Smuggler; instead, a group of characters might include a thing else. Smuggler, an Untrained Jedi, a Gambler and a Droid. It’s good to have a mix of characters — while you might need someone Age: Your character’s age — if a Human, this is pretty self- who is a good pilot, your party might also benefit from some­ explanalory. However, if your character's species has an un­ one who can fix machines and Droids, someone who knows usual life-span, you'll probably want to list what "stage” of life something about strange alien species (that person may even he’s in — infant, young child, adolescent, young adult, adult, play an alien!), and someone who is good with a blaster. middle-aged old, or very old For example. Chewbacca is over 200 years old, but he’s only an adult by Wookiee standards. • Finally, take a few minutes to think about what you know about the Star Wars universe, and decide what kind of person Height: Decide your character's height. Remember what you want to play. Do you want to play a dashing smuggler like alien species he or she is — adult Wookiees average two meters, Han Solo? A brash young pilot like Wedge Anti lies'.’ An impres­ at least. Ewoks seldom grow much larger than one meter.

Star Wars ■ Second Edition 7 Ai'en Nlvi.s tions of their ownpersonality. ters should have both good points andbad points. Advanced summary.You should spend a few minutescoming up witha won’t you of things your character “knows" fromhis earlierlife. whathe did in the past. For example, one of the most interest­ players will try tomake the charactersmore than justreflec­ personality that is interesting and fun for you to Charac­ play 8 acterbeforehis adventuring careerbegan, ormay“remind” gamemaster may introduce charactersAllow up fordevelopments “new”that toshow during play. “knew” The your char­ did before lie joined up ingwith thingsLuke aboutSkywalker Han and Solo Princessis thatLeia. you don'tas hefeels like, and he can evenonly have his hascharacter to lietellabout Lhe ground oilier players is for theplayer asand gamemaster much theonly player about — his until character's character A back­ the time startedyou playing him chuckle?What kind impressionof your doescharacter give accent? Does he have “weak?”a nervousDoes thetwitch characterwhen andhewalk mannerismslies, with a here. ora heartylimp,Does he or seem have "menacing,” a orstrange ‘'shy,” or needmore lengthy descriptions. physical characteristics example, bright (for blue hair a on “likeor a pauper"). place isThislist a to good any unusual character looks like and how he dresses (for example, ‘flashy,” character’s alien species willaffect this dramatically. people whenhe meets them? human, ora long scar which runs along the temple). Aliens may C ha^te^One^eginnin^^haracters o mgt at o s yu gmmse wa kind of gamemaster what ask your to want might You Personality: This is how your character generally acts — he Background: Thisis your character'spersonal history up You can also list your character's presence, body language your what description of brief Description: A Physical the Again, weight. character's your Deckle Weight: always act thisway inali situations, but this is agood really know what he feeling about this.” character your uses frequently,and bad words a got “f’ve You will want to come up withseveral more sayings,slogans inested timesduring play this — is justwhat your characteris inter­ matter what." suchas “finding a few good friends and character'sA sticking objectives may Earth,” to“down alsobevery together,no able “To fight( for freedom in theown cargogalaxy!”), hauling or company").selfish They can “To rule ( be nobieshort-term andpay honor­ (“To off my ship"),long-term or own my(“To eager to fight a lot. orhave anable”behavior. almost neurotic A’characler might needbe perpetually to assert worried, or decidedlyneutral orselfish, interested only intheir survival On hand, other the good.toward if the adventure is about Alliance heroes, your characters should have a strong leaningcharacters you are supposed to he playing, and then custom­ before the events of the galaxy with an iron fist and make entire planets fear me!’’). tives can be immediate “To ( survivelove, untilhonor, adventure, my next excitement paycheck”),good or waysomething figure to Objec­ outelsewhat motivates acharacter greed, — he’s the type who thinks about suchplish, things). both Objectivesin arethe aimmediate future and in his life foras the sakea wholeof a(if few credits. his authority. He might be devious, willing to betray his friendsplay scoundrels, gamblers and other people with "question­ andmaking a profit. freelancebounty hunters, youmay play characters arewho ize the personality to match that role,if you are playing Rebel A Quote:A This is something your character is likely to say. Objectives:This is what your character hopes toaccom­ Don't worry; your objectives willprobably change several Characters are often loyal and honorable, but you can also now. ue atd o o o h imperial the Academy to Luke go wanted to Tut me. "Trust Wars Star changedhis life forever. I know what I'm doing,” and trWr ■Edition Wars Second Star TAI A JT ^ha^ter^OneMieginnin^^

'“Maybe we should talk this over" are decent quotes, all reflect­ ing the personality of the character. “RRRrrruurgh! Arrggg!" Tirog s Story: One (loosely translated from the Wookiee vernacular as 'Tin not nappy about this situation") and “Beee-Vooop, T1KATIKA!" Greg is going to choose his first character. After (astromoch Droid for “My, what an interesting program you reading through the character templates, he decides to have there") are good “alien" quotes as well. play a bounty hunter. He names him Tirog. Bill, the gamemaster. decides to help Greg out a little Connection With Other Characters: This should explain bit since only the two of them will be playing for the first how your character ended up adventuring with the other couple of sessions. “Since Tirog is the only player char­ players' characters. For example, the bounty hunter may have acter. I’ll give him a ship — a Ghtroc freighter. He got it been hired by the characters, or the kid might have been used and battered, but had some of his smuggler’friends’ "found” by them. modify it in return for letting them get away. The modi­ Dexterity, Knowledge, Mechanical, Perception, Strength, fications were worth more than the price on their heads, Technical: These items are called attributes and reflect a anyway." character’s basic ability in six general areas. These numbers Bill gives Grega sheet of paper listingthestatistics for can’t be changed — if you want different attributes, you must the ship. create a new template. As a guideline. 2D (or “two six-sided dice”) is average for a “normal” person, 3D is about average for characters, and 1D or higher is pretty good. can be spent to improve a character's skills, attributes and Listed below each attribute are several skills. These arc special abilities. They are more plentiful than Force Points, hut areas where your character could have learned more than just also less powerful. what his attribute would give him — while few characters ever Injuries — Wounded, incapacitated, Mortal: These are get attributes over 3D or 4D, some characters will improve different levels of injury that your character can suffer us a some skills as high as 13D or more. If you want to know what result of being shot by a blaster, being in a bad accident or any each attribute and skill covers, turn to the “Skill List” beginning number of other mishaps. on page 18. Special Abilities: Some alien species and even some special Move: This is how fast, in meters, your character moves Humans, sucli as Jedi Knights, have special abilities. Many during a round. character sheets will leave this space blank — the character Force Sensitive: This is simply entered as “Yes" or “No." has no special abilities. Refer to "Finishing The Template” for more information as to This area includes talents and special skills that other whether or not you want to make your character Force sensi­ characters can’t learn except under very unusual circum­ tive. stances. Force Points: A special type of point which characters can Equipment: The equipment listed on the template is the use to dramatically improve their abilities. character's starting equipment — as the character adven­ tures. some equipment will be lost, damaged or used up. but a Dark Side Points: Characters accumulate Dark Side Points character also gains new equipment during the course of his by doing evil — if they accumulate too many Dark Side Points, adventures, if any characters have starting credits (money, in the character goes over to the Dark Side of the Force and the Star IF ore universe), ttiey can be used to buy more equip­ becomes evil; the player often loses that character. ment. See “Finishing The Template.” Character Points: These are special points which can be Weapons: This Is a listing of the character's weapons, how used to temporarily boost a character's abilities during the much damage they cause, how difficult they are to use and course of their adventures. At the end of each adventure, they their ranges. See “Tirog’s Story: One." /------\ Using The Template Finishing The Template A character template is more than just a good spring­ To prepare a character for play, you need to do just a few board to get into the game. Sometimes the template minor things: leads directly into adventures simply because of who the character is. Changes Your character is but one person in a vibrant, living Name your character, decide his height and weight, and universe, and your character has a history and back­ write down his physical appearance. ground. As your character adventures, he will interact If you want to change the template’s background, personal­ with the rest of the universe, and things from his tem­ ity or objectives, now is a good time to do so. This is no big deal plate can directly affect how the rest of the universe — just write up the new story for that character and hand it to reacts to him. the gamemaster for his approval. You may also ask for new or For example, a gamemaster may decide to weave a different equipment at this time, but be warned that part of the character's background into the story — if gamemasters will seldom give characters new equipment with­ your character is wealthy, and lie got his wealtti from an out a few strings. inheritance from a long-dead uncle, the gamemaster may try to introduce someone who knew your character’s Attributes uncle, or bring in jealous nephews who are determined to get the inheritance, no matter what ... Each character has six attributes, ami below eacli attribute I______J are several skills.

Star Wars ■ Second Edition 9 Cha^te^One^eginnin^^hamcters JTAI WAR

An attribute is a default value — your character is always Skill Specialization this good at anything covered by the attribute. Characters can choose to specialize in a skill — this means The attributes are: they know a great deal more about one very specific aspect of Dexterity — Your character's eye-hand coordination and a certain skill. For example, a character with the blaster skill agility. may choose to specialize in blaster pistol, blaster rifle, hold-out blaster, or repeating blasters. The most common specializa­ Knowledge — Your character's ability to learn information about the universe around him. tions for each skill are listed on the “Skill List," but the players and gamemasters may cotne up with new specializations. Mechanical — Your character's "mechanical aptitude," or You may choose to spend 1D for specialized skills, but it is ability to pilot vehicles, starships and the like. suggested that you pick your “normal’’ skills first. Perception — Your character's powers of observation, and Then pick three skill specializations, and write them down ability to convince others to do what he wants them to. on the blank lines below1 the attribute on the character sheet, noting them with an “S” for specialization. You may also want Strength — Your character’s physical strength, as well as his to note the name of the basic skill, if it’s not clear what it was. ability to resist damage, heal and push himself to his physical For example, Tirog decides to specialize in blaster pistol (a limits. specialization of blaster), Wvokiees (a specialization of alien Technical — Your character’s “technical aptitude,” or his species), and Ghtroc freighter (a specialization of space trans­ ability to fix, repair, and modify all kinds of technology, includ­ ports). The character receives three specializations at ID higher ing starships. Droids, and vehicles. than the basic skill upon which the specialization is based. Each attribute on the template has a game value listed next For example. Greg has already put ID into Tirog’s blaster to it. This tells you how many six-sided (“normal") dice to roll skill. making it 5D. He decides to specialize in blaster pistol. On whenever the character does something related to that at­ one of the blank lines below the Dexterity attribute, Greg writes (5) Piaster pistol. Tirog now has blaster pistol SA 6D — whenever tribute. For example. Tirog's Dexterity is 4D, so whenever he Tirog uses a blaster pistol he gets to roll 6D, hut whenever he does something involving Dexterity, he rolls four dice. By the way, “3D" is a way of representing a character's game uses any other type of blaster he rolls only 5D. value. When you see a number in front of a capital "D." that Warning means roll that number of dice and add them together fora total. For example, “5D” means roll five dice and arid them together for Specializations arc great when a character is going to be a total. using the same type of tool over and over again, or utilizingonly If you see a die code with a ‘Vanda number after it, it means a small part of a skill’s area. Specializations give characters a add that number to the total. For example. Tirog’s Mechanical quick edge, hut they aren’t nearly as diverse as the basic skill attribute is 2D+2 — that means roll two dice and add them that they are based upon. Also, a character's specialization together, and then add another two to that total. If Greg had to won’t improve when Ihe basic skill is improved. For more roll Tirog’s Mechanical and he rolls a Band a 4. his total would be information, see page 13, “Advanced Characters." 12 (6+4+2 = 12). For example. Han Solo might choose to specialize in YT-1300 transports, a possible specialization of space transports. The Skills — How Your Character Gets Better reason is simple: Han flies the Millennium falcon, a modified YT-1300, almost all of the time, and doesn't fly many other While attributes cover a character’s inborn ability in certain transports. If Hati was going to fly lots of different types of areas, you must be wondering. “Can my character get better at transports — other types of freighters, shuttles, cargo haulers, anything?" and the like — the player would be much better off not The answer is yes — through the skill system. Several skills specializing. As another example, Luke Skywalker might spe­ are listed under each attribute. A skill covers a smaller, special­ cialize in R2 astromech repair, a specialization of the Droid ized area of knowledge. All skills are explained on the “Skill repair skill. This is because Luke spends a lot of time working List” on page Iff. on R2-D2 and he doesn't have to worry about fixing any other A beginning character has 7D that can be split up among the types of Droids, skills listed on the template. A player can add ID or 2D to any of those listed skills (he may not add more than 2D to any skill), Advanced Skills up to a total of 7D, For example, Tirog has a Dexterity of 4D. That means that Advanced skills are listed on the templates and skill list whenever Tirog tries to do anything related to Dexterity, such with an (A) in front of them. They represent very advanced as throwing a grenade, shooting a blaster, or dodging a blaster specialized areas of knowledge that characters cannot attempt bolt he automatically rolls 4D. unskilled. These types of skills might include starship engineer­ For example, Greg decides to take ID of his beginning 7D ing and Droid engineering — things that characters can’t do and put it in blaster— Tirog’s new blaster skill is 5D (4D-1D), without appropriate training. These skills require years and and he’s got 6D left over for other skills, years of disciplined study to master. Greg thendecidestoput2Din space transports, ^Mechanical Some characters may have advanced skills listed on their skill. Since Tirog's Mechanical attribute is 2D+2, the extra 2D templates. If you want your character to have these advanced bumps up his space transports skill to 4D+2. skills, check the skill list to make sure that your character is Not all characters have all skills listed on their templates. sufficiently trained in the prerequisite skills (some characters Beginning characters can only learn skills that are listed on will have to place beginning skill dice in the prerequisite skills their template. to be able to purchase the advanced skill). Some characters can begin with advanced skids (explained When a character purchases an advanced skill, it begins at in the following section) — these represent very advanced ID, not the attribute’s die code. Whenever the character uses skills that characters can’t accomplish just with their at­ one of the prerequisite skills, he may odd the advanced skill dice tributes.

10 Star Wars ■ Second Edition AUtri Nurus GTapter^One^Be^mnm^Characters JTAI WAR node to his skill roll begins with two Force Points Example: The prerm/uisite for the advanced skit! of medicine "Kid, I've down from one side of this galaxy to the other. I ’ve is !>D in first aid. ffa character has SD in first aid, he van purchase seen a lot of strange stuff, but fire never seen anything to make me medicine as a skill. believe there’s one ad-powerful force controlling everything. Medicine is u Tech meal skill, hut. since it is art advanced skill, There’s no mystic energy field that controls my destiny " the character does not use his Technical attribute dice when — I Ian Solo perform ini’ tt medicine skill check — surgery, diagnosing an Some characters have “No” entered into this line. The unusual disease, etc. If he hits I I ) in medicine, he rolls ID for character cannot be Force-sensitive at the beginning of the these checks. game because of his outlook and behavior. During the course However, when the character makes ids first aid check, he can of the game, the character may change his mannerisms and add his medicine skill dice to the roll. A character with a become Force-sensitive. ctimhmed SI) iti Technical and first aid, plus If) in medicine. If this line is blank, you can choose to make your character could rod hf) on any firs I aid check ( ha trio fie Id medic me. treating Force-sensitive hy writing “Yes" on this line Your character a common ailment, etc.). now fias two starting Force Points. If a [ilayer doesn't place any beginning skill dice in the A Force-sensitive character is more closely attuned to the advanced skills listed on the character's template and in the Force than most people — he is able to somehow sense the prerequisites for the skill, the player must cross that skill off mystic rhythms of the universe. While this gives the character the template. Currently, medicine is the only advanced skill some advantages — the extra Forre Point for one — it also available. More advanced skills can be created and wall be makes the character more susceptible to evil. introduced in future products. in straightforward terms. Force-sensitive characters can’t be as mercenary as Han Solo is at the beginning of Star kForv Force-Sensitive They must be moral, honest and honorable like LukeSkywalker "The Force is strong in this one." and Obi-Wan Kenobi or the Dark Side will dominate them. — Darth Vader Force Points Some characters have "Yes" entered irito this line (tiie Eaeh beginning character starts with one Force Point (as character is automatically Force-sensitive). This character you already know. Force-sensitive characters start with two). r In game play, spending a Force Point allows the character to roll double the number of dice for al) actions for one five The Force second round. However, if the character uses the Force self­ 'The Force is what gives a Jedi his power. It's an energy ishly or to do evil, there is a chance that they will be seduced field created by all living things. It surrounds tis. penetrates over to the Dark Side of the Force. us. It binds the galaxy together. " Example: If Tirog spends a Force Point in the same round that — Obi-Wan Kenobi he shoots with his blaster skid, he gets to rod WD instead of 5D. The Force is a mysterious energy field that permeates everything in the galaxy. Like nature itself, there is both Dark Side Points a positive and a negative side to the Force; the Light and Characters seldom, if ever, begin with any Dark Side Points the Dark. Characters receive them by doing evil during tfie course of the Most people spend their entire lives unaware of the game. Force. They may be good. evil, or neutral. Nonetheless, they are blind to the power of the Force, although they Character Points may subconsciously call upon its power, calling it luck, Each character starts with five Character Points. When a fate, destiny, religion, , or any of a million other player spends one of his character s Character Points during words which attempt tto describe that which defies an adventure, the player is allowed to roll one extra die for one description. They can do evil, yet not be swallowed by action in a round. Character Points are awarded at the end of the Dark side. They can do good, yet not find the path of adventures, and are used to increase your character's skills, the Jedi. attributes and special abilities. Yet, to those who are Force-sensitive, the Force is more than an abstract theoretical argument. They can Special Abilities feel the Force flowing through them — they feel the Some characters, like Jedi Knights and some alien races, essence of life itself. The sensitive can feel all aspects of have special abilities. the Force, both Light and Dark. The Alien Force Student. Young Jedi, and Failed Jedi have The Light Side represents peace, tranquility, love, and Force skills (control, sense and/or alter). The player can spend life itself. Power in the Light Side comes through medita­ beginning skill dice to improve these skills as if they were tion, and thought. The Light is called upon to detend normal skills. others from evil and to do what is good. The Ewok Warrior, Protocol Droid, Sudustan Trader, and The Dark Ride is all that is evil: death, destruetion, and ihe Wookiee First Mate also have special abilities not covered anger. The Dark Side isn't more powerful than the Light, by the Force skills. The individual templates have information but it is easier and quicker. Those who are quick to anger on these abilities. or fear are tempted hy the Dark Side. Force-sensitivecharactersfeelthepullof both the Light Equipment and the Dark. They must be careful not to do evil, or they risk going over to the Dark Side, forever corrupted. 11 you have any questions about what your equipment does, ask the gamemaster now. ff you want to, you can spend your

12 Star Wars ■ Second Edition AR Chapter^One_Be^mnm2_C h a ra c t^

Trrog's Story; Two Tirog’s attributes are Dexterity 4D: Knowledge 2D * 2, Me­ cies'), and Ghtroc freighter (under space transports). Since his chanical 2D+2, Perception 31), Strength 3D+2 and Technical blasters 5D, blaster pistol is (ID, Tirog doesn't have any dice 2D. ‘ in alien species, so he gets Wookie.es at 3D *2. Tirol* has space Greg derides to split up his starting dice like this: transports at 4D*2. so he gets Ghtroc freighter at 3D ■ 2 (he • He places 1D in blunter, a Dexterity skill, giving him blunter rolls SD+2 with all Ghtroc freighters, one of which he hap­ 5D. ’ ’ pens to own; he only roils 4D-2 with any other type of space transport). • He places 2D in dodge, a Dexterity skill. giviritg him dodge 6D. Greg notices that Tirog.as a bounty hunter, can't start off • He places 2D in space transports, a Meehan tea! skill, giving as Force-sensitive, That's okay with him. him space transports 4 D ■ 2. Since Tirog starts with UltKl credits, Greg deckles to • He places ID in search, a Perception skill, giving him search spend some ol that money. Turning to the Equipment Chart 4D. ’ ‘ on page 161, he decides to buy a comlink (100 credits) and macrohinoculars (100 credits), leaving him HOO credits. ■ He decides to spend ID and get three specializations: With this, Tirog is ready to explore the galaxy... Greg hopes. blaster pistol (under blaster). Wookie.es (under a hen spe­

beginning credits to buy more equipment (turn to the ‘'Equip­ arsenal. ment Chart" on page 161). If you buy any new weapons with your starting credits, get their statistics from the gamemaster and fill in the information Weapons here. Most characters starl with al least one weapon: some See “Tirog’s Story: Two.” characters, like the bounty hunter template, start with a small

1.1 Advanced Characters This chapter governs the advancement of experienced Example: At the end of an adventure. Tirog could improve his characters, as well as the creation of new characters beyond search skill Irani ‘ID to -ID* I (four Character Points) and his the templates included in the back of this hook. space transports skill from 40*2 to .41) ( four Character Points), but he coutdn'! improve his search skill directly from 41) to 41)- 2 Advancement because that would mean improving it more than one pip. Skill specializations are not increased when the basic skill is At the end of each adventure, characters will receive a improved; specializations must be improved separately. The certain amount ol Character Points, based upon their perfor­ cost to increase a specialization is half the cost (rounded up) mance during tbe game. While Character Points are used to o! the basic skill. allow characters to roll extra dice during the course of the game, they are also used to improve a character's skills, Example: Tirog improves his space transports skill from attributes, movement, and in some cases, special abilities. 4D*2 to 5D. His Ghtroc freighter skill does not go up. !f he irants The following rules are standard rules. Some alien species to improve his Ghtroc freighter, he must increase it separately. or unusual human cultures may have special bonuses and If he does choose to improve it, since it is currently at 50-2. it costs restrictions; if so, they will be listed with the alien's special him three Character Points to improve it to 67). abilities as listed under Section 7,1 “Aliens.’* Any listings under Training Time special abilities overrule these general rules. When a character imp roves a skill, they must often have a Skills teacher to ease their learning. Any character can be a teacher if their skill is at least equivalent of what the student's new skill Characters will improve their skills frequently. Characters normally improve skills between adventures, although there will be. A teacher with either the basic skill or one of the skill’s may be exceptions if there is a significant lull in the adventure, such as when Obi-Wan Kenobi taught Luke Skvwalker the specializations can instruct a student in the basic skill or any of the skill's specializations. rudimentary Force skills while on Tatooine and during the journey to Alderaan. To improve a skill one pip, a character Example: Tirog wants to improve his Ghtroc freighter skill must spend as many Character Points as the number before from 5D*2 to 6D. If he wants a teacher, he must find someone, with the “D” for that skill. a Ghtroc freighter or space transports skill of at least 60 Example: Tirog ban a search skill of 4D. It costs him four When a character improves a skill with a teacher, they must points to improve it to 4D+1 spend three days of intensive training when their skill level is 41) or less. Between 41) and 71), improving a skill takes one week A character can only improve a given skill one pip between each adventure, although the character may improve more of intensive training. Above 7D, the training time to improve a skill is two weeks Characters may decrease the training time than one skill between adventures. to a minimum of one day by spending one Character Point per

Star Wars ■ Second Edition 13 Jchn PhuI l.o.'l-d C it wt a with Hist, skills. riig bt e os e te nrae o D utl e has he SD~ studydays of 1 until seven full to a increase completed the get t doesn he but training, 5D+1.Me has to pay the asPoints Character five assoon he begins game time inmost circumstances completesthefull training time. This "training time" is non­ teacher),then the training time is doubled. day that they want to save in training. thing. This is especially true for rare skills,garnernaster those found is underonly noobligationon thethough, toprovide teacher a — student a for search ateacher to have will just improve his improve exchange for their instruction. primitive unusualworlds, very specializations, or because the playerwants his character be taught to some­ gamemaster characters. teachers bemost will Sometimes, 14 ha^te^One^Beginmn^^Characters Since most characters will be of roughly the same skill level, Example: increase skill in until the he get character doesn't The Ifthe student must learn the skill his on (without own a Example: Sometimes teachers will demand in credits favors or blaster blaster Tirog hasTirog Tirog hiswants increase Tirog to skill, it costs five CharacterPom/s and takes CharacterPom/s it costsfive skill, o f 5!) f o blaster * /. ec hm We Trg at to wants Tirog When him. teach t5 He hasat anamed 5D marksman . blaster skill from 5L> from skill to advanced

Dexterity an attribute the is improve to Character cost Points. The points andtriple the amount of training time. and learning an advanced skill above 6D requires six weeks of world, w'here such ships are still in common use. number before the die times10. For example,It a character's attribute whatthe character'snew attribute willattributesbe) (a teacher roust have that attribute atcost leastis 30 equal Character to Points. intensive training. between 4D and 7D requires intensivenine o! training. days three weeks Learning an advancedof skill intensive training, When a character improves an attribute, all skills under thatcharacterA should have a teacher vchen improving their sixattributesthe spending by of improved Any be may skills normalAdvanced double the amount skill cost of For example, learning an advanced skill at 4D or less takes is 3D-2 and the player wants to improve it to 4D, the except advancedskills up go by the same amount. Advanced Skills Advanced Attributes trWr ■ Edition Wars Second Star kl level skill Hist's matching 5D*l. is skill the At f end o the training,Ti training rag’s of weeknew one all he can from Hist, and un­ and Hist, from can he all Since his Since huh t tl ol css five costs only still (al­ it though himself hy learn to has ons n gets and Points f . ' l. 3fh wants to learn seek out an must appropriate character the skills, loca­ ontheir template andthose pip from the attribute. need to pay to advance Pointsit character the would one Character of number the new skills simply by paying ioi g, pilotin learn the learn blaster his whenwants teacher he improve to new a finds he less s ae o his on based is Points) Character Tirog since f training o weeks a t py he Character three pay to has For example, character a if tion and teacher for the skill. not listed. With very unusual new1 skill, listed those both on t a ey primitive very a to going ship. Often, this will require and w:ho has teacheraccess willing train to to him such a Learning New Skills New Learning Characters may learn any Example: Characters may learn any o D2 i ae two takes it 5D+2,to Perception hargain e ut id a find must he . io a learned has Tirog ‘ io wns to wants Tirog archaic archaic starship Perception. bargain WAI kl, which skill, is 3D,he at

AR. Cha£te^One_Be^nning_Characters

Example: Tirogis training to improve his Knowledge tf(tribute adhere to the tenets of the Jedi code, resisting all temptation from 20^2 to 3D. It costs 20 Character I’omts. When the training to commit evil, for two adventures, ff, in the garnemaster's is complete, if he rolls below the Maximum Attribute roll, the opinion, the character has properly atoned, the gamernaster attribute increases to 3D, and all o f his Knowledge skills also go will tell you to remove one of your character's Dark Side Points. tip by one pip (Wookiees, an alien species specialization, goes from 3D+2 to 4D) Designing Your Own Template Training Time If you haven't found a template that fits the kind of character At 4D or less, the training time to improve an at tribute is two you want to play, or if you simply want to try something new, Standard Months Above 4D, the training time to improve an you can use the rules below to design your own template, ft is attribute is six Standard Months often a good idea to decide what the character did before the If the character doesn't have a trainer, the training time is game begins; how did he learn his skills, who does he know, etc. doubled. Training time may not be decreased by spending One of the easiest ways to do this is to give the character an extra Character Points. occupation. After you have come up with a concept and created your Attribute Maximum template, show' it to your gamernaster for her approval. The At the end of the training time, the character must roil to see garnemaster has the right to strike out anything she feels is if their attribute actually went up. The character rolls their inappropriate for the character or which would unbalance play. current dice for that attribute, while the gamernaster rolls the maximum attribute die code for the species for that attribute Humans (see Sect ion 7.1 under '‘Aliens"), if the character's roll is equal Beginning Human player characters have 18D to divide up to or less than the garnemaster's die roll, the character's amongst their attributes (“average" Humans have only 12D). attribute goes up by one pip. If the character's roll is higher, the Each of the six attributes must heat least 21) and no more than attribute doesn't go up and the skill points are held in "suspen­ 4D. A character's starting move is 10. sion" until after the next adventure. Each Force skill (control. sense and alter) costs ! D of begin­ Move ning attribute dice: characters have the chosen Force skills at ID. A character w'ith Force skills is automatically Force-sensi­ Characters may improve their Move score one meter al a tive. Force skills are very unusual, so a character starting with time. The f Th a racier Point cost is the number of the character's Force skills must have some means ot explaining his ability; if current Move. Characters may not improve their Move above the player cannot come up with a plausible rationale, the their species' maximum. character may riot start with Force skills. See Section 7.2, “The Force" for more information on choosing Force skills and Force-Sensitive powers. A character who is not Force-sensitive may choose to The template designer should list 1 he skills that he wants his become Force-sensitive (or 20 Character Points. The character character to be able to choose from, bearing in mind that the receives one extra Force Point immediately, and must now play character only has 7D for starting skills, if any unusual or under the guidelines tor Force-sensitive characters. advanced skillsareon the list.thetemplate designermust have It is much easier to begin with a Force-sensitive character, a good explanation for how the character could conceivably rather than choose to make him Force-sensitive after play has know the skill. begun. When a character becomes Force-sensitive, they sim­ The template designer should list reasonable starting equip­ ply are suddenly in tune with the Force's mystic ways. ment for that character. The gamernaster has final say over If the gamemastcr feels that the player has been playing a what equipment is reasonable — at his discretion, he may character very closely to the Jedi code, he may choose to give strike off any equipment, or decide to assign disadvantages to the character Force-sensitivity at a reduced price, but this is match, such as owing money to a crime lord for a ship, or your always at the garnemaster’s discretion. character's equipment was stolen and the original owner is Once a character becomes Force-sensitive, they must remain trying to get it back. The gamernaster isn't even required to tell Force-sensitive. A character cannot “lose" their sensitivity. you if he's assigning disadvantages if the character wouldn’t reasonably know of them. Special Abilities To finish the character, go back to “Beginning Characters,” Characters with special abilities may be able to improve them over time. The conditions, costs and training times will Aliens be listed with the special ability as described under the alien Each alien species' description in Section 7.1, "Aliens," lists species' entry (see Section 7.1, “Aliens") or with the explana­ the average number of attribute dice (the number of dice the tion of the ability itself, as with Force skills and powers (see species gets), as well as minimum and maximum attributes. Section 7.2, “The Force"). Starting player characters get an extra 6D to add to their attributes, but all final attributes must be within the minimum Dark Side Points and maximum limitations of the species. There will also be a listing for any special abilities all members of the species have. Characters may wish to rid themselves of Dark Side Points It is often good to give your character an occupation as well so that there is less of a chance of the character going over to (such as. Mon Calarnari Diplomat, or Wookiee First Mate). the bark Side. Characters can rid themselves of points only Characters then follow all of the rules listed for generating through atonement. Human character templates, as well as the rules for "Finisfling To atone (or Dark .Side Points, the character must strictly the I ernplate" earlier in this chapter.

Star Wars ■ Second Edition 15 J T A I ^ WAR!-

New Allen Species sealed suits, especially if ttie gas mixture is highly reactive in an oxygen atmosphere. The exact needs wil! depend upon the There are over a million known worlds in the galaxy, and planet’s atmosphere, the particular needs of the alien and the thousands of known intelligent alien species. The players and level of technology which the alien has access to. t he gamemastcr can always make up new aliens to populate the Many alien species are roughly humanoid (standing up­ Star fVara universe. right, with two arms, two legs, a main torso and a head at the When inventing new alien species, an important factor is top of the body), although there are many species that don’t game balance — don’t design aliens that are so powerful that match this description. Several avian and insectoid races are they overpower all of the other species. Humans are carefully known, and other species have evolved from four-legged (non­ balanced to have attributes between 2D and 'ID; aliens should upright) origins. The Hutts are evolved from almost slug-like seldom be spectacularly superior to Humans, and if they are, creatures, the lyra are multi-limbed cephalopods, the Sluissi there should be a counterbalancing factor. are a snake-like species, and the Ugors are shape-changing uni­ cellular beings, like amorphous blobs. Aliens — The Concept in what environment did the aliens evolve? An alien species When making up new alien species, the creator has to which evolved on a hot, very moist world will be very likely to determine the who, what, when, where, why and how of the have reptilian qualities — coid-blooded, dependent upon plen­ alien species. These basic issues govern biology, culture, tiful moisture — while a species which evolved on a very cold psychology and many other factors. While determining these world without much food is likely to have athickcoat of furand qualities, you may want to consider the issues below. may even have a hibernation phase for harsh seasons. Most Once you have outlined the basic qualities of the new alien species will have specific evolutions to take into account species, you should do a write-up of them for the garnemaster the various environments oil their homeworkl. and your own reference, hollow the format presented in Sec­ How do the aliens reproduce? Do they have litters, or single tion 7.1 tinder "Aliens." children? Do they nurse their young, or do they derive nourish­ ment from a membrane, like an egg? Can they give birth to Physical Characteristics many children over the course of a lifetime, or are they very Most new alien species should be carbon-based oxygen- limited in the number of children they can have — a species breathers. A majority of aliens in the.SYur Warn universe match with limited reproduction capabilities is likely to consider life this description, and especially important for roleplaying, il very sacred, whereas a species in which only one or two makes it easier for the player to understand the species and get children from a litler or hatching are expected to survive will into the role. consider warfare and the accompanying death and destruc­ ff the aliens breathe a different substance, such as methane tion a perfectly acceptable means of resolving conflicts. or water, or oxygen but with a slightly different mixture of other gases, the character will have to wear appropriate breatli Culture And Society ing apparatus, ranging from a simple breath mask to fully What is the basic psychological profile of the species? Are they quick to anger, or are they cunning and crafty? How do these aliens hehave in the face of danger? \ The creator must decide how the alien species society is Aliens In The Star Wars Universe structured, and how this structure has been modified by the presence of the Imperial and New Republic governments. Do Emperor Ralpatine ruled through fear and manipula­ tion, Part of his "New Order” plan, through which he the aliens still have their own government, or were they subjugated by the Empire (as an aside, the Empire very rarely ruled, was dearly prejudiced in favor of Humans, and toppled the native power structure — as long as the govern­ relegated most alien species to the role of second-class ment was subservient to Emperor i’alpatine, the local gover­ citizens. Very few aliens were allowed to serve in the Imperial forces, although, as Grand Admiral Thrawn nors seldom saw the need to replace the existing bureaucrats). II you are playing in the New Republic setting, are the aliens demonstrates, a few aliens did achieve positions of great allied with the New Republic, the Empire, or are they staying power. neutral? If adventures are set in the time period of the Empire What kind of government do the aliens have? Do they elect (during the Star Wars movies), aliens will often be at a officials, or have tribal representatives, or is the whole species disadvantage when dealing with Imperial troops and run by a giant corporation? is the government answerable to even many of the "average" Humans of the galaxy, al­ the people, or does the government control the behavior of though there are also many ordinary Humans who real­ citizens? Do the aliens even have a government? ize that Palpatine’s anti-alien prejudice is wrong. The degree of prejudice depends on the individual, the alien Are the aliens strictly hierarchical, or are members of the society individualistic, preferring to personally make choices species and what the general temperament of that sec­ about things like their career and mate? tion of the galaxy is (some governors maintained power What does the species value; wealth, family ties, explora­ by whipping the masses into an anti-alien frenzy). if adventures are set in the time period of the New tion, scientific discovery or something else? What kinds of careers do the aliens pursue — do they like to be traders, Republic, aliens face less prejudice, although it still exists; it is simply no longer fashionable. The New Re­ scientists, adventurers, or a variety of things? Do the aliens pick one career and stick with it, or do they change careers, public, which found great support from aliens duringthe jobs, homes, and even mates with amazing swiftness? civil war, has welcomed most aliens as equals. Now, Howr much contact has the species had with the galaxy? however, many aliens are exhibiting a great degree of anger towards Humans — the pent-up frustration of Have they travelled the starlanes for thousands of years, or were they discovered and subjugated by the Empire in the past decades of discrimination. few decades? How much technology did the species develop \ ______/

16 Star Wars ■ Second Edition AR. Chapter One: Beginning Characters

on its own, and how well are the people adapt­ ing toany new technology introduced by trad­ ers and explorers? Have the aliens spread from their homework! to other planets? Do they have a number of colonies, or have large numbers of them emigrated to other planets in search of employment, wealth, adventure or something else? Game Mechanics The inventor must decide the number of attribute dice. As a general guideline, most “average" alien species should have 12D in attribute dice — the number is variable be­ cause not all species are evolved equally. Remember that beginning player characters get an extra fjD to arid to their attributes The creator must also decide minimum and maxi­ mum attributes. Alien species will seldom have less than II) in a given attribute or more thanSD in one, and most aliens will fit into the comfortable 2D to 4D range of Humans. The creator of the race also must design any special abilities, which helps to make each alien species unique. These special abili­ ties make a species very good at something that most species cannot do at all. Many spe­ cial abilities should have both good and had aspects to them (for example, a Wookiee's battle rage increases his Strength in combat, but it also makes it almost impossible for him to calm clown or control himself). Another factor in alien species design are story factors. These are balances in the purest story-telling sense, and don't correspond to pure game mechanic s. Story fac tors explain how this species interacts with the rest of the galaxy at large, arid how this should be incor­ porated into the game, A good example of story factors involves Wookiees. Before the destruction of the Em­ pire, most Wookiees were enslaved and “free" i 'U O | i f l D j J L l O f Wookiees, such as Chewbacca, were consid­ ered to belittle more than common criminals, often hunted down by bounty hunters and the Empire. The Wookiee character always has to worry about being captured and enslaved. If a player designs an alien race with supe­ rior special abilities, and no corresponding disadvantage, the gamemaster should feel free to reduce the Players may choose to play a Droid, although they will numher nf attrihutedice, or determine other disadvantages so prnhahly choose the more intelligent and highly evolved Droids, that the species isn't overwhelming. with sophisticated programming to encourage creative thought or even emotions. Players are cautioned to remember that in Droids the Afar Wars universe Droids are not considered life forms — they are property. A Droid player character must have ail Droids are mechanical devices, often capable of intelligent "owner" (although the "owner" may be more like a friend than and creative thought. In the Star Wars universe. Droids range a master, much like Luke Skywalker's relationship with C-3P0 Irom simple power Droids, who can only follow basic com­ arid R2-D2). Also remember that since Droids are property, mands. to highly clevel oped Droids, such as protocol units (like they aren't accorded the same rights as organic beings — C-3P0), or astromech Droids (like R2-D2). Higher function people who would never shoot at a "living" thing might blast a Droids are programmed with personalities, are capable of Droid for simply being annoying. acting independently and making decisions: some Droids even Droids are also disliked by many people in the Star Wore seem to have emotions. In short, they arc an electronic form of universe. Droids are seen as responsible for taking jobs from life. “living" people and little more than mindless automatons.

Star Wars ■ Second Edition 17 OTa^ce^^ne^^eginfTin^jClTaracter^ -TTAI WAS

Because of several incidents involving assassin Droids, most Droids may not be Force-sensitive and may never have people have a strong distrust of any Droid which exhibits any Force skills. See Section 8,2 under “Droids" for more informa­ combat skills. For these, and many other reasons, players tion on constructing Droid characters. portraying Droids are strongly urged to remember these dis­ likes at all times.

1 . 2 Star Wars Skill List

Attributes abilities directly related to the specialization, but when ileuses something outside his specialization, he simply uses his basic Each attribute {Dexterity, Knowledge. Mechanical. Percep­ skill in that area. Chapter Four, "Attributes and Skills” defines tion, Strength and Technical) is a measure of a character's specializations as well. innate ability in these six general areas. Skills Dexterity A measure of eye-hand coordination, balance and agility. Each attribute governs several skills; characters often im­ prove skills as a result of their experiences and adventures • Archaic Guns — Specializations: Black powder pistol, Skills represent a more specialized ability or area of knowl­ matchlock, musket, wheelock or any other weapon type. edge. See Chapter Four under “Attributes and Skills" for more • Blaster— Specialisations: Blaster pistol, heavy blaster pistol, information on the individual skills. hlasler rifle, hold-out blaster, repeating blaster or any other weapon type Specialization • Blaster Artillery — Specialisations: Anti-infantry, anti-ve­ Many skills have specializations: when a character special­ hicle, surface-to-air defense, surface-to-spacc, surface-to-sur­ izes, he has concentrated on learning a lot about a very small face, or any other specific type. area covered by a skill. He is very good when using tools or • Bowcaster — Specialisations: none / ------\ • Bows — Specializations: Crossbow, long bow, short bow or Common Skills other weapon type. As you can see, there are many, many possible skills • Brawling Parry — Specialisations: versus boxing, martial in Star Wars: The Roleplaying (Same. Fortunately, your arts, or other combat types. character doesn't have to know all of them to be very • Dodge — Used to dodge any ranged attack, including blast­ useful — here is a brief rundown of what skills are most ers, bullets, arrows, and grenades — Specializations: Attacks important in common game situations versus energy weapons,slugthrowers, missile weapons, etc. Skills Every Character Should Have • Firearms — Specialisations: Pistols, rifles, machine guns or any other weapon type Dexterity skills.blaster (only if you want to shoot at people), dodge (always useful; to get out of the way when • Grenade — Specializations: none people are shooting at you). • Lightsaber — Specializations: none Knowledge skills: alien species (only if you want to • Melee Combat — Specialization. Swords, knives, axes, know which aliens are which), languages (only if you vibroblades, vibroaxes and any other weapon type. Non-pow­ want to talk to lots of aliens), surviual (only if you think ered and powered melee weapons (normal blades versus you’ll end up in harsh environments). vibroblades) are different specializations. M echanical skills: astrogatian (to plot hyperspace trips; only if you want to be a pilot ), repuisorhft operation • Melee Parry — Specializations: Versus lightsabers, knives, (only if you want to fly vehicles), starfighter piloting (only clubs, etc if you want to fly fighters, like X-wings and Y-wings), • Missile Weapons — Specializations: Concussion missile, starship gunnery (only if you want to fire starship weap­ grenade launcher, power harpoons, or other weapon type. ons), space transports (only if you want to fly freighters and transports, like the Millennium Falcon). • Pick Pocket — Specializations: none Perceptions kills: bargain (only if you want to bargain • Running — Specializations: long distance or short sprint. for goods), gambling (only if you want to gamble), search • Thrown Weapons — Specializations: Knife, spear, sling or (always useful for looking for things), sneak (always any other weapon type. useful; sneaking around quietly) Technical skills; first aid (always useful; saving the • Vehicle Blasters — Specializations: Heavy blaster cannon, lives of people who have been hurl). heavy laser cannon, light blaster cannon, light laser cannon, All other skills are important in rounding out a medium blaster cannon, or medium laser cannon. character's personality and their role in the game, but you can normally get by without them as long as someone else Knowledge in the party has some training in important areas. A measure of knowledge about the universe around him, ability to learn new things and common sense.

18 Star Wars ■ Second Edition Chapter One: Beginning Characters John P^u' Lend P^u' John

• Alien Species — Specializations: Wookiees, Gamorreans. Mechanical Ewoks, Sullustans or other specific species A measure of ability to pilot vehicles, ride creatures and • Bureaucracy — Specializalions: Specific planetary or admin­ operate starships. istrative arm of government (Tatooine. Celanon, Bureau of • Archaic Starship Piloting — Specializations: Specific ship Commerce, Bureau of Taxation). Gamemasters will have to type. approve sensitive or unusual specializations (New Republic Minister of Defense, or Imperial Security Bureau (ISR)). • Ast rogation — Specializations' specific routes between sys­ tems (the Kessel Run. Tatooine to Coruseant, etc.). • Business — Specializations: Specific field (starships, weap­ ons, Droids) or specific company, conglomerate or trade guild • Beast Riding — Specializations: Rant has, Cracian Thumpers, (Sienar Fleet Systems, CorporateSector Authority. Golan Anns). dewbacks, launtauns or other specific animal. •Cultures— Specializations: Specific species or cultural group • Capital Ship Gunnery — Specializations: Concussion mis­ (Corellians, members of Aldcraanian royal family or similar siles, gravity well projectors, ion cannons, laser cannon, pro­ group). ton torpedos, tractor beams, turbo laser or other weapon type. • Intimidation — Specializations: Specific types (interroga­ • Capital Ship Piloting — Specializations: Imperial Star De­ tion, bullying, etc.). stroyer. Victory Star Destroyer, Nehnlon-B Frigate, Mon Calamari Battle Cruiser, or other specific ship model, • Languages — Specializations: Specific language (Wookiee. Huttese, Boece, Ewok). • Capital Ship Shields — Specializations: none • Law Enforcement — Specializations: Specific planet’s or • Communications — Specializations: none organization's laws and procedures (Alderaan. Tatooine; the • Ground Vehicle Operation —Speclatizations: Specific vehicle. Empire or Rehel Alliance) • Hover Vehicle Operation — Specializations: Specific vehicle. • Planetary Systems— Specializations: Tatooine. Endor, Hoth, Kessel or some other specific system. • Powersuit Operation — Specializations: Specific type of suit. • Streetwise — Specializations: Specific planet or criminal • Repulsorlift Operation — Specializations: Specific vehicle organization (Coruseant, Celanon, Corellia, Jabba the Hutt’s model. organization. Talon Karrde’s organization). • Sensors Specializations, none • Survival — Specializations: Volcano, jungle, desert, poison­ • Space Transports — Specializations: YT-1DOO transport. ous atmosphere or other specific hostile environment. Gallofree medium transports, Coreltlan Action VI transportsor • Value — Specializations: Specific planet's markets (Kessel, other specific starship model. Coruseant) or specific type of good (starships, blasters. Droids) • Starfighter Piloting — Specializations: X-wing, A-wing, TfF. • Willpower — Specializations: Specific resistance type (ver­ interceptor I IB In. Skipray Rlustboal 7.-0 fi Headhunter or sus persuasion, intimidation, etc.). other specific starship.

Star Wars ■ Second Edition 19 Cha£ter One: JTAR ___ WAR*—

■ Starship Gunnery — Specializations: Concussion missiles, Technical ion cannons, laser cannon, proton torpedos, turbolaser or A measure of ability to fix and tinker with things, such as other weapon type. repair vehicles. Droids, starships or any other mechanical • Starship Shields— Specializations: none device. • Swoop Operation — Specializations: none • Armor Repair — Specializations: Type of armor • Walker Operation — Specializations. AT-AT, AT-ST or spe­ • Blaster Repair — Specializations: Blaster pistols, surface-to- cific walker model. surface, heavy blaster cannon or other specific weapon type. • Capital Starship Repair — Specializations. Imperial Star Perception Destroyer, Corellian Corvette, or specific model. A measure of a character’s powers of observation, and • Capital Starship Weapon Repair — Specializations: Type of ability to persuade or otherwise convince others to do what a weapon. character wants This attribute is used to resist many Force abilities. • Computer Programming/Repair — Specializations Type of computer. • Bargain — Specializations' Specific product (spice, weap­ ons, etc.). • Demolition — Specializations: Target type (bridges, walls, vehicles, etc.). • Command — Specializations: Specific troops. • Droid Programming ■— Specializations: Astromech Droids, •Con — Specializations Specific type of con. protocol Droids, probe Droids, or other specific type of Droid. • Forgery — Specializations: Specific type of document • Droid Repair — Specializations:Astromech Droids, protocol • Gambling — Specializations Specific type of game Droids, probe Droids, or other specific type of Droid. • Hide — Specializations: none • First Aid — Specializations: Species of victim. • Investigation — Specializations: Specific environment to be • Ground Vehicle Repair — Specializations: Specific type of investigated (Mos F.isley, Imperial City, etc.). ground vehicle • Persuasion — Specializations: Specific subject. • Hover Vehicle Repair — Specializations: Specific type of tiover vehicle. • Search — Specializations: Tracking. • (A) Medicine — Specializations: Medicines, cyborging, or • Sneak — Specializations: Any specific terrain type. surgery Strength • Repuisorlift Repair — Specializations: Specific vehicle. • Security — Specializations: Type of lock or device. A measure of sheer physical strength, stamina and ability to resist injury and disease. • Space Transports Repair — Specializations: YT-1300 trans­ • Brawling — Specializations: Versus specific type of combat port, Ghtroc freighter or other specific type of transport. (boxing, martial arts. etc.). • Starfighter Repair— Specializations: X-wing, Y-wingor other specific starfighter. • Climbing/Jumping — Specializations: Climbing or jumping, • Lifting — Specializations: none • Starship Weapon Repair — Specializations: Concussion missiles, ion cannons, laser cannon, proton torpedos, turbolaser • Stamina — Specializations none or other weapon type. • Swimming — Specializations: none • Walker Repair — Specializations: AT-AT, AT-ST or other specific vehicle.

2 0 Star Wars • Second Edition Cha£te^Two^Gamemasterin£

Chapter Two Gamemastering

So you're considering bei ng t he gamem aster for your friends. decision based on what yon feel is right. Now you want to know, “What have! gotten myself into’’" While The players may he able to persuade you to change your it may sound like gamemastering is a hard job, if you remember mind once in a while, and that's fine. However, if you give in too the basics outlined in this chapter, you'll do just fine. often or too easily, the players will try to take advantage. Your Job Be Challenging Adventures are supposed to be a challenge to the players The gamemaster's main job is to make sure that everyone and their characters. It's important to remember that while has a good time and that everything is resolved fairly. Of you play the roles of the villains, you aren't trying to beat the course, this may not always work no matter how hard you try, players: you are all working together to tell a good story. but it is your ultimate goal Flay the villains according to their personalities. Give the All of the tasks of gamemastering are directly related to players options, and leave them some room to make mistakes helping to make the game entertaining for yourself and the or to take into account had die rolls. players. If you and your players are having fun, little else matters. Give The Players A Break The gamemaster has three main roles: referee, storyteller and mood setter. All of these roles are oriented toward telling Sometimes the players will choose to do something that’s a good story — envision the players' characters as the stars of not too wise, especially if they are inexperienced. Part of their own Star Wars movie and you’ll start to get the right idea. gamernasteririg is making judgement calls — if the players do something like this, give them a break. The first time. Don't kill their characters, although you have every right to The Gamemaster As Referee penalize them in some other way — have them arrested or take In your capacity as referee, you have to make sure that the away their equipment. Tell the players what they did wrong, players are following the rules. When there is an argument, you explain that you gave them a bit of a break, and suggest to them have to resolve the conflict in a fair manner. what they should do when a similar situation happens in the However, the story is more important than the rules. When future. If they don’t learn from their mistake, next time let the the rules get in the way of the story, fudge a little and get on with rules do the talking, even if it means killing off a few characters. things. Example: The characters are walking down a hallway in a top When you choose to ignore some rules, you have to make secret Imperial complex They come within sight o f a group of sure that you are being fair to the players, ff you fudge a rule to Imperial stormtroopers. One o f the newer players panics and benefit a gamemaster character, when a player character is in decides that his character will throw a grenade at them. You know a similar situation, you should give the player character the that this is a bad idea because the explosion will alert the whole same benefit. complex, but the players haven I thought of that. You can teach them by using the following result ... You're The Boss After the smoke clears, the characters rush up to the You are in charge. slormtrooper bodies One of the troops ’ comlinks whistles, ask­ As gamemaster, you have the responsibility for making the ing, "Unit five, what was that noise? Why haven't you checked final say. You have to keep the story moving, interpret the into duty post 21? You 're three minutes late." rules, and tell the players what they can and can't do. You suggest to one o f the players that they should respond. They ask, "Du I what should we say1’" You suggest that they try to Be Fair trick the guurd. Pretending to he a stormtrooper. one of the You have to earn the players’ trust when you gamemaster. players should explain that the patrol was c a ugh I in a chemical You must be fair and impartial, not favoring the players over leak in one o f the nearby hallways It caused a lot of static on the the gamemaster characters, nor favoring one player over the line and that explains the noise. The leak is now under control others. and maintenance Droids are fixing the machinery, so there s no Sometimes the players will disagree with you about a deci­ need for further investigation The squad will all be reporting to sion, especially if it negatively affects their characters. You the medical center for decontamination as soon as they have should take into account their feelings, listen to their reason­ supervised clean-up ing, and try to smooth things over — and then make your

Star Wars ■ Second Edition 21 Cha^ter Two: Gamemastenn^ JTAR. WAR*”

Not This: “You re trying to con an Imperial stormtrooper into thinking that you're an Imperial Co to net Let's see ... (flipping pages) ... you 're basic difficulty is ... Moderate because the con doesn't involve any danger and the trooper isn't emotionally involved ... that means a number between 11 and 15, how about 12 ... with a modifier o f +5 to your roll because the stormtrooper would probably do this anyway. Okay, roll. ” You may want to be a little less casual about the rules the first few7 times you play, but you’ll be surprised at how fast you can learn to "approximate” rulings. It just takes a little practice. Distancing Yourself When you gamernaster, you have to play the role of the enemy Yet, you also have to be “fair and impartial.” How? Practice is the best way to learn. When you are refereeing (using the rules), you shouldn't care what happens to either group of characters, player or gamernaster, as long as the rulings are fair and the story isn't ruined. When you play Ihe role of the enemy, play them as if you were the actor portraying that character. Think like the char­ acter would, have the character do what he normally would in that kind of situation, and most important, only have that character respond to what he knows, not what you know. As gamernaster, you know exactly what the players are doing; often, the gamernaster characters will not. You should play the gamernaster characters based only on what they know.

< \ ______;______The Gamernaster As Storyteller During adventures, the players' characters are the stars ol Then, you explain to the players that they might leant to use a their own Star Wars movies. Adventures focus on the charac­ little more stealth arid a little less weaponry white they are still in ters, wtiere they are, w7ho they meet and what they do. the base. The players' only iob is to play their character. The You should remember that this should only be done for gamernaster gets to do everything else: come up with the basic players who honestly don'f know7 any better. This may seem a plot; design the planets, cities and locations the characters will little heavy-handed, but new players will appreciate the help. visit: create the people the characters will meet; and. make But be careful you don’t go overboard with this '‘help.” It is sure that the adventure is exciting and action-packed easy for a gamernaster, who knows the scenario, to look at the players' actions and say, "Buy, that was dumb." Maybe it was A Good Story the only choice the players could see because of the informa­ First, the gamernaster has to make sure that the adventure tion you gave them. Try to see why they arc making these tells a good story. There has to be a strong plot, with a good decisions instead ul stepping in and playing their characters villain, or a series of incidents which places the characters into for them. an exciting and dangerous situation. The characters need something to do. The Game The characters need a motivation to get involved, they .SVor Wars is supposed to be fast, baser bolts fly fast and should have objectives that they want or need to accomplish furious, starships duck around asteroids, and aliens challenge to resolve the story, and there should be a reward of some kind characters to duels in cantinas throughout the galaxy. The at the end of an adventure (mere survival can often be a story should move as fast as possible to reflect the nature of reward, but other things, like money, equipment, love, grati­ the Star W'orx universe. tude. friendship, and saving the galaxy are important, too). In order to fulfill this ideal, you may find that you have to pare down ihe rules in some circumstances. The rules are Making The Characters Important detailed so that a gamernaster can incorporate many different The players’ characters should be integral to the action of factors into the game; if you can run things faster by approxi­ the adventure. Think of the Star Wars movies — they are about mating, don’t hesitate to do so. Luke Skywalker. Han Solo and Princess Leia. A good example of this kind of customizing the rules applies Therefore, it is up to the gamernaster to write a story that to skills. Most skills have specific rules for what various the characters can be an important part of. When the final difficulties are, in addition to a long list of modifiers which may battle with the central villain occurs, the characters should be affect the die roll or difficulty number. II you need to speed the a big part of that hat tie. instead of standing on the sidelines. game up, don’t worry about the modifiers and just choose what you think an appropriate difficulty would be. The Adventure Revolves Around The Do This: “You 're frying to con an Imperial stormtroaper into Characters; The Galaxy Doesn't thinking that you re an Imperial Colonel. Because you have the While the characters' adventures are important to them, uniform and the rank insignia and a high command skill, the the characters are probably not that important to the galaxy at difficulty is Easy.”

2 2 Star Wars ■ Second Edition l_Cha£ter Two; Gamemastering

large. To put it simply, itTs a big galaxy, and there are always say, “You can't do that,” Instead, come up with a good reason exciting and dramatic things going on in other places as well. that makes the course of action impractical or clearly not in the For example, the adventure might focus on the characters characters' best interest. Here’s an example: crossing a nefarious bounty hunter, and their efforts to throw The players decide that their characters want to go to him off their trails — exciting and dangerous to be sure, but the Corellia. As gamemaster. you really don’t want the characters characters dearly aren’t the center of the universe. They might to leave the planet because the rest of your adventure is set be missing out on a big battle between New Republic soldiers there. Rather than tell the players, “You can't leave,” you throw and Imperial battle cruisers several sectors away. But they one of the following excuses at them: could hear about it later. This adds flavor. • I’he government won’t issue a travel visa due to an upcoming The characters' adventure can be part of a larger story The holiday or the characters’ computerized records have been characters may think that they are merely espionage agents in fouled up, service to the Rebel Alliance, but later learn that they are only a small part of a much larger effort to undermine Imperial • All flights to Corellia are completely booked solid. security. • No flights are available because the Empire has closed all Characters may be being manipulated by forces beyond lanes due to high levels of piracy in the system. their control — in the course of his adventures, a minor Jedi player character may find himself drawn to a strange wmrld. Of course, if the players have a ship, those solutions might not Uponarrival, lie learns that agents of the Emperor are rounding work, so: upas many young Jedi as possible in an attempt to sway them • They go to their vessel and find out it is being searched (and all to the Dark Side of the Force. Here, the characters are being probably impounded) by stormtroopers, local officials, or affected by a master plan that is epic in scope. (better still) "bad guys” tied to the adventure you were plan­ Characters are often affected by events beyond their con­ ning on running. trol. The adventure might involve the characters smuggling • The characters take off for Corellia. but find that someone goods for a niysferious employer. When they stop at their broke into their hyperdrive computer while they were on the destination, they learn that they have been sent to a secret planet, stealing nearly every program They need to do some­ Rebel Alliance base. Then, the Imperial fleet shows up to thing to get their programs back. destroy the base. When the characters arrive at the base, they find that they've been forced into the middle of something that • Their ship is attacked by pirates, Imperials, or bounty hunt­ they never expected Worse yet, they have to find someway to ers immediately after lift-off. The enemy has large, space-only escape, since if they are captured by the Empire they will he vessels, so if the characters dive hack into the atmosphere, executed for being ‘traitors.” they can land somewhere safely. These solutions may frustrate the players, hut they are Keep It Fast believable in the context of the Star Wore universe. To help Make sure that your adventure outline has plenty of action enhance the believahility of such story controls, you may want and interesting things to do. Action doesn’t mean non-stop to mention them ahead of time — a character overhears people battles, but it does mean using tension, character conflict, talking about the blockade in the street, or on the local holovid humor and mystery to keep the adventure moving at high newscasts, it is a good idea to set up these things in advance, speed. even if your players seem to be heading on the right track You already know that you should trim the rules to keep the anyway. story going, but the story itself has to be fast-paced, too. Stories where nothing happens are boring. Improvisation Start the story off with a bang — a battle, a chase, a mystery, Be warned: if you gamemaster, you will be improvising a or any other dramatic element. Then, give the players a couple LOT!!! On the other hand, it's a lot of fun once you get used to of minutes to catch their breath, and then, BAM!, right back it Sometimes improvising even results in a better story than into the action. what you had originally planned. Star Ware adventures are broken down into episodes, each No matter what story controls you use. the players will still with several different scenes which advance the plot. Each go “off the map" from time to time. They will do something episode should increase the tension and keep the action completely unexpected, and in a few seconds your entire rolling. adventure is derailed by an unforeseen action. For more information on the elements of good adventures, This is where improvisation conies in. Make something up see Section 2,2, "Designing Adventures," — quickly! if the players go somewhere that you never in­ tended them to, start making up details about what they see, Illusion Of Free Will who they meet and what happens to them. If you can, adjust the Star Ware is a game where the players are free to have their adventure so that the characters can finish it at the new characters do what they want — or so they should believe. In location, or try to set up encounters so that they get back on your own life, you are free to do what you want — go to school, the back of the adventure. quit your job and move to another city, go over to a friend's Sometimes the players will even help you along without house, open a business, whatever. You are free to do these realizing — when they hand you a plot idea, run with it! things, but many of them are impractical. Example: The players have done something completely unex­ Your Star Ware characters have that same kind of freedom. pected and Bill is making everything up off the top o f hts head When they go to a spaceport, if they can’t get a flight to a certain Bill has just described a spaceport cantina scene, mentioning planet, there has to be a reason — the freighter captains want that there are six Gamorreans at a table, all with the mark o f the more money than the characters have, or there's a blockade of Clan Bk'trugh tattooed on their arms — a minor, throir-an ny bit the world, or some other such reason. When the players want of color. to do something you didn’t plan on happening, you can’t just

Star Wars ■ Second Edition 2 3 Chapter Two: Gamemastering -VTA! WAR

However, one of the players comments that. "Gee, I wonder The Gamemaster As Mood Setter what they’re doingout here. since the clan members seldom leave Now that you've got an idea what makes a good story, it’s their planet unless a war Is going on ..." time to make it Star Wars. You've got to make the players feel Util's eyes light up at the mention o f that. He decides that ufter the characters have a few minutes to consume a few drinks, he’ll like they are in the Star Wars universe! have a few more Gatnorreans, of a different dan. wander in. One of the toughest parts of roleplaying is getting the players to "suspend disbelief." All of the players know that the Maybe there is a clan war going on Star Wars universe is imaginary, but in order to make the Time Out adventure interesting, the players and gamemaster have to pretend that the universe is real. As gamemaster, the more you Don't be afraid, once in a while, to call "time out" on an can make the universe seem real, the more enjoyable the adventure. Sometimes, when your players "go off the map." adventure will be for the players. they surprise you so badly you just can't conic up with any­ thing. That’s okay. There is a foolproof way of handling this Use Elements From The Movies situation. the easiest w ay to remind players that this is Star Wars is to Tell them. use things that they have already seen or heard of from the Let them know that yun are willing to continue on this new movies. When they use technology, you can describe it as line o( action, but you need a half-hour or so to replan. Send them out 1o get munchies. Let them go in the other room and looking a lot like something that was shown in the movies. You've got over 50 million dollars worth ol neat looking watch TV. Maybe they want to read up on the rules themselves. aliens and equipment that was shown in the movies, so get Whatever. Then, in the interim, you ran come up with a few gimmicks maximum mileage from them! Throw in references to known alien races, like Wookices, to get the adventure either back on track or at least onto an Sullustans or Gamorrcans When you describe a scene to the alternate mute you can run. It's pretty certain that the players players, mention things like YT-LiOO transports (the Millen­ would rather take a little time off than waste a lot of time while nium Falcon is a highly-modified YT-Ki()0), or Imperial TIL you try to figure tilings out off the cuff fighters or New Republic X-wings performing patrol duty. The On the Fly" players should interact with familiar Droids, like astromech It is a good idea, especially when you have only game- units (R2-D2) and protocol Droids (C-3P0), mastered a few times, to make up a few "on the fly” encounter You may also want to send the players to a planet that was mentioned or shown in the movies — they might end up on situations you can throw in when things get too wild. Not Tatooine and have to deliver a cargo to Jabba the Hutt, or they everything has to fit the specific plot ol the ad vent tire, and you could be enslaved and sent to the spice mines of Kessel. may be able to come up with something while the players are dealing with the encounter. This is even better than a time out, '['here are famous personalities that the characters may hear about. They might hear an alien telling bis friends about hecause the players might not even know it happened! how he beat out Han Solo for a smuggling contract, or worked Responding To Your Players for Princess I.eia's diplomatic entourage before the destruc­ tion of Aid eras n. They might meet a bounty hunter who was on Do responsive to the players —■ it they want to solve myster­ retainer tor Jabha the Hntt before the gangster's demise. ies, give them a tew. If they want to try to get rich running guns Show them pictures from this rulebook. or, if you have a for the Alliance, give them a contact so they can make some VCR, set it up for spots you might like to show during the deals. If they want to spend most of their time fighting the adventure. Why describe a Gamorrean or the Mos Eisley minions of the Emperor, well, it's their funeral. cantina when you can show them? Phis holds true tor "new" Re aware of whal your players find interesting, and try to aliens — ones not pictured in the rulebook. II you introduce a give them plenty of those qualities. If the players are bored character we created, you can probably photocopy the picture with certain elements of your adventure, try to figure out what and put it in front of (lie players so they can look at it while they you can do to make them more interesting. interact with the character. If you create the character, maybe Get Feedback you can draw it or find a "close enough" picture in a comic book or $F art book. Give it a try. The best way to figure out what your players enjoyed is to When you use elements like this, you have to make sure that pay attention to what scenes they were replaying as they left to the references are in the proper context — Tatooine only go home. When players talk about a particularly memorable became famous because H was the homeworld of Luke adventure, try to remember what parts they emphasized: the Skywalker: no one had ever beard of F.ndor before the Emperor climactic battle, the personality of the villain, or a humorous was killed there; the Empire ruled most of the galaxy before the incident. When you run new adventures, use these kinds of Battle of Endor, yet after that, it fell into disgrace, losing over elements to liven up the game. three-quarters of the territory it once controlled. Now just But don't rely on "overhearing” what they liked only. Ask about everyone in "ImperiahSpace’' has heard the name "Kwok." them — alter the adventure, and, ideally, a day or two later. Check and see what they are interested in doing next You may Exciting Settings find out that the party is "planning" to do something you hadn’t Exciting settings appeal to the players' sense ol escapism expected — like go to Correllia or track down a bounty hunter and curiosity — the Aar H'nrs universe isn’t Earth. you introduced in an earlier story — and you can prepare an Re spin is a great example of just such a setting, it’s a giant, adventure for them. Hying city, scores of kilometers across, hidden in the tipper

2 4 Star Wars ■ Second Edition .^ChapteMvvo^G^

levels of a gas giant (with a breathable atmosphere, no less), ------Tatooine is also a great setting because it is so unusual — a Some Helpful Hints backwater desert world whose economy is based upon coax­ ing moisture from the atmosphere, with (at least) two myste­ This chapter has covered some very broad areas with rious native species (Jawas and Tusken Raiders), and the only some general suggestions. Later sections will ex­ home base of the most infamous gangster in the Known Galaxy pand upon these themes, but for now, here are the most (Jabba the Hutt). important things to remember when running Star Wars. When you design new settings, try to come up with charac­ • You are in control, teristics about the setting that make it clear that world is unusual — it may be as simple as using a binary or triuary star • Relax — it’s just a game and it’s supposed to be fun, system, or giving the world ail atmosphere so dangerous that • Tell a good story. Humans have to wear filter masks. You might set an adventure • Make the players feel like they are in a Star Wars movie on a huge mining space station, or on a primitive backwater — use action, excitement, aliens and fantastic technol­ world that is subjected to constant earthquakes or volcanic ogy to get the "feel'’ right. activity. Aside from the basic setting, the characters will visit exotic • Be entertaining, Play your villains, describe the scenes locations, such as spaceports, cantinas. Droid stores, and — ham it up and encourage the players to do the same. bioengineering or cy bo rging stores. As gamemaster,you should • Use the rules to help tell the story; never allow them to come up with exciting descriptions for these locations, as well hinder the story. as a listing of what is of interest to the characters. • Be lair The players won’t mind if you fudge, as long as Fantastic Technology you fudge fairly. Fantastic technology is another integral part of the Star • You ean't learn everything at once. lidrs universe — blasters, starships with hyperspace drives. • You trill make mistakes Admit it. Say, "Oops,” fix things Droids, repulsorlift airspeeders and landspeeders, giant float­ to the best of your ability, and get on with the story Don’t ing cities and other such items set their galaxy apart from ours. try to retrofit everything. When the characters are adventuring, be sure to use this • F3e firm. Make your decision and stand by it if you think technology. Don’t be afraid to invent new items of technology either — things like labor Droids, new types of starfighters. vou’re right. new "common" devices like computerized security monitors V ______/ and so forth. When you invent new technology, make sure that it "fits" the Description universe — if it’s too advanced or powerful, it won't feel right Roleplaying games rely heavily upon a gamemaster’s ability and it will unbalance the game. If you invent more primitive to describe interesting scenes. Since the action takes place technology, that’s fine, but make sure there’s a reason it’s solely in theimagination nftheplayers, the gamemaster has to being used instead of modern equivalents. For example, char­ tell the players what their characters see, hear, touch, taste acters are likely to find primitive wheeled vehicles on backwa­ and smell. ter planets but not “modern" planets. A good description can give the players a strong idea of You can also "balance” new discoveries. Maybe the charac­ what the scene looks like. As gamemaster, you should put ters find a medical process that heals anything — including old some effort into visualizing each scene and setting, and then age — immediately. But it only works where they found it. Grit telling the players what they see. If you want to, you can draw is guarded by an ancient and powerful machine that demands sketches or maps of locations so the players can see the tribute. Or the Imperials are on their way to capture it and the physical layout of a location. characters may have to destroy it. Fxample: 4/ first gin tire, it could bp o spaceport on any An example from the movies is the Death Star. Sure, it could backwater planet. Huge circular pits — probably 40 or more — destroy planets, but you need how many people to operate it? hate been dug into the soft, rocky soil. Prom this distance, More than just about all the Star Wars characters in existence! thousands of meters up in the air, the pits look like they 're big No party is able to capture it and go roaming around the galaxy enough to land Corellian Corvettes, a good 150 meters long. From (or they shouldn’t be able to!). the center of the city, where all of the pits are located, ramshackle buildings spread out in a haphazard sprawl, stretching out along Interesting Characters several kdorneters o f barren soil. At the edge of the city is a rough Complex characters arc a lot more interesting than charac­ wall, several meteis tali, with gun emplacements e very few dozen ters that can be figured out at a glance. There are several meters. elements that can help make a gamemaster character interest­ "Your mysterious passenger, Jiuk’chlna, the Duros trader, ing: a colorful personality, a mysterious history (no one seems enters the pilot's compartment. He looks down and a strange to know what he did befoiea few months ago .,,), or unusual smile slowly creeps across his face He turns to you. exhaling hts appearance (the character always dresses colorfully, or has a foul-smelling breath, and says. Gemthrop City — it's been a long gold-plated blaster). time since I've been here. Those walls are for protection from the Gamemaster characters come in a variety of roles — vil­ wild herds o f Lee knag Beasts. Be careful. let me do the talking lains, rivals, allies, neutrals, employers, followers, friends, and down there. They don '! (ike Humans ' comic relief. Good characters will really liven up an adventure, "As he exits the compartment with a grumble, you realize that while horing characters will make even a good story seem dull. he didn't Quite tel!you everything he should have That's when you spot the vapor trails in the sky below you — two Z-95

Star Wars • Second Edition 2 5 Aflen Nurm 6 2 C erw^^ ^ rjw te g a h trWr - eod Edition Second - Wars Star AD W I A T J AR Chapter Two: Gamemastering

Headhunters, startighters and easily a match h r your slow, bulky Wars: A New Hope, Luke Skywalker is an impressionable youth; vessel, are climbing through the atmosphere to meet your ship in Heir to the Empire, he is the first in a new line of Jedi Knights. The ancient fighters are splitting, one ship coming in on you from Han Solo ends his career as a smuggler and marries a princess the left, one from the righ t..." from Alderaan. People grow older, children are born, busi­ nesses come and go, governments rise and fall, and friendships A Real Universe are formed and broken. Part of keeping the players’ suspension of disbelief is the However, all of these changes happen for a reason; they feeling that they are interacting with a real universe. As you aren’t arbitrary, ff there is a dramatic change in a setting or a saw in the Star Wars movies, and the novels Heir to the Empire character’s personality, there had better be a good reason for and Dark Force Rising, the Star Wars universe is changing, yet that change! consistent at the same time. A good way to maintain consistency is to make notes about Consistency is essential to the player's suspension of disbe­ your use of settings and characters — write down how you lief— if Tatooine is a desert worid the first time the characters describe a planet or how a gainemaster character acts when visit, it still should he a desert planet when they come hack. If dealing with the characters. Keep all of these notes filed and there is a Droid repair shop on the corner of a particular street, organized (3 x 3 index cards are great for this). if the characters walk down that street the next day, the shop [f an element is used again, pick out the card, decide if you still should be there — or there should be a good reason why need to change some of the characteristics, decide the reason it isn’t. for the change and then drop that element into the adventure. Things do change in the Star Wars universe, just as they Of course, the players don’t necessarily have to know the change in real life. The Umpire is defeated at the Battle of Endor reason ior the change, in fact, the mystery of a major change (as shown in Return of the Jedi), and the Rebel Alliance takes may be enough to motivate the characters to investigate — but control of the galaxy, naming itself the New Republic. In Star you must know why these changes occur.

2.1 Scenes And Rounds As was pointed out in the Introduction, playing Star Wars: ■ A round in Star Wars represents five seconds of "real" time — The Roleplaying Game is a lot like acting in a movie, in order to give or take a few seconds for dramatic license. simulate “movie reality," Star ITVirs uses two “kinds" of time: Each round has several phases: scenes and rounds. 1. Initiative 2. Declaration Scenes 3. Rolling Defensive Skills Scenes are used whenever what is going on every second 4. Rolling Actions doesn’t really matter when how long it takes to do some thing isn’t important. Sides When the game is being run in scenes, the gainemaster First, the gamemaster must decide how many sides there simply describes the setting, the players say what they want are. Normally there will be two sides — the players’ characters tlieircliaraetei s to do, and the gainemaster tells them how long and whoever they are fighting. Sometimes, though, there will it takes. be three or more sides, such as the players’ characters, Impe­ Scenes can be used to cut “dead air" from the adventure — rials and pirates. times when there's nothing interesting going on. A scene can in order fora group to be a “side,” the characters have to be cover a couple of minutes, a few hours, or even days or weeks within easy shouting distance of each other or have some easy at a time. way of communicating, such as eomlinks. if the player charac­ When describing scenes, you may say something like, “it ters are separated and don’t have comlinks to keep in touch, will take half an hour to fix this Droid.” While one player’s they have effectively become separate sides. character spends the whole half hour working on the Droid, the If the characters aren’t competing against someone else, other players may have their characters scout around the such as when they are in a race against time, there is no need halls, just talk, or do any number of other things. Often, though, the players have no problem if you just say, "Half an hour later ..." to show that time has passed and get on Tirog's Story: Three with the action. See “Tirog's Story: Three." Bill: “You enter the cantina. You know you’re sup­ posed to meet your contact here — he’s a Rodian bounty Rounds hunter named Reeveid." Star Whirs uses rounds to keep track of time whenever every Greg: ‘Til go in and check out the bar, IT] order a drink second counts. They are also used when it’s important to a and get a booth, waiting for Reeveid to show up." character to take action before someone else — such as Bill: "No problem. The drink costs 5 credits. No one in grabbing a dropped data disk before a riva! bounty hunter can the bar seems to realiy notice you — or at least enough get his hands on it. Rounds are most often used for combat and to w'ant to start a fight. Do you want to do anything in chases, but they may also be used for other actions, such as a particular?" character’s racing against a deadline to defuse a bomb or break Greg: “ ‘Jab I’ll just wait for Reeveid ’’ I into a computer security network. Bill: “About half an hour later ..." ______/

Star Wars ■ Second Edition 2 7 Cha^re^^o^amemasterin^ -STAR— WARI- for the gamemaster to roll initiative — eut straight to step two, ( ------\ '‘Declaration." Tirog's Story: Five Step One: Initiative Bill knows the players are going first. He describes the Each side picks the character with the highest Perception, scene for them. who then rolls a Perception attribute check. Characters may Bill: “You’re in an open air market, maybe fifty meters not spend Character Points or Force Points on this roll, al­ across. It’s midday, and the brilliant blue sun hangs di­ though penalties for being wounded count (see Section 3.1, rectly overhead. Everything has an odd green-yellow hue. "Combat and Injuries" for an explanation of how wounds affect "A few seconds ago the market was filled with custom­ characters). ers, but with the arrival of your opposition, the place has Whichever side gets the highest roll gets to decide who cleared out Two goons are standing straight ahead, declares and acts first in ihe round — their side or the enemy. about 21) meters away, Each of them is pointing a blaster In the case of more than two sides, the highest roll declares rifle at you. Another ten meters back is a tall human with whether they want to go first or last, if they decide to go first, a long cloak: he’s holding a blaster pistol in one hand and they would do so, followed by the middle roller, followed by a comlink in the other. I le shouts, 'Well boys, we finally Ihe lowest rolling side. It they decide to go last, just reverse the caught up to you! You can give up now, or did’ What do order See “Tirog’s Story; Four.” you want to do? John?’’ John: "Ace is going to dodge since I know he’ll get shot at. I’m going to run to one of the side buildings for cover.’’ Tirog's Story: Four Bill: "It’s ten meters to the nearest door. Your move is Greg, playing Tirog, lias been joined by his friends Ted, 10 meters, so you only have to make one move to get who is playing a Protocol Droid named GT-!)K, Steve, who there. Thai's two actions — a dodge and amove — so you is playingDrebble, a space pirate, and John, who is playing roll both at minus one die (-ID). You know, you can make a kid named Ace (the kid’s idea; the other characters that a full dodge since you’re only moving once and not alternate between “Brat” and "No, don't touch that doing anything else." John s character has the highest Perception, at 3D+2. John: Sure.” John rolls lor initiative, whileBill roils JDfor initiative for Bill: “Okay. Greg, Tirog’s next,” the enemy (a gambler gamemasler character with a Greg: "H e’ll take three blaster shots, one at each of I Perception of 'll)). Ihe guys in front and then one at the clown in the back.” John gets a total of 17, while Bill rolls a 19. Bill has the Bill: “Which one lirst, the one on the left or the one on choice of whether to let the gamemasler characters the right? By the way, three actions in this round gives declare and act first or last — he decides to let the you a penalty of minus two dice (-2D) to all actions.” players declare first. Greg: “The left, then the right.” Bill: “.Steve, what's Drebble doing?” Step Two: Declaration Steve seems to think fora few seconds and isn’t quite sure what to do. After initiative has been decided, each character on the side Bill: “I'M count to three ... one ... two ... three! You had I that declares first says what they're doing your chance. Your character hesitated and isn't doing •If the players' characters declare (irst, they tell theganiernaster anything. Sorry Ted.” what their characters are doing. Then, the gamemasler ex­ Ted: “My character's toast! GT-9R will do a full dodge plains what the gamemaster characters are doing. and trv to follow the kid to the door!” Bill: “You' re farther away than the kid: it’s about El | • If the gamemaster characters declare first, the gamemaster meters tor you and your move is only seven meters; you tells the players what those characters are doing, and then can’t make it writh one move You can do two moves, but asks the players what their characters are doing. then you can only make a normal dodge, so you pick Players must declare all skill uses, including full dodge, either your roli or the base difficulty for the difficulty to dodges, full panys and panys. hit you. instead of the full dodge where you add hoth • Players must declare Force Point use now. numbers to get the difficulty.” Ted: “I'd rather have the full dodge," •If the player doesn’t declare that the character is doing Bill: “ The two goons will each dodge and then open something, he can't change his mind later Likewise, if a fire, one shot each, on Tirog. The guy in the back will fire gamemaster declares something for a character, but forgets an once at the Droid and he's speaking into his comlink — action, the gamemaster can’t go back later and change a that’s a free action" character’s declaration. Greg: “Why always me? Can 1 dodgeT' When it is the players’ turn to declare actions, don’t let them Bill: “Nope: too late. You have to declare your dodge hesitate. If the players are dragging the game out by nol along with everything else.’’ declaring promptly, count out loud to three — if the player hasn't declared actions, say that the character hesitated and can't act that round. As a matter of courtesy, give new players wasting time. a break — if you skip them because they hesitated, make sure You may want to seat players in their Perception order, from that their characters don’t get killed off that round, and give highest to lowest, left to right, so you can just point to each them a little while to get used to the declaration process. player in order. You might also want to alternate declaration Likewise, if a character is describing in detail what he is doing, order sometimes, going from lowest to highest Perception nr if he wants to do lots of different action, it will take longer (right to left) so that the same players aren’t declaring last all than three seconds. Just so long as he is declaring and not just of the time Use what works best for your group. See "Tirog’s Story: Five."

2 8 Star Wars ■ Second Edition -JTTA Ri Ona^te^^^Cjamemastering

Step Three: Rolling Defensive Skills C------Characters roll all defensive skills now. before any other Tirog's Story: Eight actions are rolled. This includes all brawling parry, melee parry. Characters take their actions in ttie order they de­ and dodges, both normal and full uses. Defensive skills are clared them. explained in Section 3.1, "Combat and Injuries." See “Tirol's John rolls his character's movement to try to get to Story: Six.” the door and succeeds. The kid manages to duck inside a building. Tirog's Story: Six Greg goes next — he rolls his first shot at the goon on Bill knows that the goons, at 20 meters away, are at the left Greg rolls a IK whieh treats die goon’s difficulty medium range fur Tirol's blaster pistol: a Moderate task. of 13. A hit! Greg rolls the damage. Then, the goon rolls He decides the difficulty should be 13, midway in the his Strength to resist damage and — the goon is killed! range of 11 to 15 for Moderate actions. Steve is skipped since his character hesitated; he John, l ed, and the two goons roll their dodges. They take:; no actions at all this round. note their results — since John and Ted are both doing Ted doesn't have any rolls to make, because he al­ full dodges. Bill adds their rolls to the difficulty- The two ready rolled his full dodge. Elis character moves part way goons roll 6 and 15 (left and right, respectively) for their to the building but stops, hoping to avoid any stray dodges — the goon on the left takes the base difficulty of bluster bolts. Next round, the Droid still has six meters to 13; the goon on the right takes the dodge roll of 15. move to get to safety —■ he could do it wit it one move. Now. the gamemaster characters take their first ac­ tion. Since the first goon has already been killed, lie can’t Step Four: Rolling Actions act. The second goon rolls his blaster and hits. Bill rolls Each character rolls the first action they declared in the the damage, but doesn't tell Tirog the total (a 21). Greg order that they declared their actions. See "Tirog's Story: Seven.” rolls Tirog's Strength to resist damage and only gets a 12 Each action occurs as it is rolled — a split-second after any — since he figures that the goon probably rolled higher actions rolled before H and a split-second before any actions than that, he decides to spend a Character Point on his rolled after it. Strength roll. After each character has taken their first action, any Greg gets a 1 on the die — no mishap, because that charders who declared two or more actions lake their second was a Character Point die, but nothing great, cither, Greg action, again in the order that they declared. Any characters groans and spends another Point. without any actions left are simply skipped. This time he gets lucky— a 6! He can roll again for free — and he gets a 5. That's a total of 24,1 ie stays with that. Tirog's Story: Seven Bill describes how the goon shot, and Tirog seemed to get out of the way at the very last second, since it s not The players declared in the following order: John/ very believable that a character could get hit by a blaster Ace, Greg/Tirog. Steve/Drebble, and Ted/GT-9K's ac­ bolt and not feel it. tions. Then the villains declared. The gambler in the back takes his shot at I he Droid When it is time to roll actions, Ace takes one action, and misses. followed by Tirog taking one action, Drebble taking one Now that each charcter has taken their first action, action, and GT-9R taking one action. Each of the villains any characters with second actions take them. John has now takes one action. Then, lor second and subsequent taken all of his actions Greg rolls Tirog's second shot at actions, we go through the order again. Characters like the goon on the right — the roll hits, but the goon only GT-9R, who didn't declare multiple actions, do not act gets stunned. again this round. Steve and Ted have taken all of their actions, and so have the goon and the gambler. They are all skipped. After all characters with second actions have acted, any Greg is the only character with a third action, that characters with third actions roll them, again, in the order that being the shot at the pirate. He shoots and misses. they declared their actions. Characters with fourth, fifth or That round is now" over. The next round starts with more actions take them, until every character has taken every one goon dead, the kid hiding in a bar, the Droid trying to action. get to cover, and everyone else stand ingin the markeplace At this point, the round is ended and a new round begins. shooting at each other. Repeat the procedure, beginning with “Initiative." See "Tirog's Story: Eight." v_____:______/ actions are rolled at -2D His blaster skill, normally SO, drops to Multiple Actions 2D for both shots, while his dodge skill, normally C>D. drops to 4D Characters often try to do more than one thing in a round for that round. However, doing more than one thing at once is harder than concentrating only on one task. For each action in a round Free Actions beyond the first, the character loses 1 Don alt skill and attribute Free actions are actions which a character can automati­ rolls that round, except “Free Actions” as explained below. Full cally perform except under the most extreme conditions. dodge cannot be performed as a multiple action — it just These are actions which can be completed within the five doesn't work that way. seconds oi a round icftife doing some!hmg else. If an action is very easy, but nonetheless requires significant concentration, Example: Greg says that Tirog will dodge and hike two blaster it is not a free action. shots, all in the same round. That s three actions, so all of his Examples of free actions include:

Star Wars ■ Second Edition 2 9 Cbapter Two: Gamemasterin^j JTAI

• Shouting a sentence or two to someone across a corridor. distinct types of actions, each with different difficulties, and sometimes with different skills. If a task is a multiple-roll task, • Making one half-speed movement (see “Movement") in Mod­ erate or easier terrain. This is like walking very slowly or the gamemaster should tell the player how many different rolis they will have to succeed at. driving a vehicle at a very slow speed. Players may also request that very difficult tasks be broken • Making a5freng//i roll to resist damage in combat. A character down into multiple-roll tasks if the original difficulty is simply always rolls their full Strength to resist damage, although too hard tor the characters to have a chance to succeed. As special diseases and other circumstances may reduce a gamemaster, you only have to do this if you want to, and the character’s Strength dice. time necessary to perform the actions should be greatly in­ • Making a control Force skill or Perception roll to resist the creased to reflect that the characters are taking their time and effects of Force or other mental powers. A character rolls their methodically attempting to do something which is dearly full control or Perception except in unusual circumstances as above their capabilities. noted by the power that they are rolling against. Example: Steve‘s character, Drabble, is attempting to repair an ion drive which suffered heavy damage in a combat. Bill Non-Roll Actions decides that this should be a multiple-roll task. He decides that the Characters often attempt non-rotl actions this is any action repair requires the following rolls: when the character wants to do something that doesn’t require * A Moderate starfighter repair roll to align the power converter a skill roll, but requires significant concentration. cells to accept the new components. This lakes one hour in game terms, a non-roll action doesn’t require a roil to perform, but counts as an action if the character is doing * An Easy starfighter repair roll to disconnect the fission cham­ something else in the round. ber from the alluvial clampers, and prune the dampers to be fitted Examples of non-roll actions: with a new fission chamber This takes three minutes. • dumping up from behind cover to fire weapons and then * Drebble cotildn 't find exactly the right fission chamber for the ducking back behind cover after firing. engine models, but he found something eiose. A Moderate starfighter repair roll is required to properly hook it into the • Any other half-speed movement more complex than simple ship's drive systems This takes two hours walking. • Reloading a weapon (unless otherwise specified in weapon’s Roleplaying Battles description). As you can tell, combat rounds are a great way of telling the • Anything so easy it doesn't require a skill roll, but still most exciting parts of a story. But what if you want to tell a requires concentration (trying to get very simple information story with lots of combat, such as the Battle of tioth? Since the out of a data pad). battle itself took several hours, doer, that mean that you should Example: Tirog is firing at a storm trooper from around a run it round by round? comer. Because o f the angle, Tirog can't get a clear shot at the Of course not! That would take years ... trooper, hut if he jumps out into the hail way, he can. Greg declares Instead, use the battle as a backdrop. A battle shouldn’t be that Tirog will jump out, fire once umi jump hack behind cover. the only Lhing in an adventuie, but iL can make a very exciting Bill decides that jumping out and then jumping back are non-roll conclusion to one. Here is an exciting way to present conflict actions, so while Greg is only roiling one action, the blaster shot, that keeps the game moving, instead of getting bogged down in he is doing three actions (jump out. fire, jump back) fora penalty’ a round-by-round reenactment of battles. o f-2D for that round. Of course, the storm trooper can shoot back. The Set-Up: How the battle scene comes about. Most of the information in this area is incorporated into the adventure, such as the characters happening to be on a space station How Long Does It Take? when it is attacked by pirates, or any number of other sce­ Each skill description has a listing for how long it takes to narios. perform skills. The Course Of The Battle: As gamemaster, you should have Skills listed as “one round” take a full round to complete — a good idea of how the battle will go. However, you should also the character can do nothing else while attempting that skill include encounters that give the characters a chance to change (except as a multi-action). the course of the battle. Several skills require longer than one round. The character can do nothing else while concentrating on doing that task. Example: In The Empire Strikes Back, it's clear that the Rebel Several skills list a range of times, such as ‘‘less than one base on Hath is doomed. However, Luke Sky walker comes up round up to five minutes” or “one round to two hours." This with the idea o f using harpoons and tow cables to trip the AT-AT means that the time taken depends upon the circumstances walkers. This technique slows the advance of the Empire's and the gamemaster’s judgement; when using this skill in the soldiers, giving the Rebels an opportunity to evacuate more game, as gamemaster. you should decide how long it will take soldiers and equipment. to perform the task. Scenes: These are things that will happen during the battle, independent of the actions of the characters. The gamemaster Multiple-Roll Tasks should narrate scenes as if they were scenes in a movie and to The gamemaster may also use multiple-roll tasks These are give the players a sense of what is going on. actions that are resolved not with one, but several, die rolis. Example: A Rebel soldier, advance scout for Echo Base, paces Each die roll may represent a few seconds of tinkering, or many nervously inside his advance duly post. He feels the ground shake hours of intensive effort. beneath him, as his comlink rolls off the counter and under a Detailed Knowledge or Technical tasks are sometimes re­ shelf. He scrambles to his observation array, and the sensors solved this way, and reflect that some tasks require several confirm what his gut had already told him —- Imperial walkers

3 0 Star Wars ■ Second Edition AR Cha^te^^o^Gamemastering

advancing on his position. He reaches for the comlink, scream­ tor into the power flash-back ducts. The detonator explodes, its ing, “This is Echo Post fi-f Imperial Walkers corning in at ..." blast overloading the power generator. The duty post explodes in a bait of flame as the broadcast is /ts Luke fulls to the ground many meters beioic, the walker cutoff. Inside the cockpit o f the lead Walker, a gunner smiles. explodes in a brilliant ball of Hume. Encounters: Since the players are taking part in the battle, presen! their characters with several major encounters. These Players Will Be Players scenes personally involve ttie characters, and give the players When players get involved in these types of situations, they the sense that their characters maybe able to make a difference. will probably come up with plans and suggestions that you When running a battle, you should give the players at least never thought of. That’s where the art of improvisation comes three or four eneounters, hut not more than a dn?en. The more in. last-paced the action, the more encounters. If the players come up with a great battle plan, give them an Remember, not all encounters will have a victor and a loser; opportunity to make it succeed. Improvise several new events sometimes, the tide of battle sweeps opponents apart before and encounters, describe things with colorful narrative, and any decision is reached. above all else, keep the game moving. Give the players a map of the battle ground based on what they can see and what they learn from their fellow soldiers. Other Long-Term Actions When using encounters, try to make them as exciting as the This kind of technique may be used for other long-term battle scenes of the Star Wars movies. situations, such as traveling between cities, long hyper-space Example: LukeSkywulker's snowspeederhas been shutdown journeys, extended chases, chases through asteroids, or any over the battle field of Hath He has been dazed by the crash, and other prolonged event which can and should be resolved only the earth-shaking advance of an AT-AT walker alerts him. He quickly and easily. sees that the walker will squash ftis speeder in seconds. When resolving these actions, decide the difficulties for the An encounter should give a character a chance to respond encounters, either with one simple roll, or through a multi-roll to what is going on — to do something that is exciting, or task. heroic. Through the use of scenes and encounters, the gamcmaster can convey the excitement and drama of these scenes without Example: Luke s first instinct is to flee in terror, but he comes having to play out every action round by round, bargaining with up with a plan Crawling into the back of the speeder, he grabs u traders, bribing diplomats, exhorting stormtroopers into (mis­ land mine and the fusion disk launcher. informed) actions — all these scenes can he either resolved by He crawls from the speeder just in time to auoid being quick, dry, and uninteresting rolls of the dice, or by innovative squashed Then, he runs beneath the great striding tegs of the and exciting roleplaying, where the dice are rolled only occa­ walker as it looms above him He fires the fusion disk to the sionally and rounds are used only at the appropriate times. bottom of the walker, and climbs up to its belly. Slicing a maintenance hatch open with his light saber, he hurls the detona­

Star Wars ■ Second Edition 31 Cha£te^TvTO^Gamemasterin<^ JTAI WAR

The Battle Of Korseg IV This is presented as an example o f how a battle might be in rounds or in a quick scene, the characters have reached set up and used in an adventure. midway down the ridge. The Set Up: The characters are Rebel Alliance soldiers Have each player make a Perception total — if anyone stationed on Flare Base, on the remote planet of Korseg IV'. gets a Moderate total, through the chaos of battle, they Their base is located high in the mountains. notice that three squads of four troops are assembling There are fewer than 200 Rebel soldiers here, plus a few Golan portable Anti-Infantry Batteries (Scale: Speeder, Crew: combat vehicles, half a dozen X-wing fighters and one 4. Damage: 4D, Range: 20-50/100/250, Fire Control: ID). It will medium transport. The base’s sensors detect trouble — an take them two minutes to assemble them, but it they are Imperial .SVrifte-class cruiser has come out of hyperspace, completed, the Rehel ground troops and the combat and is headed straight for Korseg IV. landspeeders will be easily cut down. The base’s commander orders the immediate evacua­ It the characters succeed in destroying these batteries, tion of the base. Unfortunately, the base's computers con­ the imperials will chase the Rehels up the ridge. If not, the tain very sensitive information, and it will take at least two Imperials will drop back, and let the batteries do all of the hours to complete the evacuation-— plenty of time for the work for them — and when the landspeeders come charging Imperials to pound the mountain into paste. over the hill, they will be destroyed before they can even Rebel command raises an energy shield, much like the reach the AT-AT, one used on Doth — it is powerful enough to stop airborne Scene Two: The AT-AT walkerdestroysathird airspeeder. assaults from above, although the base is still vulnerable to If the players have failed in Encounter One: The Imperial ground and low-altitude assault. Rebel sensors pick up a troops have ducked behind supply crates for cover. The drop-ship coming in on the north side of the mountain, ground troops receive orders to charge the Imperials, while about five kilometers from the hase. the combat landspeeders will attack soon. By the time the The soldiers, including t tie players'characters, equipped charge is complete, only six or seven of the Rebel troops only with four combat airspeeders and four combat remain. landspeeders, are sent to confront the landing force. If the Rebets have succeeded in Encounter One The Coming upon the ridge surrounding the landing site, the Imperials begin pursuit as the Rehels hegin to withdraw. soldiers confirm their worst lears — an AT-AT walker and a The characters and other troops can run up the hill, only full company of lfiO ground troops. The characters arc foot taking light casualties. soldiers — along with about 40 other troops — and must Encounter Two: An AT-AT takes out the final airspeeder, take part in the charge down the ridge to engage I he enemy. hut this time, it is going to crash directly into one of the Their frontal assault's purpose is to lure the Imperial t roops characters (pick one randomly) if the character doesn't run away from the walker in preparation for the next phase of out of the way. The character must make two Difficult the battle. terrain movements using the running skill to get out of the The rest of the Rebel troops are in the combat land- way or suffer GD Speeder-scale damage from the crash and speeders, which are supposed to he coming Irom the west­ subsequent explosion. ern flank. With the Imperial ground troops lured up the Scene Three: ridge, these troops are to make a direct assault on the AT- If the players have failed in Encounter One: The combat AT in an attempt to “clean it out." landspeeders attack. The remaining Rebel ground soldiers Give the players a map of what they see, and review the have advanced to the Imperial soldiers, and lob grenades Alliance battle plan. If the characters are Rebel command­ over the crates (only if the Imperials didn't follow the ers, they may choose to change the battle plans, but if they characters). In several spectacular explosions, the crates are ordinary soldiers, they will have little choice but to go up into flames and only a few scattered shots come from follow orders. behind the crates, instead of the constant barrage the The Course Of The Battle: Bill (the gamemaster) has Rehels faced every round. decided that the Imperial walker will easily rout the Rebel If the players have succeeded in Encounter One: The troops unless the characters can be successful in Encounter imperials continue the charge, as the combat landspeeders One by preventing the assembly of the anti-infantry batteries come charging into battle against the AT-AT. The Rebel Scene One: The assault begins with the Rebel airspeeders ground troops, including the characters, take cover behind coming barreling over the top ridge and bearing down on rocks and other formations, while the Imperial troops are the drop ship, trying to destroy it. caught out in the open. Give the characters several rounds The Rebel airspeeders destroy the drop ship, but two of to pick off the final Imperial troops, while off in the distance, them are taken out within the first minute by the AT-AT they see a combat landspeeder come up over the ridge to walker. The characters are still at the top of the ridge, join them. A comlink whistles over the battlefield, somehow observing from a distance. drowning out the noise, advising the Imperials to surrender Meanwhile, the Imperial troops realize that they are as a Rebel soldier dumps I he dead body of lire AT-AT walker under attack and turn their attention to the ground troops. commander on the ground in front of them. The characters are ordered to begin their charge. With some more work ... Encounter One: The charge begins! During the first part of The battle could be staged more elaborately, with sev­ the encounter, each player character will be shot at by one eral more encounters. The amount of work that goes into enemy soldier (the rest are busy with the other foot soldiers). these scenes should be directly dependent upon how much If the players aren’t thinking and don't declare dodges, the time the gamemaster and players want to spend playing battle may be over lor their characters very quickly. them — most players will he satisfied with a couple of really After three rounds of running, which may be played out exciting encounters and lots of great description. ______:______/

3 2 Star Wars ■ Second Edition Cha^re^wo^Gamemasterm^ Designing Adventures

Designing adventures is one of the most enjoyable parts of • Morality Plays. Space opera often pits good versus evil. The running Star Wars. All it takes is a little imagination and a few- conflict may be a personal one, such as that between I .like minutes of work Hie basic steps are simple: Skywalker and Darth Vacler, or it may be larger in scope, such 1. Come up with a good story idea. I’he idea is an image, as when the Hebei Alliance attacks the Empire's Death Star tone or theme that everything else is built around. This can be battle station. In morality plays, good often triumphs over evil ail interesting problem for the characters to solve, an interest­ (if not in that particular adventure, at least eventually). ing piece of equipment to get, an interesting planet or location That doesn’t mean that everyone in Star Wars is pure good to visit or an interesting personality to meet. or pure evil — in fact, most people are somewhat grey: mostly good with some evil or selfish traits, or mostly evil, with Example: Bill has come up with a good idea — he imagines perhaps a few good traits, just as people in real life are neither this great businessman, kind o f like “the galaxy's sleaziest used purely good or purely evil, borne of the most interesting starship salesman “He wants the characters to do something for characters, such as Han Solo and l.ando Calrissian, are not him ... pure good, but have elements that make them complex, three­ 2. Develop a plot around the idea. Take the idea, and build dimensional characters. In Star Wars, telling right from wrong up an interesting story, add a few other characters, several is much easier than in our world, and if an action is “right." locations, and interesting things that could happen to the taking action against evil is always justified! characters. This involves outlining the adventure and dividing • Epic Storytelling. The action of.Star IEhr is often larger-than- it into episodes. Each episode gives the players something interesting to do life. Characters are often fighting to save a planet from destruc­ tion. or are taking oil criminal syndicates worth millions of — investigate, fight someone, get involved in a chase, make a credits, rather than fighting small crime rings of only a few deal with other characters — and each builds up more tension criminals. and excitement, until the characters reach the final episode, or That doesn’t mean that every adventure should feature climax, of the adventure. these awe-inspiring struggles — in fact, if these elements are Example: This salesman, Bill calls hint Bennoua, will hire the overused, players become immune to the majesty and sense of characters to gel a certain starship for him that was stolen. No. wonder of the .Star Wars universe. However, it is important for better yet, Bennoua has made a deal with the Rebel Alliance to players to know that sometime, somehow, they may be the sell them a bunch of old Nebulon-B frigates if they retrieve this ones who have to save the galaxy — it could happen to them! certain ship that was stolen from him. The characters are the ■ Atmosphere. Star Wars relies on atmosphere and flavor to lucky ones who have to follow through on the Alliance s end of the make it feel "right.” The players should be interacting writh bargain. things that are shown in tfie movies, such as TIE fighters. 3. Translate these episodes into game terms. If the charac­ Droids, smugglers, Wookiees and other easily recognizable ters have to fight someone, what are flic skills of the other Star Wars icons. people? If the characters have to do something, such as break • Sense Of Wonder. .Star War,': is a universe of mystery, magic into a computer system or fix their starship, what is the and epic fairy tale. It appeals to us on a very strong emotional difficulty to accomplish the action'? What happens if they fail? level. You want to call upon the “sense of wonder." What is Determine what other things need to be figured out in game sense of wonder? terms. Remember the first time you saw Star Wars, as vour seat Example: But, unbeknownst to the characters, the starship rumbled from the deep music and that Imperial Star Destroyer Bennot'a wants returned is actually a "payoff" he made to one of lumbered into view? Remember the first time you sawr the Jobhu the Mutt’s hired thugs — a Radian named Tree lor. imperial stormtroopers come blasting into the corridor? Re­ Bannova’s heard that Jabba and Treetcir have "split, “making member the first time you saw Darth Vader, clad in his evil it’safe” for Bennoua to "reclaim" the ship. O f course, Tree tor is battle armor? Remember the first time you saw the cantina a ruthless bounty hunter with a few nasty friends, hut that s the scene, with its scores of amazing aliens? Remember how you diameters' problem ... said to yourself, “Wow! This is great!!!!"? This is the mood you are trying to recapture! Section One: A Good Idea Brainstorming Star Wars Stories It can be hard to come up with a good story. Writers will pull out a blank sheet of paper and stare at it for a long time before Star Wars conveniently fits into a sub-genre of science any ideas start flowing. Here are some hints for coming up with fiction called space opera. Space operas share several common story ideas, characteristics, and your adventures should contain some, if not ail, of these characteristics: • Flesh Out An Element. Pick an element from the .SVar Wars movies or books. Anything. Then think ol a few key adjectives • Action, Action includes combat, starship combat, chases, that describe the element — what does it remind you of? Do interesting character action, or any other kind of dramatic you feel curiosity? Fear? Wonder? Excitement'’ Write down lots conflict — the point is that the conflict unfolds quickly, and the of key adjectives that help describe the element characters spend their time reacting to things, rather than diligently plotting every move. This technique is called brainstorming. Write down every-

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of several excellent adventure ideas, and time,over makes a ...? help askcharactersthefor afew develops Venarian whatif happens it, ad ding .Star Wars elements sohistory andthatcurrent it events provide planet’smakes world: our endless real ideas imaginablethe story of source a— ideas. good adventure Use plots from old movies. And,of of course,fiction, there likeis the detectiverichestfiction stories, or fantasy espionage novels, moviesor or adventurecomics. Read fiction. other types worthy adversary for the characters. •Use Other Stories. Take plots from other sources — science As you can see, a single good character can be the instigator Pick a basic plot idea, no matter how simple. Then develop plateau which is pitted iswithwhich is pitted craters and there plateau group of TIE of fightersgroup flying up a sheer, cliff rough scores of kilometers away. kilometers of scores a massive sandstorm a creating g iga ntic cyclone huge u ison castle thatthesky, is the it shown secretly siphoning off off funds secretly siphoning his from employer's wall ringing it. ringing wall castle huge isa there cliff,the of top the reach fighters the meters f isand high o bathed sunset.iri thousandsbright aorange literally is cliff The face. element visual servient to a major crime figure.He then fleshes crime to a major servient the character is trying to do alot ter of thingscan lead at to numerousnumber adventures of becauseplots. Developingter isonean suchindividual charac­ is who the forcebehind a alien species in a different way.aDroid. Or, youmay decide touse a known element generating ideas. The in effective is setting, also a it but for “feel’' getting a of much way a setting. new is very a This glingand theglingand characters are smugglers?They may an established suggests the wonderand mystery of the a distantsector.a in until starthe can hisactivities ownoperation is He territory. own his wantslater), control to he but create will Bill whom ( lord crime major acters. criminal rival, or killingincluding taking one a planet, objectives,of several over orthe eliminating one haveplayer may actera char­ once in order to getan advantage. This char­ u te concept the out might be a starship, or a piece of equipment or lo e hetnd y nnmu gos And goons. anonymous by threatened be also to them for coming They’llsmuggling operations. at Venarian,least withat first, but find conflict they'll isthat one no almost direct into come not * The * Wars Venarian. He envisions a character who is who sub­ acharacter Venarian.He envisions Use A Known Element In A New Way. Element Way. InUse Known A New A Eixample: Example: Example: This example invokes certain a It mood. What if Venarian decides to cut in on smug- on in cut to Venarian decides What if universe. Master Character. , ih rn prs n a massive a and spires grand with Bill comes up withaup character comes Bill Bill As — — Star Wars Star trWr ■ Edition Wars Second Star — Venarian is a servant of a of servant a is Venarian — comes the fighters climb higher into higher climb thefighters e ut mgns eig a seeing imagines just he enemies, element and put it in p ih ral cool really a with up The master charac­ who come to come who AR W I A T J Take Star As —

Chapter Two: Gamemastering

Example: Bill reads a newspaper, and makes notes about a / \ feu; current events He writes down; Who Are The Characters? • A prince turning on hi.s father and starting a coup In Star Wars: The Ki deplaying Game, players can take • A major company has invested in a less developed country and any number of roles. T hey can play almost anyone in the is forcing people to work for very low wages .Star Wars universe. Most players will choose to portray Rebel Alliance or • A company which is accused of destroying the environment for New Republic agents. Some, however, will want to play my profits. independent smugglers and tramp freighter captains, Then, he tries to add elements to make these story ideas more who are trying to earn a living on their own, daring the like Star Wars. What if the coup was planet-unde, and during the galaxy to throw its worst at them. coup the prince's soldiers steal an Imperial battle cruiser? You must make sure that the adventure is appropri­ What if the company, a galactic megacorp in B ill’s story, has ate to tlie characters — is the plot something that the simply taken over an entire sector and enslaved the population'’ characters will care about? How do you get the charac­ What if one of the character's relatives has been enslaved by that ters involved? Decide what is necessary to motivate company? them — duty to the Rebel Alliance or the New Republic, You may also ward to add fundi tar elements or characters the lure of wealth, personal involvement (perhaps a from the movies or books — what if the company moves m on relative of one of the characters is involved), desire for Talooirie, home world of I .tike Skywaiker? You already know revenge against a villain or rival. As gainemaster, if you scveml things about the planet, such as the existence of Mos make sure that the first scene involves the characters Eisley spaceport. or the fact that Jabba the Hurt 's criminal empire whether they want to he in the middle of the story or not, was based there. You can develop this location to make the your job is a little easier — there is no mulling over a job adventure feet like it could be its own Star Wars movie' offer: instead, they better get to their ship because • Talk To Other People. Ask your players what they want to .someone lias decided to arrest them or shoot at them or learn about the Star Wars itniver.se. Ask them if they want to do something else similarly negative. fight any pat tit ular type of villain or go on a certain kind of However, you don’t want to make the rew'ards loo adventure. Ask them to tome up with the background of their great. A character who is offered a million credits to characters — they might suggest something that you had perform their first mission will have a hard time accept­ never thought of, and better yet, something that can be worked ing anything less for their second. Make rew'ards pre­ into an upcoming adventure! cious and not always available. Sometimes characters go on adventures because they don’t have much choice. Example: John is talking about the background of his charac­ ter, Ace. He talks about how Ace first realized that he was a born v ______/ leader when he ted alt of the other kids in his town to safety after the Empire attacked it. Rill comes up with a glimmer of an idea Section Two: —what if one o f those kids ended up crossing Ace's path again? Fleshing Out The Plot Ace might be visiting a new world, when he meets one of his Now' that you've got the core of your story, you can flesh it friends, and then the fad is kidnapped by pirates, or something out to a full-fledged plot. This process requires writing an else incredibly coincidental. Ace, being the kind o f hero-in­ outline. training that he makes himself out to be, would definitely get First, write down the basic plot idea. Normally, this will involved and try to rescue Ids friend, no matter the danger . already be decided. Then ask yourself a few basic questions about the idea: ( ------\ Who is the story about? Is it about a villain, or a character Planets the Star Wars Way that has something happen to him? What is the story about? Is it galactic in scope, showing a Planets in the Star Fftars movies, and in the roleplaying civilization coming to grips with a star going nova? Is the story game, are not like planets in the our universe — or at of a more personal nature, such as about a character coming least it doesn’t seem that way. When you design a planet to grips with anger at a friend or relative? fs the story told on for an adventure, all you really need to think about is how a small scale, such as a simple cargo smuggling run from one it fits into the adventure. If you want your characters to system to another? Stories will often have several whats to go to an arctic environment, send them to Hoth. A make them interesting. desert? Tatooine. What about a city adventure? Lianna When does the story happen? Does it occur while the or Coruscant might work. Forests? Endor or Kashvyyk, Empire is still in power, or does it happen during the period of Certainly, it is presumed that Tatooine has other the New' Republic? Does the background leading into the story terrain types. All you have to concern yourself with is take into account thousands of years, such as the decline of an what the geography is like where the characters will ancient civilization? Or, does the when element of the visit. adventure’s background not really matter — the Empire is now The point is, when creating a planet for Star Wars, it is in orbit around the planet, TIF, bombers are making their first not necessary for you to have degrees in geology, biol­ runs — what are you going to do about it? ogy, and astronomy. Just make a planet that “feels" right Where is the story taking place? is the story set in the Core for your campaign. Sure, you will want to “flesh if out" if Worlds or the Outer Rim Territories? Does the story move your characters spend lots of time there — but you can around a tot — are several things happening on several worlds develop it as you go. Hit the highlights and save the rest at the same time? Because of the nature of the Star Wars for later. universe, characters can and will move to and from several \______/ planets in the course of the adventure — that’s half the fun!

Star Wars ■ Second Edition 3 5 Cha^ter Two: Gamemasterin^ JTAR __ _ WARS

W hy is the story taking place? Why are the people doing in earlier adventures. what they are? What are the objectives of the villains? In the • Han Solo nines Jabba thousands o f credits for dumping a load real world, things happen lor a reason, and in Star Wars, there of spice. should be an underlying reason for what’s going on. Once again, brainstorm ideas — think of any number of • Jabba is an evil crimeiord. possible explanations for the plot idea or image, and then start • Jabba is offering a huge bounty on Solo's head, so every bounty writing down and palying with ideas. hunter in the galaxy is looking for him Once you have a firmer idea of what the adventure is about, write down the adventure background — what happened to Episodes make the story possible. Slur Wars adventures are divided into episodes. In each Finally, write down an outline of the episodes, which intro­ episode, something dramatic and exciting happens — the duce a problem, and somehow advance the plot. characters are acting upon what they have learned in earlier Adventure Background episodes, orthey learn more information, or find themselves in conflict or in some other way advance the plot. The adventure background is a summary of events that led Each episode has several elements: events, gamemaster up to the adventure. Adventure background also includes characters and setting. things like the Set-Up. if playing a campaign adventure, ele­ ments from the Set-Up can be used to introduce or hint at elements thal will Ire used in the adventure. Events Each story has several events that happen to move the plot Example: Han Sola is being pursued by Jabba the Hutt. The along. Events are key incidents that make the story happen, Set-Up would tell the gamemaster to introduce sene rat elements and they are the times the characters can most affect the story — in Star Wars fV: A New Hope, some of the events were: When Does This Happen? • Princess Leia’s capture by the Empire. Allventures in Star bars: The Roleplaying Game can • Tiie Death Star technical readouts being stored in R2-D2 and occur in any time period from the events of the first sent to Tatooine, movie up to and including the New Republic era, follow­ • R2-D2 being sold to Luke Skywalker’s uncle, then wandering ing the Rattle of Fndor away in search of Obi-Wan Kenobi. If adventures are set in the time period of the movies, •The encounter with theTnsken Raiders and Euke’s finding of the Empire is a great villain. The Empire tried to assert Obi-Wan. ahsolute control and used any means necessary to main­ tain order. Characters might also run into criminals, • Alderann heing destroyed bounty hunters and strange aliens, but most of the time, • Luke, Han and Chewie rescuing Princess Eeia and escape Ihe true villain was the Empire in all its varied forms, from the Death Star, from stormtroopers to corrupt local governments to cargo inspectors. • Kenobi's battle with Dartti Vader in the time period after the Rattle of F.ndor, there can • Luke deciding to fight in the battle to destroy the Death Star. beany number of interesting factions, some of whom will Han saving Luke from certain death, as Luke fires the shot be villains, and some of whom can be allies. which destroys the evil space station moments before the i he Empire, from the Battle of Endor to the return of Rebel base is destroyed. Grand Admiral Thrawn (told in Heir to the Empire) has There are many other things that happen during the movie slowly lost almost all of the territory it once controlled — — the deaths of Luke’s aunt and uncle, and the famous cantina now it only rules one quarter of the Known Galaxy, most scene for instance — and these events drive the plot along, if of it isolated, backwater regions. The Empire is also they didn’t happen, the story would be very different indeed. short on troops and supplies— TIE fighters are no longer regularly sent on suicide missions, and the Empire has The Role Of Events conscripted many of its soldiers from whatever planet a The first event must involve the characters — how will the ship happens to visit. characters learn about what is happening, and what will en­ The major new force is the New Republic, or what was courage them to get involved? once the Rebel Alliance. However, the Republic lacks F.ach subsequent event develops and fleshes out the story money and weapons, so it is more of an ideai than a — something new happens to further intrigue the characters, reality. The Republic’s influence extends only as far its the villains enact the next part of their plan, or something member worlds allow it to — on some planets, the new happens because of what happened in prior events. governments are enlightened and genuinely want peace Some events may be predestined— they will always happen and prosperity for the galaxy. because there is nothing that the characters can do about it. On other planets, however, the bureaucrats are the Many events will be situational— if the characters take one same types of individuals, if not the same individuals kind of action, a certain result will occur; if the characters do themselves, who ruled under the Empire. These people something different, a different result will happen. are concerned with personal power anil greed — some planets in the Republic are still repressive. In the New Republic era, there are also many indepen­ Gamemaster Characters dent planets that remained neutral, waiting to see who Gamemaster characters are essential to any adventure. will ultimately win the war. Often, a good adventure centers around the actions of an V______/ interesting villain, or a gamemaster character may periodically

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TECHNOLOGIES

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show up lo advise or help the player characters. Interesting skills, although very important characters will require a little gamemaster characters are like player characters — they have more work. their own motivations, skills, and personalities. When it comes to assigning skills and attributes, use these guidelines below: Distinctive Appearance ID — Below Human average for an attribute. The easiest way tn distinguish one gamemaster character 2D — Human average tor an attribute and many skills, from another is by appearance. A character may be an alien, 3D — Average level of training for a Human. instead of a Human. Is the character attractive or homely? in 4D — Professional level of training for a I lumaii. good physical shape or sickly? Does the character have any SD — Above average expertise. easily noticed tattoos or scars? til)—-Considered about the best in a city or geographic area, Appearance also covers areas such as dress (flashy or 1 in 100.000 people will have training to this skill level. poverty-stricken), physical presence (menacing or friendly) or 7D — Among the best on a continent. About t in 10,000,000 any other distinguishing physical characteristic. people will have training to this skill level, 8D —■ Among the best on a planet. About 1 in 100.000,000 Distinctive Behavior people will have training to this skill level. Behavior is another area which can help distinguish one 9U — One of the best for several systems in the immediate character from another. Some characters will seem perpetu­ area. About 1 in a billion people have a skill at this level. ally nervous, while others will always want to be the center of 10D —- One of the best in a sector. attention. Is the character helpful, or does he get his way by 12D — One of the best in a region, threatening others? Does the character inspire confidence in !4D - — Among the best in the galaxy. those around him, or is he feared? Despised? Ridiculed? Special Abilities Behavior is a good way to summarize the character's per­ sonality in both normal and exceptional situations. Many characters will have special abilities, such as Jedi abilities and alien abilities. Assign these as seem reasonable Role In an Adventure tor the character. Remember that Force skills and powers are very rare m the galaxy — the F.mperor hunted down as many What is the character's role in the adventure? ts he sup­ Force-users as he could, and while he didn’t kill them all, he did posed to be a constant companion for the characters, provid­ eliminate most of the powerful and well-known Jedi. It is known ing helpful information? Is he in place to provide comic relief? that he had several agents who used Jedi abilities, the most Is the character supposed to be a main villain or an obstacle to famous of them being Darth Vader. the characters accomplishing their objectives? is the charac­ ter there to set the tone and mood? Character And Force Points Some characters can serve many roles — they can be both Can non-fodder villains, such as Imperial army troops, hench­ humorous and helpful (like the Ewoks in the Star Wars movies) men, and storm troopers typically have no Character Points or or deadly and threatening (like Boba Fett), or they may act Force Points. almost without the players' knowledge (like Lobot on Cloud Minor villains, whose survival isn’t dependent upon the City). adventure's plot (for example, Greedo in the first movie) may have 1-3 Character Points and probably have no Force Points. Objectives Continuing villains, such as those who may be used for Gamemaster characters arc real personalities — like the several adventures or who are subordinate to the main villain characters, and real people, they wili have desires and goals. may have 4-10 Character Points, and at the gamemaster’s It the characters want something from them, they will want discretion, might have a Force Point or two (Boba Fett). something in return. The characters may want money, favors, Major villains who might be used over the course of a or may simply want to prevent the player characters from campaign and are integral to an adventure, sue it as Darth succeeding at their mission. Vader or the Emperor, will have at least It Character Points As gamemaster, deciding interesting objectives for charac­ ters can help make a character unusual — for example, what it a character simply says, "You owe me one." fora favor instead f ------\ of asking for credits. This character can then be used later to Name: Species: provide an adventure complication. Appearance: Interesting Background Behavior: Role: . _ Gamemaster characters can be made very interesting by Objectives: giving them a complicated and colorful background — such a Stats: background will often suggest personality traits that also make DEXTERITY D the character distinctive. Characters with complicated back­ KNOWLEDGE D grounds will be mysterious and intriguing to the players. For MECHANICAL D example, Dartti Vader is interesting because there is such a PERCEPTION D sense of mystery about him — how did tie go from Auakin STRENGTH D Skywalker, Jedi Knight, to Dartti Vader, Dark Lord of the Sith? TECHNICAL D Assigning Skills And Special Abilities Skills: Special Abilities: Once you have come up with the character's concept, you Force Points: should decide upon his game statistics. Most of the lime, it will Character Points: be sufficient to flesh out a character's attributes and major V______J

Star Wars ■ Second Edition 41 ^r^^oj_Gamemasterin^ JTAI

(some characters will have well over 50 Character Points) and Section Three: Translating Stories many will have at least three Force Points — if the characters are Force sensitive, they will undoubtedly have more. Into Game Terms Do not be afraid to "disguise'’ your villains every once in a Do the characters have access to the appropriate tools to while — when your players are experienced, this is especially help them solve the problems of the game? if you are designing important. Instead of putting your major villain right out there an adventure where the characters will have to bust into an where everyone can see (and perhaps shoot at) him. make the Imperial detention block, do they have explosives? Or do they villain more mysterious. What if your characters think, through have other tools — like Imperial uniforms or passes? How are an entire series of adventures, that the villain causing all their they able to accomplish their mission? problems is a crimelord named Krutis Toran, hut, when they You have to decide what skills will be necessary for the finally confront Toran, they find out he was actually being characters to succeed at the adventure, and then figure out if manipulated by someone else even more powerful — like they have the right skill levels, or how they can find someone another crimelord, an Imperial Grand Moff, or someone else? t o help t hem in those vital areas they are lacking. As gamemaster, you might also want to change your ideas so that the charac­ The Quick Write-Up ters will stand a more reasonable chance of being successful. For major villains, you might want to use a normal character If you want to run an adventure that includes a big X-wing sheet to write up the character. For less important characters, battle, most of your characters should have the skills neces­ you may want to summarize them by using the quick method sary to fly X-wings, and form shown on the previous page. Tools Setting Make notes regarding the game value of any tools that the Setting is what sets Slur Wars apart from all other adventure characters will be using. If they are being given equipment by games: Droids, exotic planets, strange aliens, and fantastic the Rebel Alliance, or are purchasing it, you should at least starships make.S’for Wars feel different than other game situa­ have a write-up of what the equipment does to give to the tions. players so they know how to use it. When tiesigning Shir Wars adventures, you should be sure if you are inventing new equipment, you should also write to include trappings that remind characters of Ihe movies so up a description of it and an explanation of its use. that they know they are sharing this imaginary universe. Remember, players may come up with alternate solutions tor the problems you present — or they may come up with Locations nothing at all, even though you know they have all the right tools. Help them along, but don't play their characters for Locations are the planets, cifies, buildings, natural wonders them. Winning and losing is part of the game. and other areas that serve as the backdrop for an episode. Some episodes, if they involve chases or (ravel, will have several locations. Final Preparation It is a good idea to have the characters travel to at least one You I lave to make sure that you have included things for the alien planet per adventure, and if you can work in a little planet­ players to "play ’ with. hopping. going to three or more planets, so much the better. This gives the characters the sense of mobility important to Scripts the„S7«r ITbra universe. Adventure scripts are great to get them into the story. An W'hen designing planets, remember that the galactic civili­ adventure script should start with some action — the charac­ zation has used technology to master its environment. You ters are typically in hot water already. A script should also already know about giant flying cities, huge space stations, explain how the characters got into the situation they found cities that move about planets on walkers, and cities built in themselves, and discuss any really important information giant trees — add other logical extensions of these technolo­ pertaining to the adventure. gies. The Umpire can build starships countless kilometers long, and each alien species has its own unique architecture Handouts and ideas of design, W'hen describing scenes, be sure to describe all of the Handouts are a great way of telling players, “What you know strange sights that will confront the charcters — when they about esubject>“ without having to describe everything to walk into a bar. they will see aliens of every description, from them. Handouts often take the form of computer files on humanoids to insertoids to amorhpous gas clouds They will certain subjects. see spaceships that look like they were organically grown. They will see unusual weapons that might shoot liquid strangle Maps nets or sonic "beams.’’ In .Slur libra, almost anything can be Maps are helpful to give players an idea of what the scene made to fit ir's a huge galaxy, with millions of settled planets. looks like You should prepare maps for the players to use to Use your imagination. figure out where they are going. They will want maps of planets, But make sure to keep your descriptions to the point and as which should be very general, listing the most important succinct as possible. For example, imagine describing to your points of interest. They will also want to see maps of any place players the cantina in Mos Eislcy, featured in Star Dors. You where they will get involved in a big fight during combat they would want to describe just enough to give the players the will ask "Where are we? Where are they? Where can we go to "feel” of the cantina, but you don’t want to sit there and make escape? What can we hide behind? How do we get back to our a fist of all the aliens in the place, a list of all the drinks being ship?’” and other questions of this nature. Maps give the served, and all the other details. Keep your descriptions color­ players a concrete idea of how things are set-up, relying on ful. hut concise. verbal description tends to cause arguments.

4 2 Star Wars • Second Edition Chapter Two. Gamemastering

Drawings Props If you ait: dii artist, or if one of your players is an artist, you Players love to have physical things to touch and play with. tar make sketches and drawings of any aliens, starships or Instead of describing a mystic artifact, if you can make one out other neat things that the players will encounter — even rough of paper mache to give to them, they will be that much more ones help considerably. If not, you can always show them art interested in the device. Props take a lot of work sometimes, orphotos from any of theStor iVors-related materials. A picture but they are always worthwhile. is worth a thousand words. Running Adventures

Whether running published Star Wars adventures, nr de­ It’s a good idea to have photocopies of each of the character signing your own adventures, the principles of making a good templates (see pages 1(58 to 175) and several blank character story an exciting adventure remain the same. sheets in case the players will be using new characters or there are new players who don't have their own characters. Preparing To Run • Make sure that you have enough paper, pencils and dice When you want to gameinaster a.Star Wars adventure, there (each player should have at least three or four). are a few things you have to do to prepare. • Get munchies (if you're the host, it’s fine to ask people to •Read the adventure. You need to be familiar with the basic bring something to share). story and how the events in it are supposed to happen. You should be familiar with how the plans of the gameinaster characters and the various events work together to tell a good Getting Started story so that it the players do something unexpected you can If the players are new, or people are playing new characters, help move the story along. you have to introduce the new characters. As gamemaster you should explain how all of the characters got together, and then • Make photocopies of everything that you need. Players will have each player introduce his or her character. need copies of some maps —you might want to draw your own Player introductions should be short and simple — give a based on the maps in the adventure, especially if they contain character's name, his appearance, how he acts, and anything information that the players shouldn’t know. Make photo­ else that other characters would notice on first meeting. Do nut copies of any player handouts, such as descriptions of planets contradict a player if he lies about his character (unless his lie or documents that the characters will find during the adven­ is obvious — "I’m a Wookiee;" "No, you’re an Ewok"); he may ture. Make one copy of the starting adventure script for every be just playing his character. A bounty hunter in the company player. of Wnokiecs, Rebels, Smugglers, or other fugitives may not want everyone to know what he is right off. Just make a note for later. Using Published Adventures The Script Writing and running your own adventures is a lot of Give each player a copy of the script and assign parts. A fun — you get to use your own unique interpretation of script gets the players immediately into the spirit of the the Star Wars universe, and you are able to custom- adventure — a script tells them the situation, describes what’s design adventures that match the moods and tastes of happening, and normally puts the characters into the middle yourself and your players. However, you might also want of a conflict right off the bat -— all of the ingredients for a fun to consider picking up a published adventure or two for adventure! the following reasons: • A published adventure often has good insights into In Media Res how to handle a particularly difficult situation. • Published adventures show you how to run Sta r Latin for “in the middle of things,” this technique gets the Wars; in this book we've told you what to use — tone, characters into the action. Lots of gamemasters have a ten­ setting, description, and action — adventures show you dency to start adventures where the first thing the players say ftom to use these elements. is, "What do we do now?" With an in media res start, the • They're great time savers. The designers have done characters are in the middle of the story when ttie adventure most of the work for you. All you have to do is read begins. through the adventure, make a few notes if you ieel the As an example. Star Hti is IV. A New Hope begins with Lei a need, and have your friends come over. Designing your trying to get away from an Imperial Star Destroyer, She is own adventures takes a lot of time and effort. captured in the first scene, amidst a deadly battle over the •Several heads are better than one Adventures have clesert planet Tatooine. Many gamemasters would want to the ideas of designers, editors arid playtesters, giving a start the story with f.eia planning the theft of the technical lot of sources for new ideas and twists. Even if you don’t plans to the Death Star, but by starting in the middle of the use the adventure as it’s written, you might want to use action, after Leia has already taken the plans, the story starts a planet or starship or new alien species in one of your off with an action scene and gets faster every minute. own adventures, This technique is great lor moving the players in the right \______/ direction. Often they don’t have much of a choice — the script

Star Wars • Second Edition 4 3

doing JTAI WAR they simply uncover uncover simply they 01 Star Wars ■ Star SecondWars Edition ■ Use Clues The Bad Guys Arrive Keeping The Action Fast Use one of the tactics below. The approach varies, but all of of all but varies, approach The below. tactics the of one Use the or Empire, whether "heavies," mercenaries, Villains time the of most but assumptions, make will The players What do you do? you do What Sometimes the game's action will slow down for any num­ any for down slow will 's the Sometimes players begin arguing over who gets to do what or who can who can or what do to over who gets of arguing begin ali players by overwhelmed simply are give players you'll the hoping Sometimes are they tures. and them, given you've choices the them along. a sense s of No direction. what it rolling the matter cause, story the keep to important or do to situation, players the forcing dangerous -— a to thing same the react accomplish them initiative, the take something: plot. the advance somehow the Having scene. the upon show else, someone or aliens may — they nasty combat mean necessarily doesn’t arrive them, threaten villains run characters, the to with deal a hajtpen" negotiate to by want purely be "just may encounter The them. villains quite harass or the don’t and intimidate and characters surprised the are — groups accident both and other, each into first. at do to what know know don’t players the If know. they what on act only will they you so knowwhichcourseofactiontotake, won’t gamemaster they a meet may enough, — they them to suggestion, hint new a a drop hem can l gives discovery. of who path the character along them leads that clue new a ber of reasons. The players may simply not know what to do, do, to what know not simply may players The reasons. of ber anything but are spending a lot of time doing it. Sometimes the the Sometimes it. doing time of lot a spending are but anything adven­ their discovered they during toy the ttiat new carry or or they may be being so that they cautious aren't \ R'or.s R'or.s Star need a few few a need do Slow Down A Little is clearly an action and adventure game game adventure and action an clearly is Gamemasters are advised to keep things fast so that that so fast things keep to advised are Gamemasters You maybe thinking that this is contradictory, and in in and contradictory, is this that thinking maybe You Every aspect of the discussion of running running of discussion the of aspect Every Star Warn places to people to explore, to places obstacles over­ meet, to characters entertained. interesting some them them keep Give to them. encounters players indulge the fun if some but and gear, meet into back story the kick to time it’s in a dingy spaceport, misadventures give them that ... chance the players don't get bored. They want things to do — do to things They want bored. get don't players the scene, come. On cantina the other a if hand, the players roleplaying are when clearly themselves enjoying of boredom, signs show to start players the as soon As out their to spend content are whole a playing night a way it is, but it is important to remind you not go to not you remind to important is it but is, it way a gamemastering. of aspect one any on overboard seconds to stop and Ihink about what they at e going to to going e at they what about Ihink with and stop interact to to time seconds their take to want may they or do, characters. interesting has suggested that it is the ganiemaster’s job to keep job to keep ganiemaster’s the is it that to slow suggested you has to advise time it's Now fast. moving things little a down . great movies the risking make starships, flying that are fighting, characters things other the of all and players danger and characters However, exciting. ha£teM\vo_Gamernas^ starts them oft by having the villains shooting at them, or has has or them, at shooting villains the having by oft them starts have don’t players, or and of the middle chase, a some other in action- start them characters, the where activity packed bored. get to chance the 4 4 ______/ V ______C t>uoi uuof { ^Cha^tei^^o^amernastering

Other times, the players may have ton many clues or may be information— they have just enough to want to explore a little, acting hased on false information or assumptions. In this but not so much that they don’t know where to begin. situation, the players have allowed their confusion to paralyze The same suggestion applies to using the rules. If you can’t them. In this case, you may want to introduced situation which remember every single modifier, fudge a little and come up with disproves some of the false clues or gets the players focused what you think are fair difficulty numbers, have the players roll on the major events, so they can choose a course of action. their dice, and get going Don’t spend several minutes looking for an obscure rule when you can describe things, make up a A Change In The Environment modifier on the fly. and get the game moving again. This is any sudden event which forces the players to act — a ship suffers an accident while iri hypers pace, an earthquake Using Cinematic Techniques strikes, a sudden storm starts This kind of situation, much like Star Wars is greatly enhanced if you use cinematic storytelling using a combat scene, gets the players moving along, hopefully techniques. Cut-aways are but one example of this approach. in the right direction. Establishing Shots: A basic scene which gives a long-dis­ Time Is Passing tance overview of the situation. An example of an establishing shot is in Star ITWrs when we first see the Droids wandering The players will often be in adventures where time is of the away from the escape pod. First you see two Droids, and an essence — for example, if the characters don't get the secret escape pod hack a few' meters. There is desert around them. plans to the Rebel base within three days, the base will be The camera pulls back, back, back, back to show nothing but destroyed. If the players are having their characters waste time, miles of endless desolation, in just a few seconds, theestahlish- you may want to use a storytelling technique to convince them ing shot has told us that the Droids arc on t heir own in a hostile, to get going. barren environment. Point-of-View: Do a scene from the point-of-view of a spe­ The Force cific character. You are seeing the scene through the character’s Force-sensitive characters can always feel a disturbance in eyes This kind of technique is especially useful if the charac­ the Force if yon need to ' steer" them. ters are downloading a Droid's visual memory — they will see what the Droid's photoreceptors saw on whatever screens Cut-Aways they are monitoring. Cut-aways are scenes that I he garnemaster descrihes to the players even though there is no way that their characters Maintaining Direction would know what is going on. Players will always do something unexpected. Many times An example of this occurs in Return of the Jedi, which opens you will find that they want to do things that you haven’t even with Dartfi Vader landing on the second Death Star. There is no thought of. and this direction takes them directly away from way that the players' characters would know that a new Death the adventure's story. Star is under construction, but you can be sure that if you Wing it. Improvise. opened an adventure with this kind of scene the players would For the lime being, go in the direction that the players want be realty interested in the night’s advent Lire to go. Start making things up oft the top ot your head, throwing Cut-aways should whet the players' appetites. Pique their as much color and flash around as you can If you need to take curiousity. F.ntice them. Tell them just enough to get them a break to figure out how to get the players back into the story, interested — and leave them hanging. Don’t give away the ask for a few minutes to get your thoughts together. whole plot. Instead, use cut a ways to get the players’ interest being able to improvise is very important for one reason — and keep them focused. If you need to explain how they know tiie players have to have the illusion of free will. They have to the information in the cut-away: fudge. Maybe a Force-sensi­ believe that they can choose their own path, instead of being tive character is getting a "feeling” of unusual clarity. Perhaps forced to do exactly what the garnemaster wants them to do — spies saw the action and reported it. Or just say, "It’s just part this is a game, and in games, players get to make choices about of the story." their actions. Players hate being forced to do something! The players also want to pretend that this is a real universe: Don't Use Too Much Detail they can t feci that if they look the wrong way they will see a As garnemaster, you use description and narration to help stage crew scurrying about and actors rehearsing their lines. tellthe story and set the tone. However, you should be warned Like an amusement park, roleplaying games arc about pretend­ not to give the players so much information that they get lost ing that this imaginary place is real, and improvisation is in the detail. necessary to maintain this illusion. On the other hand, you are always free to throw complica­ Example: "As soon as you open the landing ramp, the stench tions at the players. If they have chosen to go in an unexpected is overwhelming Sure, the sensors told you this was a Type / direction, you can throw a garnemaster character or event at atmosphere, breathable without any assistance, but they didn't them that gets them back to the story in a roundabout fashion. tell you it would make you nauseous From the light cast out by the As long as you make the final choice up to the players and they landing beacons, you can see the jungle clearing, probably 50 don’t get upset about being "herded along," this kind of “be­ meters across. In the distance, the trees are swaying softly to a hind-the-scenes" manipulation is acceptable. whistling, almost moaning, wind You see lots of movement in the trees, but it is more shadow than substance. Something out there is watching this strange new arrival tv this world." Tell A Story Here, this paragraph sets the mood and tone — the players Star fi'e/rs is a story game: there are plots, and characters are nervous, and they should feel a sense of the unknown with mature. There is a sense of something happening. When you a tinge of foreboding. Still, you haven't given them a lot of run Star 1-Vors, you should he telling a story. There arc several

Star Wats ■ Second Edition 4 5 ^a^te^^w^^amewastenn^

appropriate equipment to get across the right (eel. The Campaign It's also important to remember that it’s a big galaxy. REi! There are millions of stars. The Empire has over 25,000 Impe­ Koleplaying games have two major forms: sessions rial Star Destroyers. There are quadrillions of beings. Make use and campaigns. of this big a setting. A session is when you and your friends get together to The Star Wars universe is also one of majestic history and play once in a while. You may be playing tfie same epic stories. This civilization has been around for over 20,000 characters, but there is nothing linking all of the adven­ years (actually, if you include warlords like Xim the Despot, a tures together - they are more like episodes from a lot longer than that). There is plenty of room for lost rums, television series, where what happens in one adventure ancient artifacts, heroic: myths. This is also a modern galaxy of doesn’t really impact upon the others. hug!' corporate conglomerates and planets with billions ol A more detailed, and often more exciting, form of people. gaming is called a cum/Miign. in a campaign, the players In short, if you want to tell any kind ot story, somewhere in will play the same character cacti time, and the adven the Star Wars galaxy, there is room for it! Have Inn! tures are often linked by a theme, or the adventure may be much longer than norma), being dragged out over the course of several sessions instead of one or two. Cam­ Ending On A Satisfactory Note paigns are interesting because: it allows the characters, In talking about running.S’far Wfurs, it’s vital to point out that both ttio.se played by the players and the ganiemaster you should always quit with the players wanting more. Give characters, to develop and mature. Their personalities them an exciting conclusion, but leave a few loose ends — the evolve. The ganiemaster can also use the same settings, big villain may have escaped, or someone else shows up just as or tie adventures together. This is much harder to do in soon as I tie characters think they’ve earned a breather. an isolated session form of gaming. Some gamemasters like to leave the adventure in the middle of a cliffhanger. Something like, “The ship's sensors are sound­ ing off and computerized voices are telling you to find the lips to keep things appropriately dramatic. nearest escape pod because ttie ship’s hull is certain to rup­ • Avoid Anti-Climax. In general, it’s a bad idea to kill off all of ture soon. And ... that’s it until next week." the characters, and tills includes major villains, at t tie begin­ Your players may want to kill you the first time you do this, ning of the story. Confrontations should be dramatic and but it will certainly keep them coming back for more. exciting, and that requires time to get to know the personality When you resolve a major plot line, it's important to make of the characters and the nature of the conflict, '['his (iocsn't sure that you've hinted at future stories. The characters may- mean that characters should never die in the middle oi a story have “just met" someone during the course of ttieir adven­ - -there should always be a sense of danger for the characters tures. and as t hev are finishing one slory, they are approached .lust don’t kill them frequently. by this character and offered a job, leading right into a new adventure for tfie next time you play. ■ Fudge The Rules. Really. This can’t be emphasized enough. If the rules are getting in the way of t lie story you want to tell, make a judgment call, roll the dice and get on wit lithe story. 1; Rewards you want to have a great chase .scene, and the chase rules are Make sure that what the characters receive for their actions loo complex for you to deal with right now, just skip over them matches what I hey went through during the adventure. and use what “(cels" right. Rules are tools to be used by you Characters may be awarded money, equipment and weap­ when you want t fieri i - — they don't dictate to you how you must ons for their activities. They may also make contacts with do things. important garnemaster characters — they may make friends • Failure Is Good. The characters are the.stars of their own .SYc/r with someone who can save their skins in a future adventure. ITors movies, and even if they are independent smugglers, they Characters also receive Force Points and Character Points are heroic more often than not. That doesn't mean that they for their actions. Characters receive additional Force Points as automatically get their way. Look at The Empire Strikes Buck — explained under "Force Points" in Section 7,2. Luke, l.eia and Han are being battered and defeated at every Characters also receive Character Points at fhe end of turn. They “get away” at the end — except for I Ian — but they adventures, which can be used to increase their skills or be didn’t “win" anything. Unless they are willing to redefine saved for later adventures. victory. As a general rule, a character should receive between three and 15 Character Points for each adventure. The award de­ Sometimes characters need to fail. If they7 roll poorly, or are pends upon several factors: simply outclassed, or most importantly, if the players play poorly, their characters will lose. • How Well The Characters (and Players) Did. This is a reward On the other hand, with each defeat, the characters (and for how I he group did as a whole. II l lie players solved puzzles, players) should learn something. They may7 learn a better way came up with great solutions, and made sure that everyone to approach a situation, or they may stumble upon a tool or had fun, give them six to eight Character Points; if the players gadget that will help them in ttie future. And, ultimately, good did very poorly, they should only receive three or four Char­ does triumph over evil. It should take perserverauee and acter Points. dedication, but good does win in the end. ■ How Well Each Individual Player Did. H certain players were exceptional — very clever and went out of their way to Tone make the game fun, give ttie player an ox Ira two or three Character Points --- never to exceed 15 total for any character. When running Star H urs it's important to use the universe in context. As indicated before, use aliens. Droids and other • Whether They Cooperated. If the players worked well as a

4 6 Stdr Wars ■ Second Edition AR- Chapter Two Gamemastering

team, they should get two to four extra Character Points. If ter Point awards should be correspondingly increased to they did nothing but argue (as players, not as characters; reflect the length of the adventure: if playing one or two characters traditionally hassle each other during the game), episode quick adventures, the Character Point awards should they shouldn't receive points for working together. be lower as well. • Did They Play In Character? If a player roleplayed his No adventure should award any character more than 15 character well, give him three or four Character Points, if the Character Points at one time. If you think this is going to player didn't play the character correctly ■— such as having a happen, then award some of the points during the adventure. Jetii commit evil at every chance — don't give him any points You might even give them a way to spend them on skills or for roleplaying. attributes during the adventure. In The Empire Strikes Back, • Did All Of You Have Fun? If all of you (yes, this includes the part of the adventure has Luke learning Jedi skills from Yoda, and Han, Leia, Chewbacca and C-3P0 working on the Falcon. gamemaster) had a good time and playing and running was a lot of fun, give I he players as many as three or four Character They all have a chance to use the points they earned during the Points as a way of saying, “Good game." If players were difficult Hoth battle and the escape from the Empire, and never tried to get into the spirit of things, don’t give them these bonus points. Other Rewards • Adventure Length. Adventures can have greatly varying Other Rewards, such as cash, equipment, or other material length. These award guidelines are for an average adventure things, are given at your descretion. Again, try not to be too spanning two nights of gaining, or four or five fairly long lavish in giving out “stuff" — your characters need something episodes. If an adventure is going to be run over several to work for later. In the movies, rewards of Friendship, Honor, sessions, the ganiemaster may want to give partial awards and Camaraderie were more important than money or equip­ during the adventure so the players don’t go too long without ment. Of course, a cash advance now and then doesn’t hurt ... getting anything to show for their efforts, and the final Charac­

2.SAdventure Hooks This chapter provides many adventure hooks which can be Character Points: 5 developed into full-fledged adventures. While they require Equipment: Jet pack (hurst lasts one move and flics 100 detailed work, such as the preparation of player hand-outs, meters horizontally or 30 meters vertically; has 10 bursts), scripts, and gamemaster character stats, the hardest part protective vest (>2 to torso front and back to Strength resist the creation of a good plot — is already done. damage), blaster pistol (4Ddamage), blaster rifle (5Ddamage), knife (STR+1D damage) Money Troubles Physical Description: Rough-looking and dangerous, these bounty hunters mean business. This is a beginning adventure for Star ICurs, The Roleplaying Objectives: To capture the characters (dead or alive) and Game, begin this adventure hy having each player choose a return them to the loanshark that loaned the smuggler money character template — someone must pick the Smuggler tem­ for his ship. plate. This adventure can be used with anywhere from two to six players and should he completed with twro to three hours The characters should begin only about a block from their of play. starship, and the chase should be staged like a scene from an Once everyone has selected characters, have them read action-adventure movie — the characters sprint down a typi­ their paits in the advent ui e sci ipt. cal city block, while the bounty hunters use their jet packs to keep within range of the characters. They can duck behind Episode One: Shootout At The Spaceport crates and around corners for cover, while repulsorlift ve­ hicles — landspeeders arid speeder bikes — fly around on the The characters find themselves pinned in the center of a city streets. small spaceport town with a group of bounty hunters deter­ Some encounters you can throw into the chase to spice mined to capture them There are as many bounty hunters as things up include: characters, each with the following stats. * The local police show up (use standard Imperial army troops Bounty Hunter stats) —■ do they get involved? Do they try to capture the DEXTERITY 4D characters^ The bounty hunters? Both? Do they simply stand Blaster 6D, dodge 61), melee 4D-2 around and enjoy the show? KNOWLEDGE 2D+2 * A small child wanders into the street and could quite easily Streetwise 3D by killed. One of the characters has to run to the rescue. MECHANICAL 2D+2 * A vehicle is hit by a stray blaster bolt and veers out of control Astrogation 3D, starship gunnery 3D, space transports 3D — straight at the character. Have him make a Moderate running PERCEPTION 3D roll to scoot out of the way. Bargain 4D, con 4D. intimidation 4D, search 4D STRENGTH 3D+2 TECHNICAL 2D Hints On The Battle Force-sensitive: No During I he combat, all of the characters should survive this Force Points: 0 initial battle, but they should be forced to flee to their starship.

Star Wars ■ Second Edition 4 7 Chagter Two: Gamemastenn^ JTAI

Battle In Space Space: 5 The characters hoard their freighter, and hlast into space, Atmosphere: 295; 850 kmh hoping to jump to a new system and escape from the bounty Hull: 3D-2 Shields: 2D hunters. They will be pursued by the bounty hunters in their own ship. Sensors: [f the players want to jump to hyperspace, suggest to them Passive; 20/1D Scan: 40/3 D that they jump to Issagra system: the duration for the trip is 12 Search 50/4 D hours and the astrogation difficulty is Moderate. Focus 4/3L) If the players stand and fight, use the following stats for the bounty hunters' strip. Weapons: One Triple Laser Cannon Heroe s Slayer Fire Arc: Turret Crew: 1 Craft: Modified YT-1300 Transport Skill: Starship gunnery Type: Modified light freighter Fire Control: ID -1 Scale: Starfighter Space Range: 1 -3/12/25 Length: 27.IS meters Atmosphere Range: 100-300m/1,2kni/2.5km Skill: Space transports: YT-1300 transports Damage: 4D Crew: 1 to 2 (can coordinate) Passengers: f> Episode Two: Refuge Cargo Capacity: 25 metric tons; 10 cubic meters The characters arrive in Issagra, whose main location is a Consumables: 2 weeks huge space station devoted to gambling and trade: it is over Hyperdrive Multiplier: xl 5 three kilometers long and houses hundreds of small and large Hyperdrive Backup: \15 freighters and tens of thousands of visitors at a time. The INav Computer: Yes characters should get swept away in the grandeur of the place Maneuverability: 11) — imagine this place as "Las Vegas in space” hut much bigger, and much more exotic. They should meet many new aliens and / ------\ interesting characters; contraband goods are for sale in every "Money Troubles" Adventure Script nook and cranny: organized crime is lurking in the background To the gamemaster: Assign each player a part in the Some sample roleplaying scenes that can he run: script; if there are fewer than six players, assign players • Gambling in a casino: while there, the characters meet a extra parts. Whoever is playing the Smuggler template wealthy Rodian (same species as Greedo from the first movie) must be "1st Player " named Garoush. He takes a great interest in them; if they Each player should read aloud their parts below. mention the bounty hunters, he will offer to hail them out — if Gamemaster: You have just delivered a cargo of Gervi they promise to undertake a mission for him in the future. fruits to the isolated agricultural planet of Pettier. While • A love interest — one of the characters meets a very attrac­ wandering around the dusty streets of the small farm tive person of the opposite sex who takes an interest in them. town, you find yourselves the target of a sneak attack — This person may get caught up in the plot — when the bounty laser holts flashed out from a building, and you all just hunters show up. they may take him/her hostage in order to barely managed to get behind some crates before being force the characters to cooperate. killed by the shots, 1st Player: What’s going on here? • The characters get offered a well-paying smuggling run — 2nd Player: I don't know — okay, who's got someone running weapons to a group of New Republic troops in Imperial mad at them? Raise your hands space, or smuggling illegal holo-vids to a distant trade world, (Every player should raise their hand) is the deal on the level, or are the characters being set up? Gamemaster: As everyone raises their hand, another barrage of blaster bolts strikes the crates. One of the The Bounty Hunters Return crates bursts into flame. After the characters have had a while to rest and begin to 3rd Player: Well, that was a lot of help. What do we do think that they got away, the bounty hunters (either the now? original ones or a new group but hired by the same loanshark) Gamemaster: You hear a mechanically-enhanced show up hoping to capture them. voice from the roof of the building. (Cup your hands The characters have several options — do they want to slug around your mouth to simulate the voice.) “Okay, you it out on the space station (possibly in a hallway, docking bay, slimy smuggler. You can come out now. We've been sent casino, lounge or any number of other locations). They might to get the money you owe on the ship," want to take Garoush up on his offer, and simply pay off the 4th Player: Bounty hunters — we’ve got bounty hunt­ bounty hunters, t hey might also want to accept the smuggling ers after us? run and hope for the best. 5th Player: How many payments have you missed on your ship? Springboard To Adventure 1st Player: A ... few 6th Player: How many is a few? How much is past due These two simple episodes can lead to numerous other on the ship? misadventures, possibly even a full-fledged campaign. Do the 1st Player: With interest, about a hundred ... thousand. bounty hunters follow the characters or does the loanshark 2nd Player: I’ve got a bad feeling about this. hire more and better skilled bounty hunters to track them down? Can the characters make enough money to payoff the

4 8 Star Wars ■ Second Edition AR Chapter Two: Gamemastering M: k C V C k M:

loanshark? Does the love interest adventure with the charac­ their ship out of hyperspaeo. When the pirates board, t he Jedi ters? Is Garoush trustworthy and what does he want the character feels hate and fear — the Dark Side —■ overwhelm characters to do for him? h im . Before he even realizes it, he las ties out with the Force, These and many other questions are there for you to flesh stopping the pirates — dead. Obviously, the rock/crystal has out (or your own adventures. You’ve seen the basics of adven­ something to do with this. ture design here — now try it yoursell! Episode 77iree.'The characters land on the strange world. For feci and atmosphere, it can be dark and foreboding, like a dank Dark Temptation forest planet, possibly with very dangerous predators. The characters encounter a small village of primitive locals, who flee "This bazaar is great. I’ve never been on an ithoriari herd ship in terror at the sight of the Jedi’s robes or lightsaber (if tie has before ... look at everything here!" those things), or if he uses the Force in their presence, they are "Stop. There’s something not right here." similarly terrified. All they hear is the aliens saying (in their own “What is it this time? Another disturbance in the Force — language) "The temple ... the temple ... the temple ..." you know, this ‘Force’ does nothing but cause trouble for us." Episode Four: The characters learn that there is an ancient “That sculpture — the one made out of the colored crystals. temple in the mountains, a tew hours walk (only a few minutes It’s strong in the Dark Side. Excuse me. where did you get that?" flight, but there aren’t any convenient clearings nearby for the "I've got a bad feeling about this ..." ship to land). When the characters investigate the temple, they will see that it dates back to the Old Republic era, going back Adventure Background nearly 4.000 years, and it is obviously alien in design. As the This adventure requires a Jedi or Force-sensitive character. characters investigate, a Human approaches the Jedi, claiming The characters are wandering through a bazaar when the Jedi to be a Jedi Master; the Jedi feels an immense surge from the sees a sculpture or unusual crystal formation and feels a Dark Side, but cannot tell whether it is from the person or the disturbance in the Force. This leads the Jedi and his friends into temple. an ancient trap. Episode Five: The characters slowly start to figure out what is going on. This is a trap — the Human is one of the Emperor's Episodes Jedi Hunters, who lures young Jedi to the area and kills them, Episode One. The Jedi character encounters a rock, crystal or enslaves them, converting them to the Dark Side. He is, in or sculpture that gives him feelings of dread and evil. The item fact, trying to convert the Jedi character while his minions, is causing a distinct disturance in the Force, and it is filled with hired guns from nearby systems, are coming in on their own the Dark Side of the Force. Asking where the object came from, ships to capture the other characters and their starship. the characters hear of a distant world out in the Outer Rim Territories or some other isolated region of space. The charac­ For Only 10,000 Credits ... ters sot out to the region with the crystal, presumably to "I tell you, son, this ship is a great bargain. I only want 10,000 destroy it. Episode Two: The characters are waylaid by pirates, forcing credits. She's not much, but this class o' ship is a tirikerer’s

Star Wars ■ Second Edition 4 9 CtTa^te^^^o^^^jamemasterifTgj

dream. You can do anything tothem and they'll keep running.” “She must be a lot of fun at royal dinners.’’ “I know, 1 know. I’ve heard this line before, trust me. Actu­ “Hey. why are those fighters with t lie royal crest hailing us? ally, it looks a little beat up Look at that hull plating — scorch Their weapons are fully charged!” marks everywhere. You sure that this was only used for simple “Better move it, space boys — if you don’t get me out of here, cargo hauling?” you'll end up doing fifty years of hard labor.” “I swear on a stack of cred chips, speaking of which, how about ninety-five hundred and I’ll throw in a complimentary Adventure Background refurbishment and hyperdrive motivator adjustment?” The characters have been tiired by a particularly charming "You drive a hard bargain. I'll take it." princess to escort her to a safe wo rid, where she will meet her true love and live happily ever after. Too bad her family and Adventure Background suitor don’t see it that way. The characters have bought their very own starship (or bought it lor someone else). Unfortunately, they got saddled Episodes with a defective sublight drive and a ... touchy hyperdrive. Episode One. The characters meet the princess and also Sometimes you just can’t win. learn that the planet's army is after the characters for abduct­ ing her... it seems that the bureaucrats are eager to accuse the Episodes characters of kidnapping, rather than admit that the princess Episode One This adventure begins aboard the ship on its doesn’t want to marry. maiden voyage. They are taking it to their local base of opera­ As the characters blast off into space, enemy fighters trying tions, or delivering it wherever the purchaser asks. Or so they to disable their ship, they punch in the coordinates fora resort think. system and make the jump to hyperspace. Suddenly, the hyperspace alarms go off, and the ship drops Episode Two. Their journey to the resort system is made out of hyperspace wit ha sudden lurch ... with a planet looming doubly difficult by the princess' constant complaints about the directly in front of them. It turns out that the hyperdrive threw quality of the accomodations. Stie will especially needle any them a good bit off course, and the rough entry ripped away character who expresses annoyance at her attitudes. some of that hull plating. The characters will have to bring the Episode Three. They will arrive at the resort planet, where ship in for a quick landing. she will disembark, and then refuse to pay the characters for Episode Two: Just as the characters enter the low' atmo­ their trouble because the ship "wasn’t up to royal standards." sphere. they are approached by a very primitive patrol ship, While the characters are oft the ship, it is impounded by demanding their immediate surrender and their arrest for local authorities after requests from the princess' father. The smuggling. The patrol ship doesn't seem to care that the characters are free to wander about at their discretion as they characters haven't actually done anything wrong wait for tier fattier to come to the system to talk to them. When Episode Three: With the ship as badly damaged as it Is, they he does arrive, the princess’ prospective — arranged — hus­ can’t risk combat, but their sensors pick up huge seismic band, who is a handsome, noble and very likable individual, is disturbances only a few score kilometers away — if they risk in tow and asks the characters to help him woo her. flying low over the open volcanoes and geysers, the patrol ship Episode Four. The winning ol the princess isn’t easy, espe­ would lose their sensor signal, and they might be able to land cially since she has hired an entourage ot guards to keep her without being captured. safe from the characters and her groom-to-be. After the char­ In a daring chase through the mountains, they bring their acters and the groom manage to infiltrate her personal castle ship down for a safe landing in a massive cave overlooking a that she has purchased, the groom finally realizes that she just volcano. Now, the characters just have to figure out what they isn’t worth all of the effort. are going to do ... The princess' father is very dismayed at this since it will Episode Four The characters meet a homesteading family cost a royal fortune — actually, the noble is in charge of not who lives in the area — (hey utilize the geothermal energy to only a government, but a huge corporation, and the marriage power a huge manufacturing operation (they make low-tech was supposed to unite the father's failing business with the metal tools). The family offers to help the characters get groom's healthy corporation. However, the groom offers to replacement parts for their ship, but the characters subse­ help the father out, and there is even room for romance (or one quently learn that the local government (which owns the of the characters, as one of the groom's younger sisters takes patrol ship) decided to “nationalize” the factory and has an interest in the most "scoundrel-like” character. arrested the family on suspicion of aiding smugglers. Now the characters get to lead the rescue mission as well as try to get False Accusation replacement parts for their vessel. "What’s the charge again?” "Murder." Royal Couriers “How’’ You didn’t ?” “What do you mean we’re taking a princess ... a princess?” “Of course [ didn't kill her — 1 just met her last night. [ was “She’s a lot more charming once you get to know her, or so set up. Someone wants me put away. Now hurry up, shoot the I’ve been told.” guards and get me out of here." “Why us? Why not a royal courier7” "But if you bust out of jail, every peace officer in the city will “Well, you see, she wants us to get liei off this planet. be aftei you. You'd be a fugitive from justice.” Something about an arranged marriage and her prospective "And if I don't bust out. I’m dead. Got me? Now let's get husband being foul and obnoxious. I’m sure that it will be a going. Do you have any idea how bad prison food is?” simple job. Here she is now.” "Move this rust bucket now or I’ll have you jacked into labor Adventure Background Droids!” One of the characters has been accused of murdering a

5 0 Star Wars ■ Second Edition AR_ Chapter Two: Gamemastering

woman. The character is innocent, ami lias his friends bust him celebrities, and a young reporter begins to tag along because out of prison so he can prove his innocence. "it's a great story," Episode Three. The reporter offers to do some investigation Episodes and learns that the special investigator is answering directly to Episode One The adventure begins with a bang and a jail a high-placed city councilperson, who wanted the woman "out break. This encounter can be run through densely packed city of the way" because she knew embarrasing information about streets, hotels, shopping centers or any number of other him — the character who is accused of murder happened to be unique.S’for VTors-altered locations. Eventually the characters the easiest mark for the murder sentence. can find safety, possibly in a shelter. Episode Four. The councilperson sends armed thugs after Episode Two: The characters begin the process of clearing the characters to make sure that the true story doesn’t get to their friend’s name. If they check the murder site . they will find the public. Just as things look bleak and the characters are police officers deliberately altering evidence under the in­ trapped (possibly even captured and doomed), a rival structions of a special investigator from the city government. councilperson comes forward and frees the characters, clear­ The characters arc discovered, and once again find them­ ing their names and allowing them to get on with their lives, selves being chased, but by now they have become local media

Star Wars ■ Second Edition 51 Cha^te^n^e^asi^Mechanics JTAI WAR

Chapter Three Basic Mechanics

This chapter explains all of the fundamental rules of .S'fnr that skill — his Waxier now goes to 4D. H'urs. expanding upon the information presented in "The Basie There is no limit to how high a die code can go, although Rules." These sections discuss specific aspects of the rules in Section 2.2, "Designing Adventures” gives guidelines for as­ greater detail. signing die codes to characters. Attributes and Skills The Wild Die F.very character has six attributes {Dexterity. Knowledge. Whenever dice are rolled, one of those dice must be of a Mechanical. Pen option, Strength and TtniiiiHtil), as well as different colorthan all of file others (tills is not an extra die: this several skills. is one of the character's skill dice). This different colored die ■ Skills take precedence over attributes Characters roll the is known as the wild die. number of dice listed for the skill: il they have no dice allocated • Whenever the wild die comes up as a 2. 3. I, or 5, it counts to the skill, they roll their attribute. normally. * Advanced skills are an exception arid may not be used unskilled. • When the wild die conies up as a fi. it counts as a fi (add it to Attributes and skills are fully explained in Chapter Four. the total) but it is also rolled again. If the new roll comes upas “Attributes and Skills ” a 1,2.3, 4. or 5. add thatto the total and stop rolling. If the new roll is a (i. add that to the total and roll tile die again — as you can see. it's possible to roll really high totals if the die keeps on Die Codes coming up as a fi. F.ach attribute and skill has a die code (ID. 1D+1, 4P. PD-2 Example: 7dog is rolling his blaster skill of 50 Hi> rolls his or some other number). Some special abilities are also repre­ nonmil four dice and gets a I, 2, 5 and 6. His wild die, which is a sented by a die code. different color than all of the others, comes up as a 2. His total is Hi. Reading a die code is simple. Roll the number of six-sided The next round, Tirog is rolling Ins blaster skill again. His dice before the “l>." Tor example, 3D means roll three dice and normal dice come up as a 2. 4, 5 and 2, while his wild die comes add them together for a total. The higher the total, the more up as a 6. He gets to roll the wild die again — and gets another fit likely the character is to succeed. He roils the die again, and gels a 3. His total is 2ftf A die code with a means add the number after the plus to the total. For example, 3D+-2 means roll three dice, add them The wild die can also hurt a character's chances of doing together, and add another two to the total: if the dice came up something ... as a 1, a 4, and a 5, the total would be 1 +4-5+3 12. • For the first roll only if the wild die comes up as a 1, do not add Die codes will have either a simple "D” ( 1 D, 2D. 3D), a 1 ' the die to the total because some kind of a mishap has oc­ (1D+1,2D +1,3D+1) or a “-2" (1D+2, 2D+2, 3D+2). Die codes will curred. See ‘‘Mishaps.'' never have more than a "+2" after them — when a character improves that code, it goes lo the next whole number of dice. Example: Tirog is rolling his blaster skill again. He roils a I, 5, For example, a character with a Waster code of 3D 2 improves 6 and 6 with his normal dice, and his wild die comes up as a 1 — a mishap Greg, Tirog s player tells Bill that he has had a mishap. Later, Greg rolls his blaster again. He rolls a 1, 4, 5 and 3, and Why The Wild Die? a (i with his wild die. He rolls the wild die again, and gets a I. Since the mishap rate only applies to the first roll of the wild die, it is The wild die represents the quirkiness of fate — simply added, so Tirog's total is 20. sometimes characters do much better or worse than their ability would indicate. It is a measure of luck and • Rolling the w;ild die again on a 6 counts for all die roles in the other unquantifiable factors that nonetheless dramati­ game, including skill and attribute checks, rolling opposed cally affect the outcome of a character's life. Perception checks to see who acts first in a round, weapon It helps explain how a character who is vastly under­ damage and randomly rolling difficulties. powered might he able to defeat a major villain, or how If the dice come from a number of sources, such as rolling a character with a phenomena! skill could tail at a seem­ starfighter piloting and a ship's maneuverability code, only one ingly simple task. die counts as the wild die.

52 Star Wars - Second Edition i Chapter Three: Basic Mechanics johri Pc’u- Lone1 Pc’u- johri

Mishaps Complications Mishaps take two distinct forms: penalties and complica­ Complications make a character’s life more ... complicated tions. While the type of mishap is left strictly lip to the '['hey are much more creative than simply taking away a gamemaster’s interpretation, penalties are much more com­ character’s highest die and they help tell a more interesting mon than complications. Penalties are routine: complications and exciting story. Sometimes the results are disastrous for a are special events which increase tension anti add to the character, while other times they are simply intriguing or even darama ol the story. If you want a simple mechanic, roll a die: humorous. They should be unusual events that help move the on a 1-5, the character suffers a penalty: on a 6, the character story along or help amplify exciting and dramatic situations, suffers a complication, such as the conclusion of an exciting adventure. Complications may put characters into more danger, hut • When a character suiters a mishap while roMiwgHerception tor they shouldn't be immediately fatal: instead, the characters initiative, it is always a penalty and never a complication should have to use their utmost courage and skill to deal with • When a mishap is rolled for randomly determining difficulty the situation, numbers, it is always a penalty and never a complication. A complication may also be a way of balancing the charac ters — if one character has become invincible due to a fantastic Penalties set of bounty hunter armor, for example, when the character When a character suffers a penalty, the character loses the rolls a complication, the armor may short out. wild die and their highest die for that round. If more than one Complications should be directly related to the skill or die is tied for highest roll, the character loses only one die. attribute being used when the mishap was rolled. The gamemaster must be sure to keep his complications fair and Example: Timg is rolling on his bias ter pistol skill specializa­ balanced — the players will get very upset if they think you are tion of fiD. He roils a 3, 4. 2. >, 3 and a 1 on his wild die. The abusing the complications rule. game in us I er de c ides that the mishap will be a penalty, so Tirog Below are some examples of complications from the Star loses the 1 for the wild die and his highest die. which this time is Wars movies: a five. His skill total is 12. • Luke Skywalker and Princess L.eia are running through the Example: Tirog is rolling his blaster pistol again He rolls a 1. halls of the Death Star, being chased by stormtroopers. They 2,6. 6, 6 and a 1 on his wild die. He loses the 1 and one o f his sixes, come to a door and run out to see ... an empty chasm. Leiasays so his total is 15. that they should shut the door behind them, and Luke makes

Star Wars ■ Second Edition 53 Gna^terThree^asi^Mechanics -TTAI WAR his Perception roll to find the door controls, but his roll isn’t especially helpful if the weapon is somehow necessary to high enough for him to figure out how to work them — and he continue the adventure ( for instance, its circuit boards might gets a complication. Thinking tjuickly, Luke blasts the door have been imprinted with a secret Rebel code.) panel to shut the door. The complication is that the panel also • The characters are tracking someone with a sensor beacon. has the controls to the bridge, so they can't extend it The complication is that the target has dropped the beacon or • Han Solo is chasing a squad of stornitroopers down a hall of someone else has taken it, leading the players on a wild the Death Star, and has conned them into thinking that he's a gundark chase. whole squad of soldiers — but he also got a “1" on the wild die. • A character is piloting a vehicle when a complication hap­ The complication is that the stornitroopers round a comer to pens: the vehicle is out of fuel, or its controls freeze up, or find that the hallway ends — they have no choice but to turn perhaps the weapons become locked on autofire because of a and fight, at which point they realize that Han is alone. computer glitch. • Han Solo is trying to sneak up on a Scout Trooper in the • A character is engaged in lightsaber corn bat with another forests of Endor. Han gets right up close to the trooper, and character. I ie successfully poiries t lie other character’s attack, thinks hissneHfc is successful, when CRACK!. he steps on a twig, but rolls a mishap. The gamemaster decides that the two alerting tiie trooper, in this case, Han failed his sneak roll, and I ightsabers have fused, and both characters must make Strength the snapping of the twig caused him to be distracted, allowing rolls to free them. the storm trooper to get the first blow in. • While hacking through a computer system, the system seems • l.ando Calrissian is flying ttie Millenniurn Falcon down one of to freeze up (or a second Is it just a glitch or. . something else? the tunnels within the Death Star. He makes a space transports roll to get through a tough stretch of tunnel, and succeeds at the roll, but a mishap occurs. The Falcon iiits a support beam, Force Points snapping off the ship's antenna dish and disabling some of its Eorce Points represent a common and seemingly ‘'uncon­ sensor systems. trolled’’ manifestation of the Force — the player knows that a Eorce Point is being used, but the character only knows that Pushing The Story Along they are trying their best to be successful. Note that the example of Han on Endor helps advance the All player characters begin the game with Force Points; the story. Without the scout troops getting away, the Rebels never most important gamemaster characters, such as major villains would have met or gained the aid of the Ewoks. and then when like Dartii Vader and Boba Kelt, will also have Eorce Points. they walked into the carefully laid trap of Emperor Palpation, Force Points give characters the chance to be successful at a they would have been captured. The Alliance fleet would have task when they really need to. but because they are so limited been decimated while the Death Star remained invulnerable. in quantity, characters aren't guaranteed success on a whim. The war would be over and the Emperor would have won. • Ordinary beginning characters start with one Force Point. History changed simply because Han Solo failed a sneak roll . They may have a maximum of five Force Points. Creating Complications • Force-sensitive characters start with two Force Points.These Here are some suggested complications you might want to characters may have an unlimited number of Force Points. spring upon your characters. Complications must be custom­ II a uon-Force-sensitive character earns more than his maxi­ ized to reflect the current situation and the story, so the mum of Force Points. Ihe character must trade in all extra gamemaster should take a few minutes to come up with com­ Force Points for Character Points. A character receives three plications (or key scenes in tiis adventures. Character Points for each Force Point traded in. • One of the characters kills a stormtrooper in combat — Example: Tirog has b u r Force Points at the beginning o f an unfortunately, when the trooper hits the ground, it triggers the adventure, and during the course o f the adventure, spends two grenade on his belt, and most of the characters are within blast Force Faults but earns but. Thu! would bring Tirog up to u total radius. The characters have only a few seconds to react ,.. o f six Force Points, but stnee he isn't Force-sensitive he can only • A character is doing a routine sensor scan of a planet ... and have fire Force Points — the sixth point is traded in for three picks up something completely erroneous, such as an energy additional Character Points. signature indicative ol a small Imperial outpost. Or, he misses Force points cannot be “voluntarily" traded in for Character that energy signature, and believes that the planet is safe to Points — only when they are in excess of the total allowed. land on. • A character may spend one Force Point per round (see • A character is trying to sneak up on enemy troops when his Section 2.1, "Scenes And Rounds '). comlink winks on (this is great for players who didn't think to turn off their characters' comlinks), alerting the troops. • A character may not spend Character Points in the same round that they spend a Force Point. • A blaster’s power pack comes up unexpectedly empty, or overloads, shortcircuiting the blaster. • A character must declare that they are using Force Points when they declare all other actions. • A character slips and falls while moving, possibly injuring himself (if he twists his ankle, he might only be able to move at When a character spends a Force Point, all of their skills, walking speed), or at the very least, being caught out in the attributes and special ability die codes are doubled for that open during the middle of a battle. round; weapon damage values, armor values and other tool values are not doubled. • A character is bargaining for a good price on a blaster, when a complication happens: someone else comes up offering Example: Tirog ts firing hts blaster pistol, which does 40 exactly what the seller is asking for the weapon. This is damage, with his blaster pistol skill of 61), and Greg declares that Tirog is spendinga Force Point Tirag rolls 12D to hit since blaster

5 4 Star Wars ■ Second Edition — FTAR. Chapter Three; Basic Mechanics "WART

pistol is a skill; however, il Tiros; hits, he only rolls the nunmil -//) Point, tlie charnel er doesn't receive the Force Point hack at the damage for the blaster pistol. end of t he adventure. In addition, he receives a Dark Side Point. See "Dark Side Points." Melee weapons are unusual, since damage for the weapon F.xaiupies of committing evil include: is normally based on the user's Strength, with a bonus for the weapon itself — roll double the Strength, but not the weapon's • Killing a helpless innocent. bonus damage. • Causing unnnecessary, gratuitous injury. Example: Tirog, with ci Si rerigt h of HD - 2, is using a tohrouxe. • Killing except in seif d etc use or ttie defense of ot tiers. which does damage ot'STR -21). When Greg spends a Force Shunt and Tirog hits with a weapon, he mils (if.)-4 for his S tre n g th plus • Using tile Force while angry or tilled wilfi hate. the normrd 2D for the weapon. Being Unheroic A Force Point can also be used to double a die code over a When a character uses a Force Point to do something that long-term skill usage as long as the character is only perform is not particularly heroic, but not evil either, the character ing that one action for the entire time that the single task takes. doesn’t receive the Force Point back at the end of the ad veil Example: Tirog is s e a rc h in g a room lor a lost data disk. Bill, hire. It is lost. Examples of being unheroic include: the garnemasler, lulls Greg, 'Frog's player, that it will take five • Avoiding danger. minutes to s e a rc h the room. Greg decides to spend o Force Point to improve his s e a rc h total. Greg gets to roll SP) ( double Timg's ■ Saving your life. normal se a rc h of4T))as tongas the only thing Tirog does for that • Getting power, wealth or other personal gain. live minutes is s e a r c h the room. • Using lies or deception tor gain or advantage. A character who spent a Force Point "To fly through an asteroid field" would only have her die codes doubled tor the Being Heroic first round of flight. Even though flying through the field will When a character is heroic while spending a Force Point, the take m ore lim e , it is not a "long-term" usage. character receives the Force Point back at the end of I fie Getting Force Points Back adventure. Examples of being heroic include: • Exposing yourself to great danger in the name of good. How Force Points are used during an adventure determines whether or not the character gets ttie Force Point back at 1 he • Making sacrifices to help others. end of the adventure. • Fighting the forces of evil, such as the Em pire, crim e lords or any other group which serves the objectives of the Dark Side Doing Evil of the Force. When a character commits evil white spending a Force

Star Wars ■ Second Fdit/on 5 5 Chapter Three: Basic Mechanics JTAI WAR

Being Heroic At The Dramatically ff the character is Force-sensitive, the difficulty is Easy, ff the Appropriate Moment character is not Force-sensitive, the difficulty is Moderate. If the actions are not intended to bring harm or pain to other When a character is heroic at the dramatic ulty appropriate beings, increase the difficulties by two levels (Easy to Difficult moment, the character receives the Force Point hack at the end for Force-sensitives; Moderate to Very Difficult lor non-Force of the adventure and gets another one as well. Dramatically sensitives). appropriate moment are any time when success is vital to the Tiie character rolls their control Force skill or Perception story. Examples of being heroic at the dramatically appropri­ when calling upon the Dark Side. ate moment include: When a character successfully calls upon the Dark Side, he • Conquering a more powerful evil foe. gets a Force Point which must lie spent immediately — this is • Saving a city from destruction in addition to any other Force Points which have been spent that round. The character must declare this action during the • Preventing tile deaths of millions of innocent people. normal declaration process. In most cases, the dramatically appropriate moment (or a This option is not open to characters who refuse to believe character will happen during the climax of an adventure or, at in the existence ol the Force, including most imperial troops most, one other time during an adventure1. In Star ITt/rv, when and officers. Luke blew up the Death Star, it was a dramatically appropriate moment. In Return o f the Jedt, it was when he faced down the Dark Side Points Emperor and refused to become evil — not when fie fought the Whenever a character is at risk of receiving a Dark Side Rancor in Jabba’s palace. Point, as gamemaster you should inform the player that their Not all characters will have a dramatically appropriate action will give the character a Dark Side Point. Give the player moment available to them in every adventure — though they the option of changing his mind — if he continues on, he has no probably should Since most player character groups stick right to complain if his character is consumed by the Dark Side. together through the ad vent tire (unlike Luke, l.ei a, Han, Cliewie When a character gets a Dark Side Point, roll ID. If the roll and l.ando), they will most likely all be around at the dramati­ is less than the number of Dark Side Points a character has, the cally appropriate moment. character has turned to the Dark Side (refer to "Dark Side Doing The Right Thing Characters"). Characters may spend Force Points in unheroic or wrongful Atonement ways. If a character only has one Force Point and spends it in A character may cleanse himself of the corrupting influence such a way that he shouldn't receive it back at the end of the of the Dark Side through atonement. The process is difficult adventure, it is lost and he has no Force Points left. and long, and the character musl be pure and of the most How does he get Force Points back? By being heroic no serious mind while attempting to atone. The character must matter what the risks. If. in the opinion of the ganieniaster, I he fast, reflect on the evil ol his actions and renew his commit­ character is heroic at the dramatically appropriate time, no ment to live hy the ways of the Light Side of the Force. matter the risks, the character receives a Force Point at l he end When a character wisties to atone, he must strictly abide by of the adventure. This rule applies only to characters who the tenets ol the,ledi code (even if he isn't Force-sensitive). The begin an adventure with no Force Points character must not only be good in action, but he must actively work to prevent evil from occurring. The player must take this Force-Sensitives process very seriously — the character must make a point of All Force-sensitive characters are closely attuned to the being clearly good in all actions. ways of the Force and their actions are more clearly guided by A character must atone for two adventures in order to the Force, both its Light and Dark Sides. They must pay strict remove one Dark Side Point, ff the player plays the character attention to their behavior or they will be consumed by the appropriately. Hie gamemaster may remove one Dark Side Dark Side. Point at the end of this time, ff the gamemaster feels that the Whenever these characters do evil, they receive a Dark Side character behaved improperly (for example, the gamemaster Point and risk being consumed by the Dark Side of the Force. has to repeatedly warn the player that the character is commit­ See "Dark Side Points." ting evil), then the character hasn't achieved any enlighten­ ment and the Dark Side Point remains.

Calling Upon The Dark Side T e m p ta tio n "Is the Dark Side stronger?" The gamemaster is encouraged to occasionally use tempta­ "No, no. Easier, quicker, more seductive." tion when a character is attempting to atone. When the char­ — Luke Skywalker and Yoda. the Jedl Master acter is confronting his own personal evil, the gamemaster The Dark Side is quicker. But it is not better. may want to suggest things like, “You know, if you kill him, you To those who have not been consumed by the Dark Side, it won't have to worry about what he's going to do a little later is very tempting. Characters. Force-sensitive or not. may call on" or “You could get this information so easily if you just upon the Dark Side, especially when angry, aggressive, desper­ tortured him.” ate or otherwise out of balance, The gamemaster is effectively playing the role of the Dark A character automatically receives a Dark Side f’oint when bide of the Force, as its dark whisperings are intended to they attempt to call upon the Dark Side, whether successful or prevent the redemption of those who have started down the not. The character has opened himself up to anger, fear and Dark path, ff the character chooses the dearly evil action, the hate, whether he “benefits" from this anger is irrelevant. character will receive a Dark Side Point without warning — just It is easy to call upon the Dark Side of the Force — at first. for choosing the evil path.

5 6 Star Wars ■ Second Edition Chapter Three: Basic Mechanics

Dark Side Characters The Dark Side strives to seduee individuals with prom­ tally appropriate time — the point is returned at the end of ises of power. Once someone has actually taken up the Dark the adventure arid they gain another. Side, he finds only pain, and helplessness. The Dark Side Any other time a Dark Side character spends a Force controls him. rather than him controlling it. Point, it is lost, even if spent while committing evil. Quite Once characters have turned to the Dark Side, the Force simply, the Dark Side requires greater and greater evil to is different. Harder to control and demanding more effort. fulfill its needs. Corrupting. Evil. in game terms, when a character turns to the Dark Side, Calling Upon The Dark Side they are restricted to the rules in this section. Dark Side characters may call upon the Dark Side to get When a character is consumed by the Dark Side, the Force Points. character retains all Eorce Points and Character Points. and The first time in an adventure ttiat this character calls must also note "Dark Side1" on the Eorce-sensitive line. upon the Dark Side, the difficulty is Easy; add two levels of difficulty if the action will not bring pain or harm to ottier Playing Dark Side Characters beings. It is strongly suggested that when a character is seduced For each additional instance in an adventure when the by the Dark Side, the player loses that character and he character wishes to call upon the Dark Side, increase the becomes a continuing villain, to be run by the gamemaster. difficulty by one level. However, if there was one thing that Star lihr\ teaches us, it is that good triumphs over evil. These rules are Character Points included to give gamemasters a feel for how this kind of Characters consumed by the Dark Si tie no longer receive storyline develops. Character Points for adventuring. Instead, they get a Char­ If the gamemaster and player agree, a player may be acter Point only when they receive a Dark Si tie Point. allowed to continue playing a character consumed by the Dark Side only with the understanding that the player will Dark Side Points attempt to bring the character back to the l.ight Side of the Eorce, Dark Side characters receive Dark Side Points for com­ This kind of character is very difficult to play properly, mitting or actively bringing about evil actions. For example, and requires both a player and gamemaster dedicated to when Darth Vadcr strangles the Rebel soldier in the first mature roleplaying. The player must play an evil character scene of Star Wars he is committing an evil act; when Darth who is evil — even if he is trying to be good. It’s not easy. Vader orders the torture of Princess Leia or Grand Moff On the other hand, allowing a player to portray the fall Tarkin orders the destruction of Alderaan (while trying to and redemption of his character has the making of a truly interrogate Leia), they are actively bringing about evil. epic story. True redemption often requires t lie character to Tarkin would have gotten a Dark Side point had he survived commit a heroic sacrifice, and may involve the death of the the Battle of Yavin. character. The player should have a set time limit to bring the It Demands More Than It Gives character back to the Light Side — a maximum of three If a character fails in an attempt to call upon the Dark adventures is suggested If the character is not redeemed by Side, the character finds that the Dark Side is controlling this point, the character becomes a gamemaster character him and demanding something of him. Its corrupting influ­ (to be used as a continuing villain) and the player must design ence is dominating the character. anew character. If, for some reason, the character is then able Roll ID — the character must lose that number of Char­ to “come back to the Light," he or she will continue as a acter Points or the Dark Side will "take" one die from either gamemaster character anyway (if the character survives). an attribute or Force skill of that character (character's choice as to which attribute or Force skill), ff any attribute Force Points or skill is reduced to OD, the character is consumed by the Dark Side characters only receive Force Points when Dark Side and dies. spending Eorce Points while committing evil at the dramofi-

"Favors" would have become evil — he would get a Dark Side Point no matter how the point was used. A eery few individuals are "favored” by the Dark Side of the These points are few and far between. The climactic scene Fnrre. This favor is fickle, but it is powerful. Occasionally, ol/foL/is the only time this occurs in the trilogy. Indeed, it is not seemingly on a whim, these characters will be granted Dark known whether it has ever happened before or since. Side Force Points by the Dark Side. These characters are either very powerful evil ones (like the Emperor) or characters the Dark Side is actively (and desperately) trying to recruit (like Character Points Luke at the end of Roll). These are "free points" to be treated Character Points are yet another manifestation of the Force, like those the Dark Side grants those who call upon it. less powerful than Force Points. Character Points are more However, these favors exact no penalty — unless they are plentiful than Force Points, yet much less powerful. Many more used. The Emperor gets to use them because he is committed gamemaster characters have Character Points than Force to evil. If Luke had used then) when they were "offered." he Points. There is no limit to the number of Character Points that

Star Wars • Second Edition 57 Cha^tcr^Three^ Basic Mechanics

a character may have. • Characters can spend Character Points on actions that lake Character Joints are used to iiicrea.se a character's skills, longer than one round to complete, as long as the character attributes and special abilities al the end ol advenlures (de isn't spending a Force Point on that action and that is the only scribed in Section 1.1. "Advanced Characters"). They can also action trial is being done (or the whole time period. be used during the course of the game to give a diameter a temporary boost to skills or attributes. Character Point Limits A character cannot spend Character Points in the same • A character may spend lip to two Character Points for any round that he or she is spending a force Point or calling upon skill or attribute use. the Hark Side. • A character can spend up to five Character Points on any Unlike Force Points, a character can wait until .liter an dodge, cehicie dodge, m elee party or brawling parry attempts. attribute or skill roll is made before deciding to spend Charac­ ter Points. However, the points must be spent before any other • A character can spend up to five Character Points when they characters make any r.iie rolls. are using a skill specialization. Example: Tirog its rolling his bargain skill to try andget ci gone/ • A character can spend up to two Character Points to increase price for u new Droid, //e list’s onlv his Perception, u: filch is 2D. the damage of an attack, but this often counts as an evil action. Greg rolls a 1, 2 and ti 2 on his wild dir a 5. Greg words Tirog Characters can only increase damage for their own attacks. to do better, so he derides to spend u Character Point., and rolls ■ A character can spend up to five Character Points to increase a 7, upping the toted to !<). th e ir S tre n g th score to resist d.image. If Greg derides that this is high enough. Hill will now rod rite other merchant's bargain total. If the merchant rolls higher. Greg Awarding Character Points can 7 go bark and hare Tirog spend another Character Coin I Player characters get awarded additional Character Points he is stack with the 10 once he savs hr s done rolling dice. at the end of each adventure to reflect their experience ami When a character spends a Character Point, they roll one how successful they were. For guidelines on awarding Charac­ extra die and arid it to their total, it the roll is a fi. add six to t lie ter Points, see Section 2.7,. total and roll the die again — like tlie wild die. a Character Point can dramatically increase a character s seore. Characters do Rolling Actions no! suffer a mishap if they roll a 1 when spending a Character What are tile characters rolling against? Either they are Point. rolling against a preset difficulty number, or they .ire rolling Example: Tirog rolls his search total when gotng into a room directly against another character to see who does better. Rolling the -ID, dreg gets a 2, 1. 2 and a 2 on his wild die. for a total of, S'. Greg decides to spend a Character Point, and gets a ti. so he roils again. and gets a 2. Those extra points increase the search When Do You Roll? total to Id. Characters roll whenever they do something important — whenever there's a risk of failure. A character rolls the dice character can spend more titan one Character Point on a:: A when he's t rying to It it someone in combat or fix a starship; he action, declaring their use one at a time. See "Charaeler Point doesn't roll to see if he can walk down the si reef to the corner Limits" for how many Character Points can be spent on ac sto re . tions. •Characters can spend Character Points to influence their Difficulties own actions, bui may no! spend points on another characters' actions. Difficulty numbers are a simple way to resolve whether or not a character does something when he’s not acting directly / ------\ against another character. As gamemaster. you should decide how- hard you thinks the Returning To The Light task is. Since most actions fall under one of the skill descrip­ Dark Side characters can be returned to 1 be 1 .Lghl, but tions. you should check the skill's guidelines for setting a it is not easy — the Dark Side is not eager to release those difficulty (see Chapter Four. "Attributes and Skills"). it lias enslaved. Each type of task should be ranked as one of six difficulty When a Jedi of the Light Side confronts a character of le v e ls : the Dark Side, mention of the fact that the Light Side is • Very Easy more powerful than the Dark Side wall cause the Dark Side character to have a "Moment of Doubt." • Easy The character loses a number of Dark Side Points • M o d e ra te equal to the number of dice that the bight Side character • Difficult has in his control skill plus ID. lithe character is reduced to zero Dark Side Points. Hit: character has been re­ • Very Difficult deemed to the Light Side of the Porce. • 1 fe ro ic II a Dark Side character makes a heroic, sacrifice (risking certain death in defense of the innocent and Difficulty Numbers good) in the presence ol a Jedi of the Tight Side, the Mot all Easy tasks are t be same — some area little harder than character is redeemed to the Light Side. others. Therefore, each difficulty level has a range of possible In either case, when a character is redeemed, the Dark difficulty numbers. Once the gamemaster has chosen the diffi­ Side will exact a final toll: the character will lose all Force culty. he should pick a difficulty number from that range. and Character Points.

5 8 Si dr Wprs ■ Second Edition ^a^te^^ree^asi^Mechanics

/ \ Difficulty Numbers Difficulty Guidelines Task Difficulty Difficulty Range Very Easy — almost anyone should be able to do this Very Easy 1-5 most of the time. Example: hiring a blaster at point-blank Easy 6-10 range Driving a landspe.eder across Very Easy terrain, like Moderate 11-15 a good road Knowing that Corn scant is the capital of the Difficult 16-20 New Republic and was the capital of the Empire. Very Difficulty 21-50 Easy — This task is a little tougher, but most charac­ Heroic 31 + ters should be able to do this most of the time. Example: Firing a blaster at short range. Driving a landspeeder over somewhat rough terrain, like a choppy lake Knowing that Example: An X-wing has been disabled by a TIE fighter in Com set ml's major industry is government arid bureaucracy combat and requires a Moderate starfighter repair roll to fix; the and that billions o f people live there gamemaster chooses a difficulty number of 12. Art X-wing requires Moderate — This kind of task requires some skill, a Moderate roll to fix because it had a near-miss with a stellar effort and concentration. Example: Firing a blaster at body in hyperspace, so the gumemaster will be more likely to medium range. Driving a landspeeder over a big ditch or choose a number on the higher end of the Moderate scale. like 15. other obstacle and beeping control Knowing which neigh­ to reflect that the damage, while Moderate, is more severe. borhoods in Imperial City are safe and which are danger­ ous at night. Modifiers Difficult — Normally only professionals will be able Many skill descriptions have a list of modifiers that may be to pull off this kind of task. These kinds of tasks require added into the difficulty. You simply add these numbers to the thought, effort, and luck wouldn’t hurt either. Example: difficulty or the character’s skill roll, as indicated. Firing a blaster at long-range. Driving a landspeeder at high This level of detail is fine — if you want to be bothered with speed around moving pedestrians and other obstacles it. If you want to keep the game fast and quick, you might want Kim wing where in Imperial City your character can safely to skip these modifiers. hide oul during a manhunt. These modifiers are also there to help gamemasters keep Very Difficult — E ven professionals have to really I the game challenging — characters with very high skill levels work at succeeding at Very Difficult tasks. Only the most will often succeed at all but the most difficult tasks. With these talented individuals in the galaxy [like Luke, Han and modifiers, the gamemaster can explain why some tasks are Leia) will succeed at these tasks with any regularity. harder than they would seem to be at first glance Example: Shooting at someone at long range who is behind very good cover. Being able to safely drive u Random Difficulties landspeeder at high speed through a traffic jam by taking The gamemaster may also randomly determine a difficulty to walkways and making insane maneuvers. Knowing number instead of picking a number from the range. which bureaucrats in Imperial City can speed up getting First the gamemaster should choose ttie difficulty level weapons permits. [Very sy, Easy, Moderate, Difficult, Very Difficult, or Hemic). Heroic — Something that’s almost impossible to do, Heshouldthen roll the dice as indicated and use the total as the and calls for extraordinary effort and luck. Very seldom difficulty number. When rolling these numbers, don't forget to will this kind of success ‘‘just happen." Example: Shoot­ use the wild die. ing a proton torpedo into a small exhaust port without the How do you explain this to players? Very simple. "At first benefit of a targeting computer Flying the Millennium glance, it appeared to be a fairly easy task, but now that you’ve Falcon at full speed through a dense asteroid belt gotten to work, you see that it’s a lot worse than it looked." See \ ______/ “Tirog’s Story: Nine." Should Players Know Difficulty Tirog's Story: Nine Numbers? Should the players know the difficulty that they are rolling Greg: ‘‘Okay, my Droid Programming roll, with those against? Only if you want them to. Character Points, gives me an 18. Not too bad.” Gamemasters may decide to tell their players the difficul Bill: “Weil, you did get some basic things done, but ties they are rolling against, but sometimes it’s a good idea to you've still got a lot of work to do.” keep the players guessing. W’hatever you do, don’t tie to the Greg: “What do you mean? I rolled good enough for a players — being vague is different than deceiving them, Difficult result. The Droid only had a few busted servos: ft the gamemaster decides not to tell the players what the it’s not like the Droid is completely destroyed." difficulties are, it's a good idea to give the players at least an Bill: “At first glance, it looked like that, Tirog noticed idea as to what they’re going up against. For example, the that the servomotors burned out, and normally that is a gamemaster may tell the players, “It doesn’t look very hard," or simple thing to fix. But, when they died, apparently they "This looks like it will be really hard.” sent a powersurge to the servoprocessor, which backed Sometimes the players' characters don’t know enough to up into the processor for the other arm, and also created make a reasonable guess about the difficulty of a task. Tell the problems with the visual sensors by shorting out the players that the characters have no idea how hard the task will surge breakers, ft was harder than it looked.” he, and ask if they realty want their character to go through with the task.

Star Wars ■ Second Edition 5 9 Cha^ter^Three^Basic^Mechan^ JTAI

Opposed Rolls Some sample modifiers: Characters will make opposed rolls when they arc acting •The characters are racing to get information out of a com­ directly against another character. Sometimes characters will puter system. If one character already knows this system use the same skill or attribute: often characters will be using inside and out. and the other character has never seen a different skills against each other. system like this at all, the first character might get a *-10 bonus When opposed rolls occur, each character makes their roll. modifier to his die roll. Whoever rolls higher has the advantage or succeeds, in com­ • Two characters are playing sabacc. One character has a bat, it the shooting character rolls higher than his target’s cheater chip, so he can control what kinds of cards are flashed dodge, he hits. It characters are wrestling to get a knife, who­ at him. He might get a *15 bonus modifier to his gambling skill ever rolls higher gets it. roll. ' ' Modifiers • The players’ charactersuretryingto.vneoftoutofan Imperial base undetected. The Imperial Moff knows the layout of the If one character has a clear advantage over another, you base and is aware that the characters have escaped. He might may want to assign a modifier to reflect this. get a +10 bonus modifier when rolling his search skill to figure Modifiers aren't used when one character simply has a out w hat route the characters will use to escape. better skill than the other because that's taken care of with the skill codes: instead, modifiers are used to reflect unusual Whoever has the advantage adds the modifier to any die situations where skill is not the only determining factor. rolls they make.

f 1 f N Modifier Guidelines Random Difficulty Numbers + 1-5 Character lias only a slight advantage. Task Difficulty Random Difficulty +6-10 Character has a good advantage in this Very Easy ID situation Easy 2D + 11-15 Character has a decisive advantage, and Moderate 3D-4D should win Difficult 5em;d Very Difficulty 7D-8D + 16+ Character knows much more about the Heroic 9L>- situation than the competition. v ______/ v ______/ EH Combat And Injuries

This chapter explains special combat rules and proce­ scale of the target (see Section 3.3, "Scales.") and other modi­ dures. Combat uses all of the rules explained in prior chapters. fiers, such as rain and darkness. Combat Melee Weapons Melee weapons have a difficulty to use (Very Easy, Easy, Characters in Star Wars get into a lot of fights — combat is Moderate. Difficulty, Very Difficult or Heroic), which is listed central to the movies. Combat is always fought in rounds. with the weapon. The gainemaster has to pick a specific Difficulties difficulty number from that difficulty range when the weapon is used. The combat rules are identical to the basic rules: determine The game master then has to decide which combat modifi­ the difficulty to hit, just like any other skill use. If the attacking ers apply to the attack. Once all of the modifiers are added in, character rolls higher than the difficulty, he hits and causes the gamemaster has a final difficulty number. damage (see “Damage'’). Ranged Weapons r A Word On Scales • Ranged weapons have several ranges listed with them: short, medium and long; anything closer than short range is consid­ The rules in Section 3.3, 'Scales,'’ are used only to ered to be point-blank. Each weapon's ranges are different, so represent combat between items nf very different size, pay attention when characters are using different weapons, power and toughness. When characters are using hand weapons to shoot at other characters, everything is • Shoot ingat someone at point-blank range is a Very Easy task. Character-scale, so those rules won’t matter; it's when • Shooting at someone at short range is an Easy task. the characters are using blaster pistols to shoot at AT AT walkers or trying to destroy the Death Star with an X- • Shooting at someone at medium range is a Moderate task. wing fighter that the scale rules arc important. Even • Shooting at someone at long range is a Difficult task. having a character fighting a rancor can be resolved in This difficulty can be modified by the target's cover, the Character-scale combat.

6 0 Star Wars ■ Second Edition ■ Ch ap te r Three: Basic Mechanics

Hitting simply roll their skill. If tile character is defending against someone who is attack­ If the character rolls eyital to or higher than the difficulty number or the target's dodge or parry total (explained under ing with a weapon or sharp natural tools, the attacker gels a -10 bonus modifier to their attack roll. "Defensive Skills”), the target is hit. Example: Tirog is shooting a bins srpistol at a stormlrooper 27 meters umuy Tim g uses fi is h lasler pistol sfriil offi/’J. and sirs re Full Or Normal Use 27 meters is at medium range for a bluster pistol, his difficulty is When a character declares a defensive skill use they have Moderate. Hill, the gutnemusler, pit hs u difficulty number of 13, two things they can do: a full use {full dodge, full melee parry, right in the middle of the Moderate difficulty range. If Greg rolls a and so forth) or a normal use (dodge, melee party and so forth). 13 or higher, Tirog’s biaster shot hits the trooper. Full Use Defensive Skills When a character does a full defensive skill use (full dodge, full melee parry, full brawling parry, etc.'), they roll their Characters have several skills that they can Lise to get out of character’s defensive skill and add it to the difficulty to hit the the way of different kinds of attacks. These skills can increase character, the difficulty to hit the character. Dodge is used against any ranged attack, whether it is a • When a character docs a full defensive skill use, they may blaster bolt, a bullet, a missle weapon, nr other attack made only do that arid make one normal speed movement that round from a distance. (see "Movement'’); the character may riot do any other action, Meleeparry is used when the character is attacked in hand- such as attack, or use another skill to-hand combat and the character has a melee weapon or • Note that characters can’t do multiple full defensive skill uses makeshift weapon in his hands (makeshift weapons include in a round — fo r example, a character couldn’t do a full dodge bottles, chairs, and anything else that is grabbed out of des­ and a fall brawling parry hi the same round. In fact, the only peration). thing a character can do in the same round as a full defensive if the character is being attacked by someone who is using action is one move. a weapon or is attacking with very sharp natural tools, the character rolls their skill naturally. If the character is defending against someone who is attack­ Normal Use ingunarmed and without sharp natural weapons, the charac­ When a character makes a normal defensive skill use. the ter gets a -5 bonus modifier to his parry roil. character simply rolls their skill dice The player can then Brawling parry is used when the character is attacked in choose to use either the skill roll as the value for all attacks in hand-to-hand combat and is unarmed. A character uses this that round or use each individual attacker's difficulty in that skill normally when they are attacked by someone who is also round. This decision applies to ail attacks made in that round, unarmed and doesn't have sharp natural tools, like claws; they and must be made at the time the roll is made.

Star Wars ■ Second Edition 61 Chapter Three: Basic Mechanics -STAI WAR

Example: John's character is making a normal dodge. His Force points can also be used to increase Strength dice to dodge roll is ! 5 — the (our churn tiers shooting ut Ace have resist damage — but they still have to he declared at the difficulties of 5, H, 12, and JH. If John chooses to take his dodge beginning of the round, during the declaration phase. This is roll, ever}' character shooting at Ace will have a difficulty of 15 usually only done if a character knows he is going to he hit, or if ( one character, the one with the difficulty of 18. now has a lower it is vitally important that he not take damage this round. Almost difficulty number to hit, but the other three characters now have always, resisting damage is a ‘'selfish" use of the Force — the to roll much higher to hit). Otherwise, the characters simply roll character may not get the Force point hack at the end ol the against their original difficulty numbers. adventure (though there are undoubtedly exceptions). Damage Stun Damage Weapons set on stun roll their normal number of dice for When characters are hit in combat, they roll to see how badly damage, but they are designed to knock a character out, not kill they are injured. First, whoever hits rolls the damage for the him. Unless specifically stated otherwise, all Character-scale weapon they are using. Then, the character rolls their.S'frengrt to blaster weapons can be set for slun damage. resist damage. Find the result on the damage chart below. Figure the damage total normally, but treat all results above Example: Tirog, using his blaster pistol which does 40 dam­ Stunned as “Unconscious.” The character is knocked uncon­ age, hits a bounty hunter with a Strength o f 3D-2. Greg rolls scious for a number of rounds equal to number of Damage Tung's damage and gets a lb The bounty hunter now roll his Points taken (over ttieir Strength roll) in dice. A mishap is Strength to resist damage and gets a 12 always considered a penalty. With both rolls complete, find the difference on the "Char­ A successful first aid total can awaken a character early. The acter Damage Chart." difficulty of the attempt is equal to I he Damage Point total (over t he Strength roll) minus {he number of rounds the character has The damage roll is four points higher, meaning that the bounty been unconscious. A mishap always means the character hunter is wounded remains unconscious. .S'ftm/ierfcharaeters suffer a penalty of-ID to skill and attribute A character cannot be killed with a stun bolt directly. rolls lor the rest of the round and for the next round, A stun no Targets that cannot go unconscious take wounds instead of longer penalizes a character after the second round, hut it is still going unconscious. "affecting" him for half an hour, unless the character rests for Example: Tirog is hit by u "stun" bolt from a heavy Master. The one minute. stnrmtrooper with the blaster rolls a 22 for damage Tirog rolls cm If a character is being "affected" from a number of stuns equal 11 to resist — that's 11 Damage Points That reads as "Character to the number before the "D" for the character's Strength, the incapacitated" on the damage chart but, since this is a stun bolt, character is knocked unconscious for 2D minutes. Tirog is merely knocked unconscious. He 'll be out for ! I rounds Wounded characters fall prone and can lake no actions for the (nearly a minute). res! of the round. The character suffers a penalty of -ID to skill Xext round. Ace wants to wake up Tirog with a firsl aid attempt. and attribute rolls until the character is healed (through medpacs Since Tirog hasn 'I actually been unconscious for a round — the or natural rest). A character who is wounded a second time is round he was hit doesn V count — Ace needs’ to roll an 11 to wake incuptwitated Tirog up. If he tries next round instead, he ’ll only need to roll a 10. An incapacitated character tails prone and is knocked uncon­ scious for 101) minutes. The character can't do anything until healed. An incapacitated character who is wounded or incapaci­ Armor tated again becomes mortally wounded. Some characters wear armor; other characters or creatures A mortally wounded character falls prone and is unconscious. have natural armor (some characters or creatures that aren't The character can't do anything until healed. The character may particularly strong are still very resistant to injury). Armor adds die — at the end of each round, roll 2D, If the roll is less than the to a character's Strength roll to resist damage. number of rounds that the character has heen mortally wounded, Armor affects specific areas of a character's body; head, the character dies. A mortally wounded character who is inca­ torso, left arm, right arm, left leg or right leg. For head and torso pacitated or mortally wounded again is hilled. armor, it may also be front or back or both — a blast helmet A killed character is killed immediately. provides good protection from the hack, but has lousy protec­ tion from the front because the character has to he able to see. Increasing Resistance If you are using the hit location optional rule, you will need to Characters can spend Character Points to increase their determine what body parts are covered and which aren’t. In Strength to resist damage. That is why we encourage gamemasters general, if a character is fully armored in anything less than not to tell the player what they rolled lor damage — just how storrntrooper or Mandalorian armor, something is showing. many dice they used. Armor may also provide different protection based on the type of attack. For example, storrntrooper armor provides good protection from physical attacks, like melee weapons or bullets, Character Damage Chart but it isn't very good against energy attacks. Damage Roll > Some types of armor reduce a character’s Dexterity because Strength Roll By: Effect they are bulky. the specific characteristics of each type of armor are listed 0-2 Character Stunned in Section 8.1, "Weapons." 4-8 Character Wounded 9-12 Character Incapacitated 13-15 Character Mortally Wounded Special Combat Rules 16+ Character Killed There are several special rules that cover specific kinds of combat actions.

6 2 Star Wars ■ Second Edition —STAR. Chapter Three: Basic Mechanics “WART"

Cover Modifiers Optional Rule: Maiming Cover Modifier to DN As an optional rule, characters may become maimed instead of killed as a result of damage, A character who Light smoke + 1D Thick smoke + 21) hits another and causes enough damage to kill that character has the option of instead maiming that charac­ Very thick smoke -41) ter. A limb could be blown off, or a body part injured so Poor light -in badly that it could never be used again. Moonlit night + 2D This is nor considered an evil act when performed by Complete darkness mHJ ■ledi — unless the Jedi seems to be enjoying it. In actual­ Character is: ity, it is more merciful than killing the person fait hough 1/4 covered -ID that is up for debate) because cybernetic replacements are available. 1/2 covert'd -2D 3/4 covered • 3D A character who is maimed during combat is consid­ ered either wounded or incapacitated in addition to the Fully covered Cannot hit character mu/wmgelfeet — gameinaster’s option Additional maim directly; must eliminate results will, of course, increase this effect. protection first.

Sample Protection Strength dice of object r Flimsy wooden door ID Optional Rule: Hit Location Standard wooden door 2D Characters suffer hits in specific locations, ff they are 31) Standard metal door wearing armor, exactly where they are frit is important. Reinforced door 4 LI RulIlL). " Blast door 61) 1 Head Reduce weapon 2-'3 Torso Object is: damage by; ■1 Arms (roll again: 1-3 left arm; 4-0 right arm) a Left leg Stunned/Not damaged Character is 0 Right leg completely protected Wounded/Light Damage -41) " If gamemasters wish, they may increase or decrease Incapacitated/Heavy Liam -21) tile damage of an attack depending upon where the Mortally Wounded/ character is hit. Torso hits subtract one die from the Severe Damage -11) damage total, head hits add one die, and limb at tanks are Killed/Destroyed Full ttamage treated normally. At tacking a specific limb, and not roiling on the table, v______;______- -J costs one die from the character's attack total — but, if the character tilts, it counts as an automatic hit on that Combat Modifiers location Likewise, if a character wishes to shoot at, say, Certain situations give characters an advantage to hit in a weapon in a character's hand, he can do that, too — it combat or make it harder to hit a target in combat, in some costs one die. situations, these modifiers may also he applied to Perception if you use this optional rule, you will want tn pay situations, such as when a character is trying to find a target in attention to what part of the characters' bodies are combat or spot someone who is hidden. protected by armor (sec "Armor"). Objects may provide cover— they make the target harder to hit. When a character has the appropriate modifer. add that tile roll to the difficulty to hit the character. he chooses M He now rolls 3D. and rolls a 12. Objects may also provide protection. If the character has • If the officer rolls a 2(1 or higher, that means that he hit Tirog rolled well enough to heat the base difficulty, but not well without the benefit of cover, and roils damage normally. enough to beat the cover modifier, that means that the shot hit whatever the character was hiding behind • ff he rolls a 14 to a 25. that means that he hit the soft wood that The weapon does normal damage, but it is rolled against the Tirog is hiding behind: he rolls damage and compares it to I he object. Determine how much damage the shot did to the wall's Strength of 2D. object, and then use that to modify the weapon's damage when • If he destroys the wall (gets a kill result on the damage table), rolled against the target. he ro lls the w eaponfu ll damage

Star Wars ■ Second Edition 6 3 J o n n Plhu I Lo p h 6 4 trWr ■ Edition Second Wars Star —jnrARi Chagte^Three^asic^Mechanics "WARJ

most of the damuge. •Ifhe doesn't do any damage to the wait (a stunned or lower result) it completely absorbs the blast and Tirog suffers no damage. •If he rolls a 13 or less, the shot goes completely wild and misses. Preparing A character can improve their skill roll by ID by spending time “preparing" for the task. In game terms, if a character spends as long preparing for the task as it does to actually do the task, and that is the only thing he does for both the time of preparation and actually doing the task, the character gets to roil an extra ID. When using a skill listed as "less than one round," the character must spend a minimum of one round preparing, as well as one round doing just that action and nothing else. Characters may not prepare for dodges and parries, nor tor the following skills or any of ttieir specializations: Dexterity: bruwling parry. dodge, tightsaber. melee combat, melee parry, running Knowledge: survival. Mechanical: archaic starship piloting, beast riding, capital ship piloting, capital ship shields, ground vehicles, hover ve­ hicles, powersuit operation, repulsorlift vehicles, starfighterpilot­ ing, starship shields, swoop operation, space transports, walker Vehicles. Perception: gambling, hide, sneak Strength: brawling, stamina, su-imming Example: Drebbte, Steve's character, is making an alien species roll to see if he can remember a special greeting that Sulhistans use amongst their friends. Drabble’s alien species skill is 3D. Dill, the game master, has told Sieve that this action requires one round. He doesn i think the character is pressed for time, so he it1 ill spend an extra round preparing, and thus gets to roll 4D. Nun.s

Later, Drebble is trying to use his Droid repair skill of 3D~2. i ' and the repair takes two hours If Drebble is witling to prepare, it l AII mitt lake an extra two hours, but he gets to roll 4D~2 to fix the Droid. For that entire four hours, Drebble can do nothing but concentrate on fixing the Droid Rushing Some large weapons, like artillery or speeder or starfighter guns, have fire control. When a character uses a weapon with Characters can rush any action which takes two rounds or fire control, they also roll the number of fire control dice, and longer to do When a character rushes, he is trying to do the add that to their total to hit a target. action in half of the time it normally takes, but the player only rolls half of the dice the character would normally roil. Ammunition Actions which take one round or less than one round cannot Most weapons have an ammunition rating tammo). When be rushed. that weapon has tired as many times as its ammo rating, it is out Example: Drebble, is trying to fix a busted power coupling on of ammunition and must he reloaded. Unless specified other­ Tirog"s ship. Drebble has starfighter repair at 6D. This is a wise, reloading takes one action. Moderate starship repair task which the gamemaster says wilt lake one hour. Steve knows that they i e go! to get off-world soon Grenades and declares that Drebbte will rush — the character attempts to A grenade is a special weapon for two main reasons: make the repair in half an hour, but only rolls 3D. • It can be thrown at a general location, since it doesn’t have to Drawing Weapons hit a person to be effective: the blast will do the work. A character who begins a round with a weapon bolstered • It the grenade misses its target, it lands somewhere else and may draw that weapon, hut it counts as an action (reduces all then explodes. other actions in that round by -ID). When throwing a grenade, the thrower picks a target spot, and the gamemaster determines the difficulty based on range. Setting Weapons on Stun If the thrower cannot see where they are throwing their Most blasters have two settings: normal and stun. A charac­ grenade, such as through a window or over a wall, the ter can switch a weapon’s setting in a round, but it counts as an gamemaster should add a modifier of -5 to 110 to the difficulty. action. For the effects of stun, see “Damage."

Star Wars ■ Second Edition 6 5 i Chapter Three: Basic Mechanics WAR*-

rounds: a fire rate of 1/5 means the weapon can be fired once every five rounds. Blast Radius Some weapons have a blast radius. Because of the blast radius, these weapons can be aimed at a specific spot instead of at a target (like grenades). When a shot with a blast radius weapon misses its target, it is important to determine where the shot actually hit. To determine the general direction of where the shot hits use the scatter diagram for grenades to determine basic direction. To determine the range of inaccu­ racy, roll the number of dice on the etiart below.

[example: A blaster cannon might have a biasf radius of five meters — wherever that blast hits, everything within five meters is affected by the blast. .Some weapons have several ranges for blast radius — the further away from tlie center of the blast, the less damage the weapon does. F.xample: 4 standard fragmentation grenade has the follow­ ing blast radius listings: 0-2/5D, 3-4/40, 5-6/3D, 7-10/2D. Wtienu grenade explodes, everyone within two meters o f where it ex­ plodes takes 3D damage, everyone between three and four meters away lakes 4D damage, everyone between five and six meters away takes 3D damage and everyone between seven and Grenades have several activators: some are contact-based, ten meters away takes 2D damage some are time-based. If the grenade is contact-based, it will explode when it flits something. If it uses a timer, it will explode after a set amount of time. If it is set for less than five seconds, Surprise it will explode at the end of the round in whirl] it was thrown. When characters are surprised, their attackers can take their first action before the characters are allowed to roll their Grenade Scatter defensive skills. If the character misses with the grenade throw, the weapon lands somewhere else. First roll ID to determine in which How Do You Figure Out direction it deviates from the target point (see ‘Grenade Scatter If Someone Is Surprised? Diagram"). The gamernaster must also determine how far it goes. Sometimes characters will be surprised by an attack. When If the throw was at point-blank or short range, it deviates ID the player characters are laying an ambush, simply have each meters. If the throw was at medium range, it goes 2D meters. It character make a hide roll. When the targets of the ambush the throw was at long range, it goes 3D meters. crime within range (just a couple of seconds before the ambush is going to be sprung), roll Perception checks for each charac­ Tossing Grenades Away ter: they spot whomever their Perception roll beat If none of If a character is near a grenade when it lands and they have them spotted any of the attackers, they will be surprised by the declared that they will grab the grenade and throw it, it is a ambush. three action process: The targets are rolling their Perception because it's pre­ 1. Move to the grende. sumed that they won't be expecting an ambush — if the targets 2. Grab the grenade. have every reason to expect an ambush, they may make .searefc 3. Throw it. The character must pick a specific location and tolls. As a rule of thumb, characters can't make search rolls lor roll against a difficulty based on range. If the character "just ambushes if they are moving faster than walking speed. wants to throw it as far as he can," then the difficulty number If the players' characters are walking into an ambush, allow is lowered, but the character still has to roll (there may be a each character to generate their Perception total. If the players mishap ...). declared beforehand that they were searching for an ambush and are not moving faster than walking (half) speed, they may Fire Rate Some weapons have a fire rate If there is no fire rate, the weapon can be fired as often Scatter Distance for Blast-Radius Weapons inaround as the character wishes, ff the fire rate is a simple whole number (like 2 or 4), Scale of weapon Short Medium Long that is the maximum number of times that Character ID meters 2D meters 3D meters the weapon can be fired in a single round. If Speeder/Walker ID x 10 2D x 10 3D x 10 the fire rate is listed as a fraction, it means Starfighter ID x 25 2D x 25 ID x 100 that the weapon can only be fired on some Capital (in an atmosphere) ID x 100 2D x 100 3D x 100 rounds. For example, a fire rate of 1/2 means Capital (from orbit) It? x 1000 2D x 1000 3D x 1000 that the weapon can be fired once every two

6 6 Star WArs ■ Second Edition i Chapter Three: Basic Mechanics

make their search rolls. If none of them roil high enough to spot just a matter of time. any of rhe attackers, the players’ characters will be surprised. A character attempting to use a bacta tank without the Once every ambushing character has taken one action, the medicine skill must make a Heroic first aid or Technical roll. If round is resolved as normal: roll defensive actions, then roll the roll is failed, the patient's wound level increases by two skill or attribute uses normally. (Wounded to Mortally Wounded: incapacitated or Mortally Wounded to Dead). Healing If the roll is successful, the healing lime is dependent upon the severity of the charater’s injuries. Characters can heal through a variety of ways, but the three most common methods of healing are medpacs. bacta tanks Character is: Treatment Time: (also known as rejuvenation times) and natural healing. Wounded ID Hours Incapacitated 4D Hours Medpacs Mortally wounded 1D Days The standard “first aid” kit in tile Star Wars universe, the medpac, contains a combination of healing medicines, Natural Healing syntheflesh, coagulants, body chemistry boosters, adrenaline Characters may have to heal naturally, which is both slower drugs, and computer diagnostic hardware to help treat seri­ and much riskier than bacta healing. Characters must rest a ously injured individuals who can't get emergency hospitalisa­ specified amount of time before they can make healing rolls, tion and bacta treatment. They are very common on battle­ and then have a specific difficulty to beat — roll the character's fields around the galaxy. When someone administers a medpac Strength to see if the character is healed. Treat all mishaps as to someone, they roll their first aid or Technical skill. penalties. The difficulty of using a standard medpac depends upon the Characters who are injured and are attempting natural severily of a patient's injury: healing are assumed to be doing virtually nothing but resting Degree of Injury Difficulty and ealing. A character who tries to work or exercise (or adventure) must subtract ID from his Strength when he makes Stunned Unconscious Very Kasy the healing roll at the end of his rest time. Any character who Wounded Rasy- opts lo "take it easy" and do virtually nothing for/ic/cc ttie time Incapacitated Moderate period necessary may add one die lo their .S'frerigifi roll at the Mortally Wounded Difficult end of the time required. If the medpac use is successful, the character is healed one Wounded characters must rest for three standard days. level: unconscious characters are revived, wounded characters When they roll, find the result on the chart below: are fully healed, incapacitated characters improve to {rounded. and mortally wounded characters improve to incapacitated. Strength Roll Result II the roll is unsuccesslul, tile character remains at the 2-1 Character worsens to incapacitated current level. If the roll misses the difficulty by more than 10 5-6 Character remains wounded points, the medpac has pushed the injured character's bodily 7- Character is fully healed functions to their limits, ami no nun e medpacs can be used on Incapacitated characters must rest for two weeks before mak­ that character for a lull standard day (24 hour period). ing a healing roll. A character can have multiple medpacs used on him, but each use gets more difficult. Tor every medpac applied in a Strength Roll Result standard 24 hour day, increase the difficulty of the medpac use 2-6 Character worsens to mortally wounded by one level. 7-8 Character remains incapacitated Example: A character is having a medpac used on him and he 9- Character improves to wounded is Wounded. The first aid difficulty is Easy If someone uses Mortally irounded characters most rest for one month ('.Vi another medpac on him and he is Wounded the normal difficulty standard days) before being allowed a healing roll. is Easy, hut since this is the second medpac in a standard day, the difficulty is me reused one level, to Moderate Strength Roll Result Once a medpac is used, it is fully expended ■— characters 2-6 Characters dies who expect to heal several characters must carry multiple 7-8 Character remains mortally wounded medpacs. 9- Character improves to incapacitated A character can use medpacs on himself, but suffers a -ID M e d icin es penalty in addition to any other penalties. Some characters will have to use medicines, either natural, Bacta Tanks synthetic or biogenetically engineered. These medicines may increase a doctor's medicine skill, add a bonus modifier to a Bucta is a specially formulated treatment liquid which pro­ character's roil for healing or reduce the amount of time that motes rapid healing and acts as a disinfectant. The attending the character needs to heal before making a healing roll. physician can use the tank’s computers to inject surface The most common medicines are included in medpacs and medicines into the bacta fluid, inject medicines into the blood­ "medicine hags," Most will increase a natural healing roll by stream or dispense them orally. one die, and/or shorten the period of time it takes to make a Characters must have the medicine skill to use a bacta tank healing roll by as much as hall. Medicines more powerful than (formallyknown as a rejuvenation tank). On most planets, only this are very expensive (two to three times the cost of a normal licensed doctors can administer bacta treatments, A Very Easy medpac — or more) and generally available only at hospitals medicine skill is necessary to use a bacta tank — regardless of or healing facillities. the wound level. If the roll is made, the cha racier will heal — it's

Star Wars ■ Second Edition 6 7 Cha£te^hreeM3asi^^echanics JTAI WAR r Armor Damage Chart Injury suffered by person (only for hits to area) Degree of damage to armor* Wounded Lightly damaged Incapacitated Heavily damaged Mortally wounded Severely damaged Killed Destroyed * Lightly dismayed armor loses one pip off its effectiveness. Heavily damaged armor loses one die off its effectiveness. Severely damaged armor is useless, but may be repaired. Destroyed armor is useless and may not be repaired. v Damaged Armor Most hand weapons, such as blaster pistols, vibroaxes and so forth, regardless of how much damage they cause, only resist As equipment is used in combat, it will sustain damage and damage with a body strength of 2D. Determine damage nor­ need repair. When someone wearing armor suffers damage mally, as il the weapon was an ordinary object. through a protected area, the armor is also damaged. Natu­ Weapon repairs and maintenance are explained in Chapter rally, the armor isn't damaged if the person is hit in an area that Four, "Attributes and Skills." the armor isn't covering. See the “Armor Damage Chart." Lightly dafnuged weapons lose - ID of their damage value Heavily damuged weapons lose-2D off their damage and add Damaged Weapons + 10 to all difficulties to use in combat. Weapons can be damaged in a number of ways, hirst, if hit Severely damgaed weapons cannot be used, hut may be in combat by other attacks, such as a light saber slicing through repaired. a blaster or vi bn weapon. Second, as the result of a mishap, a Destroyed weapons may not be repaired. weapon may be damaged. To repair arrnor and weapons, see the appropriate skill in [fa weapon is hit in combat, roll \is Strength to resist damage. Chapter Four, “Attributes and Skills,’’ 3.2 Combined Actions

Combined Actions A starship's captain may order all batteries to concentrate their fire on an enemy ship, or a squad’s commander may order Sometimes characters will work together to accomplish an his troops to charge a certain bunker. action — three or (our characters might decide to work to­ The commander must command each action that is to be gether to repair a damaged starship, or you might want to coordinated — for example, a commander could order his simulate the actions of several dozen gunners on a capital troops to concentrate fire on an Imperial Star Destroyer starship all firing at another starship. Commanding that action counts as an action. When characters want to work together to do something, because ol the structure of rounds (each character can only someone must "command" all of the other individuals doing take one action, then every other character takes an action, the action. The commander is normally the person with the then the first character takes a second action), it a commander highest command skill. When characters are commanded well, is going io participate in an action he commands, the troops they get bonus skill dice to accomplish something will often have to wait to take their action; if the commander is only telling the troops what to do and isn’t participating, the Commanding In Scenes troops can act after the commander has ordered the action. Commanding cart be done very easily in scenes. This is where one character is directing the actions of all the other Who Can Be Commanded workers; the commanding character can also participate in the Troops and individuals can only be commanded if three action, but rolls his command skill at -ID to reflect the fact that conditions can be met: he is both commanding and acting. • They are in direct contact with the commander (linked Example: Sew Republic General Airen Cracken is command­ through eomlinks or within voice range). ing the construction o f a temporary rope bridge In scene lime, this • They can all see the target of the commanded action. wilt take one hour. Cracken is not only commanding the troops, hut he is also coordinating — both his command roll and his skill • The target is at the same range tor all individuals to he for the bridge's construction are reduced by-ID since he is doing commanded (point-blank, short, medium or long) two actions at once. If he just commanded and didn ‘t help, he would roll his full Command Difficulty command skill to see how well he directed his troops. The commander must declare1 how many troops he is trying to command. The difficulty to successfully command the indi­ Commanding In Rounds viduals depends both upon the number of individuals being commanded and their average skill level. Commanding in rounds happens most often during combat

6 8 Star Wdrs ■ Second Edition , Chapter Three: Basic Mechanics

Command Difficulty Table Number of People Average Skill Levels Being Coordinated ID 2D 3D 4D 5D 6D 7D 8D+ 2 M M E E E VF VE VE 4 D M M M F E VK VE 6 D D \1 M M M E F 10 D D D M M M F F. 15 VD D D D M M M F 25 VD VD D D D M M M 40 VD VD VD D D I.) M M 60 H VD VD VD D D D M 100 H H VD VD VD D D D 150 H H H VD VD VD D D 250 II H H II VD VD VD D 400 H H H H H VD VI) VD 600 H H H H H if VI) VD 1000 II H II H H H H VD 1500 H H H H II H H H

Difficulty Levels: VF (Very Easy), F, (Fasy), M (Moderate), D (Difficult), VI) (Very Difficult), H (Heroic)

Kind the number of people the commander is trying to If the commander beats the difficulty, all of the troops were command in the left-hand column. If the number of troops successfully commanded — up to the [lumber of troops he doesn't match a level, go to the next lower number of troops. rolled for (a commander of 85 troops could only get the For example, a commander is attempting to command 85 coordination ol 60 since this is what he was forced to roll lor). troops, but since 85 isn't on the chart, go to the row iabeled 60. If the commander missed the roll, find the difficulty level Then find the average skill level along the top columns. If the which corresponds to the commander’s final roll. Then lake the people have different skill levels, round all * l’s and -2'sdown column, and move up the chart (fewer and fewer troops) until and find the average. you find the difficulty that matches how well the commander The result is how well the commander has to roll with his rolled. This is the number of troops successfully commanded: command skill to successfully order the troops the rest of the troops are ineffectual —■ they simply miss, don’t add anything to the effort, act on their own, etc. ------If the character didn’t roll the difficulty number but rolled in Figuring Averages the same difficulty range as the difficulty of the task, count up to the first ranking for that difficulty or a minimum of one row. Correctly figuring averages lor crew skills and weapon Example; Tirog is trying to command -40 troops with an damages is very important to maintain the balance of average skil! o f 511 Looking on the chart, this is a Difficult task. this system. The go me maste r decides that the difficulty is 18. To figure the average, round all the - i ’s and *2’s down. For example, a character with a skill of 4D-1 counts as only 4D when figuring the average — unless everybody else has 4D- 1. Gamemasters, use your judge­ Combined Action Bonus Table ment. For each different skill die code, multiply that mini her Number of People by the number of characters with that skill code. Being Coordinated Bonus Add all ol these numbers together, and divide it tav the 2 -ID total number of characters involved. 4 -2D Round this number down, and then you have your 6 ■ 3D average skill code! 10 +4D For example, TO troops with a blaster of 2D, 12 troops 15 • 5D with a blaster of 5D and 2 troops with a blaster of 8D are 25 >6D combining on an action. 40 1 7D First do the multiplication: 30 x 2 = 60. 12x5 = 60, 2 x 60 -8D 8= 16. 100 -9D Now, add them all together: 60 - 60 - 16= 136. 150 -10D Now divide this by the total number of characters 250 + 111) (44). 136 / 44 3.00. Round this down to get an average 400 -12D skill of 3D. ” " 60!) 113D Needless to say, it helps to have a calculator around 1000 • 14D when running these big battles. 1500 -15D \______:______' ______/ V______/

Star Wars » Second Edition 6 9 AJ.en Mon:* C scale.'' successfully command anyone since there isno there since anyone successfullycommand level). one of rnimimum a chart the up move to hashe was would to to have Tirog 25still thego first level, since Difficult Starfighter, Capita!(for Capital Ship) andDeath Star.To Damage, andDodge. a character with a it has a hull code of vehicles.2D If— does that you mean look it’s at only theas statstough as for a TIF lighter, you'll see that troops. level skill average 51) the for chart the on listed firstis Difficult wherever matches troops of number whatever commands Tirog thedifficulty. beat applies to just that roll. If the task has two rolls, such as hitting scale charts, the Deathbetween things Starlike X-wingsmightand havethe Death a Star. hullWithout codethe ol lOOD.and on thechart on ages rounding — + Is and-2s damagedown. codes, find the average of therolls. differentIt weapon the dam­ troops are usingin different combat and weapons then rolling with different damage, apply bonusto bothto Bonus Table." commanded, bonus the add “Combined the on dice Action 0 7 at^reaiWechanics hagte^Dree^asi^W If 11-15, rolls If Tirog an 15 in range,thehe commands Moderate 16 Ja rolls or If Tiror 40 troops.7, all but total,doesn thatis a commands Difficult still he higher, or IX rolls Tirog If If he rolls less than a f>. in the Very' Easy range, he doesn I doesn Very' he Easy f>.range, the a in than less rolls he If troops four commands he 6-10,tiasy range, the rolls inhe If hs chartsThese represent differences are vast used the to There are also six distinct scales:There areCharacter, three kinds Speeder, of scale Walker.charts that are in use: To Hit. Sometimescharacters will decide to shootat starships or If the task is resolved in one roll, like repairing a vehicle, it o thatNow know many successfully were you howtroops 3 .3 Scales — Strength it's up one level to 25 troops

ten X-wings). couldn’thave his troops split fire between three cruisers and different targets, and each target must be of basically the same together. number terminals the limitedare of by linked that be can work. h sm range. samethe mand as many troops as have weapons and have the target in dation of characters can work together while using sense and judgement. stamina streetwise, enforcement, law languages, running, pocket, pick add thathonus to their tohit find anddamage out rolls. how many troopsof coordinated are troops equally shooting among theat different targetseachthe target, tosame rangeand (or then the coordinated troops. Divide the number fire among five that slaughters were allkind inexample, (for the a commandersame could range, havehis troops splitlie more than one target: all fire mustbe split equally among the numbercanofwhopeople in get the ship and hands-on do priate gear), andrepair andprogramming skills v______can combine who actions people ofber based common on au,atoain batrdn, ogr, abig hd, stealth, hide, forgery, gambling, beastriding, astrogation, value, stroying the Death Star witha starfighter. differences and making it clearthat, unless who wantsyou can hit to roll 100D? that Thisis an easier way of showing the the left hand row (up/down). Find the scale ol the target on the include its scale. ence.each vehicle, starship arid weapon statistic listing will particular thermal exhaust port, you stand no chance of de­ To To do this, all targets mustbe within the same lire arc and Commanders can have their troops eoordinated to shoot at Combined actions have limits. A commander can only com­ Some skills can be combined in unusual ways: large groups The garnernaster should determine limitations for the num­ Some skills cannot be combined, including all you can get back to the story. to runhuge battles quickly systemand withoutis a quick lot of fuss,and dirty sohave — itseveral gives months you the to opportunityrecreatethan theif Battlethey are ofrolled Endor.Thisrealize individually. that troops using Alas, thissystem most aren’tof asus effective don't These scaleThese titles areself-explanatory, hut foreasy refer­ Find the scale of the thing thatis doing the shooting along Anyone witha strongmath background will quickly and Computer Computer programming and lifting, climbing lifting,climbing swimming. Combining Limits Combining Using The Charts The Using trhp repair Starship pitn Fire Splitting Caveat mountain( climbing with the appro­ efforts to hack through a system ______trWr ■ Edition Wars Second Star fot ae iie b the limited by are efforts search, con, intimi­ search,con, dodges, parrys. WAR ■STAI /

i Chapter Three: Basic Mechanics

column across the top. Kind where the row and column cross To Hit — that is the die cap. This chart is used when a character or vehicle of one scale When the dice are rolled to hit the target, any which come shoots at something of a different scale. If there is a “■—" on the upas higher than the die cap count as if they had rolled the die line, it means that the item cannot shoot at the scale in question. cap number. All "■> '"s on a die code count normally. Example: .4 Death Star-scale weapon can f shoot at anything Example: Tirol* is firing a blaster cannon on bis freighter (a smaller than a Capital-scale larget. Starfighter-scale weapon) at a speeder ( a Speeder-scale target). Bill finds the Starfighter row along the left side of the chart and reads it across to the Speeder-scale column (up-down columns) To Dodge and sees that Tirog has a die cap o f 1 When he rolls to hit. This chart is used when something of one scale tries to anything above that 4 counts as a 4. dodge against something rtf another scale. A means that the Tirog has a s t ars h i p gun n erv skill of 2D * 2. and the weapon has vehicle or character in question can't attempt to dodge the a lire control of 21)+1 dreg mils his skill dice, and gets a 2 and a attacker. 2 (this is his wild die; since it 's just a 2 and not a 1 or a (>. nothing Example: Tirog is driving an AT-AT Walker A speeder is Special happens). The fire control dice come up as a 2 and a 5 Since shooting at it. if Tirog tries U> do a vehicle dodge with the walker, the die cap is 4, the 5 counts as a 4. so his die total is ! i (.V-2+2+4). Ins die cap is 2 Greg can add +2 to for his starship gunnery, and adds another -1 horn the lire control, .so he has a final total of 14 to hit. To Damage When the speeder shoots back, Bill uses the same process. He This chart is used when something takes a hit from a iinds the Speeder row along the left side o f the chart and reads it across to the Starfighter-scale column ( up-dawn) and sees that its weapon ot a different scale. Kind the scale of t lie weapon on the lelt hand row. Kind the column across the top for the scale of die cap is a 6. Everything it rolls counts normally. the tiling that was hit. When wild dice and Character Points roll above the die cap, The number on the ieft ot the slash represents the die cap they also count as if they had rolled the number of the die cap. for the weapon; t tie number to the right of the slash represents Ifthedice roll as a 6, they count as if they had rolled t lie die cap, the die cap for the character or vehicle resisting damage. A1'-"on but they ore rolled again. the left means that the weapon can’t cause damage; a on the. Example: Going back to the previous example, with the die right means that I he weapon cannot resist damage. cap of 4, if Tirog is wild die bud come up as a ,5. it would count as .Some vehicles will have weapons of a different scale on a 4. If it carue tip as a ft, it would count as a 4, and dreg would be them — tor example, a speeder mighl have Character-scale able to roll the die again If Greg decides to spend a Character weapons mounted on it as well as Speeder-scale weapons. Point, if the die comes up os u I. 2, 2, or 4, it counts as u'hat it was When using the Character-scale weapons, use the Character- rolled. If it crimes up as 6 6 6 Capital — 2 2 3 6 6 Death Star — — — — 3 6 Scale Chart: To Dodge Character Speeder Walker Starfighter Capital Death Star Character 6 5 5 3 Speeder 6 6 5 4 2 — Walker — 2 6 2 — — Starfighter 6 fi 6 6 6 fi Capital — — __ 2 6 4 Death Star — — — — 3 6 Scale Chart: To Damage Character Speeder Walker Starfighter Capital Death Star Character 6/6 3/6 2/6 2/6 -/6 -/6 Speeder 6/3 6/6 3/6 3/6 1: 6 -/6 Walker 6/2 6/3 6/6 3/6 1 /6 -/fi Starfighter 6/2 6/3 6/3 6/6 3/6 -/6 Capital 6/- 6/1 6/1 6/3 6/6 1/6 Dealli Star 6/- 6/- 6/- 6/- 6/1 6/6

Star Wars • Second Edition 71 Cha^te^ou^Attribute^in^^kiJIs JTAI WAR

Chapter Four Attributes and Skills

Characters in the Star Wars universe have six attributes important to the game until the player decided to get some skill which describe their inherent abilities in certain types of tasks. in that area. Under each attribute are several skills. Skills are learner! Note that some crafty players may attempt to come up with abilities, which are based on a character's attributes; they some ridiculously powerful skills or specializations — fur cover a much narrower range of ability, hut characters with example. Imperial secret codes. Granted, this skill may exist, but training in skills are much better off than characters who arc to allow a character who isn't an Imperial to have this skill is an just using their attributes to do a task. easy way to throw game balance out the window. First, the player must give a reasonable, explanation as to When Do You Roll? how his character learned that skill. As gamemaster, you Characters (both player and gamemaster characters) roll always have the right to reject a proposed skill. You also have whenever they do something important and somewhat difficult. the right to give the character some unexpected complications When someone wants to walk to the corner store, they don’t from having this kind of skill. With Imperial secret codes, for have to roll. If it's something that anyone can do anytime, like example, maybe the Empire knows that this character has in­ turn on a light, don't bother with a roll. However, if there's a depth knowledge of Imperial security procedures, and decides chance of failure, the character has to roll to see how well he did. that he has to be “eliminated" because of this. Yes, this character gets the skill, but his life has just been made a lot Which Do You Use? more interesting ... it depends upon what the character is doing. First, read the Specializations skill rules to see if what the character is doing is covered by one of the skills. If so, the character rolls their skill dice. If they don't Many skills offer a number of specializations. See Chapter have any extra dice in that skill, they just roll their attribute. One. "Reginning Characters" and "Advanced Characters" for more information. Example: Tirog is going to try to pilot an A T-A T Walker. That type of action is covered by the walker operation skill, which is Advanced Skills based on l)is Mechanical a tin i bate Ttrog doesn'! have any extra Advanced skills cost doublet he amount of time and Charac­ dice in that skill, so he simply rolls Ins Mechanical dice (2D-2). ter Points to learn. Characters must have all the "prerequisite Other Skills skills" listed with the advanced skill in order to learn the advanced skill. In addition, characters are not allowed to use Not every character has every skill listed on their template. their attribute dice to roll an advanced skill check, but they are Most characters will have similar skills — almost every charac­ allowed to add their advanced skill dice to any prerequisite ter has blaster or starship piloting or streetwise — but there are skill cheek. also skills that few characters have — bowcuster for instance For example, a character with 5D in first aid — which could Sometimes a character will want to do something not cov­ mean 3D in Technical and 2D in the skill first aid — could learn ered by a skill. The gamemaster can simply assign the action to the advanced skill of medicine. But, when she used medicine, an attribute. If the player wants his character to get better at she would only roll whatever dice she had in the actual skill — the task, he can invent a new skill tor the character. if she has ID in medicine, that's all she rolls. However, when For example, what if the character wants to play nega-bal! to rolling a first aid check, she gets to add the medicine dice she win money to finance repairs to his ship? There's no nega-bal 1 has to her first me/and Technical dice — a total of 6D in this case. skill, but since the game involves a lot of running around the gamemaster decides that the character should roll his Dexter­ More Rules ity. If the player decides that he wants his character to get better at the sport, the gamemaster invents a nega-balt skill. Many of the skills require additional rules to use. All the Does this mean that the character will he the only one in the rules are listed in this book, in the appropriate sections. Skills galaxy with the nega-bail skill? No. In fact, other characters involved with combat, for example, are described briefly here, could have the skill — especially any professional athletes who but expanded upon in the "Combat" chapter. Vehicle skills and did this for a living. It's just that the nega-bcill skill wasn't starship-related skills are detailed in the appropriate chapters as well. All the.SYor Wars, Second Edition skills are listed here tor easy reference.

72 Star Wars ■ Second Edition TAR. Chapter Four Attributes and Skids ART M?ke VilH,rdi

The Attributes Strength gets winded very easily. Technical stands for “technical aptitude” and represents a Dexterity is a measure of your eharacler's in-horn eve-hand character's innate knowledge of how to repair, fake apart and coordination and balance. Characters with a high Dexterity are modify things. A character with a good Technical is an expert good shots, can dodge blaster bolts, can walk balance beams at taking apart Droids, fixing busted drive systems, and modi­ with ease and even make good pick-pockets. Characters with fying blasters to have a longer range. 7e(Vin/ea/also represents a low Dexterity are clumsy. a character’s abilities as a healer and doctor, his ability to set Knowledge is a measure of your character's ‘common sense" explosives, and his ability to figure out electronic security and academic knowledge. Characters with a high Knowledge systems. Characters with a low Technical have trouble chang­ value have a good memory for details, and know a great deal ing a power pack on a blaster pistol. about different alien races and star systems (and their plan­ ets). They often have a flair for languages, and know how to get things done in bureaucracies. Knowledge is used whenever a Dexterity Skills player wants to know how much bis character knows about a certain field. The difficulty depends upon how obscure the Archaic Guns information is and how much the character knows about the Time Taken: One round subject in general. Used to fire any primitve gun. including black powder Mechanical stands for “mechanical aptitude" and repre­ pistols and muskets. This skill is only common on primitive sents how well a character can pilot vehicles and control live technology worlds. mounts (like Banthas and Tauntauns). A character with a high The difficulty is based on range, which is listed with the Mechanical is going to take naturally to driving landspeeders, weapon's description. (lying cloud cars and piloting X-wing starfighters and ships like the Millennium Falcon. A character with a low Mechanical has B la ster a lot of minor accidents. Time Taken: One round Perception is the character's ability to notice things, both Used to fire any blaster weapon that can be held and carried about his surroundings and other characters. Characters with by one character. This skill covers hokl-out blasters, blaster a high Perception are puick Lu spot hidden objects or people pistols, blaster rifles, repeating blasters and anything in be­ hiding behind a corner. They are also good at convincing other tween. This skill does not cover fixed blasters or multi-crew people to do favors for them, tricking or conning others, and weapons (this is covered under blaster artillery), weapons bargainingtoget a good price lor goods or services. Characters mounted on vehicles (covered under the vehicle blasters skill), with a low Perception get lost a lot. or starship weapons (covered under starship gunnery, a Me­ Strength is a character’s sheer physical strength, endurance chanical skill). This rovers only Characler scale weapons. and health. Characters with a high Strength can lift heavy- The difficulty is based on range, which is listed with the objects, are good at resisting disease and injury and can push weapon's description. themselves to great physical feats. A character with a low

Star Wars ■ Second Edition 7 3 Chapter J our: Attributes and Skills ■

Blaster Artillery The difficulty is determined by the gun's range, which is Time Taken: One round or longer listed with iis description. [ ised to fire any fixed, multi-crew heavy weapon, such as : he G renade heavy weapons used by the Rebel Alliance at the Baltic of Hot h or fixed Ion Cannons used from a planet's surface. This skill 'Time 1'akvn: One round covers Speeder. Walker, Starfighter and Capital scale weap­ This skill is used to accurately throw grenades. Success ons. means the grenade hits the location it was thrown to. Failure means it bounces to another location. The difficulty is based on range, which is iisted with the This skill also covers round, thrown objects like rocks, weapon's descriplion. halls, and similar objects. B o w ca ste r The difficulty is determined by the grenade's range, which Finn1 Taken: One round is listed under its description. Used to fire the Wookiee bowcaster. an unusual weapon Lig h tsa b e r normally only List’d try Wookiees. Time Taken: One round The difficulty is based on range. which is listed will; 1 fit’ t'sed primarilly by Jedi Knights, the lightsaber skill is dan­ weapon's descripl ion. gerous for tile unskilled. If an attacking character misses the B o w s dilficulty number (the base difficulty: not their opponent’s Time Taken: One round parry total) by 10 or more, then the character has injured Used to fire any bow-tvpe weapon (excluding Wookiee himself with the weapon and rolls damage1 on himself. boweasters. covered under the han't e/.sterskLn. inrind ini'short Melee Combat bows, lout' bows and crossflows. This skill is unusual except tin low technology planets. 'Time Taken: One round The diflieuity is based on ranee, which is listed wit hi the ['his skill is used whenever one character attacks another in weapon’s description. hand to hand com fiat wit ft weapons, including vibroaxes, gaderfiii sticks, bayonets, chairs, clubs, blaster butts and Brawling Parry any tiling else of this nature. This skill does no! cover lightsabers. lim e Taken: One round Tiie difficulty is determined by the type of weapon, as iisted Used to parry another character's attack in hand to hand under the description of cacti weapon. combat when both characters arc unarmed. Melee Parry D o d g e Time Taken. One round Time Taken: One round A character with this skill uses a melee weapon to parry This skill is used to dodge any ranged weapon, including ■mother melee weapon or brawling combat attack. blaster fire, grenades, bullets, arrows and any other weapon Missile W eapons used at a distance. Time Taken: Less than one round or longer Fire arm s This skill covers all non-energy Character-, Speeder- or Time Taker a One round Walker-scale missile weapons, including grappling hooks, gre­ This skill covers all guns which fire bullets, excluding ar­ nade launchers, and personal proton torpedo launchers. chaic guns. Weapons covered include pistols, rifles, machine The difficulty is determined by the range of the weapon, as guns, assault rifles and any other primitive guns. lisled under the description of each weapon. Pick Pocket 'Time Taken: One round This skill is used to pick the pockets of others, or to palrn objects without being noticed. When a character makes a pick pocke! attempt, the victim makes an opposed Perception rod. See the ‘‘Pick Pocket Modi­ fier Chart."

R u n n in g Tune 'Taken: One Round or more Any movement over hall-speed is covered by running. See Chapter Five, "Movement'’ for more information.

Thrown Weapons Time Taken: One round Covers any primitive thrown weapons, such as spears, knives, and slings.

Vehicle Blasters Time Taken: One round This skill covers all vehicle mounted weapons of Speeder or Walker scale. It also covers Speetler or Walker scale weapons mounted on starships.

7 4 Star Wars ■ Second Edition Chapter Four: Attributes and Skills

r Pick Pocket Modifier Chart Modifiers: *10 or more to pick pocket's roll Huge, congested crowd. The target is constantly being jostled by nearby street traffic. +5 to pick pocket's roll Crowded conditions, such as aboard a public transport. +5 to target’s roll Light crowd, with lew distractions. + 10 or more to target’s roll Wry small crowd. +5 to pick pocket’s roll Minor distraction such as a nearby speeder accident, alarms horn speeding emergency vehicles, street performers, etc. + 10 ui more to pick pocket’s roll Major distraction, such as a heated blaster battle, being at a loud concert, an accident immediately in front of the target, etc. +5 to pick pocket's roll Darkness Pick pocket rolls higher than the target by:

21 + Target won't notice missing item until thief is well out of sight. 10-20 Target will notice missing item after a couple of minutes: the pick pocket will have several rounds to dive into ‘ tie crowd. U-lh Target will notice missing item alter lYiree rounds. 6-10 Target will notice that the item is missing the next round. U-b The object is snagged on material or somehow still held by the- target. F,ach character must make another opposed roll next round, or the pick pocket can choose to release the item this round, unnoticed. Target rolls higher than pick pocket by: 1-5 T’tm target will feel the pick jrocket’s hand rummaging through his pocket. The target will be able to react next round. fi-tn The pick pocket gets his hand caught in the target’s pocket; the target notices immediately, The pick pocket must make a Easy pick pocket total next round to remove his hand; the target can react as he sees fit. 11-15 The pick pocket gets his hand caught in the target's pocket; the target notices 1 turned lately. The pick pocket must make a Moderate pick pocket total next round to remove his hand; the target can react as he sees fit.

16* Caught!! The target knows the thief is coming before the attempt and can prepare for the robbery.

Knowledge Skills Secondly, the ski II can also be used to find out what informa­ tion a bureaucracy has on file. The difficulty depends upon Alien Species how restricted the information is: Time Taken: One round • Very Easy — Available to all. Finding out how much you owe This skill involves knowledge of any sapient species outside on your starship. of the character’s species. For Human characters, it covers alt • Easy— Available to most people. Finding out which ships are non-Humans; for Wookiees, the skill covers a 4 non-Wookiees. in port, This skill includes knowledge of customs, societies, physi­ cal appearance, attitudes, philosophy, special abilities and • Moderate — Available to anyone who qualifies. knowledges, and other areas of reasonable knowledge. • D ifficu lt — Somewhat restricted. Finding out how much Bureaucracy someone else owes on their starship. Finding out how to legally get your ship out of an impound yard. Time Taken: One round to several days This skill involves a character’s knowledge of bureaucra­ • Very Difficult— Very restricted. Who to bribe to illegally get cies and their procedures. This skill can be used in two ways: your ship out of an impound yard. Getting permission to make First, the character can use this skill to determine whether an emergency landing in the middle of a busy intersection. ornoUhc character knows whatto expect (row a bureaucracy. Modifiers: For example, if a character needs to get a permit for his blaster, • How common or unusual the request is. Bureaucracies have asuccessful skill check would mean he knows what forms and smooth procedures for handling common problems; an un­ identification he needs, who he would have to talk to, how long usual problem often causes a fair amount of confusion and the process might take and some short cuts he might he able delay. to take.

Star Wars ■ Second Edition 7 5 OTa^te^ou^Attributes^ar^ ■fTAI WAR

Very common problem: no modifier B u sin e ss Reasonably common: <5 modifier Time Taken: One round to one day The character has a working knowledge of businesses and Unusual request: +10 to difficulty business procedures. A character skilled in this knowledge Very unusual request: +15 or more to might want to run their own business, or knows how to difficulty. convince a warehouse manager to give him a tour of a facility • If the bureaucracy is well funded, has good morale, or is truly or to allow him to “borrow" a few tilings in an emergency. dedicated to meeting the needs of those who use it, add +5 or Characters with a strong business skill know flow much it costs more to character's roll, if the bureaucracy is poorly funded or companies to produce goods and will be able to negotiate for of low morale, add -5 or more to the difficulty. If the bureau­ good prices direct from a company or distributor. The charac­ cracy is very corrupt or doesn’t care about providing services ter probably has several contacts in the business world and add +10 or more to difficulty unless the character bribes or can get special favors done for them if they are somewhere “brown-noses" the right people. The better the bribe or the where the company has a lot of power. brown-nosing, t lie higher the modifier for the character. Finding out information about businesses presents similar difficulties — most stores, shops, and markets are Easy to • Add +5 or more to the character's roll if he is well known and figure out. while factories, service facilities, and public works well liked, and the bureaucrats have good reason to help the range from Moderate to Very' Difficult depending on their com­ character. For example, Luke Skywalker asking a New Republic plexity and how much their workers/’owners, supervisors want general for assistance. to hide the information from t he public, An Heroic business task • No modifier if the character isn’t well known and the bureau­ would be trying k> find out how much Jahbathe Hutt is making, crat has no reason to want to help the character — but no or what industries Emperor Palpatine has special interest in. reason to hinder her either Cultures • Add +5, -10 or more to the difficulty if the character is a known troublemaker, nuisance or criminal. The modifier applies if the Time Taken: One round to one day character is affiliated with an organization that has that repu­ Tins skill is knowledge of particular cultures and common tation. For example, if Tirog has had several run-ins with the cultural forms (primitive tribal civilizations tend to be very officials on Tatooine, when he goes to Tatooine again, he will similar, for example). This skill allows a character to determine suffer at least a -10 difficulty modifier when he tries to get how he might he expected to behave in a particular situation anything done. Another example might be if Tirog is working or among a particular group of individuals. The more obscure for Tagge Mining Corporation and goes to the mining world of the information or culture, the higher the difficulty. Resero — the bureaucrats have never heard of Tirog, but This skill can be used for cultures of one’s own species or for Tagge causes many problems for them, so Tirog would again those of other species. suffer a difficulty modifier because of who he is representing. Intimidation II the character succeeds at the roll, the character will get Time Taken: One round whatever he needs done (within reason) in a short amount of The character’s ability to scare or frighten a not her. Through time — up to half the normal lime. If (he character tails, the this fear, ihe character can force others to obey commands, process will take as long as normal, or longer if the character reveal information they wish to keep hidden, or otherwise has drawn undue attention to himself. The character might manipulate individuals. even be arrested on a trumped up charge if he has been intimidation is normally dependent upon a character's physi­ particularly obnoxious. cal presence, body language or force of will to be successful. Remember, not everything is possible for everyone. Bullying, Some characters use the threat of torture, pain or other bribing, or rolling really high against a low-level bureucrat will unpleasant happenings to intimidate others. not allow you to find out when the Star Destroyer is leaving orbit. He just doesn’t know and doesn’t have any way ol finding out. “And now. Princess, we will discuss the location of the hidden The best he’ll be able to do is lead you to someone who might. Rebel base." — Darth Vader Characters resist intimidation with theu /Hporccrskill, Modi­ Intimidation Sample Modifiers fiers to the skill roll can be found on the “Intimidation Sample Modifiers" chart. Intimidator is threatening target with physical violence (and is Languages either armed or has superior strength) +5 Time Taken: One round Intimidator is obviously much The common language of the Known Galaxy is Basic. Most more powerful -10 people speak it; if not as their main language, they are at least Target is totally at the mercy fluent in it. Virtually everyone can understand it. However, of intimidator -15 some areas of the galaxy are so isolated that Basic is rarely spoken, and some aliens can’t or refuse to speak Basic. For Modifiers to the Difficulty include: example, Wookiees can understand Basic, but, because of file Target has the advantage -5 structure of their mouths, cannot usually speak it. Ewoks do not normally understand Basic, but can learn it fairly easily. Target is in a position of greater strength +10 The languages skill is used to determine whether or not a Target can not conceive of danger character understands something in another language. If the from intimidator +15 character wants to say something in a language in which he V______/ isn’t fluent (see languages specialization), increase the diffi­

7 6 Star Wars ■ Second Edition .Chajote^ Four: Attributes and Skills

culty by two levels. difficulty checks on a specific language is considered fluent in The base difficulty depends upon how similar the language that language and no longer has to make languages rolls to see is to Basic: if fie understands the language.

• Very Easy — Dialect of Basic, uses many common slang Specialization words or phrases. Characters may specialize in a specific language, such as •Easy — Common language related to Basic. Wookiee, Huttese. or Astromech Droid, Once the character has » Moderate — Common language, hut not related to Basic 5D in the specialized language, the character is considered fluent (Huttese). in the language and no longer has to make rolls to understand anything in that language. However, if the character is attempt­ •difficult— Obscure language, not related to Basic (Wookiee), ing to understand unusual dialects or seldom used words of that • Very D ifficu lt — Extremely obscure language, such as one language, he canusethecharacter’s specialty language as a base unique to a culture that has never been contacted before or a instead of Basic in order to get belter modifiers. For example, a “dead'' language; language that cannot be pronounced by t tie character fluent in Huttese trying to understand a dialect of person trying to understand. Huttese will have a much easier time than a character who only • Heroic — l.anguage where many concepts are beyond the knows Basic, A character who is fluent in Basic might need to character's understanding or experience. May include musical make a skill roll to understand technical or unusual terms — he languages or languages dependent upon intricate body lan­ should roll his Knowledge»5D versus whatever modifiers and guage. difficulties the gamemaster sets. Game master note: Certain characters, like Luke Skywalker Modifiers: or Han Solo, know more languages than one would expect. Han +10 or more to character's roll — Language is very simple in travels around the galaxy a lot, but how can he know Wookiee, structure, and expresses concepts common to character's Unit, and, probably, several more languages fluently':’ And experience. Luke comes from a planet with at least three separate lan­ guages in use (Basic Jaw'a. and Tusken Raider). How do they +1 to +5 to character’s roll — l.anguage has simple structure know all these tongues'.’ and has many common concepts. If you have a player who wants to come from a world where No modifier— Language is intricate, but most beings will have lots of languages are spoken, or from a background that common experiences and ideas. involved her travelling around the galaxy, you might want to +1 to+5to difficulty — Language is complex arid structured in give them a "break" on learning their initial languages. Cut the an unusual manner. cost for such characters in half or even in thirds. Give them a few "extra” language dice This is okay as long as you don't do +$ to +10 to difficulty — Language is extremely complex, and it for everyone all the time, and make sure that knowledge of has many ideas that other species and cultures don’t readily the language won’t seriously unbalance the campaign. understand. Law Enforcement +11 to +20 or more — Language is so complex or unusual that ideas don't readily translate. Time Taken: One round The character has knowledge of law enforcement tech­ +10 or more to character’s roll — Idea is verv simple. "No.” niques and procedures. Because of this, the character knows “Yes.'’ ' how7 to deal with the authorities and may be able to persuade +1 to +5 to character’s roll — Idea is simple. "1 have a bad a customs olticial not to impound a ship, or not arrest him for feeling about this.” "Landspeeder — only 1500 credits." a minor offense. Characters will also be knowledgeable about No modifier — Idea is of average complexity. "We're out of laws. By making a successful skill check, the character will ammo.” “The generators are about to overload; explosion is know whether or not bribery, resistance or cooperation is imminent." advisable under particular circumstances. This skill covers major laws — New Republic or Imperial — and their underlying +1 to +5 to difficulty — Idea is of above average complexity. principles. Some p anets tiave very unusual legal systems and “The stormtroopers are going to be charging over that ridge in customs. Specialization is required to have knowledge of indi­ 10 minutes." "3000 credits for the ten blasters, plus a crate of vidual planetary systems’ law enforcement. blaster power packs, and I'll give you my word that 1 won't tell anyone what a great deal you gave me." Planetary Systems *6 to +10 to difficulty Idea is complex. “When the shield Time Taken' One round generator drops, Red Squadron will go for the ion cannons This skill represents a character’s general knowledge of along the hull, while Blue Squadron will concentrate their fire geography, w'eather, life forms, trade products, settlements, on the bridge. Until then, try to defend each other from ihe TIE technology, government and other general information re­ fighters," garding different systems and planets. The base difficulty is based on how obscure the system is: +11 to+20 or more to difficulty — Idea is very complex. "From a sociological point of view, the culture of the Ithorians is • Very Easy — System that everyone has heard of and knows wholly dedicated to to the metaphors of their first great poet something about, Coruscant, the former Imperial capital and and philosopher, Tiethiagg. His aptitude for understanding the the capital of the New Republic. Fndor since the Battle of unique herd culture and how it related to the individual, and Endor, Alderaan. Corellian system. how each Ithorian had to contribute to the health of the planet • Easy— Systems that most people will have heard of, but they as a whole will only know one or two things about. Kcssel has spice mines, fluency; Any character who makes 10 Difficult (or greater) l.ianna is the home of bienar Fleet Systems.

Star Wars ■ Second Edition 7 7 Chapter tour: Attributes and Skills,

• Moderate — Systems that the average person might have • M oderate — Any service which involves considerable risk, heard of, but they probably know nothing about. Sullusl, home or finding a good which is both illegal and well regulated of the Sullustans. Kashyvyk. the Wookiee homework!. Finding a blaster on a planet where they are very carefully regulated. Hiring someone to sneak you off a planet when • D ifficult — Very obscure systems that most people will never have heard of. or mavhu they’ve I tear d of it but have no You're t lie sul licet of an im perial manhunt. Knowing w tie re the interest in learning anything about it. Bespin. (Juestal. best smugglers, thieves or oilier type of criminal might he hiding out. • Very Difficult — System that very few people have ever ■ D ifficu lt — Finding someone with a very unusual skill, or hoard of, and even then, only a small percentage know any tiling of it beyond its name. Dantooine. Ord Mantel!. Tatooine finding a good that is very expensive, dangerous or carefully before Luke Skywalker became famous. controlled. ■ H eroic — System that almost no one has ever heard of. The • W r y D ifficu lt Finding a speciik: crim inal who is in hiding. system may not even be on the star charts or be officially Finding a good oil a world where possession is an automatic registered. An unexplored system that might have been visited death penalty'. by traders. Ilagobah. Hoth. Yavin. Tudor before the Bathe of • H e r o i c Finding an extremely rare good which normally Lndor. wouldn’t be available, even under the best of circumstances. Modifiers: Finding stolen TiF. lighters. Arranging a personal meeting with A basic modifier is dependent upon how obscure t he inior Jabba the Hutt — when he isn’t expecting you. mal ion is: Modifiers: IVn modifier— Information is very common or easily fig­ - 1(1 or more to the player’s total — There is almost no law ured out from quick observat ion. Ail natives and most visitors enforcement on the planet. know this. Dagobah is a swamp world without any advanced No modifier — There is moderate law enforcement; the settlements. The only reason to go to Tatooine is Mos F.isley local law may look the other way as long as crim inal activity Spaceport and Jabba the Hutt's crime syndicate isn't obvious or dangerous to t lie local government or general p u b lic . + 1 to -5 to difficulty — Information is common, but re + 1(1 or more to the difficulty — There is very strict law quires some observation or investigation. Ail natives will know this: many visitors might. Cloud City is powered by custom enforcement, '[’lie world is under martial law or lias no toler­ designed repulsoriift generators. The basis of Cornseant s ance lor crim inals. economy is the huge bureaucracy. + 10 or more to the difficulty — The character has never +(> to t 10 to difficulty — Information is obscure and re­ been to the planet before or has no contacts in the area. The quires detailed observation. .Most natives know Ibis inlorma character knows none of the local customs, may not know I he tion, but most visitors don't. Tatooine is populated by a hostile language, or may not know who to bribe. speck's known as Tnsken Raiders. Kashyyyk's lowest eco- + 1 to +9 to (he difficulty — The character has been to the leveis are extremely dangerous. planet before but has no conlacts. or the character lias a +1 I to +20 to difficulty — Information isn’t well known and cnotact but doesn't know the local traditions or customs. many nal ives may not know this. Significant observation and No modifier— The character may have a minor contact and investigation is necessary to turn this up. In Cloud City. Lando at least knows what mil to do in common circum stances. Calrissian siphoned oft a small portion of Tibanna gas to ( 1 to - 9 to the character’s total The character is known produce spin sealed Tibanna gases for blasters. Hoth is popu­ in the area, or has some contacts. lated by dangerous predators called Watnpas. -(10 or more to the character's tot til— The character is well (21 or more to difficulty — Only a select few individuals known and liked by the local underworld. He is known as know this. The intormation is restricted or not well distributed reliable and trustworthy (as crim inals and the'r associates go). to the galaxy at large. Before the Bailie of Yavin. knowledge that Yavin was the site of the main Rebel base. + 10 or more to the difficulty — The underworld doesn't (rust the character because he has turned in other crim inals or S tre e tw ise is known to work for the local law. Time Taken: One round to one day or longer No modifier — The character is local, or is a recent arrival, A character uses this skill when he wants to make a coni act hut is discrete and hasn't given anv cause to be suspected. in the criminal underworld, purchase illegal goods or services, or find someone to do anything illegal. +5 or more to the difficulty — The character is known or This skill also reflects knowledge of specific criminal bosses, believed to work for a rival, enemy crim inal organization. such as Jabba the Hutt or Talon Karrde, and their organizations +5 or more to the character’s total — T h e c h a r a c te r is and activities. known or believed to work for a sympathetic crim inal organi­ The base difficulty depends upon how common the service zation, or at least one that is not a competitor. or good is or flow hard it is to find the person: Survival • Very Easy - ■ Things I hat are fairly easy to find under most circumstances. A hlaster on a planet where blasters are illegal Time Taken: One round when used for knowledge or read­ but not well regulated. A bounty hunter on a ‘'crime world." ing to danger; one hour or more when looking for necessities. This skill involves knowing how to survive in hostile envi­ • Easy — Things that arc easy to find, but normally require ronments. including deserts, jungles, ocean, forests, asteroid some discretion or careful invest i gat ion. Find [rig a rep res cut a. - belts, volcanoes, poisonous atmosphere worlds, mountain tive of a well known criminal organization. Hiring someone to and other dangerous terrains. steal some goods for a good price.

7 8 Star Wars ■ Second Edition ■ Chapter Four: Attributes and Skills

The skill can also be used for a general information roll — “What does the character know about this environment?" — and it can give clues as to how best to deal with native dangers. It the character is in a dangerous situation, if the player doesn’t know what to have tiis character do, I he player may roil the sura fun/ skill to see if the character knows what to do. When a character is in a hostile environment, the character maymakearoll to find the necessities of life: shelter, food, water, herbs and roots that can be made into medicines, and so forth. When the character makes a survival roll, have them roll based on the difficulty: • Very Easy — Character is intimately familiar with terrain type (Luke on Tatooine). • Easy — Character is familiar with terrain type (Leia on Endor). • Moderate —■ Character is somewhat familiar with terrain. May have briefly visited area before (Han on Moth). • Difficult — Character is unfamiliar: first time in a particular environment (Admiral Ackbar on Tatooine). • Very Difficult — Character is completely unfamiliar with situation (Leia inside a Space Slug). • Heroic — Character is completely unfamiliar with situation and has no idea how to proceed (Any character who doesn't know where they are).

V a lu e Time Taken: One round This skill covers a character's ability to gauge the fair market value of goods, based upon the local economy, the availability of goods, their quality and other market factors. The character can also gauge specific capabilities of and modifications made to goods with regard to performance. • Very Easy — Knowing that a new1 Astromech Droid should cost about 1000 credits. • Easy — Knowing that a new freighter, equipped with heavy- duty weapons, should cost about 35,00(1 credits, and could probably stand up to a slower starfighter, but not a customs ship. 1Moderate — Figuring out how much a modified freighter is worth, and how much better (or worse) the modifications completely exhausted and must rest double the normal length make it. of time. If, as a result of failing the stamina check, the character •Difficult— Knowing howmuch an Imperial prototype weapon would have suffered any damage, the character suffers one was worth and how effective it was. worse level of wound as a result of pushing their body far beyond its limitations. •Very Difficult — Determining flow expensive it should be to hireacrack pilot to fly an imperial blockade ... when he knows the risks. Mechanical Skills

' Heroic — Coming up with a market price for a product in a Archaic Starship Piloting hurry—one that isn’t normally "on the market” (tiespin. a Star Destroyer, a Rebel Princess to be sold to the Empire). Time Taken: One round This skill allows characters to pilot primitive Or/on-style W illp o w e r and other more basic starship designs. While these vehicles Time Taken: One round are seldom used In settled areas, they can be encountered on Acharaeter's strength of will and determination. Willpower frontier worlds or planets that have just developed space is used to resist intimidation. travel on their own. Also, when a character fails a stamina check, if the character Astrogation can make a willpower check at one higher level of difficulty, they can drive themselves on through sheer willpower, A 77me Taken: See astrogation rules in Chapter Six, "Space character doing this will have to make a willpower check as Travel." tiflen as they would normally have to make a stamina check, This skill is used aboard a starship to plot a course from one star system to another. with all checks at one difficulty level higher. Once the charac­ ter fails a check or stops pushing himself, the character is

Star Wars ■ Second Edition 7 9 Cha£ter^Four^ttributes^and^kiM 5| -STAI WAD

Beast Riding r Time Taken. One round Decoder Roll Chart This skill is used to ride any live mount. Unlike vehicles, Coder's roll is > animals will sometimes resist being told what to do. Each decoder’s roll bv: Decoder learns: animal has an orneriness code. When a character mounts a riding animal, the character makes an opposed roll against the fi Nothing can be made oul animal's orneriness code. If the character rolls higher than the 1-5 Decoder makes out wrong animal, it does as he wishes. If the animal rolls higher, find the message results oil the chart below. The character must make another opposed roll whenever Decoder's roll is > the animal is exposed to a dangerous situation or a situation coder’s roll by: Decoder learns: which could scare the animal — being involved in a battle, 0-5 One or two garbled passages encountering a ferocious predator, being surprised by a sud­ 4-6 About one-quarter of the den storm or an incoming starship are examples of when a information in the message character would have to make a control roll 7-1(1 About half of the information in Animal rolls higher than character by: the message 21+ points — Animal bucks rider. Roll the animal's St re ngtft versus the character's Dexterity — il the animal rolls higher, 1U The entire message is unscrambled the character is thrown to the ground. The animal will trample: the rider it there is no immediate threat: otherwise, it will run • Very Posy— Listening in on a known, registered frequency to safety. (Public communications, corporations). 16 to 20 points — Animal bucks rider and runs to safety. It • Tatty — Listening in on a specific private frequency (Corpo­ will not attempt to trample the rider. ration, low-security govern merit communications, such as 11 to 15 points — Animal re I uses to follow riders command emergency services). and runs to safely. The rider may regain control by making • M oderate — Listening in on a somewhat sensitive commu­ another beaut riding roll and beating the animal's total by 5 or nication frequency, such as local governments, sensitive busi­ more points. nesses or security conscious individuals. 6 to 10 points — Animal stops moving and refuses to move • D ifficu lt — Tapping professionally secure channels like for the rest of the round or the next round. lower-level Imperial or higher level police bands. 1 to 5 points — Animal stops moving and refuses to move • Very Difficult — Listening in on higher Imperial channels, or for the rest of the round high ranking government channels. Capital Ship Gunnery • H eroic — Listening in on a top-secret Imperial, Rebel or New Time Taken One round Republic frequency. This skill covers the operation of all Capital-scale starship If the signal is coded, the communications specialist must weapons. also make a decoding roll Some broadcasting devices have coding die. codes — roll that and the broadcaster's communica­ Capital Ship Piloting tion skill to determine how difficult the message is to decode. Time Taken. One round By comparing the results on th.: "Decoder Roll Chart", the This skill covers the operation of large, combat starships communication specialist may learn none, some or all ol the such as Imperial Star Destroyers, Corrocfc-class cruisers, message. Corellian Corvettes, torpedo spheres and ottier ships in this Please note that some messages will also have code words class. These ships normally require huge crews for efficient — for example. Loruscant might be referred to as "Dewback” operation, and thus the skill emphasizes both quick reflexes in a message — at this point, the characters will only know and disciplined teamwork. what was said about "Dewback" and they will have to find some other way of finding out what "Dewback" is. Capital Ship Shields Time Taken: One round Ground Vehicle Operation Tliis skill covers the operation of shields for all Capital-scale Time Taken: One round starships, both military and civilian. These types of shields normally This skill covers the operation of primitive wheeled and require large, coordinated crews for efficient operation. tracked land vehicles, including personal transportation cars and bikes, cargo haulers. Some military vehicles also utilize Communications wheel or track technology. This skill is seldom needed on Time Taken: One round modern worlds, but this technology is very common on primi­ This skill covers the use of subspace radios and comlinks. tive worlds. While operation of communication devices are normally very easy tasks, this skill is often used in order to descramble enemy Hover Vehicle Operation codes, and find frequencies of enemy transmissions. This skill Time Taken: One round is also useful if a character wishes to send or receive a signal This skill covers the operation of primitive hover vehicles, with an intervening natural hazard, such as a gas cloud, heavy- which are dependent upon generating a cushion of air for magnetic fields or locations with a high metal content, which operation. These vehicles are genearlly unwieldy, but they are disrupt communications. used on many primitive worlds and are sometimes used for The following difficulties are for finding a specific kind of specific military applications. These vehicles are also used on frequency:

8 0 Star Wars ■ Second Edition Chapter Four; Attributes and Skills

planets with unusual gravitational fluctuations or other quirks -20 Planetary or moon-sized natural body which interfere with repulsorlift operation *20 Death Star-scale ship Powersuit Operation *30 or more .Stellar object (star, nebula, black hole, etc.) Time Taken: One round If the sensor operator beats the difficulty by 10 or more Powersuits are devices which enhance a person's natural points, lie is able to ferret out the ship’s transponder code, and abilities through servo mechanisms and powered movement. call up the ship’s registry on his computer records. However, These suits are often used for eon struct ion or cargo movement BoSS doesn’t release the identity of every transponder code to work wherever industrial Droids are neither practical nor just anyone — many ships, especially undercover military desireable, This technology has also been adapted to the Zero- vessels, will have falsified transponder identities. Of course, if Gee Stnrmtrooper (spacelrooper) battle suits the ship has a false transponder code, this information can be worthless anyway. Repulsorlift Operation Tune Taken: One round Scanning Planets The character knows how to operate common repulsorlift It is much more difficult to scan planets than open space — (or antigrav) cralt, including landspeoders, airspeeders, the energy given off by a planet’s geothermal functions, any speeder bikes, skiffs and sail barges. civilizations and other prominent energy sources provide an overwhelming amount of data, while atmosphere and radia­ S en so rs tion may distort sensor images. For this reason, planetary Time Taken: One round scans can normally only scan a portion of a planet at a given This skill allows individuals to use sensors to (read lifeforms, time, determine vehicles, pick up energy readings, get long-distance T he basic difficulty depends upon flow much of the planet visual readings, etc.). is being scanned, No more than half a planet may be scanned One scanning roll can be made per round. When a scanning at a time simply because the sensors are straight-line only — roll is made, the character delects everything that he rolled while many geological factors, such as atmosphere ami grav­ well enough to notice, and missed everything that he didn't roll ity, will be relatively constant everywhere, other things, such well enough for. as population centers, geography and natural resources, will Sensors can perform two distinct tasks: detection and identi­ vary dramatically. fication. When a sensor defect's something, it means that it lias T he normal procedure is In make a general scan of the noticed the object, hut cannot identify exactly what it is. When planet to determine basic characteristics, and then do increas­ a sensor identifies something, that means that the senor identi­ ingly tighter focus scans to determine information about inter­ fies the type of ship or object (for example, telling the difference esting landmarks. between a YT 1300 tranport and an Imperial Star Destroyer). • Very Easy — An area one square kilometer or less (a smalt The base difficulty to find a ship with sensors depends upon town) the mode the sensor is in; the ship must lie within a sensor's areaol scanning to he detected • Easy — An area 100 square kilometers or less (a moderate- size city) Sensor Mode Detect Identify • Moderate — An area 1000 square kilometers or less Passive Moderate Very Difficult Sweep Easy Difficult • D iffic u lt— An area one million square kilometers or less (an Scan Easy Moderate average size nation) Focus Very Easy Easy • Very Difficult — An area 100 million square kilometers or Modifiers: less (a small continent) Adds to difficulty: • H eroic Half of a planet + lDor more Sensor masks The level of information the character is scanning for affects +5 (To identify only) Sensor decoy (detects the scanning difficulty: it is very easy to find major landmarks both ship and decoy as ’ real’’ unless such as continents and navigation beacons, while it is virtually difficulty is beat) impossible to find a hidden military base, unless the scanner knows exactly where the base is. *3 Target ship's sensors are in puss me mode Modifiers: *15 Target ship is running silent Adds to scanning difficulty: *10 (To identify only) Jamming +5-20 (depending upon situation) — Looking for telltale energy emissions, such as emissions from spaceships. *10 Ship is hiding behind planet or other + 10 or more — Specific signal is hidden amongst other massive hotly similar emissions nr in an area where other signals will over­ *20 Ship has other mass objects, such as whelm that object's signal (for example, a ship flying among asteroids, to hide among volcanoes to disguise its trail: hiding a Droid in a factory filled with active Droids anti electronics systems). Add to sensors roll: i 5 or more Determining a specific lifeform if there are *5 Small natural body (small asteroid) many different forms of life in area. + 10 Capital-scale ship Adds to scanner’s roll: + 25 or more — Looking for basic information: location of + 10 (To detect only) Jamming major continents, atmosphere and gravity, general composi­ *10 Moderate size natural body (decent-size tion of land masses asteroid)

Star \X/ars ■ Second Edition 81 Chapter F-our: Attributes and Skills ■

+ 10 — Looking for major sources of heat, light and other This skill is designed to he roieplayed. rattier than simply energy sources: by default, other, non-energy emitting areas, rolled. The gamemaster may also use a mixture of rolcplaying such as glaciers, ran be found. Energy output can determine if and die rolls to determine how the character is doing. a major city, volcanic activity or some other source. The player always has the choice to refuse a deal. If the -‘-5-15 (depending upon size) — Looking for major land­ gamemaster feels that the character has sim ply rolled an unfair marks. such as mountain chains, forests, large lakes, or cities. deal, without the player roleplaying the siluation, he should +5 or more — Determine lifeforms if lifetorm is known arid allow the gamemaster character to refuse the deal as well. there are massive concentrations of them (determining that To resolve this, make an opposed skill roll. Find the results Humans live on a planet if there arc thousands of them clus­ on the chart below. tered in a small area). Modifiers: +5 or more — Determining a speciiic life form if it is very No modifier— bargainers have never dealt before different than all other lifeforms around it (finding a Human +5 or more to purchaser - - Buyer and seller have good and a Wookiee who are hiding in a Nogliri village). relationship. The buyer is a frequent customer, pays on time + 10 or more — following an energy trail left by an incoming and never has a serious eomplaini. starship. +5 or more to seller — Customer has been a ‘ problem" Space Transports customer, so buyer has a vested interest in getting as good a price as possible, or even risk losing the sale in order to get Time Taken: One round or more personal satisfaction. This skill is used to pilot all space transports such as YT ■t 5 or more to purchaser — Local market is flooded with this lUOt) transports (like the Millennium falcon) or stock freight­ good, and the prices have been driven down lay easy availabil­ ers or scout ships. While these are not specifically designed as ity . combat craft, they can be used as such with this skill. Trans­ - 5 or more to seller — Product isn’t readily available, and ports may be Starfighter or Capital scale. thus has a high demand. Starfighter Piloting + 10 or more to seller — Local merchants work together to artitieially inflate prices (collusion). Time Taken: One round -5 or more to huyer — Item is damaged. The seller will This skill is used to pilot all starfighter attack starships, pretend to drive a hard bargain, but will let goods go at a lower including X-wings, Y-wings. A-wings, and TIE. fighters. price and hope buyer doesn't notice damaged item. If cus­ Starship Gunnery tomer makes appropriate I’erception check to notice that good is damaged, modifier should go to - K) at a minimum. Time Taken: One round - 5 or more to seller — Seller makes up exl ravagant claims This skill is used to tire all Starfighter-scale starship weap about abilities or qualities of good in hopes that customer will tins. accept claims at lace value. If custom er makes an appropriate Starship Shields v a lu e skill check, customer will realize which claims are false. Time Taken: One round This skill can also be used for bribery. This skill use requires This skill is used to operate shields on all Starfiglder-scale more than simply handing someone a stack of coins. The char­ ships. acter must gain that person’s confidence so they will believe the bribe will remain a secret. Bribery may also take the form of Swoop Operation having to do favors ("You know, if you allow me to ‘Imy back' my Time 'Taken: One round blaster (slipping the inspector a UK) credit coin), i can lind out Swoops are dangerously fast, difficult to pilot vehicles which combine a typical repulsorlift engine with an ion engine aflerburner for unbelievable perforrnance. Seller beats buyer bv: Walker Operation 21 - Price is three times local market value Time Taken: One round 16 to 20 Price is two times local market value A character with this skill can pilot AT AT's. AT-ST’s. Iter 11 to lb Price is one and a halt times local sonal walkers and other varieties of tins kind n: vehicle. market value 6 to 10 Price is one and a quarter times Perception Skills local market value Bargain 3 to 5 Price is 1lOT of local maket value Tune Taken: One minute If roils are within two points of each other either way, Tliis skill is used whenever characters want To haggle over then purchase price is at local market value prices tor goods. This skill is often used between a player Buyer rolls higher than seller by: character and a gamemaster character. The gamemasler should determine t fie local market value of 3 to 5 Price is about POT of local market value the good (in genera!, Hie value should be close lo the value 6 to It) Price is about 5571 of local market value listed on the Cos I Chart, but some goods in some marketplaces 11 to 15 Price is about 7521 of local market value wall be very expensive or very cheap compared to other locations. Likewise, many merchants will charge exorbitant Hi to 2(1 Price is about 65)YA of local market value fees, either as pari of the '‘bargaining process' or because or 2N Price is about 50Y, of local market value the individual situation).

82 Star Weirs ■ Second Edition ■ Chapter Four: Attributes and Skills

when Jabba's smugglers are going to be delivering the next C o m m a n d shiprtienl of Kessel spire. Cm sure that anyone who multi bust Time Taken: One round that kind of shipment would bo a wealthy person indeed Command is a measure of a character's ability to convince Note that there are few officials above accepting a bribe now gamemaster characters and subordinates to do what they are and then — it's just a matter of figuring out how many credits told. Command is most often used in a combat situation, such nr what favors wall gel the individual's attention. Characters as a squad leader commanding his t roops or a Star Destroyer can make opposed burgaiii skill rolls when negotiating a bribe captain telling his gunners which enemy strip to target. Com­ ~ if tlie recipient of the bribe rolls higher, he should be able to mand is also the skill used when coordinating work forces, (iemaitd more money or favors for his cooperation. such as the manufacture of ships in space dock and other The type and size of the bribe depends upon the sit nation. complex operations, f or more information on how command Petty local officials may want 100 credits to get a confiscated works, see "Combining Actions" in Section 3.2. Blaster back or several thousand to get a ship out of the Some sample Difficulty ranges: impound yard. A character may have to pay la or 2(1 credits to get a specific table al a restaurant, or possibly several hundred • Very Easy Characters have every reason to obey (a just to get a certain room at a posh hotel. 11 the uttknal is tamous stun nti uupei who thinks you're an admiral) or very powerful, bribes will have to be correspondingly large • Easy Characters have some reasons to obey (a group oi or somehow subtle (for example, giving an official's wife a loan Rebels from different units whom you are organizing to resist at a very favorable interest rale. etc.). Remember that some an Imperial attack) characters will have no use for bribes as well. The size of the bribe also determines how well it is received. • Moderate — Characters have no reason to disobey (a crowd Modifiers; of civilians being told to “move along" after an accident) + 10 or more to target — bribe is insultingly small (less than •Difficult-- Characters are skeptical of yon (a group of Rwoks half of what is reasonable). The bribing character may tie who have caught you in a trap) reported to local officials. • Very Difficult — Characters have every reason to be suspi *5 to target - Bribe is small (less than 90:C of what is cious (stornitvoopers when you're found in a known Rebel reasonable). area) +5 to bribing character - Bribe is larger than expected. +10 or more to bribing character — Bribe is much larger • H eroic — Characters have no reason at all to listen to you (a than is expected. sturintroopcr who thinks you're a general — a Rebel general) One note on bribery: RreNew Republic (and most New C o n Republic') storintrnopers cannot be bribed. Period. Bud of Time Taken: One combat round to several minutes, depend­ story. They can he tricked, conned, intimidated and, of course, ing upon how long it takes the character to say what is needed idled, but bribing one is like Irving to teach a Rancor tabic to pull oh the con manners. Con is used to trick characters, or otherwise convince them

Star Wars ■ Second i'diuon 8 3 r

Chapter Four: Attributes and Skills.

to do something that isn’t in their best interest. ments to say what the character wishes. Characters might The difficulty of the c on depends upon who is being conned. torge bank notes to get someone else’s credits out of an account, forge Imperial cargo vouchers so that they may • Very Easy — A close friend or relative who has no reason to appear to have the right permit to carry a certain type of suspect a con. restricted good, forge identification so that they may imper­ • Easy — Naive teenager, gullible person. sonate New Republic inspectors or plainclothes police, etc • Moderate — Stormtrooper, when con doesn't personally When a character is using a forged document, the person involve him. seeing the document may make a search or Perception check to spot the forgery. This is further modified by how hard the • D iffic u lt — A customs or law enforcement officer; document is to forge and how familiar with the type of docu­ stormtrooper when con will involve possible danger, ment the character doing the forgery (and the character • Very Difficult — Someone who should know better (Jabba examining the forgery) is. the Mutt, an Imperial general) G a m b lin g • H eroic — Someone who really knows better (A Jedi Knight, Time Taken: One round to several minutes Emperor Palpatine). This skill is used to increase a character’s chances of Modifiers: winning at games of chance. This skill doesn’t affect games that + 10 or more lo victim — Con will cause victim to do are purely random, but does influence games with an element something illegal or highly dangerous. of skill, like sabacc. When playing a skill game honestly, all +5ormoreto victim — Person knows the character is prone characters make opposed skill rolls, and the highest roll wins. to pulling cons and has their guard up. A character can also use the go skill to cheat or detect No modifier — Con will convince victim to do something others who are cheating. When a character cheats, every other they might normally do anyway, character is allowed to make an opposed gambling skill roll to +5 or more to conning character — Victim generally likes see it they detect the cheat. The characters can make detection character, but suspects something because of unusual behav­ rolls every time the gambler attempts to cheat. If they fail, the ior. gambler “wins’’ the round. + 10 or more to conning character — Victim has no reason Modifiers include “assistance" (more than one person look­ to suspect dishonesty, and trusts and likes that character ing lor the cheater, or helping the cheater), one character’s Characters can actively resist a con attempt by rolling their familiarity w ith th e game being played surpasses the other’s, con or Perception dice against the opponent's con total In that etc. The gamemaster should consider as many “angles” as case, the con difficulty number is ignored, but the modifiers are possible when using the gambling skill. not. Cons can only be resisted by characters who suspecl a con H id e — the gamemaster should never say 'Would you like to roll against a con attempt1.”' Time Taken: One round Note that some characters will be better off in some situa­ Characters with this skill are good at hiding objects from tions ' ignoring’’ the attempt. If a character with a Perception of view. This skill is used when trying to hide weapons on one's 2D “calls” a con — rolls against it — and the con would have person, hiding goods w ithin luggage, hiding objects to be left normally been Heroic, now the difficulty number is dependent in a room and other such uses. This skill is also used lor long only upon the character’s roll. This show's that, no matter how- time concealment, such as hiding a data disk under a hyperdrive dumb or dangerous a proposition there is, sometimes some­ motivatory breaker circuit so that if the ship is searched the one will outsmart themselves into going along with the con. disk won’t he found. When characters are attempting to spot hidden ohjects, F o rg e ry they must make an opposed search or Perception check. Modi­ Time Taken: One round to several days fiers include how well the gamemaster thinks the character hid The character has the ability to falsify electronic docu­ the object — in roleplaying terms. Just rolling high to hide a lightsaber on the character’s belt won’t do any good in a strip- r Some examples of modifiers to the forgers’ roll are: *■ 10 Forger has had extensive experience with document type or Inspector has had none +5 Forger has some experience with document type/lnspector has had little +3 Forger has “sample" document to compare it to +3 Forger has all necessary materials to perform forgery -variable Forger has special assistance (Droids, computers) designed to assist in forging documents No modifier Both characters have equal experience whth document Modifiers to inspector’s roll: +10 Inspector has extensive experience with document lype/Forger has none -5 Forger has some experience whth document type/ins pec tor has had little +3 Inspector has “sample" document to compare forgery to -variable Inspector has additional assistance (computers. Droids, analyzers) designed to help spot forgeries.

8 4 Star Wars ■ Second Edition

L AR. Chapter Four: Attributes and Skills

search, but clumping one down a ventilator shaft will be much a search or Perception roll. more effective (usually). This skill is also used when the character wants to make a long distance journey without leaving behind physical clues. Investigation The character makes a roll to leave behind false dues and Time Taken; one round to several days paths and the tracking character must make an opposed search This is a character’s ability to find and gather information roll to follow the true path. regarding a character's activities, and then draw a conclusion about what a character lias done or where they have gone. This Strength Skills skill is useful for iinding out about a character's ship reserva­ tions and following them to a specific planet, or figuring out B ra w lin g shady business dealings. This skill should be roleplayed as much as possible. This is the character’s ability to fight hand-to-hand without any weapons. Most creatures have a good brawling skill. P e rsu a sio n Characters may grapple with their opponents rather than Time Taken; One round simply slugging them. When grappling, a character is trying to Persuasion is similar to con and bargain — and is a little bit subdue his opponent by wrestling them to the ground, pinning of both. A character using persuasion is trying to convince their arms so that they cannot fight back, or stop them in some someone to go along with them —■ but they aren't tricking the other way. When a character attempts to grapple, increase the person (that would be con), and they aren't paying them (as in difficulty of their attack by 1 10, but if the brawler achieves a a bargain). Stun result or better, their opponent is at a disadvantage, such However, potential rewards can be offered — talking some­ as pinned, in a head lock, or some other situation. If the attacker one into rescuing a princess from an Imperial bolding cell is wishes, he can automatically inflict normal damage for every definitely a persuasion attempt. And stating that the reward round that the victim is held at hay. The victim must make an would be "bigger than anything you can imagine” without opposed Strength roll to escape, with a *1 penalty for each going into details is not unusual. point by which the character succeeded in his grapple at­ The difficulty ranges for persuasion are the same as for con tempt. above — except they should be modified as follows: Climbing/Jumping If the character making the persuasion actually means what he says about a situation (as Luke did when he talked to Han Time Taken: One round about rescuing l.eia), then decrease the difficulty range by one This skill is used when the character attempts to leap a wide level. gap, climb a tree, wall or cliff, or jump up and grab an outcrop­ If the character making the attempt is actually trying a low- ping. The difficulty of the these tasks is outlined below: level con on the target (as Greedo tried to when he told Han • Very Eusy — Using ladders and rope walkways to climb he'd "lose" him if Han lurned over the money he owed Jabba), around in the Lwok cities. then increase the difficulty range by one level. ■ Easy — Jumping from rooftop to rooftop if the roofs are only S e a rc h a couple of meters apart. Time Taken One round • Moderate — Leaping and grabbing the end of a starship's This skill is used when the character is trying Io spot hidden entry ramp as the ship rises for takeoff. objects or individuals. If the subject of the search has been • D ifficu lt — Swinging across a shaft in the Heath Star on a purposefully hidden, the searching character makes an op­ rope wilh a princess in your anus. posed skill roll against the hiding character’s hide skill. If the object hasn't been hidden, the character simply makes a roll • Very Difficult —- Springing from a carbon freeze pit before against a difficulty: the mechanism activates. Leaping from one speeding vehicle to another during a chase through the forests of Flnrior. • Very Easy — Character knows object’s exact location. • Easy — Character knows the approximate location of a Lifting hidden object. Time Taken: One round This skill is used for lifting and carrying heavy objects The • Moderate — Character has only vague information, or has difficulty depends upon the weight of the object and how long only a general idea regarding what they are looking for. it will be carried. • Difficult — Ch araeter is conducting a general search, but When a character first lifts an object, they must make a doesn't know what they are looking for (for example, looking lifting chock. At each interval listed on the chart below, the for clues at a crime scene). Objects that are very small, like character has to make another check to see if the character can coins. continue to carry the object or is so exhausted that it must be • Very Difficult — Character doesn't know what they are put down. looking for, or object is very obscure or extremely small. If the chatacler matches the difficulty level, the character can do nothing but concentrate on carrying the object for that *Heroic — Ohject is almost microscopic in size. time period while at cautious (walking) speed. If the character beats the difficulty by more than one level, the character can S n e a k do other actions, but carrying the object always counts as an Time Taken: One round action. This is the character’s ability to move silently, move in Use this chart when characters lift and carry objects. Char­ shadows and otherwise sneak around without being noticed. acters must re roll at each listed interval (for example, at one This is an opposed roll — the character sneaking aiuund round, two rounds, three rounds. 30 seconds, one minute, and makes a roll, and anyone who might spot the character makes so forth)

Star Wars ■ Second Edition 8 5 OTa£ter^Four^Attributes^ndJ>k^ STAI

/ ------\ Lifting Difficulty Chart 10kg 25kg 50kg 75kg 100kg 150kg 200kg 250kg 300kg 350kg 1 round VE VE VE E E M M M D D 2 rounds VE VF. E E M M M D D D 3 rounds VE VE E M M M D D D VD 30 seconds VE VE E \1 M M D D D VD 1 minute VE VE E M M M n 1) VI) VD 2 minutes VE VE E M M M D D VD VD 5 minutes VE E E M M D I) VD VD VD 10 minutes VE E i: M M D D VD VI) VD 15 minutes VE E M M M D 1) VI) VI) H 30 minutes VE E M M D L) l) VI) VD H 1 hour E E M M D D VD VD ft H 2 hours E M 1) 1) D VI) VD H II H 3 hours E M D I) VI) VD II H H 11 6 hours M D D VI) VI) H H H II H 9 hours M D L) VD VD I! H H H H 12 hours M D VI) VD II H H II H H 15 hours I) VD H H II H H II H II 18 hours VI) II H H H II H H H H 24 huui s 11 11 II 11 H II H II it II 400kg 500kg 600kg 700kg 800kg 900kg 1 tun+ 1 round D VD VI) VD VD VI) H 2 rounds D VD H II II H 11 3 rounds VD H H H H H H 30 seconds* H H H H H If H V______

If the character fails the roll, he must immediately put the character drowns and dies. Characters can attempt other ac­ object down. tions while drowning at a -3D penalty. Characters who are If the character succeeds at the difficulty by more than one drowning may attempt to save themselves once per round. They level, the character may do other actions while carrying that must make a,‘swimming total at one level ol dilficulty higher than weight; if he only matches that difficulty level, he may do the one in which they failed their swimming roll (the character nothing but concentrate on carrying that weight and moving doesn't suffer the -3D penalty when making this roll). np to one half-speed action per round. f’lease note that for repeated Heroic actions, the difficulty Technical Skills should escalate (for example, a first Heroic action might have a difficulty number of 30; the second one might have a difficulty of Armor Repair 35; the third might have a difficulty number of 45, and so forth). Time Taken: In general, 15 minutes, then one hour, then two Stam in a hours. May be customized to circumstances. The cost and difficulty to repair armor depends upon how Time Taken: Stamina checks are made when characters exert themselves over long periods of time. Whenever a char­ badly damaged it is acter fails such a roll, they are fatigued and operate at - ID to all Damage Repair Difficulty Repair Cost actions until they rest for a time equal to that spent exerting Lightly Rasy 15% of cost themselves. Heavily Moderate 25 % of cost Stamina checks are useful to reflect that a character Is being Severely- Very Difficult 35% of cost pushed to his or her physical limits — they should be called for Destroyed May not be repaired once in a while, but the gamemaster shouldn’t require charac­ ters to make stamina checks all of the time. Armor also requires maintenance, hut this type of activity Characters can still continue if they are fatigued, until they is iionnally done "of(-camera" (outside of game play) rather fail a third stamina check. At this point, the character is than taking place during adventures. completely exhausted and must rest for twice the amount of Armor can also he improved and modified to provide more time that he exerted himself to remove the penalty. protection. The difficulty to improve armor depends upon how much additional protection is going to he provided; other S w im m in g factors, such as additional attachments, reducing weight and Time Taken One round other factors are beyond the scope of these rules but will be When a character fails aswf'rnrm'ngcheck. he begins to drown. addressed in future rules supplements. Roll 2D at the beginning of each round; if the total is less than the The "pip increase” is from the armor's original value. number of rounds that the character has been drowning, the

8 6 Star Wars ■ Second Edition AR Chapter Four; Attributes and Skills

Pip Cost Maneuver Repair Repair Increase Difficulty For Parts Dice Lost Difficulty Cost + 1 Easy 15% of original cost -ID Easy 10% g? Moderate 25% of original cost -21) Moderate 15% -ID Difficult 30% of original cost -3D or more Difficult 20% • 1D+1 Very Difficult 35% of original fust Moves — The difficulty and cost depends upon the number <-1D+2 Heroic 50%. uf original fust of moves lost by the starship. Armor may not be improved (with these ruies) more than Moves Repair Repaii ID*2 above its original value. If the character wants to have l.ost Difficulty Cost someone else improve the armor, the cost is at least doubled, although it can often be much more because ol the highly 1 Easy 10% specialized knowledge needed. 2 Moderate 15'% 3 Difficult 20% Blaster Repair 4 Very Difficult 25% Time Taken In general, 15 minutes, then one hour, then two Shields — 1’he difficulty depends upon the hours. May be customized to circumstances. codes lost. The cost and difficulty to repair weapons depends upon Shield Repair Repaii how badly it is damaged. Dice Lost Difficulty Cost Damage Repair Difficulty Repair Cost ID Easy 5% Lightly Easy 15% ol cost 21) Moderate 5% Heavily Moderate 25% of cost 3L) Difficult 51 ;■> Severely Very Difficult 35% of cost 41). Very Difficult l(l% Destroyed May not be repaired nri ves — V V h e F i a drive nr ifenpratnr is flest roved. a Diffici i ll Weapons also require maintenance, but this type ol activity repair roll is necessary to replace it, and its cost is 35% of the is normally done "olf-camera” (outside of game play) rather vehicle’s cost. than taking place during adventures. Hyperdrives — A Moderate repair roll is necessary to blasters can also he improved and modified to cause more repair a damaged hvperdrive. damage, to lire at longer ranges. 1o have increased ammo Vlodifvingstarships is too complex and detailed a subject to capacity and numerous other factors; however, this section lie addressed in these rules; it will be fully dealt with in future only covers increasing damage. The difficulty to increase supplements. damage depends upon how much additional protection is going to be provided; other factors will be addressed in future Capital Starship W eapon Repair rules supplements. Time Taken: In general. 15 minutes, then one hour, then one The "pip increase" is from the Master's original value. day. then two days. May he customized to circumstances. Pip Cost The cost and difficulty to repair weapons depends upon Increase Difficulty For Parts how badly it is damaged. -1 Easy 15% of original cost Repair Repair ‘■2 Moderate 25% of original cost Damage Difficulty Cost •HD Difficult 30% of original cost Lightly Easy 15% of cost + 10-1 Very Difficult 35% of original cost Heavily Moderate 25";. of cost • 1D+2 Heroic 505. of original cost Severely Very Difficult 35'.;, of cost Blasters may not be improved (with these rules) more than Destroyed May not be repaired ID+2 above their original value. If the character wants to have Weapons also require maintenance, but this type of activity someone else improve the blaster, the cost is at least doubled, is normally done "off-camera" (outside of game play) rather although it can often be much more because of the highly than taking place during adventures. specialized knowledge needed — improving blasters is often The rules for the increasing of capita! ship weapons’ abili­ illegal, so prices may be even more inflated. ties arc the same as those for normal blasters. Capital Starship Repair Computer Prog ram ming/Repair Time Taken: In general, 15 minutes, then one hour, then one T'irrte Taken: One round to several minutes day, then two days. May be customized to circumstances. This skill is used to repair and program computers. This The cost and difficulty to repair capital starships depends skill also covers computer security procedures aud how to upon liow badly il is damaged, and what systems have been evade them. When a character attempts to defeat computer damaged. security and get access to restricted data or programs, deter­ Each damaged system must he repaired separately. Tirst. mine a difficulty: determine the system that has been damaged: • V e r y E a s y — Public data. Your character’s credit balance. Maneuver — The difficulty depends upon how many dice have been lost from the maneuver code. • Easy — Public data, hut I hiding it may take a little more research. Who owns a building or starship.

• M o d e r a t e — Private data. A person’s diary, or their credit balance.

Star Wars ■ Second Edition 8 7 Cha£ter f-our: Attributes and Skills.

• Difficult — Secret data. A corporation's records, or m ilitary dice, bind the number of [Joints by which the character beat the p la n s. difficulty:

• Very Difficult — T 'op-sec ret data. I do Davy's cloaking device l-.i d ll plans, nr the itinerary of a Grand Moff. fi-1 !1 >21) 11 -1 5 oil.) • Hemic — Information that only a select few individuals [H -20 -4 1 ) would know. The location of all of Iknperor Palpal inn's secret d l 5 0 ■all weapons vaults. 31 • ■ (iD If the character beats the difficulty number, they retrieve This is added to the damage of the explosive. If that damage the information I hey were looking ior. If the roll is less than halt penetrates the obstacle, then the attempt succeeded. Note the difficulty [lumber, the computer's security system be­ that, if enough explosive is used, the roll becomes nearly comes aware of the intruder and triggers all alarm s. irrelevent {except in checking for m ishaps). D em o litio n Characters may also attempt special effects for explosives. The diilicuity is dependent upon the specific type of i exult; lim e lakers: One round to several minutes Demolition is a character s ability to set explosives and bis • V e r y E a s y — Rigging a speeder bomb so that the next time knowledge of how to set explosives to accomplish specific the landspeedcr is put into drive t fie bomb goes off, destroying special effects. the vehicle. The most common explosive is detonite. and a fist sized ■ E a s y blowing off the back hatch of a computer without cube d o e s ID worth of Speeder-scale damage. The following leaving any permanent marks or burns. damage is figured for one cube of detonite. More only adds to the damage, but a less powerful explosive w ill lessen the effect • M o d e r a t e — Rigging and hiding explosives on blast doors so When a eh a racier sets charges, they can eit her try to sei the that the next time they are closed the explosive goes off, explosive lor extra damage or for special effects. tunneling down a specific hall. This takes five minutes to The difficulty depends upon the object being blown open: p re p a re .

■ V e r y E a s y — A p ly w o o d d o o r • D i f f i c u l t — Selling off an explosive charge on the leg of ari AT- AT walker so ttiat the drive cords are severed, and the walker • Easy A hard wooden door topples over when it tries to take a step. • Moderate A bolted steel door Droid Programming • Difficult — A lightly armored door such as a blast door lim e Taken: hi minutes to several hours or days. • V e r y Difficult A heavily armored object, such as * tie hull This skill is used whenever someone attempts to program of a starship .1 Droid to learn a new skill or task. While Droids can "learn" If the character beats the difficulty, they get extra damage through trial and error, nr by drawing conclusions, it is often hist easier and taster to program the ability into the Droid's

8 8 Swr Wctrs ■ Second Edition ■ Chapter Four: Attributes and Skills

memory. +5 or more — Droid is fully sapient and is intended to make The programmer must have access to a computer or datapad, independent conclusions and decisions (Astromech or Proto­ which must he jacked directly into the Droid's memory lor col Droid). programming.Thedifficultydepends upon the sophistication of -5 or more — Droid has been operating '‘independently" for the task, but can be modified try other factors, the time taken a long t irne. also depends upon the complexity of tile task — a Very Kasy task might take only half an hour to program, but a Very Difficult task Droid Repair might take days or weeks to program. Time Taken: 15 minutes, Ifien one hour, then two hours. Droid owners often have memory wipes (.lone on their more This skill covers the repair, maintenance and modification intelligent Droids because of t heir intelligence and creative of Droids. The repair difficulty depends upon how badly darn capabilities, these Droids often develop their own personali­ aged the Droid is: ties over time. A memory wipe eliminates all of the Droid's Droid Was Difficulty memory, including all learned skills and tasks which aren't directly hard wired into the Droid’s permanent memory (nor­ Lightly Damaged Easy mally, this is only done by the manufacturer; if a skill is to tie Heavilv Damaged Difficull directly hardwired into a Droid’s permanent memory, increase Severely Damaged Very Difficult the programming difficulty by .30). Nearly obliterated 1 leroic When a new skill is programmed into the Droid, it begins at When someone repairs a Droid, they must have appropriate one pip over the attribute — the programmer must have that replacement parts for those that were damaged and destroyed. skill at least - 2D over what the Droid's skill level will be {simply As with Droid jmigramming. Droid repair tasks can be broken put, teaching a skill to another person is much easier than down into several smaller, easier, but more time-consuming programming U into a Droid). Once the Droid has learned the tasks, so that unless a Droid was destroyed, given enough time, basic skill, it may pay Character Points to increase its skill, or patience and money, it can often be repaired. buy skill cartridges to increase skill levels. When someone wishes to add an attachment to a Droid, the Note that many exlremely difficult tasks are broken down difficulty is listed with the attachment: difficulty levels eari into a series of steps of lesser difficulty. 1ml this requires more vary, depending upon the type of Droid (for example, a fourth- time-consuming programming rolls to reflect that the pro­ degree Droid can much more readily accept an interior mounted grammer is tackling the job one problem at a time. grenade launcher than a first degree Droid — its shell is • V e ry E a s y — Move any boxes from one area to another area, properly reinforced, its software nodes are designed around one at a time, making neat stacks. ttie appropriate programs necessary to operate the launcher, and a myriad of other factors). Most attachments come with • Easy — Patrol an area in a particular pattern at regular software which must he programmed or hardwired into the intervals, and report or stop any unauthorized intruders. Droid's memory with the Droid prvi{i'uinmitig skill. Performing a memory wipe. • Moderate — To handle the front desk nl a hotel, and be First A id courteous to all customers, as well as to solve customer Tune Taken ■ One combat round service problems. This skill covers the application of medpnes and other • Difficult- ■ To teach Droid rudimentary skill use (sec Seel ion emergency life saving procedures. For rules on the use of first aid. see Section 2.1. "Combat and Injuries." 8.2, “Droids1’). ' • Very Difficu lt — To modify vehicles or other equipment for Ground Vehicle Repair better performance by making assumptions rather than rely Time 'Taken: in general. 15 minutes, then one hour, then one ing on p u re , e s ta b lis h e d fa c t. day, then two days. May be customized to circumstances. • Heroic — To design a factory-made Droid in a manner that Lac ft damaged system musl be repaired separately. First, overrides its core programming (to change a Protocol Droid into determine the system that has been damaged: a Droid that can fight in combat effectively: to reprogram a Maneuver — The difficulty depends upon how many dice Droid's presel “personality"). have been lost from the maneuver code. Modifiers: Maneuver Repair Repair Add to difficulty: Dice I.ost Difficulty Cost + 5-30 — Droid type is completely unfamiliar to program­ 11) Easy 10% mer (modifier depends upon h n u : unfamiliar) -2D Moderate 15%. + 15 or more — Task is not related to kinds of tasks that -31) or more Difficult 20% Droid is designed to undertake. Moves — The difficulty and cost depends upon the number + 10 or more — Droid is of very low intelligence, and is of moves lost by the vehicle. incapable of creative thought (messenger Droid, power gen­ Moves Repair Repair erator Droid). Lost Difficulty Cost + 10 — Task is distantly related to Droid's designated hi no­ tions. 1 Kasy 10%. +5 — Task is close lu, but not exactly, the type of task or skill L, Moderate 15% that the Droid is designed for. 3 Diiiieult 20%, +5 — Droid is of low intelligence, such as a labor Droid, and 4 Verv Difficult 25%. isn't intended to perform creative thought. Drives — When a drive or generator is destroyed, a Difficult Add to programmer's roll: repair roil is necessary to replace it. and its cost is 35% of the vehicle’s cost. +5-10 — Droid model is familiar to programmer.

Star Wdrs ■ Second Edition 8 9 r

Cha£teM%3ur^Attribt^ STM

The modification of vehicles is too complex a subject to be repair roll is necessary to replace it, and its cost is 35% of the dealt with in these rules, but will be addressed in future vehicle's cost. supplements The modification of vehicles is too complex a subject to be dealt with in these rules, but will he addressed in future Hover Vehicle Repair supplements. Time Taken: In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances. S ecu rity Bach damaged system must be repaired separately. First, Time Taken: One round to several minutes. determine the system that has been damaged: This skill involves the knowledge of physical security sys­ Maneuver — The difficulty depends upon how many dice tems: locks, alarm systems and other detection devices. It does have been lost from the maneuver code. not govern computer security procedures. Maneuver Repair Repair • Very Easy — Standard lock, no special protection Dice Lost Difficulty Cost • Easy —- Regular security lock, civilian -ID 10%, Easy • Moderate — High-quality lock, standard military -2D Moderate 15'.% -3D or more Difficult 20'V, • D ifficu lt — Bank vault lock, upper military Moves — The difficulty and cost depends upon the number • Very Difficult — Super-security lock. Imperial governor, of moves lost by the vehicle. Fleet captain, rare collectible dealer, jabba the Hutt's locks Moves Repair Repair • H eroic — If Darth Vader or F.mperor Palpaline locked things Lost Difficulty Cost up, this is what they'd use 1 Easy 10%, Space Transports Repair 2 Moderate 15% Time. Taken: In general, 15 minutes, then one hour, then one 3 Difficult 20% day. then two days. May he customized to circumstances. ■1 Very Difficult 25%, This skill governs the repair and modification of all space Drives— When a drive or generator is destroyed, a Difficult transports. The difficulties and costs arc identical to those for repair roll is necessary to replace it. and its cost is 35% of the start toft ter repair vehicle’s cost. The modification of vehicles is too complex a subject to be Starship Repair dealt with in these rules, but will be addressed in future Time Taken: \n general, 15 minutes, then one hour, then one supplements. day. then two days. May be customized to circumstances. The cost and difficulty to repair capital starships depends M e d icin e upon how badly it is damaged, and what systems have been Time Taken: minutes or hours damaged. Advanced skill — requires first aid of at least 5D. This skill Faeh damaged system must be repaired separately. First, covers complex medical procedures such as surgery, and the determine die system that has been damaged: installation of cybernetic replacements and enhancements. Maneuver —- The difficulty depends upon how many dice Characters with the medicine skill are also familiar with all have been lost from the maneuver code. types of medicines and are capable of using them to best effect. Maneuver Repair Repair Repulsorlift Repair Dice Eost Difficulty Cost Time Taken In general, 15 minutes, then one hour, then one -ID Easy 10% day. then two days. May be customized to circumstances. -2D Moderate 15%, Each damaged system must be repaired separately. First, ■3D or more Difficult 20%, determine the system that has been damaged: Moves — The difficulty and cost depends upon the number Maneuver — The difficulty depends upon how many dice noves lost by the starship. have been lost from the maneuver code. Moves Repair Repair Maneuver Repair Repair Lost Difficulty Cost Dice Lost Difficulty Cost 1 Easy 10% -ID Easy 10% 2 Moderate 15% -2D Moderate 15%, 3 Difficult 20% -3D or more Difficult 20% 4 Very Difficult 25%, Moves — The difficulty and cost depends upon the number Shields — The difficulty depends upon the number of die of moves lost by the vehicle. codes lost. Moves Repair Repair Shieid Repair Repai: Lost Difficulty Cost Dice Lost Difficulty Cost 1 Easy 10% ID Easy 5%', 2 Moderate 15% 2D Moderate 5%, 3 Difficult 20% 3D Difficult 5% 4 Very Difficult 25% 4D- Very Difficulty 10% Drives — When a drive or generator is destroyed, a Difficult Drives— When a drive or generator is destroyed, a Difficult

9 0 Star Wars * Second Edition Chapter Four: Attributes and Skills ART repair roll is necessary to replace it, and its cost is 35% of the Starship weapons may not be improved (with these rules) vehicle’s cost. more than ID-2 above their original value, li the character Hyperdrives — A Moderate repair roil is necessary to wants to have someone else improve I he weapon, the cost is at repair a damaged hyperdrive. least doubled, although it can often be much more because of Modifying starships is too coin pi ex and detailed a subject to the highly specialized knowledge? needed — improving weap­ he addressed in Hiese rules: it will he fully dealt with in future ons is often illegal, so prices may be even more inflated. supplements. Walker Repair Starship W eapon Repair Time Taken: In general, 15 minutes, then six hours, then one Time Taken; in general, 15 minutes, then one hour, then one day, then two days. May' be customized to circumstances. day, then two days. May be customized to circumstances. Each damaged system must be repaired separalely. First, The cost and difficulty to repair weapons depends upon determine the? system that ft as been damaged: how badly it is damaged. Maneuver — Tile difficulty depends upon how many dice have been lost from the maneuver code. Damage Repair Difficulty Repair Cost Maneuver Repair Repair Tightly Easy 15%> of cost Heavily Moderate 25% of cost Dice Lost Difficulty Cost Severely Very Difficult 35% of cost ID Easy ]{)% Destroyed May not be repaired -2D Moderale 15% Weapons also require maintenance. Imt this type of activity -3D or more Difficult 20% is normally done “off-camera" (outside of game play') rather Moves — The difficulty and cost depends upon the number than taking place during adventures. moves Jos! by (lie vehicle. Weapons can also be improved and modified to cause more damage, for longer ranges, for increased ammo capacity and Moves Repair Repair numerous other factors; however, this section only covers Lost Difficulty Cost increasing damage. The difficulty to increase damage depends 1 Easy 10% upon how much additional protection is going In be provided; 2 Moderate 15%. other factors will be addressed in future rules supplements. 3 Difficult 20% The “pip increase” is from the blaster's original value. 4 Very Difficult 25'%. Pip Cost Drives — When a drive or generator is destroyed, a Difficult Increase Difficulty For Parts repair roll is necessary to replace it. and its cost is 35% of the -1 Easy 15%. of original cost vehicle’s cost. .2 Moderate 25%; oi original cost The modification of vehicles is too complex a subject to be • ID Difficult 30%. of original cost dealt with in these rules, but will be addressed in future ■ ID. 1 Very Difficult 35% of original cost supplements. -ID. 2 Heroic 50%, of original cost

Star Wars * Second Edition 91 Cha^te^ive^Movement JTA1

Chapter Five Movement

Movement ability — if they roll higher than the difficulty number, they have gotten over the terrain without any problems. If they fail Every character or vehicle has a ‘'Move” listing. When the roll, see “Movement Failures.'' players declare movement (either (or their characters, or for The characters must roll for each move made in a turn vehicles that their characters are piloting), the move tells the gamemaster how much distance (in meters) the vehicle or Example: Tirog declares two mores with his tandspeeder in a character covers. round. His repulsorlift operations skill is 41). the (andspeeder's “Move" represents the number of meters rove red in a move. maneuverability is 2D. The terrain is Moderate A movement counts as an action, just tike shooting a blaster, or Herau.se he is moving twice, that's two actions, so he suffers a making a Droid repair roll. -ID penalty to all actions that round. For his first move, he must Any character or vehicle may make up to four moves per roll against the Moderate difficulty, which the gamemaster de­ round — the last move in a round may lie less than the full cides is a 12. if he rolls a 12 or higher, he gets over the terrain distance listed under "Move." hut it still counts as an action. without any problem He must make another roll to get over the terrain for his second Example: Tirog is piloting a tandspeeder with a more o f 9(1. more. He ran declare up to four mores in a fire-second round, each one up to 90 meters long. Characters do not have to roll to move over Very Easy, Easy If he declares /hat he will make two mores and shoot his and Moderate terrains if they are only going at half-speed (hall blaster in that round, that counts as three actions ( move. more, their "Move"). fire). so he suffers a -21) penalty to all of his skill rolls in that round. On Difficult, Very Difficult or Heroic terrains, characters do have to make a roll to navigate the terrain, even if moving at half Half-Speed Movement speed and this movement counts as an act ion. When moving at half-speed across these terrains, reduce the movement diffi­ A character or vehicle may make one half-speed movement (moving half or less than half of the “Move") in a round. A half­ culty by three levels (Difficult terrain becomes Very Easy. Very speed movement is “Iree" in iuosl circumstances (on all but Difficult becomes Easy and Heroic terrain becomes Moderate). Difficult, Very Difficult or I leroic terrains). This free movement Example: Tirog is making a half-speed move across Moderate doesn't count as an action, and reflects that when you are terrain. He doesn 't even have to roll to cross the terrain — he can moving very slowly, like walking or driving at a low speed, that automatically get through it because he is going so slowly you don't need to concentrate that hard to he successful. Later. 7/rag is trying to get through Heroic terrain at half-speed. It a character is taking a hall-speed movement, he may not This time, his half-speed movement counts as an action and he make any oilier moves. has to roll, but because he is going at half-speed, he is only rolling Example: Tnog. with his more of 10, is walking c m 1 slowly against a Moderate difficulty. across Moderate terrain. He declares that he will make a half­ The movement difficulty is increased if the character wants speed movement and fire twice. The half-speed movement is free, to do complex maneuvers, like jumping off obstacles, doing so his actions are only firing twice, so he suffers a -It) penalty in high speed 180 turns and other dangerous actions (see “Ma­ that round for acting twice. neuvers"). When piloting a vehicle, the character rolls their appropri­ Terrain Difficulties ate vehicle piloting skill, or Mechanical attribute if they don’t have the skill. Characters also get to roll the vehicle's maneu­ When a character moves, the player must roll to see if the ver code and add that to their total. character successfully ran or drove over the terrain. Terrain is Characters moving on foot roll their running skill or Dexter­ given a difficulty ranking (Very Easy, Easy, Moderate, Difficult, ity attribute. Swimming characters roll their swimming skill or Very Difficulty, or Heroic), and then the gamemaster has to Strength attribute. pick an appiopi iale difficulty number for the terrain. If the character fails the movement roll, find the number ot These terrain difficulties reflect the difficulty to simply get points by which they failed on the “Movement Failure Chart.” over the terrain in a roughly straight line, moving as necessary to get around obstacles. Terrain Difficulties List When a character or vehicle wants to move over terrain, the Very Easy: Running over flat ground, such as walkways or character rolls his piloting skill and the vehicle's maneuver­

9 2 Star Wars ■ Second Edition a h Chapter Five. Movement

tracks. Swimming in calm water, Driving over flat, artificial ming during a very rough storm, or around attacking preda- surfaces, such as roads. Repuisorlift over any flat, stable lors. Driving a vehicle over very rough terrain, such as up a surface Flying through calm space, not unduly cluttered with mountain side, through a crater field or during a meteor storm debris or subject to unusual gravitational or other navigational Repuisorlift through the forests of Endor or down Beggar's hazards. Canyon. Starfighter combat with many ships, or through an Characters moving at half-speed can automatieally get area clogged with debris or astcriods. through this terrain. Moving at half speed through Difficult terrain requires a Easy: Running over flat but naturally uneven ground, with Very Easy movement roll. some minor obstacles such as rocks, holes, branches, and so Very Difficult: Running through very dangerous circum­ forth. Swimming through water with some obstacles— branches, stances, such as through a dense rninefiled, or through a reefs, some moderately strong currents. Driving over flat, artifi­ starship as it breaks apart, or along the outside of a repuisorlift cial but poorly maintained surfaces, or driving over relatively vehicle as it makes twisting maneuvers. Swimming in the smooth but natural surfaces: driving in moderate traffic. middle of a dangerous storm with huge tidal waves. Driving Repuisorlift in uneven terrain, or in moderate traffic, such as on through a city during an earthquake or fierce battle, as stray a highway or on city streets Flying a starship in the vicinity of shots land all around your vehicle, buildings topple in front of other starships, such as over a spaceport, or around minor you, or the highway you're driving on begins to collapse, obstacles in space, such as a small, dispersed asteroid belt. Repuisorlift through similar circumstances. Flying a starship Characters moving at half-speed can automatically get within the gravitational effects of a black bole. through this terrain. Moving through Very Difficult terrain at half-speed is an action and requires an Easy movement roll. Moderate: Running over rough ground or ground with many obstacles. Swimming in a very constricted area, such as Heroic: This is doing the impossible, such as flying the through a small tunnel, or in an area with many obstacles. Millennium Falcon through the heart of the Death Star in order Driving in heavy traffic at high speed, on rough terrain or to reach the interior power core or through a dense asteroid through a difficult storm, such as thunder and lightning. field. Repuisorlift on very uneven terrain, such as down a chasm, or Moving through Heroic terrain at half-speed is an action and thorugh a dangerous storm that obstructs view. Flying in requires a Moderate movement roll. crowded space, or in an area littered with a moderate amount of debris, with several other starships in the area, or flying Maneuvers down an artificial canyon on a spare station Characters moving at half-speed can automatically get Maneuvers are anything where the character or vehicle through this terrain. attempts something harder than simple, roughly straight move­ ment. This includes turning, climhing and diving for repuisorlift Difficult: Running in a panicked crowd, through a small vehicles and starships, and more elaborate and daring stunts, minefield, or over very rough ground, such as with drop outs, like jumping, doing spinning turns to change direction, and through a darkened tunnel, or dodging falling boulders. Swim­

Star Wars ■ Second Edition 9 3 Cba^t:cr Five; Movement.

other wild stuff. r Maneuvers When a characters wants to perform a si unt while moving, t he modifier is sirnplv added to the difficulty of the movement ro ll, ' " Example: Tirog is piloting a landspeeder over Moderate terrain. In one of his mores, he milt not only move, hut try lu du a bootleg turn, so that his vehicle spins around 1X0' and is facing the ofiposite may at the end of the move. The base difficulty for the Moderate, terrain rnnv-e is only 11. hut with the modifier for the. bootleg turn (-TJ), hts new difficulty is a 23! This isn V something for beginners ... Here are suggested modifiers for maneuvers. Sliding Sideways Bootlegger Turn 11 round and Hying Vehicles Modifier Sliding sideways ■ 1 -5 (per slide) Bootlegger turn • 5-15 Ju m p in g ■ 5-2U or m ore T u rn Double turn R o ta te Hying Vehicles Only Modifier Climb - 0-10 Ext reme climb ■11-20 or more D ive *1-2) Extreme dive -5-15 or more Turn Double Turn Loop ■ I n TO or m o re |up to 45 ) |More than 45 Up to 90 | S p ira l ■ 5 p er 45" Stunt Descriptions: ■ Sliding Sideways: The vehicle "shifts lanes." moving left, right, or if a flying vehicle, up or down. The vehicle eases over, so il docs't change direction. A vehicle can make any number of slid e s . • Bootlegger Turn: The vehicle slams on its brakes, spinning around ami sliding. 11 only moves hall of ils normal move, and ends up facing the opposite direction. It may not move for the rest of the turn. • .lumping: The vehicle is jumping, either off a bridge, a chasm, or some other obstacle or ramp. Thedifficultvdepends on how far the vehicle is attempting to jump, and the difficulty nf [Up to 90 | |Up to 90 | maintaining control upon landing. • Turn: The vehicle is performing a slow7, continuous turn over the entire course of its movement. At the end of the turn, the vehicle will have changed direction up to 45 . ■ Double Turn: The vehicle is attempting to complete a turn over 45 ■ and up to 90' during a single move. • Climb: The vehicle is climbing at up to -15 tip to half of its move. • Extreme Climb: T he vehicle is climbing at up to 90'' for up to its entire move. • Dive: The vehicle is diving ai less than 45 up to half of its move. » Extreme Dive: The vehicle is diving at up to 90 ' for up to its entire move. • Loop: The vehicle performs a vertical loop (loop tie loop) over the course of its entire move. Special Maneuvers: ■ Rotate: A hover, repulsorlift or Starfighter-scale vehicle at halt-spited nr less can rotate - ■ turn up to DfitJ ' without ehang Loop J ing its inertia.

9 4 .Star Wprs ■ Second Edition AR Chapter Five; Movement

r r Spiral Vehicle Damage Chart 9 0 Damage Roll > Body Strength Roll By: Effect 0-3 Shields blown / controls ionized 4 - 8 Tightly damaged 9 - 1 2 1 leavily damaged 13-15 Severely damaged 16- Destroyed

18 0° 0 Collision Damage This is the amount of damage suffered by the vehicle: Number of declared Collision moves for that round Damage f fa 11-speed 2D 1 move 3D 2 moves 4D V 2 7 0 3 moves 61) J 4 moves 10D \ * Spiral: A Starfighter-scale vehicle (and some repulsorlift If the vehicle runs into another vehicle, the damage is ; vehicles) can perform a spiral or "barrel roll." See "Spiral” altered based on the angle of the collision. ; diagram, Head-on crash -3D : Movement Failures Rear-ender/sirieswipe -3D T-bone (ID ! When a character or vehicle fails a movement roll, there is \ a chance of a collision or other accident. Find the number of Example: Tirog fails his piloting roll by 12 points, indicating | points by which the movement roll failed: a minor collision Ho had declared two moves for that round, so the base damage is ID. but due to the minor collision result (■3D i 1-3 — Slight slip in control. The pilot has an additional bom damage), the vehicle only tabes ID damage. 1 penalty of -ID to all actions for the rest of the round. Bill described how Tirog nearly lost control, and the vehicle 4-6 — More serious control problems. The pilot has an started to spin. Tirog, in desperation, wrenched the controls. but ! additional penaltyof-3D to all actions lor the restoftheround. skidded into a fence along the side of the road. He rolls ID , and -ID to all actions for the next round damage, while Tirog rolls the vehicle's 3D body strength to resist 7-10 — Spin, The vehicle goes spinning out of control, or the damage Unless a mishap happens, there should be nothing to , character falls and trips. The vehicle makes its move, but it is irony about ... spinning wildly and goes in a random direction (Roll 1 D: 1-2 45 Later Tirog loses control again and misses the total by 17 to the left, 3-4 Straight ahead, 5-645” to the right). After the spin, points for a collision. Tirog had declared three moves that round. the vehicle must sit still for one entire round. If the vehicle The only other obstacle is the other la ndspeeder that Tirog was hasn't suffered a collision, it may resume normal speed. chasing. Bill decides that the collision must have been a rear- ; 11-15 —■ Minor collision. The vehicle glances off another ender simply because Tirog was following the speeder \ormal vehicle or ncarhy obstacle. Subtract -3D from normal collision collision damage for three moves is 6D, and since it's just a . damage (see "Collisions”). collision (not a minor collision or major collision ), there s no 16-20 — Collision. The vehicle smashes into another ve- modifier to damage However, because the accident was a rear- : hide or nearby object, doing normal collision damage (see ender. the damage is reduced hv -3D, dropping the final collision “Collisions"). damage to 3D. Bill rolls 3D to see how badly damaged the speeder : 21+ — Crash, smack, ouch!!! Major collision. The vehicle is, white Tirog rolls the speeder's body strength to see how welt ; runs into a convenient obstacle at full speed and at such a poor it resisted damage. i angle as to increase collision damage by +4D (see "Collisions"). 6ecrur.se Tirog ran into another speeder, Bill also has to toll 3D for the other speeder to see how badly damaged it is Collisions If Rill had decided that the action wasn ta retire tide r, but was The damage from a collision depends upon how many a t-bone, the collision damage to both vehicles would have been moves the piloting character had declared for that round. A the normal 6D. Ouch‘ vehicle which collides might run into a building, another vehicle, or any other convenient obstacle. I! there isn't an Vehicle Damage obstacle, the vehicle flips. Vehicles take damage differently — rather Ilian suffering When resolving collision damage with ships or objects of wounds, they may lose speed or power. When a vehicle takes different scales, don't forget to use appropriate damage die caps. damage, find the result on the "Vehicle Damage Chart.” Gamemasters are encouraged to describe collisions in col­ Explanation: orful detail, complete with appropriate sound effects. Vehicle A shields blown result means that the vehicle loses - I I) from collisions and wrecks are one of the "emotional payoffs" of its shields total (if it has any). This loss lasts until the shields chase scenes.

| Star Wars ■ Second Edition 9 5 Chapter Five: Movement JTAI

are repaired. If the vehicles has no dice remaining in shields (or shut down. had no shields to begin with), the vehicle suffers the controls 5 — Structural damage. The vehicle begins to break up — ionized result. the pilot has 1D rounds to eject or crash land the vehicle, A controls ionized result means that the vehicle's controls are damaged in the attack or collision. The ship loses -ID from 6 — Destroyed. The vehicle is destroyed or crashes into its maneuverability, fire control for weapons, damage from a not tier object due to complete loss of control, weapons, and shield dice for the rest of that round and the next A destroyed vehicle is immediately destroyed; all passen­ round. gers take full damage as explained under “Passenger Damage." If a ship is suffering from as many controls ionized results as the ship has maneuverability dice, the ship's controls are frozen for the next two rounds — the ship must maintain the Passenger Damage same speed anti direction for the next two rounds. The vehicle When a vehicle takes damage, either from combat or colli­ may not turn, fire weapons, make shield attempts or take any sions, there is a chance that any passengers will take damage. other action. Once you have determined how badly damaged the vehicle is, When controls are frozen, blue lightning plays across all of roll the damage below to all characters aboard the vehicle; the the controls of the vehicle, as shown when Luke Skywalker's characters roll their Strength to resist damage. snowspeeder was destroyed in The Umpire Strikes Back. A pilot This damage is Character-scale. must still make their piloting rolls for all moves when the Vehicle is: Passenger suffers: controls are frozen; the vehicle will automatically crash if he doesn't. Lightly damaged ID Lightly damaged vehicles have taken some damage, A ve­ Heavily damaged 3D hicle can be lightly damaged any number of times. Roll ID: Severely damaged (ID Destroyed 11D 1-3 — Vehicle loses ID from its maneuver code (the vehicle can never drop below ()l>), A Note on Vehicle Damage: The gamemaster has to use his head when assigning damage to characters within a vehicle. 4 — One on-board weapon was hit and destroyed by the Depending on how dose the characters are to the damage to attack or collision. If the guns are operated by gunners and not the vehicle also determines whet her they are hurt ornot. in the the pilot, the gunners take damage (see “passenger damage") movies, when the Millennium id Icon was heavily damaged by automatically. Determine which weapon is hit randomly. enemies, no one actually got hurt — the damage was too far 5-6 — Vehicle loses one from the number of moves it can away. In most cases, you can use the charts above, but some make in a turn: if it could make four moves, it can now only judgement calls are necessary. make three moves. When a vehicle with only one move remain­ ing must reduce its speed, it can now only move at half-speed, Vehicle Combat and that requires a normal movement roll. When a vehicle ttiat can only move at half-speed must reduce its speed, the Now that you know how to move and how to crash, it's time powerplant gives out completely, and the vehicle can no to learn how to shoot at other people while moving! longer move. Some vehicles have weapons; for those that don't, charac­ ters will have to use their hand weapons to shoot at the enemy Heavily damaged vehicles have taken a much more serious vehicle or its passengers. amount of damage. If a heavily damaged vehicle is lightly In addition to just making piloting vehicle rolls to move over damaged or heat'dv damaged again, it becomes severely dam­ terrain, a pilot can also make what is called a vehicle dodge. aged .Roll ID: ‘ ‘ ' " This is just like a character making a dodge in combat — the 1-3 — Vehicle loses 2D from its maneuver code (the vehicle pilot is doing his best to move the vehicle around so that it is can never drop below OD) until repaired harder to hit. Vehicle dodges are defensive skills and are rolled 4-6 — Vehicle loses two from the number of moves it can in that portion of the round. make in a turn. Same guidelines apply as for when a lightly Pilots can make full vehicle dodges or normal vehicle dodges, damaged vehicle loses moves. and they fall under the same rules as a character’s dodges. The Severely damaged vehicles have taken major amounts of full vehicle dodge is added directly to the difficulty number to damage and are almost rendered useless. A severely damaged hit t lie vehicle; the normal vehicle dodge can be chosen instead of the difficulty number — the pilot selects whichever makes vehicle which is lightly damaged, heavily damaged or severely the vehicle hardest to hit. damaged again is destroyed. Roll 1D to determine the damage to All vehicles have a maneuverability code. When the charac­ the vehicle: ter rolls their vehicle dodge, they get to add the maneuverability 1-2 — Destroyed powerplant. The vehicle’s repulsorlift roll to their piloting roll. generator or motor is completely destroyed. If the vehicle is moving over half-speed, the vehicle crashes, adding ■ 3D to the normal damage for the speed it is going. If the vehicle is moving Vehicle Weapons at half-speed or less, the vehicle simply rolls or bounces to a Vehicle weapons have several factors. First is their scale — stop if al ground level; if flying, it plummets to the ground in a unless otherwise stated, the weapon is the same scale as the spectacular crash. veh icle Each weapon also lists the skill used to fire it — most often 3 — Overloaded generator. The engine or generator will it will be vehicle blasters. Most weapons have a fire control — overload and explode in three rounds, completely destroying when the pilot fires the weapon, he also rolls the fire control the vehicle. The pilot has three rounds to crash land the and adds it to his total to hit the target in combat. vehicle. If a vehicle has a crew listing, that is the number of gunners 4 — Disabled weapons All weapons systems completely

96 Star Wars ■ Second Edition 'AR Chapter Five: Movement

necessary to man the weapon to fire it in combat. Some weapons can be fired by the pilot or co-pilot, in which ease this Travel Distances is indicated on the crew listing. Weapons also have//>e arcs— they are front, back, left, right To go from meters per round to a distance or speed and turret. Front mounted weapons can fire at any target in the use these formulas: front 45° arc lor the weapon; left weapons can fire in the left tire lime Distance Covered arc; back weapons can fire in the rear fire arc; right weapons can fire at targets in the right fire arc. Turret mounted weapons l minute (Move x# of moves made per round x 12) can fire in ail fire arcs. meters HJ minutes (Move x # of moves x . 12) kilometers Ramming Half hour (Move x# of moves made per round x .36) Characters can choose to ram tiieir vehicle into another kilometers vehicle, hoping to force the target to lose control and crash. To I lour (Move x # of moves made per round x ram a vehicle, the character must declare a ramming attack as .72) kilometers part of the normal declaration phase. This counts as a move and does count toward a vehicle's "tour moves per round" limit. The ship moves its normal move, but tries to ram into the First, have the pilot or driver decide how fust he would like vehicle as part of the move — the ramming vehicle has to have to go. Then take that number, and using the long distance passed dose enough to the target to ad ually make contact in travel chart below, figure out how many meters per round the order to ram. vehicle would have to cover in a round. From this you can Unless the target makes a vehicle dodge, the difficulty to ram figure out how many moves per round he would have to make is the terrain difficulty plus 5 If the pilot makes a cehcide to maintain that speed. dodge, the difficulty is the terrain difficulty plus his dodge total. When the pilot makes his piloting roll, subtract -l D from his Determine the results on the table below: skill if making two moves per round, -2D from his skill if three Pilot’s Roll Result moves per round, and -3D from his skill if four moves per round. Then, have the pilot make one roll against a terrain difficulty < terrain difficulty Check on "Movement representative of the journey — it may be simply the terrain Failures" table difficulty, or if the players are going to have an unexpected >= terrain difficulty, encounter, it may be much higher. but 1 terrain difficulty plus 5 or dodge total Ram attack misses Representative Terrain If the journey is going to be a simple one — driving across >= terrain difficulty open plains, without any massive hazards, the difficulty might plus 5 or dodge total Ram attack succeeds be Rasy. If the character successfully makes one or two rolls, Ram attacks do damage to both vehicles; the attacker it means that nothing unusual happens. suffers damage as if involved in a rear-ender or sideswipe (-3D If the chatacter fails the toll, something miglii have hap­ to normal damage), hut the victim suffers damage as if involved pened. The character might have a minor collision, or you in a T-bone (normal damage), unless Ihe intentional rant was a might want to introduce a minor story complication of some sideswipe Then the victim and the attacker both take side­ sort. The character might get a speeding ticket, or have a swipe damage. creature run in front of him and he hits it, or there might be a minor vehicle breakdown.

Falling Damage Unexpected Encounters Whenever anything falls and smacks into the ground or Unexpected encounters are dangerous incidents which some other convenient item, it sutlers damage. Since the occur while travel ling. They represent a sudden accident, such damage is dependent upon gravity, the damage always matches as having a vehicle cut in front of you, having a boulder orother the scale of the thing falling — characters suffer Character- natural hazard fall in front of you. scale damage, speeders suiter Speeder-scale damage, and so The gamemaster should simply determine the difficulty for forth. The values below are for standard gravity. the incident, and casually describe that the incident happened Distance Fallen along the way, or tfie gamemaster may opt to play out the (In Meters) Damage entire encounter in a round by round situation. 3-6 2D 7-12 3D Running Chases 13-18 4D Because this system uses concrete systems of measure­ 19-30 51) ment, sucb as meters per round, and the like, you may want to 31-50 7D run chases and vehicle battles using counters and scenery, 51« 91) much like a miniatures battle. First, select a convenient scale. Most miniatures games Long-Distance Travel using figures have a scale of one inch .. 2 meters Therefore, if The gamemaster can simulate long-distance journeys, such a character has a move of 10 meters per round, he would move as a 400-kilometer journey from one city to another, with a five inches in a round, Since vehicles move at huge speeds (like ample of simple die rolls and using scene time — don't play 200 meters per move, or up to 800 meters in a round), you trips as round-by-round marathons! should probably pick a much larger scale for your baft le. like

Star Wars ■ Second Edition 97 Cha£t£r^Five|JWovement JTAI

one inch = 10U meters. You can make cardboard counters to represent each ve­ hicle. If the vehicles are flying in three dimensions, like airspeeders, you can use anything of uniform height to repre­ sent altitude. For example, pick child’s building blocks, and decide that each block indicates Hi meters of altitude. Coins also work well, if you are dealing with airships or starships, you will want to deal with relative altitude — always treat one vessel as "0" and all the others as either being above or below it. Red blocks or pennies might simulate "above” markers and blue bloc ks or dimes might simulate "below” markers — or you can constantly adjust which ship is “0” by who is lowest. This system is best for simulating small engagements — once you get more than a dozen vehicles on the table, it will get very difficult to keep track of things. However, this is a great way to add a strong visual element to the game, and the rules are simple enough that you can simulate things like ramp to ramp jumps without volumes of extra rules. Fire Arcs A vehicle can only shoot at targets that are within fire arcs of its weapons. If a vehicle wants to target a ship that is above or below it. as gamemaster you must determine which fire arc ihe ship is in (use the fire arc diagram) — left, right, front or back If the arc can’t be determined, determine randomly by rolling 11): I Front here’s a quick and easy way to figure weapon ranges. 2-3 Left First, measure the distance horizontally (along the board) ■1-5 Right lu Ihe target. Then, measure the height difference between Ihe (1 Back two vehicles. Divide Ihe smaller of the two numbers in half and add it to the longer of the two. This gives you an approximation Three-Dimensional Combat of the range. If you are doing three dimensional combats with flying Example: Tirog is firing at a snowspeeder oft in the distance vehicles or starships, but using a Iwo-demensional board. It is 150 meters away, and 50 meters above him. .stare 50 meters is the smaller of the two, it is cut in half to 15 meters, and added to the 150. fora final range of 165 meters 5.1 Vehicles

Vehicles abound in the .Star Wars universe. The variety of Unskilled: Some very specialized vehicles will have vehicle models and manufacturers is matched only by the an "unskilled penalty" indicated: anyone piloting the variety of tasks that the vehicles are expected to perform — if vehicle without the correct specialization suffers the you look hard enough, somewhere there is a vehicle designed penalty indicated. Example; Repulsorlift operations: for virtually any job. heavy equipment (unskilled: -2D) Each vehicle has a variety of statistics that are useful in Crew: The minimum crew necessary to operate the gameplay. Most of these vehicle codes are not necessary all of vehicle, followed by the number of support crew. the time, but they provide valuable background data on the Unless specified otherwise, support crew cannot vehicle. Most of the time, it is sufficient to know the vehicle's combine for piloting actions. scale, skill, move, maneuverability-, body strength and relevant Passengers: The number of passengers the vehicle can weapon codes. The stats are presented in the following order: carry. This number doesn't include gurmers. (Vehicle's model or nickname) Cover: The amount of cover provided by the vehicle for passengers. This is listed as Full, 3/4, 1/2, 1/4 or Craft: The vehicle’s manufacturer, model name and none — relevant modifiers are discussed in Section number; also indicates whether vehicle is "stock” or 3.1, “Combat And Injuries." "mollified.” Cargo Capacity: The maximum mass of cargo that can Type: The vehicle’s general classification, be carried, and the maximum volume of cargo. Seale: Which "To Dodge” and "To Damage" charts the Move: The distance, in meters, covered by each move; vehicle uses in combat (“To Damage" is for resisting the vehicle's kilometers per Standard Hour at top damage). Unless speciliced otherwise, weapons use speed (four moves per turn). the same “To Hit" and “To Damage" chart for causing Maneuverability: This die code is added to the pilot's damage in combat. roll whenever he makes an operation total, including Skill: The skill that is used to pilot the vehicle, for movement and vehicle dodges. followed by specialization. Example: Repulsorlift Body Strength: The vehicle roils this die code to resist operations: airpseeder.

98 Star Wars ■ Second Edition Chapter Five: Movement

damage in combat. kilometers above ground level; most airspeeders have a flight Weapons: ceiling of less than 250 meters, deriving maximum lift from the (Weapon Type) atmosphere and without the need for pressurized pilot’s com­ Scale: The weapon's scale (if different than partments. that of the vehicle) Airspeeders are superb ‘hit-and-run ” combat vehicles, with Fire Arc: Front, back, left, or right. Turret top end speeds exceeding 900 kilometers per hour. Airspeeders moil fit etf weapons can fire in all arcs. are sleek and aerodynamic, and use mechanical control flaps Crew: The number of crew necessary to for high-speed turns without loss of speed. Because ol these operate the weapon. If there is no crew capabilities, they are very difficult to track with sensors, and fisting, the weapon can be fired by the while not as sturdy as cloud cars, they are far more difficult to pilot. hit, especially with slow-response artillery weapons. Skill: The skill used when operating the Airspeeders are considered sport and speed vehicles, and so weapon. have a notoriously low cargo capacity, and are only capable of Fire Control: This die code is added to the carrying one to two people. Civilian airspeeders are often care­ gunner's skill total when firing the fully regulated except on frontier worlds simply because these weapon. vehicles are very dangerous in the hands of untrained novices Range: The weapon’s short, medium and (there are many horror stories of these vehicles getting away long ranges. If a weapon has four from a new pilot and plunging into a crowd of spectators or listings, it is for point-blank, short, houses). Local governments, law enforcement agencies, and medium ami long ranges; for these even the Rebel Alliance/N’ew Republic forces use many modified weapons, anything shorter than point- varieties of airspeeders, because they are cheap and reliable blank range requires a Very Difficult defense craft, and can easily carry a number of powerful weap­ weapon total to flit in combat. ons Although the conversion process for demanding environ­ Damage: The damage the weapon dues, ments can be tricky, once the vehicles are flight-worthy, they corresponding to its code. require much less maintenance than cloud cars. Altitude Range: For repulsorlift and flying vehicles Incom T-47 Airspeeder only. The minimum and maximum operating altitude for the vehicle (Standard gravity and Standard Craft: I ncom T-47 (civilian) atmosphere density worlds). Type: Airspeeder Scale: Speeder Cost: The cost for a new vehicle of this type. Used Skill: Repniorlilt operation: airspeeder prices will vary, depending upon the vehicle’s condi­ tion and equipment. Crew: 1 Passengers: 1 Cover: Full Repulsorlift Cargo Capacity: 10 kilograms: 25 cubic centimeters The predominant vehicle technology in the Star H'ars uni­ Move: 225: 550 KMH verse is called repulsorlift. Repulsorlift is preferred over more Maneuverability: 3D primitive thrust methods because it is quieter, cleaner and Body Strength: 2D produces a more efficient reaction, By producing antigravity Weapons: None repulsar fields, these drives allow exacting control and high Altitude Range: Ground level-250 meters speeds or incredible cargo hauling capacity. The versatile Cost: 10,000 (used only) repulsor power plant can be adjusted to run on a variety of The T-47 is an old. but popular, model of airspeeder, noted easilyfouudpowersources.suchas minerals, solar power and for both speed and maneuverability. While it has been out of fusion, although power cells and energy generators are pre­ production lor nearly a decade, it remains a favorite of adoles­ ferred because they produce the most power for the least cents and young adults because it is easy to maintain, spare mass. parts are readily available and it can easily be modified for Repulsorlift vehicles are also popular because they are not greater speed. restricted to roads and other smooth pathways — a boon to Rebel Alliance Combat Airspeeder frontier and poor planets that can't afford funding for highway Craft: Rebel Alliance Combat Airspeeder (custom- construction. Almost all atmospheric vehicles, and a majority designed frame and pcrwerplant) of “ground" vehicles in the Known Galaxy, rely upon repulsor Type: Modified combat airspeeder technology; primitive wheeled, hover and hydrocarbon burn­ Scale: Speeder ing engines are normally found only on the most primitive Skill: Repulsorlift operations: airspeeder worlds, or on planets where repulsorlift isn’t feasible due to Crew: 1; 1 (can combine) random gravity and radiation fluctuations. Passengers: 0 Many high speed repulsorcraft, such as airspeeders and Cover: Full cloud cars, use ion engine afterburners to boost performance Cargo Capacity: 10 kilograms; 25 cubic centimeters and speed, making them superior to many spacecraft in atmo­ Move: 350; 1000 KMH (Note: adapted speeders in their spheric performance. specific environment can move at 415; 1200 KMH, Airspeeders but can only move at 280: 800 KMH outside of that environment). Airspeeders are personal transport vehicles designed for Maneuverability: 3D speed and maneuverability. While specific models have differ­ Body Strength: 3D ent capabilities, airspeeders as a general class range from low- Weapons: level vehicles to high-altitude vehicles that can travel up to 25 Double laser cannon (Ore linked)

Star Wars ■ Second Edition 99 Allen rg^ C vehicles, despite nothaving blasters powerful enough to pen­ the power harpoon, in addition to normal co-piloting co-piloting normal to addition in harpoon, power the co-pilot faces backward and is responsible for theetrate operation the walker’sof armor. the speeders to topple several of thecrafty fearsome tactic Imperial devisedby Commander battleDuke against Imperial Sky Walkers, amazingly AT-AT and enough, a walker allowed are called “swampspeeders." “sands peeders,” andthose ments for jungle were“snowspeeders,” and those otherfor hot, moist dryworlds planets their were speeders for specific excellentterrain and speed firepower. Alliance The often modified — speeders for manufacture, tocheapcold sturdy, produced reliable and andenviron­ use throughout the military forces of the Alliance — they were responsiblities. 100 ha£ter^Five^Movement Cost: Altitude Range: Groundlevel-230 meters The two man cuckpil lias the pilot lacing forward, while the The infamous Battle of Moth pitted Alliance snowspeeders The RebelAlliance combatairspeeder has seen extensive Power Harpoon Power 50,000 credits (usedonly: black marketonly) Shill Arc: Fire Skill: FtreArc: Damage: Range: Control: Fire Crew. Damage: Range: Control Fite used) Missile weapons Vehicleblasters 1 (Co-pilot) 25-50/100/200 50-300/800/1.')KM Front Rear 3D (none, if tow7 cable anti fusion disc is 4D-.2 2D 2D cloud cars are commontransportation there, since standard few private owners of cloud carsspheric because transports of their in expenseappropriateand defenseand craft,landing keeping incoming ships and super-atmo­corridors. There are few kilometers up to near space heights of over 100for speed.They are capable kilometers. of achieving speedsin utilizeexcess ofa combination of repulsorlift and ion engine propulsion on other worlds. for use on Bespin. althoughnumber they7of pleasure craft, beareofuse onof air theplanet. very limitedtaxis, Bespirt popularity andMotors has repulsor designedother a vehicles largepersonal don’t have vehicles the appropriate altitude range to Cloudto City’s unusual location, in the heart ofa gas giant, limited utility. 1500 kilometers per hour, with cruising heights ranging from a Onstandard worlds, they are used as high-aitilnde patrol Cloud cars are medium and high-atmosphere vehicles which Cargo Capacity: Cargo Cover: Skill:Repulsorlift operation: cloudcar Scale: Type: Craft: The major manufacturer of cloud cars is Bespin Motors. Due Weapons: Strength:Body Maneuverability: Move: 520:1500 KMH Passengers: Crew: 1: 1 (can combine) Double Blaster Cannon (fire linked) Ft reArc: Twin-PodCloud Car Bespin Motors StormIV Speeder f ull Bespfn MotorsStormBespfn None Front 4D 10 kilograms:25 cubic centimeters 2D > 2 Cloud Cars Cloud trWr ■ Edition Second Wars Star IV 1TAI Chapter Five: Movement M R f

Crew: 1 (Co-pilot) Gefferon Pleasure Craft Skill: Vehicle blasters Eclipse Sail Barge Fire Control-' 11) Craft: Gefferon Pleasure Crafl Eclipse Ra nge: 50-400/900/3KM Type: Sail Barge Dumai>e: 5D Scale; Speeder Altitude Range: 50-100 kilometers Skill; Repulsorlift operation: sail barge (unskilled: -2D) Cost: 75.000 credits Crew: 5; 10 Landspeeders Passengers: 225 Cover: 1/4 to hull Landspeeriers are ground-based repulsorlift vehicles, coin­ Cargo Capacity: 250 metric tons: 100 cubic meters man on planets around the galaxy. Most families and individu- Move: 28; 80 KMH alsown their own landspeeder. especially on non-urban worlds Maneuverability; 0 where there is very little public transportation. Body Strength: 2D Landspeeders are normally dependent only upon Weapons: None repulsorlift, although some competition and military models Altitude Range: Ground level-10 meters use ion engines for greater tup-eud speed. An average speeder Altitude Penalties: Cannot exceed altitude range flies around 200 kilometers per hour, although the fastest and Cost: 250,1)00 credits sleekest models can reach speeds in excess of 350 kilometers per hour. Speeders normally have a flight ceiling of less than Skiffs five meters, so they are depen dent upon smooth, well-groomed .Skiffs are used for any large cargo and relatively low-speed surfaces for smooth flight, such as natural flats, calm water nr and low-altitude transportation. They lend to be slow ami roads. clumsy, and can he easily operated, even by low intelligence Landspeeders are built for many uses, including personal labor Droids. sport speeders, which are normally two-seater affairs, family speeders, with room for up to six passengers, and massive Ubrikkian SuperHaul Cargo Skiff cargo or public transport speeders, which can carry hundreds Craft: Gbrikkian SuperHaul Model II of individuals and move several tons of cargo. They retain a Type: C argo Skiff significant sales edge over airspeeders due to their affordability. Scale: Speeder Skill: Repulsorlift operation: skiff Ubrikkian 9000 Z004 Crew: 2 Craft: Uhrikkian 9000 Z004 Passengers: 3 Type: Sport Speeder Cover: 1/2 Scale: Speeder Cargo Capacity: 135 metric tons: 00 cubic meters Skill: Repulsorlift operation: landspeeder Move: 70: 200 KMH Crew: 1 Maneuverability: 0D Passengers: 1 Body Strength: 2D Cover: Half Weapons: None Cargo Capacity: 30 kilograms; 75 cubic centimeters Altitude Range: Ground level-20 meters Move; 105; 300 KMH " Cost: 23,000 credits Maneuverability: 2D+1 Body Strength: 11><-2 Speeder Bikes Weapons: None t hese vehicles fill the need lor small, fast personal trans­ Altitude Range: Ground level-1,5 meters: cannot portation, and appeal both to youngsters around the galaxy exceed altitude range and the. military. They are normally single or two person craft, Cost: 15,000 credits emphasizing speed and maneuverability over safety and pro­ One of the most popular models on the market, the Z00-1 is tection. a two-seater sport vehicle, popular with young adults, it is sleek and low riding, and, while in flight, is supposed to be Ikas-Adno IMightfalcori reminiscent of a fast, deadly predator (at least that's what the Craft: ikus-Adno 22-B Nightfalcon advertising campaign suggested). It features holographic dis­ Type: Speeder bike plays, computer assist navigation and counter balancers for a Scale: Speeder stable ride over rough terrain. Skill: Repulsorlift operation: speeder bike Crew: 1 Sail Barges Passengers: 1 Sail barges are massive vehieles that are long on luxury and Cover: 1/1 short on practicality. They feature massive sails, as a throw­ Cargo Capacity: 4 kilograms back to the legendary days of early planetary explorers, and Move: 160; 4 W KMH ' are covered with gaudy ornamentation. They are normally Maneuverability: 3D+ l used as pleasure craft, vacation vessels and touring vehicles, Body Strength: ID-2 able to cross any smooth, rolling, or flat surface. They are alow Weapons: (they seldom travel faster than 100 kilometers per hour, and Laser Cannon most have to struggle to reach that speed), and have a low- Fire Arc: Front flight ceiling (normally less than 10 meters). Skill Vehicle blasters Fire Control. 2D Af

Star Wars ■ Second Edition 101 Chapter Five: Movement STM

Damage: 4D Altitude Range: Ground level-20 meters Cost: 6,250 credits Swoops Swoops are a very advanced development in repulsorlift vehicles — they achieve incred­ ibly high speeds through a combination of repulsorlift and ion engine power, while com­ pletely sacrificing any protection. They are much more difficult to pilot than speeder hikes, hut in tile hands of an expert, are much more effective, especially in high speed chase situations. Swoop racing is popu­ lar throughout the Known Galaxy. Skybird Swoop Craft: Skybird Type: Racing Swmop Scale: Speeder Skill: Swoop operation Crew: 1 Passengers: .None Cover: 1/4 Cargo Capacity: 1 kilogram Move: 225: 650 " Maneuverability: 4D Body Strength: ID Weapons: None Altitude Range: Ground level - 55 meters Cost: 8.0(H) credits Walkers The Imperial war machine first used walker technology on the battlefield, both intending these machines to complement existing repulsorlift, crawler and wheeled vehicles, and also to inspire fear in enemy troops. Since then, walkers have proven remarkably effec­ tive in combat on both counts. The Imperial All-Terrain Armored Trans­ port is a four-legged behemoth that shakes the ground as it ploddingly closes in upon enemy fortifications. The massive machines are con­ sidered virtually unstoppable, and in addition to their weapons, can carry up to 40 fully- equipped troopers or a pair of AT-ST “scout walkers." The All-Terrain Scout Transport (AT-ST) is nimbler and designed for scouting or support duty, and is Weapons: deadly on the battlefield, it requires a crew of two. Two Heavy Laser Cannons (fire linked) Fire Arc: Front All-Terrain Armored Transport Crete: 1 Craft: Imperial All-Terrain Armored Transport Skill: Vehicle blasters Type: Assault Walker Fire Control: 2D Scale: Walker Range: 50-5011/1.5 KM/If KM Skill: Walker operation: AT-AT Damage: 6D Crew: 5; 5 Two Medium Blasters (fire linked) Passengers: 40 (troops) or two AT-ST’s Fire Arc: Front Cover: Full Crew: 1 Cargo Capacity: (Additional passengers) 1 metric ton Skill: Vehicle blasters Move: 21: 60 KMH Fire Control: 2D Maneuverability: DD Range: 50-200/500/1 KM Body Strength: 6D Damage: 3D

102 Star Wars ■ Second Edition —STAR Chapter Five: Movement

Note: The AT-AT walker’s head is mounted on a Fire Arc: Front pivoting neck, which can turn to face the left, front and Skill Vehicle blasters right fire arcs. An AT-AT may move its head one fire Fire Control: 11) arc per turn (from left to front, right to front, front to Range: 50-200/1KM/2KM right or front to left). Damage: 'ID Cost; Not available for sale One Twin Light Blaster Cannon All-Terrain Scout Transport Fire Arc: Front Crew: 1 (co-pilot) Craft: Imperial All-Terrain Scout Transport (AT-ST) Skill: Vehicle blasters Type: Scout Walker Fire Control: 1 D Scale: Walker Range: 50-3(10/500/1 KM Skill: Walker operation; AT-ST Damage: 2D Crew: 2 Concussion Grenade Launcher Passengers; 0 Fire Arc: Front Cover: Tull Crew: 1 (co-pilot) Cargo Capacity: 20(1 kilograms Skill: Missile weapons Move: 30; 90 KMH Fitv Control: ID Maneuverability: ID Range 10-5-/100/200 Body Strength: 31) Damage: 3D Weapons: Cosl: Not available for sale One Twin Blaster Cannon

Star Wars ■ Second Edition 103 Cha£te^i>r^£ac^Travelj

Chapter Six Space Travel

Starship Combat begin with), the ship suffers the controls io n iz e d result. A controls ionized result means that the ships's controls are Starships inuvr at speeds beyond belief in open space, temporarily damaged in the attack. The ship loses-ID from its I'd ins* thousands of kilometers per secuml. However, when maneuverability, fire coni rol for weapons, damage from weap­ tJitry are near large mass bodies, such as planets, or in areas ons. ami shield dice lor Hie rest of that round and the next where there is much debris, such as asteroid belts, they must round. ;; d much slower to maintain control. It a ship is suffering from as many controls ionized results as Rather titan I brow incredibly huge numbers around io the ship has maneuverability dice, the ship’s controls are simulate space combat, each starship uses "units” to repre frozen tor the next two rounds — the ship must maintain Ihe sent how fast their ships move in sublight speed and the range same speed and direction for the next two rounds. The ship of their weapons, shields and tractor imams. Whether ships mav not turn, fire weapons, make shield attempts or take any are moving at top speed or a tract ion thereof, these units other act ion. remain the same because the various ships always move al llie When controls are frozen, blue lightning plays across all oi sa m e proportional speeds, and likewise, their weapons have the controls of the vehicle, as seen when Luke Skywalkcr's tiie same, proportional ranges. Remember units are astorytelling snow-speeder was destroyed in The Empire Strikes Back. A pilot device and are not "rear in any physical sense. They are used must still make their piloting rolls for all moves when the to sim ulate the .Shir W a rs feel ior action. controls are frozen; the vehicle wall automatically crash if he Example: Tims’ is piloting a freighter with a more of <>. fie doesn't. dee lares that he is moiling the ship tie ire in that round Each time f.ighdv damaged ships have taken some damage. Roll 111; that he. moves, if he is successful, the ship moces six units. Aside from the fact that ranges are proportional, starship 1-2 — Vehicle loses ID from its maneuver code (the vehicle combat is identical to vehicle and character combat. The can never drop below (ID) gamemaster must determine the difficulty for the terrain; if the 3 — One on-board weapon emplacement was hit and de­ pilot fails his roll, the gamemaster must check the movement stroyed by the blast; gunners take damage as outlined in failure table, and so forth. "Passenger Damage" in Chapter Live, "Movement." Del ermine Starships may dodge enemy fire just as vehicles can perform which weapon randomly. vehicle dodges — in fact, it is called a vehicle dodge for ease of 4 — One on-board weapon emplacement was rendered re fe re n c e . inoperative by a major power or system failure — the gun itself wasn't hit though. Determine which one randomly. 5 — Ships loses ID from its shield code. Starship Damage 6 — Shi]> loses one from the number of moves it can make When starships suffer damage in combat, the results are a in a turn - if it could make four moves, it can now only make little different than for vehicles. three moves. When a vehicle with only one move remaining When figuring out how badly damaged a starship is, find the must reduce its speed, it can now only move at half-speed, and results on the "Starship Damage Chart." that requires a normal movement roll. When a ship that can A shields Wrxcv? result means that the ship loses - IT) from its only move, at half-speed must reduce its speed, the powerplarit shields total. This loss lasts until the shields are repaired. If the gives out completely, and the ship can no longer move. ship has rio dice remaining in shields (or had no shields to Heavily damaged ships have taken a much more serious amount of damage. If a heavily damaged vehicle is lightly damaged or heavily damaged again, it becomes severely dam­ Starship Damage Chart aged.'Rah ID: - - - Damage Roll > 1-2 — Ship loses 2D from its maneuver code (the vehicle can Hull Code Roll by: Effect never drop below 0D). 0-3 Shields blown / controls ionized 3-4 — Ship loses an entire weapons’ system. Determine 4 -8 Lightly damaged which one randomly. All weapons of that type are rendered 11-lH Heavily damaged inoperative due to a major system loss. All different weapons 13-13 Severely damaged systems are listed separately for starships. l(i+ D e s tro y e d 5 — Ship loses 2D from its shields. J

104 Star Wdrs ■ Second Edition WOW MORE THAN EVER, [HERE'S A PLACE FOR YOU!

II l-I m perial Nti\y offers challenge

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Tin Imperial navy l)i%Iinclion ami Honor 106 "I • tf.m » Vi :ni: •• i

Cki&w SiarGeote - • av^Lb* cu- rema'i/actLrsd Sterar Reel System TIE P 10 9 0 ShpG are K/iiWi tnr Tfmr ewekfcflt epeod and mfLneuyerab'ly n 9X i1-range Gontal 06d6d Vx pkflftetefy C*MS Of OOfMJy 0»«nH Noval (as a coniptele n& .1 y n a n iix ’jjKd anj roMi SUBffifip components and systems — :ney are guaranteed t be as rn titic as new parts! O rd e r our da:?Jog tor ccmptete laird 3 Frorr figpstaS t tasters, * e ca?ty evejyfing DISCOUNTS FOR LARG E OUANTTTY ORDERS' B^r a compete wing far sianeta-y pec-os — get 7 2 flie rs CLUSTER tor the prou ol orfy TO. ?Iju, tor a sin# ajctitnc* foe mi t> KTARfiOODS rorcF- and rsfelfcEfcrnert cortfazcs are avafcibe. Order today1 St«>- DUZV C I ■« T-l «**■ «*> -M-v tin iii^m !»•••<< U. 1* 14 %!»••>. -i t-i«| • I lav* *>| ■« n « t. t

6 — Ship loses two from the number of moves it can make all times, except when a ship loses its power generator, or in a turn. Same guidelines apply as for when a lightly damaged launches vehicles, missiles or torpedoes (the shields must he vehicle loses moves. dropped to allow physical objects to pass through them). Severely damaged ships have taken major amounts of dam­ When a strip lowers its particle shields, its hull code is consid­ age and are rendered almost useless. A neve rely damaged ered to be -2D from that listed with the ship. vehicle which is lightly damaged, heavily damaged or severely Energy shields are normally actived only in combat, and damaged again is destroyed. Roll ID to determine the damage to must he aimed at certain firing arcs to be effective in combat. Using shields is a defensive skill, rolled like dodges and the ship: parrys. Each starship has a certain number of dice in shields. 1 — Dead in space. All drives and maneuvering systems are When the pilot wants to use shields, he must declare in which destroyed. The vehicle is adrift in space. fire arcs each die of shield is to be placed: front, back, left and 2 — Overloaded generator. The ship’s generator is over­ right. loading. [fit isn’t shut down within three rounds, the gene rat or The difficulty to deploy the shields depends upon how will explode and destroy the ship. many fire arcs are being covered: 3 — Disabled hyperdrives. The ship's hyperdrives are damaged and the ship cannot enter hyperspace until the • One fire arc: Easy drives are repaired. • Two lire arcs: Moderate 4— Disabled weapons. All weapons systems lose power. • Three fire arcs: Difficult 5 — Structural damage. The ship is so badly damaged that it begins to disintegrate. The crew has ID rounds to evacuate. • Four fire arcs: Very Difficult 6 — Destroyed, This ship immediately disintegrates or If the strip takes any hits from that side in combat, the ship explodes in a ball of flame. gets to add those shield dice to its hull code to resist damage. Example: Tirog is piloting a modified YT-J300 transport, with Special Equipment q hull code of 2D and 2D in shields. He is being attacked by three Some starships have unique weapons and other devices TIE fighters, which are closing in from the back. which aid them in space. They are explained below. Tirog declares that he will activate his 2D o f shields, placing both of them in the rear fire arc He needs to make an Easy Shields starship shields roll — if successful, any attacks made from his Starship shields are electronic energy dampers which help ship's rear fire arc roll against his hull code and those shields, or defend a ship from damage in combat. 4D Shields come in two main varieties', particle and energy/ray A few rounds later, Tirog is be mg attacked from both the front shields. and buck. He decides to split fits shields, placing ID in the front Particle shields deflect all sorts of physical ohjects, includ­ and ID in the back Because he is trying to cover two fire arcs, his ing asteroids, missiles and proton torpedoes. They are used at difficulty is Moderate. If he makes a successful starship shields roll, he gets to roll 3D (2D for huh code and ID for the shield) to

Star Weirs ■ Second Edition 109 Cha£ter>Six^S£acei

any attack made on his front or rear fire arc. if any attacks are space station, they must use the Atmosphere rating to repre­ made to the left or right, he only gets to roll 2D, the ship's hull code, sent how fast their "Move" is. to resist damage. To find a ship’s Atmosphere if you only know its Move, use the chart below: Ion Cannons Meters/Move Ion cannons are designed to interfere with a ship's electrical Move (Atmosphere) KMH and computer systems rather than cause physical damage. 1 210 GOO Shields cannot protect a ship from ion cannon damage. 2 225 650 Example: Tirog is piloting a modified YT-1300 transport, with 3 260 750 a hull code of 2D and 2D in shields. If he places his 2D of shields 4 280 800 to the rear, any normal attacks ml! against the 2D, but ion 5 295 850 cannons go right through the shields, so he only gets to roll 2D to 6 :i:io 950 resist damage from ion attacks. 7 350 1,000 When rolling damage for an ion cannon, find the results on 8 365 1,050 flic table below: 9 400 1,150 10 415 1,200 Body strength/hull code roll > ion cannon damage roll: No damage Most ships will have to fly at their Atmosphere speed until they reach a height of 120 kilometers (for planets that are Ion cannon damage normally considered habitable), at which point they are in roll > hull code roll by: Effect: space. 0-5 controls ionized (5-10 2 controls ionized Benchmarks 11-15 5 controls ionized 16-20 4 controls ionized Ships will often need to fly from one planet to another in the 21- controls dead same system, and must fly out of a planet’s gravity well before being able to jump to hyperspace. What follows are some very rough guidelines lor running things like intersystem travel or Missiles, Bombs and flying in an atmosphere. Proton Torpedos Ships must fly at leas! 50 units from a planet before being able to jump to byperspaee. Missiles, bombs and proton torpedos are physical weapons It takes an average ship about half an hour to fly from a which deliver awesome firepower, but are difficult to aim and larget. Wben using these weapons in combat, they aie modi­ planet to one of its moons. It takes an average ship about two hours to fly from one fied by how fast the target is moving: planet to the nearest planet in the system. Space Atmosphere Increase to It takes about fifteen hours to fly from a star to the outer Speed Speed Difficulty limits of the system (it’s quicker to just make a “micro jump"). :i 100-1 SO *5 4 151-200 110 Hyperspace 5 201-250 -15 Hyperdrive is the miraculous technology which linked the 6+ 251 * -20 galaxy and allowed the creation of the Old Republic. Through use of hyperdrive, starships travel through an alternate dimen­ Tractor Beams sion called hyperspace, allowing them to travel at many times Tractor beams are used to hold a ship in place, or bring it the speed of light. closer to a capturing ship so it can be boarded. When a tractor The theories and explanation for the use of the hyperdrive beam attempts to capture a ship, it is resolved as if a normal is explained later on. The rules for using a hyperdrive are given attack. below. However, once the ship is captured, it suffers no damage. When a ship tries to enter hyperspace, the pilot must make Instead, if the captured ship wishes to break free, it must make an astrogation total to determine a safe travel route. The two an opposed hull code roll versus the tractor beam's Strength. factors in determining a safe journey are the length of the trip The tractor beam brings the ship one unit closer for each "use’’ and how many obstacles lie between the ship and its destina­ declared. tion, A ship in hyperspace must still go around all objects in our Example: An Imperial Star Destroyer captures Tirog's ship dimension, called reo/spucc. Therefore, ships can seldom travel when it is fine units away, it will take hue uses to bring Tirog's ship straight from one star to another — they must avoid the mass into the same unit for boarding purposes. shadows and gravitational affects of every star, planet, aster­ Ships attempting to capture a ship with a tractor beam use oid and other galactic phenomenon in the way. the "To Hit” scale chart if they are of a different scale. Ships The solution to this was the creation of established, known trying to escape use the "To Damage" scale chart if they are of hyperspace routes. As these routes were traveled, the obstacles a different scale. along the route became better known, and ships could risk going faster and faster, fn simple terms, using an esfahlished, well- Ships In An Atmosphere known route allows lor very fast travel, even between distant When ships are within a planet’s gravity well, or near any stars, while using a poorly traveled route, even if only over a other object that has a gravity well, such as the Death Star short distance, takes longer and is often more dangerous.

110 Star Wars ■ Second Edition ChagterSi^SgaceP^v^i

When characters (hot a hyperspace trip, the gamemasler Moderate repair total ( capital ship repair, space transports should choose a duration for the trip and a difficulty. repair or starfightcr repair) is necessary to repair the main The duration is part of the equation to find out how long the hyperdrive; otherwise the ship will have to use its backup journey takes. Multiply the duration by the ship's hyperdrive hyperdrive to limp to a nearby system. This can be a good multiplier to find out how long, in hours or days, the journey excuse to introduce the characters to a new system, ship, alien takes, species, or other adventure. Thedifficulty is how well the astrogator has to roll to success­ 3-4 — Radiation Fluctuations. Radiation surges affect the fully plot the course. hyperdrive's performance, randomly increasing or decreasing An astrogatorcan choose to speed up his flight by accepting the journey's duration. Suggested change of + lDor-lDin hours a higher difficulty. He can also decrease the difficulty by choos­ for each point the roll was missed by— if the astrogator missed ing to have the ship go slower, by 3, the journey might be increased by 3D hours, Ifanastrogator misses the difficulty by more than 10 points, 5-6 — Hyperdrive Cut-out. The ship’s navigation comput­ the ship cannot enter hyperspace. If the astrogator misses the ers detected a mass shadow (a rogue planet, for example), rail by 1-9 points, roll 2D on the Astrogation Mishap Table. throwing the ship into realspace. The pilot must now calculate a newhyperspace journey from wherever they are in realspace. Astrogation Difficulty This is also a good excuse to introduce an adventure. Standard journey — Very F.asy to Heroic 7-8 — Off Course. The ship is completely off-course. The ship emerges in the wrong system and an entirely new path Modifiers: must be plotted. The system they have arrived in may be No navigation computer settled or unsettled. Yet another good excuse to introduce an or Astromech Droid ■ 30 adventure. 9 — Mynocks. Mynocks somehow attached themselves to Hasty entry Double difficulty the ship's power cables prior to jumping into hyperspace. The Lightly damaged ship +S duration of the journey is increased by ID days. Heavily damaged ship .10 10 — Close Call. Some other ship’s system, such as the sub­ light drives, nav computer, escape pods or weapons are dam­ Each extra hour taken aged due to any number of factors. The ship completes its on journey -I journey, but the system will have to fixed upon arrival at their Each hour saved on journey ■ 1 destination. 11-12 — Collision, Heavy Damage. The ship actually col­ Obstacles * 1-31) or more lides with an object. The ship drops to realspace. heavily damaged and with a ruptured hull. The ship is no longer space Astrogation Mishap Table worthy, and it must be abandoned. 2 — Hyperdrive Cut-out And Damaged. The ship's All characters in a ruptured area of the ship must make a hyperdrive cut-out, avoiding a collision with a stellar body. Moderate survival total to get into survival suits in one round. Unfortunately, the cut-out damaged the hyperdrive engines. A cJOlV

Star Wars ■ Second Edition 1 1 1 Chd^tej^Six^S^ace^ravel^

Astrogation Gazetteer l,'so this chart for the most common travel times. These numbers are for direct “system-to-system’1 travel: characters may find that it is (|nicker to travel io intermediary7 syslems as a short cut. All of these numbers assume a Moderate difficulty for the astrogation total, hut characters should he forewarned 1 hat Imperial patrols are known to frequent common hyperspace routes. d - days: ft - hours.

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If the character doesn't, tie must make a new stamina check / ; \ each round to avoid passing out from lack of air — in t lie first Starship Simulations round, the difficulty is F.asy, t lieu Moderate, then Difficult, then Very Difficult, then Heroic. If you wish to map out your starship combats to show win‘re ships are m relation to each other, you might want Astrogation Duration to make these units equal to one inch and simply make up Major trade route Mo change a counter for each ship. This way. you can simulate an Commonly traveled route ■!()':, epic starstiip battle if vou wish. Lightly traveled route ■ da". V______J Infrequently traveled route - D . Route not traveled in several years - KKl'T Travel Times and the Hyperspace Multiplier Never traveled mute before -loOM, Hypers pace travel times are dependent upon physical prox­ Modifiers: imity and the quality of the trade route. When determining Multiply by ship's hyperdrive modifier travel times, use the following guidelines: Hasty entry7 Double duration Within a sector A tew hours to a iew days No nav computer Double duration Within a region A few hours to a few days I ightly damaged ship ■ 5 hours Nearby region Several days to weeks Heavily damage ship -1!) hours Across the galaxy Several weeks to several months Each extra hour taken To detei mine how long it takes for a specific ship to travel (reduces astrotational difficulty) ■1 a hyperspace route, multiply the duration by the hyperspare Mach hour saved multiplier listed under the starship description. (increases astrogational difficulty EH Starships

Starships are the heart of the Star i-Vora galaxy. These Most modern starships are equipped with several standard fantastic machines lake people anti cargo from system to drives and systems. SiihU^hthrives propel a starship at slower system, hurtling through space at inconceivable speeds. The than light speeds, and are often used for inter-planetary flight, advanced technology of hvperdrive has linked the entire gal or to lift a ship beyond a planet's gravity well so that it may axy together, allowing people to travel to other stars In the make The jump to hyperspace. Ifypenlmes allow a ship to jump apace of days, or even hours. to the dimension of hyperspace, where ships can travel tie- Just as there are millions of member worlds in the Mmpire. tween stars at speeds far exceeding the speed of light. there are millions of different ships. Made for every possible Repulsorlift drives are used for fine maneuvering of a ship, often task, starships can take the form of one man fighter ships, huge on planet fall as it comes in lor spaceport docking. capital combat ships, small cargo tianspoits. behemoth bulk Many ships are also equipped with different kinds of sensor cruisers, luxury cruise liners, scouting ships, or any number of systems, shields ami weapons systems, enabling litem to other ship types. safely navigate the wilds of space.

172 .Stnr Wars ■ Second Edition Chapter Six: Space Travel

Realspace All starships are equipped with sublight, nr real space, drives which propel them through the void of space. Most starships are equipped with Hoersch-Kessel ion drives, an ancient drive design introduced to the galaxy by alien traders thousands of years ago. The Hoersch-Kessel drive is efficient, reliable and adaptable — it can be altered to run on a wide variety of energy sources, and the same basic design can be used ior any ship type, from starfighters to capital starships. Hyperdrive Hyperspace is easy to understand in theory, but its complex intricacies are so overwhelming that even the most advanced hypers pace theorists can’t explain exactly what hyperspace is. It is known that it is an alternate dimension that allows travel at speeds faster than the speed of light, it is also known that hyperspace is coterminous with realspace — if you tiead in a certain direction in hyperspace, you are also heading in that direction in realspace. Real objects in realspace have a hy­ perspace shadow— if a star is at a certain location in realspace, it is also present in hyperspace at the same location. This explains the inherent danger in travelling through hyperspace. Contact with a hyperspace shadow results in instant destruction for the unlucky ship, just as running into a planet in realspace would result in a ship’s destruction. Because of this, astrogators must plot safe paths that they information about their environment base their difficulty upon know to be free of interstellar debris Due to the incredible the range of the target. speeds that ships in hyperspace ti avel at, the margin between All four stats have two numbers, such as (i/OD. The first safe passage and instant death is often reduced to microsec­ number is the range of the sensor in units (used in starship onds. battles); thesecond numberisthenumberofdiceadded to the Starships also have mass shadow sensors that allow them sensor operators sensors skill. to detect mass shadows and shut down the ship's hyperdrive Sensors in passive mode are merely gathering information to avoid collision ,.. sometimes. about the immediate vicinity of the ship, rathering than send­ ing out pulses of energy to gather information. Their range is Nav Computers limited. Sensors in passu.’e mode only use the operator's To handle the overwhelming complexities of hyperspace sensors skill to detect objects. travel, most ships are equipped with navigation computers Sensors in scan mode are sending out pulses in all direc­ ("nav computers’’ for short). These amazing devices hold a tions at once to gather information about the nature of the tremendous amount of data regarding stellar and planetary environment. Their range is much longer than passive mode positions, the location of known debris, gravity wells, asteroid sensors. fields, gas clouds and any otfier dangers to hyperspace travel. Sensors in search mode are searching tor information in a They also store millions of possible hyperspace routes. specific direction. While in search mode, the sensor only is When entering hyperspace, theastrogator uses a ship’s nav acting in one specific fire arc (front, left, right or hack), al­ computer to plot a safe route through hyperspace. There are though its range is much longer. thousands of known safe ruutes which arc free of debris and Sensors in focus mode are focusing upon a very small other hazards, and in general, astrogators will choose to plot portion of a specific area. The number is the radius of the focus courses along these routes rather than risk plotting a com­ area; their range is limited to that of search mode. pletely new course and running into something. Sensors work by making composite images of a scanned Still, over 90 percent of the objects in realspace are un- area — sensor operators must use their skills to interpret the knawn — anything larger than a boulder can destroy a ship data and determine what has been scanned. Because of the with ils hyperspace shadow, and there are countless such imprecise nature of sensors, the quality of information gleaned rocks and other items drifting between systems, undiscov­ depends upon the situation. Tor example, it is much easier to ered. Even on the most well known routes, there is no guaran­ detect a ship in open space, with no debris or objects around tee of safe passage. it, than it is to find a ship in an asteroid belt. This is because the ship can use the asteroid bell as cover, hiding itself among the mass and energy emissions of the belt. Sensors Because sensor bursts emanate from the ship doing the Characters use their sensors skills to manipulate the sen­ scanning, the information gathered by the sensors is limited, A sors that their particular craft are equipped with. The sensors ship can "hide ’ behind a planet so that the planet is hetween skill involves being able to decipher energy, heat, gravitational the hiding ship and the ship that is scanning for it. and light patterns to determine the presence of debris, other vehicles and enemy starships. Countermeasures All sensors have four modes and stats: passive, scan, search Ships may use sensor countermeasures to make them- and focus. Characters attempting to use sensors to glean

5tar Wars ■ Second Edition 113 Cha£te^ix^S£ac^^raveU

selves harder to detect. Subspace radio is the cheapest, most common form of Jamming floods an area with "static," making it virtually faster-than-light communication, but it is also very limited. In impossible to detennine exactly what is in the area being comparison to corns, subspace radio is still extremely expen- scanned; however, it is very easy to notice an area being siveand bulky, and the power drain is enormous. Most starships, jammed, so this method tells everyone in the area that ,«wie- no matter their size, are equipped with subspace radios. They Ihing is where the jamming is oceuring. allow realtime broadcast over a radius of approximately 25 Sensor decoys are small pods or shuttles which duplicate light-years; most systems lack the power to boost the signal the "sensor image’’of another ship. Unless the sensor operator much beyond that range. Due to subspace radio, nearby sys­ is very skilled, he will often mistake a decoy as a real ship. tems can have almost instantaneous communication, hut sys­ Countermeasures take several forms, but in general are tems separated by vast distances are still limited in their electronic means of fooling other ships' sensors into not capacity tor communication simply due to the delay in relaying noticing the target ship. and routing messages The easiest countermeasure is having the ship's sensors Some fairly elaborate communications networks have been only use passive mode. established in sectors through the use of subspace radio, hut Another countermeasure is running silent— in this ease, the above sector level, these networks become unwieldy and ship turns off all of its major systems, including engines, difficult to maintain. Subspace radio networks can broadcast weapons and shields. The ship is adrift in space, with its life audio, video and holographic images, although the more com­ support systems running on power generators only. Ships can plex the image, the harder it is to scramble and safely transmit. seldom run silent for longer than live minutes before life Emergency ship beacons broadcast in subspace radio fre­ support systems must be shut down for lack of power. quencies. Because ol the nature of these broadcasts, they are Ships also have sensor masks, which baffle a ship’s emis­ automatically picked up by all active subspace radios within sions. so that the ship might he misrecognized as somel hing the beacon’s range. else In game terms, sensor masks, when activated, add a Hyperradio is an expensive, carefully guarded communica­ certain number ol dice to the difficully to detect the ship. tion technology, limited almost exclusively to the Imperial False transponder codes' give the ship a false registry All navy — in fact. only the most important command vessels have ships are required to register with BoSS (Bureau of Ships’ hyperradios. Hyperradio allows ships to broadcast signals Services), which assigns a unique transponder code to each directly through hyperspace, over almost limitless distances. ship's engines. Clever captains can alter the transponder code The energy requirements for these devices are outrageous, (this is very difficult to do), so that once a ship is detected, it hut the signals are more secure than some other communica­ is identified as another vessel — for example, with a false tion methods, and ships are not dependent upon HoloNet transponder code, ihe Millennium Falcon might be identified as relays to deliver signals — a ship can broadcast hyperradio the Cool Shot, another YT-1B00 transport registered to a com­ messages directly to other hyperradio receivers. pletely different captain. Communication Frequencies Communications Due to the high quality of communication devices in use throughout the galaxy, there are literally billions of different There are several major forms of communications: communication frequences tor the numerous varieties of Camlinks are portable (either personal or vehicular) com­ comlinks and subspace radios All major governments regulate munications devices. They are suitable for short range com­ which frequency bands are to be used for civilian, business, munication — personal devices have a range of about 50 emergency services and military communications, although the kilometers, or up to low orbit in clear weather: vehicular military and those conducting illegal activities often select unau­ comlinks can go up to 200 kilometers. Actually using a comlink thorized frequencies for covert communications. requires no skill, although the communications skill is used to Because of the almost uncountable number of frequencies, scramble and descramble signals. Comlinks are reliable except it is very difficult to uncover a communication signal without in areas with high concentrations oi metals, in which case knowledge of the specific frequency. Additionally, sensitive insulated intercoms are often used for communication. broadcasts, especially military signals, are often electronically Intercoms are for intership communications or any other scrambled by the communication devices themselves. In short, area where communications must he run through an area it takes a dedicated, talented individual to uncode protected dense with metals. Intercoms actually carry the signals over broadcasts, but when this is accomplished, the information insulated communication wires. They are seldom scrambled, uncovered is often worth the effort. and often arc simply a matter of turning on the intercom and choosing the appropriate receiver numbers for the communi­ cation. Hyperspace Routes Corns are used for ship to ship communications. They arc Hyperspace routes are established paths through hy­ actually much more powerful comlinks, and are capable of perspace. much like main roads on primitive planets lead much greater ranges. They are most suitable for close-range quickly and safely to major population centers While they communications, such as among fleets of starships or in orbit aren’t guaranteed to be clear of debris, they allow faster travel around planets. Since corns are limited to speed-of-light com­ than plotting one’s own course from scratch and are much less munication, they aren't useful for long-range communcation, dangerous to travel. While there is always the possiblity that such as between planets even within a system (the timelag can something has temporarily entered a route, in general routes range from a few minutes to several hours, depending upon are plotted through cleared areas, allowing ships to reach circumstances). Real time communication over long distances exceptional speeds. is normally accomplished with subspace radio. Hyperspace routes seldom run straight Irom one system to Beckon calls are distress corns which are broadcast lu another — they often zigzag rather haphazardly to bring the indicate distress or mark a specific area if a planet is visited by ship around obstacles and hazards. In general, the longer the travelers or traders.

114 Star Wars ■ Second Edition Cha£tei^ix^£aceJVavel A l t f physical distance, the longer the journey in hyperspace will be. plundering whatever goods of value are on-board. However, due to local navigation conditions, even systems The prevalence of pirates requires many vessels to be that are very near each other in physical proximity may equipped with weaponry and combat shields, although both require roundabout hyperspace routes to reach because oi the Empire and the New Republic have strict regulations on debris and other hazards. permissible weaponry levels. The more often a route is travelled, the faster ships can risk travelling on it. As a route becomes well known, its hazards are Rewards Of Space Travel better understood, and hyperspace journeys can be plotted While tlie danger of space cannot be underestimated, there with more precision and short cuts, thereby saving time. are also great rewards for travelling space — the allure of Lesser known routes may not be physically any longer than explorating the unknown stirs the hearts of even ttie most well-known routes, but still may take longer to navigate be­ jaded beings. cause not ali hazards are properly catalogued. Characters can Space travelers sometimes discover new civilizations on attempt to plot new routes in hvperspace. but this can be distant planets. There are fortunes to be found in the stars, extremely dangerous, even at the most cautious speeds. both in the form of natural deposits of ore and jewels and lost caches of technology and artifacls. With thousands of years of Travel Times recorded space travel, the number of abandoned and lost There is no known “straight route" travelling across the settlements and storehouses is truly amazing. galaxy, El veil the fastest ships in Ihe galaxy, such as the Characters can also make a fortune as simple traders. Some Millennium Falcon, would take over a month to cross the entire planets will pay astronomical prices for certain goods — if the galaxy, if such a route did exist. characters are there at the right time. The risks of prospecting Travel times between major inhabited worlds, even if they are riot inconsiderable, but the lure of wealth is equally great. are sectors apart, can take only a few hours, while travel between minor planets, even if they are in close physical Getting A Ship proximity, might take weeks — sometimes it is quicker to plot a hyperspace journey from an isolated planet to a major trade Starships in the Star Wars universe are expensive. There is route, then to the planet that is your goal, in this case, the ship the basic cost of the ship itself, and then the bank loans, and is traveling farther, but it can reach much greater speeds, maintenance and repairs — it looks so romantic in theholovids; reducing the travel time. it's murder in the space lanes. Characters have several means of obtaining a starship. A Hyperdrive Modifier player may pick a template that starts with a ship, but odds are that the character also inherits a mountain of debt. Hyperdrives are ranked for their,speeds, as a multiplier (x l. Characters may also be able to save up to buy their own x2, x3) — the Millennium Falcon being one of the fastest ships ship. Several ship types and their costs are listed below. in the galaxy with a multiplier of .5. The modifier is multiplied However, even used ships are expensive, and the characters by a route’s travel time for the ship's travel time between will never know what they are going to get stuck with ... systems (see the “Astrogation Gazetteer" for some travel times Military-quality ships, such as starfighters and attack com­ in the .S'/or Wars universe). bat ships, are almost impossible to purchase. In addition to Hyperdrive Back-Up being prohibitively expensive for the average individual, their sale is strictly controlled by most local governments. Most ships have a hyperdrive back-up. This is a small, slow Characters may also be loaned a ship by a sponsor — unit which can bring a ship limping into ihe nearest purl it its characters working for the Rebel Alllance/New Republic are main hyperdrive has been disabled by some mishap. often loaned cargo haulers and freighters to complete their missions. If the characters are hired by a company or a wealthy Starships In The Galaxy individual, they may also be loaned a ship to carry out (heir The proliferation of cheap and easily maintained sublight contract and hyperdrives opened up the galaxy to exploration. Owning Booking Passage a starship is fairly common — wealthy individuals may have private space yaclils, there are countless small businessmen Since most characters won't easily obtain a starship, when engaged in cargo hauling (legal and otherwise), and, of course, he has to travel to another system, he can simply purchase a there are the military vessels which enforce law and order ticket aboard a passenger liner. The ships are affordable, throughout the wilds of space. reasonably safe (considering the turmoil of the civil war, Many companies have their own independent fleets of bulk pirates and natural navigational hazards) and some arc even transports, cargo haulers, and huge container ships, along comfortable. F’assenger liners range from huge, luxury cruise with military capital ships and starfighters for defense. ships, to small transports that are held together by QuikSeal patches and more than a few prayers. Hazards Of Space The cost of passage ranges from a lew hundred credits (lor travel from one major planet to another in cramped conditions Space is dangerous, and the unwary will be certain to find trouble and possibly death. Aside from the natural hazards of with fewr amenities) to several thousand, especially if the hyperspace, there is also the danger of pirates. characters must charter a ship for tire journey. On backwater Ships are always at risk of attacks from space pirates. A worlds, charter may be the character's only choice since the planet may not be served by a regular passenger liner and common tactic of pirates is to simply move an obstacle such as traders may be equally rare — and few characters will want to an asteroid into the middle of a trade route, and wait for a ship to be iorced to drop to realspace because of the hazard— then spend half a year waiting for a ship to show up. the pirates disable the ship before it can return to hyperspace.

Star Wars ■ Second Edition 1 15 Chagtei^i^SgaceTrave^ JTAI WAR r Starship Statistics In Star fT'urs. The Roleplaying Game, starships have a Nav Computer: "Yes" or "No." Ships with nav computers number of important game statistics. For instance, alt may calculate hyperspace journeys with their on-board starships provide fui! cover for their occupants. computers. Ships without navcomputers require astromech In addition, each ship's statistics include: Droids to calculate hyperspace journeys. Craft: The ship’s manufacturer, name, and model num­ Maneuverability. The ship’s maneuverability die code ber. when in outer space. If there is no Maneuverability (Atmo­ Type: The ship's general classification. sphere) listing, this die code also applies to atmospheric Length: How long the ship is. travel. Scale. The ship's scale — Star fighter or Capital. When Maneuverability (Atmosphere): This is how maneuver­ the ship gets into combat, you use the Scale Charts (page able the ship is in an atmosphere, but only if it is different 72) to modify any die rolls your ship makes against stiips of than in space. a different scale. Space How fast the ship travels in sublight space. This Skill: The skill used to operate the ship, followed by the speed is used in ship to ship combat in outer space in units specialization for ils use. Atmosphere How fast the ship travels in an atmosphere Crew: The minimum number of crew members needed or near a planetary body, first In meters per move, then in to safely operate the ship (askeleton crew), followed by the kilometers per hour. number of support crew (a full crew complement). Hull Th is is how tough I he hull of the ship is and how well 1 For Starfighter-scale vessels, one pilot handles all of the the ship can withstand damage in combat. piloting chores. For capital ships, there is one main person Shields. The ship's combat shields. doing each different major task — piloting, astrogating, .Sensors: The different sensor types and their abilities shields, and so forth. (see the sensors skill lor more details). These numbers don't include gunners since they are Weapons. unnecessary to operate a ship. Weapon: The weapon type. Crew Skill. Typical skill codes for crewmembers trained Scale: The scale, if different than the ship’s scale. lor that job: starfighter pilots will have all the skills: capital Fire Arc: Front, lefl. right, back or turret. Turret weap­ ship crewmen will have just I he skill lor l he job that they ons may fire in all four arcs. have been trained in. Co-pilots and assistants typically Crew: The crew necessary to man t tie weapon. If there have -11) to each skill code. is no crew listing, the weapon may be lired by the pilot. The Passengers: The number of passengers and troops that variable numbers are treated the same as ship's crew. may be carried (beyond the crew complement). Skill: The skill used to fire the weapon. Cargo Capacity The kilograms and cargo space for the Fire Control: Add these dice whenever the gunner ship. shoots to hit. Consumables A measure of the ship's air, food, water Space Range: Shorl, medium and long ranges in units. and fuel and how long it can travel before having to stop tor Atmosphere Range: Short, medium and long ranges in refeuling and resupply. an atmosphere. Hyperdrive Multiplier: This measures how quickly the Damage: This is the weapon's damage. ship travels in hyperspace, and how fast it can go from one Note: Most of the time, not all of these stats will be star to another. necessary in the course of the game. In combat, only the Hyperdrive Backup: Some ships have a backup ship's scale, speed, maneuverability, hull code, weapons, hyperdrive for emergencies. This is a listingof the backup's shields, and in the case of capital ships, crew codes are hyperdrive multiplier. Many stiips are not equipped with important. backups. V______Starfighters X-wing Starfighters are small-crew (normally one or two man) combat One of the most famous starfighters in the galaxy, Luke vehicles used in all manner of short-range missions. These ships Skywalker piloted an X-wing when he destroyed the Death Star. emphasize speed and maneuverability over durability, and nor­ These ships form the backbone of the New Republic starfighter mally have a devastating weapon complement. These ships are fleet, " normally designed for very short, but intense duty periods, and X-wirtg thus are very effective in battle, but only for limited amounts of Craft: Incorn T-65R X-wing time. Starfighters are notoriously expensive, and serve only one Type: Space superiority fighter role: the destruction of enemy ships, Starfighter technology Scale: Starfighter advances very quickly, and thus most fleets have to expend a Length: 12.5 meters huge portion of their budgets to train pilots and keep them Skill: Starfighter piloting: X-wing equipped with cutting-edge ships. Some of the most famous Crew: 1 and Astromech Droid (can coordinate) starfighters include the New Republic’s X-wing. the Empire's TIE Crew Skill: Starfighter piloting 5D, starship gunnery fighter, and the legendary (hut outdated) 7-95 Headhunter: 4D+2. starship shields 2D ' these ships use the starfightpr piloting skill Pajisengers: None Cargo Capacity: 110 kilograms: A cubic meters

116 Star Wars ■ Second Edition AR_ Cha^te^Six^gac^^ravel

Consumables: 1 week Skill: Starship gunnery Hyperdrive Multiplier; si Fire Control: 2D Hyperdrive Backup: None Space Range: 1-3/12/25 Nav Computer: None (uses Astromech Droid) Atmosphere Range: l(.10-3(K)/l,21m/2.5km Maneuverability: HD Damage 51) Space: 8 Two Proton Torpedo Launchers Atmosphere: 365: 1050 kmh Fire Arc Front Hull: 4D Skill: Starship gunnery Shields: ID Fire Control- 2D Sensors: Space Range: 1/5/7 Passive: 25/01) Atm os phe re Ra age .-50-100 /4{ H)/ 700m Scan: 50/1D Damage: 91) Search 75/2D Two Light Ion Camions (fire linked) Focus: 5/4 D Fire Arc. Turret (Gun may he fixed to forward to Weapons: be fired by pilot at only ID fire control.) Four leaser Cannons (fire linked) Crew: 1 (co-pilot) Fire Arc: Front Skill: Starship gunnery Skill: Starship gunnery Fire Control: 31) Fire Control: 3D .Spare Range: 1-3/7/36 Space Range- 1-5/12/25 Atmosphere Range: 10(1-300/700/3.6km Atmosphere Range: 100-500/1.21m/2.5km Damage: 41) Damage: 6D Two Proton Torpedo Launchers TIE/ln Fire Arc: Front The prime Imperial starfighter at the height of its power, Skill: Starship gunnery TIK’s (Twin-Ion F.ngine starfighters) are designed to he fast. hut Fire Control: 2D they accomplish this through being fragile. Prior to its defeat, Space Range 1/5/7 the Umpire never gave a second thought to sacrificing scores Atmosphere Range: 30-100/500/700m of these strips to accomplish goals — there were thousands Damage: 91) more just like them. The TIE/ln can be found stationed at Imperial outposts of all kinds throughout the Known Galaxy Y-wing and is the most visible symbol of Imperial power. The Y-wing was adopted at the inception of the Rebel Alliance, and due to its versatility remains popular despite its TIE/ln Craft: Sienar Fleet Systems TIE/ln old, almost outdated, design. The ships are appreciated be­ Type: Space superiority starfighter cause parts for them are much more readily available than Scale: Starfighter limited run ships, such as the A- and B-wing starfighters, Length: 6 3 meters Y-wing Skill: Starfighter piloting: TIE Craft: Koensayr BTL-S3 Y-wing Crew: 1 Type: Attack starfighter Skill Codes: Starship piloting 4D* 1, starship gunnery Scale; Starfighter 4D ’ L Length: 16 meters Passengers: None Skill: Starfighter piloting: Y-wing Cargo Capacity: 65 kilograms: .25 cubic meters Crew: I or 2 and Astromech Droid (can coordinate) Consumables: 2 days Crew Skill: Starfighter piloting 4D+2, starship gunnery Hyperdrive Multiplier: None 4D+1, starship shields 3D Hyperdrive Backup: None Passengers: None Nav Computer: None1 Cargo Capacity: 110 kilograms, A cubic meters Maneuverability: 2D Consumables: One week Space: 10 Hyperdrive Multiplier: xl Atmosphere: 415: 1200 kmh Hyperdrive Backup: None Hull: 2D Nav Computer: None (uses Astromech Droid) Shields: None Maneuverability: 2D Sensors: Space: 7 Passive: 20/0D ' Atmosphere: 350: 1.000 kmh Scan: 40/ID Hull: 4D Search 60/2D Shields: ID .2 Focus: 3/3D Sensors: Weapons: Passive: 20/OD Two Laser Cannons (fire linked) Scan: 35/1D Fire Arc: Front Search: 40/2D Skill: Starship gunnery Focus: 2/3D Fire Control: 2D Weapons: Space Range: 1-3/12/25 Two Laser Cannons (fire linked) Atmosphere Range 1 (111-300/1 2km/25km Fire Are Front Damage: 5D

Star Wars ■ Second Edition 117 Alle?'i Nunis gines and more powerful energythe Rebel Alliance converters X-wing in starfighters. its It featuressolar larger Interceptorpanels. en­ was designed to counter the design advantages of into generaluse until justbefore theBattle ofEndor, the UK C 118 e^i ^^i ^ e iv ^ (^ c a g ^ ix ^ te £ a h Sensors: Shields: Hull: 3D Atmosphere: 11Space: Maneuverability: Backup: Hyperdrive Multiplier: Hyperdrive Consumables: Capacity: Cargo Passengers: 4L)+2 Skill: Crew 1 Crew: Skill: Length: Scale: Type: Craft: Introducedshortly before theBattle of Yavin,but not put Weapons: Nav Computer: Nav Search: Scan: i*assiue: Four Laser Cannons Four LaserCannons Focus: Starlighter piloting: TIE Damage: Range: Atmosphere Range: Space Control: Fire Skill: Arc: Fire Space superiority starlight Sienar Fleet Systems TIF. Interceptor Starlighter 40/2D 9.(5 meters None 4/3D+2 60/3D Starship gunnery 25/ID Starfighter piloting 5D,starship gunnery None 435;1250 kmh Front 6D 2 days None 715 kilograms; .3 cubic meters ‘ I Interceptor TIE I Interceptor TIE 3D 3D+2 1-3/12/25 None None (fire linked) 100-300m/1.2km/2.5km ' cr ' citizens Emperor F>alpatine shipsthese his disposal, that at wonder awesome is no it could instill Imperialfear theweapons of machine. war 25,000in over With the of hearts of the galaxy’s for the the standard complement. minimum,Under skeleton crew necessary there to isfly thealso ship. a The listingother numberuse the is Cal Battle Cruisers and Imperial Dreadnaughts. include shipsThesethe Imperial Starservice for decades. SomeDestroyers, ofthemost famous capital Curelliauships starships Corvettes,form theMon backbone of most starfleets, and can hesigned into take anunbelievable amountyears withoutof punishment having for resupply,tostop aridhefore theyare de­ ronsstarfighters.of ships These can operate formonths or numbering thousands, in the these vessels scores sport of ships) are huge vessels for space deepwarfare. With crews division.20 AT-AT and 30carries 72 AT-ST wing of one TIE starfighters, walkers. full a storintrooper losingany fighting capacity. tremendouslyThese expensive heavyweapons and arc often equipped with several squad­ Weapons: Sensors: Shields: Consumables: Capacity: Cargo Skill: Crew Crew: Skill: Capital ship piloting: star destroyer Scale: Type: Craft: The Imperial Star Destroyer was among the most fearsome Space: (5 Passengers: Passengers: gunnery 4D-2 4D* 1. starship sensors 4D, astrogation 4D, capital37,085 ship Length: Under crew,there are twolistings. One is the skeleton, or Hull: 1D Maneuverability: Computer: Nav Hyper Backup: drive Multiplier: Hyperdrive its Imperial weaponry, anIn addition to Star Destroyer Capital combat starships Capital combat Focus: Search: . S c o n :1 0 0 /Passiue: 3 D 60 command capital shippiloting capital Damage: Range: Atmosphere Range Space Control: Fire Skill: Arc: Fire 7D Crew: Turbolaser Batteries Turbolaser Star Destroyer KuatDrive Yards Imperial Skeleton: 5,000 with Capital 1,600 meters 3D 6/4171*2 200./4D Capital ship gunnery 50/ID 1 or 2 Imperial Star Destroyer StarImperial Capital ship piloting 5Dt Imperial Star Destoyer StarImperial 9,700 (troops) 20 front. 20 left, 20 right skill necessary to lead the skeleton crew. 5D 6 years Yes Capital Ships Capital 36,000 metric tons; 9,00 cubic meters 4D 3-15/36/75 x8 (often referred to simply as capital x2 skill. 6-15/72/150km Command (fire separately) trWr ■ Edition Wars Second Star I Star iX'stroyer 1 7D; Total crew: ,starship shields WAR JTAI jChH^tcr^Si^Sgac^^ravel

60 Ion Cannons (fire separately) 20 Ion Cannon Batteries (fire separately) F ir e A r c : 20 front. 15 h-fl. 1.5 right. t() back F ir e A r e : 8 trout, 4 left. 4 right, 4 back C re w : 1 o r 2 C re te : 1 to 7 S k ill: Capital siiip gunnery S k ill: Capital ship gunnery Fire Control- 2 D -2 Fire Control: 3D Space Range: 1-10/25/50 Space Range: 1-i 0/25/50 Atmosphere Range: 2-20/50/HHlkm Atmosphere: 2-20/50/1 00km D a m a g e : 2D D a m a g e 3D 10 Tractor Beam Projectors (fire separately) 6 Tractor Beam Projectors (fire separately) F ir e A rc . 6 fro n t. 2 left. 2 rig lit F ir e A re ' 4 frrmt. 1 left, 1 right ('r e in : 1 to 10 C re w : 1 to 10 S k ill: Capital ship gunnery S k ill: Capital ship gunnery Fire Control: ■'ll) Fire Control: 2 D -2 Space R

Star Wars ■ Second Edition 1 19 A lie n N u n is 120 Type: Type: Sensors: Shields: Crew: Crew: Skill: Length: Scale: Craft: Weapons: Atmosphere: Space:1 ID Maneuverability: Computer: Nav Backup: Hyperdrive x2 Multiplier: Hyperdrive Consumables: Capacity: Cargo Passengers: capitol ship gunnery 4D* 1 shields 3D, starship sensorsCrew3D< Skill: 1, Capitolastrogation ship piloting 3D. 31)-2,capitol ship Hull: Sac Sac nil. Scan: Focus.1 4/4 D -2 Passive: 12 Turbolaser Batteries 12 Turbolaser 3D.2 Capital ship piloting: Nebulon-B Fire Arc: Fire Damage Range: Atmosphere Range Space Control: Fire Skill: Crew: Escortstarship Kuat Drive Yards'Nebulon-B Frigate Skeleton: 307, with Capital 75/ID 300 meters 2D 150/3D Capita]ship gunnery 40/OD 1 to 4 75 (troops) 280: 800 kmh 4D 6 front. 3 left. 3 right euo- Frigate Nebulon-B 2 years Yes 0,000 metric tons;2500 cubic meters 31) 3-15/35/75 x 1 2 6-30/70/150km Command (fire separately) 5D Total:030 eil h e r to increase to r e h cargoeil space worth his weight in bant ha fodder willable, durable tryand modifabletohence its— popularity.change Insomething,models fact,of freighters travelling the galaxy,the YT-1300 isreli­ transportstarships use the luxury cruise liners, and civilian ship anyof other use. All cruisers with millions of starships,cubic meters small transportsof (likecargo the YT-1300 space, freighter),shuttles, bulk there'struly nosuch thing asa ‘stock’ freighter any — pilot .Space Representative the thousands of different of brands and 2 Tractor Beam Projectors (fire separately) 12 Atmosphere Range: Atmosphere Stall: Star fighter Scale Space Range: Space Stall: Crew: Fire lire Damage: Range: Space Control Fire ie Control: Fire Damage Range: Atmosphere Crete: Laser Cannons Laser Cannons transports Arc.0 front, 2left, Arc. Front Stock YT-1300 Transport YT-1300 Stock Capitalship gunnery Capitalship gunnery 1 or 2 1 12 to Space Transports Space ■ 4D 2D oe te nie ag o non-combat range of entire the cover 2D 2D 1 - 3 / 1 2 / 2 5 1 - 5 / 1 5 / 3 0 (fire separately) 2-1 f)/30/60km 2 - 6 / 2 4 / 5 ( 1 k m space transports space n r r n 2 trWr ■ Edition Wars Second Star right, speed, or combat capability 2 back skill. WAI *AR Chajote^ix^£ace^aveI

Stock YT-t 300 Transport Craft: Corellian YT-1300 Transport Type: Stock light freighter Scale: Starfightcr Length: 26,7 meters Skill: Space transports: YT-130U transports Crew: 1 to 2 (can coordinate) Crew Skill: Vari es tremendously Passengers: 6 Cargo Capacity: 101) metric tons Consumables: 2 months Hyperdrive Multiplier: x2 Hyperdrive Backup: x!2 Nav Computer: Yes Maneuverability: OD Space: -1 Atmosphere: 480:8l)Dkmh Hull: 41) Shields: 01) Sensors: Passive: 10/01) .Score 25 /1D Search: 40/21) Focus: 2/31) Weapons: One laser Cannon Fire Arc Turret Crete.' 1 Skill: Starship gunnery Fire Control: 21) Space Range 1-3/12/25 Atmosphere Range. 100- 300m/1.2km/2.5krn Damage 41) Sensors: Stock Ghtroc Freighter Passive: 15/OD A less popular, hut no less durable freighter design, the Sean 30/1 f) Ghtroc freighter model became popular in the Outer Rim Search: 50/31) Territories, where the manufacturer was based. While Ghtroc Focus: 2/41) Industries has since gone out of business, several thousand of Weapons: the freighters remain in service, especially for simple cargo One Double Laser Cannon runs, where combat is not expected. Fire Arc: Trout Skill: Starship gunnery Stock Ghtroc Freighter Fire Control: L1)-2 Craft: Ghtroc Industries class 720 freighter Space Range: 1-3/12/25 Type: Stock light freighter Atmosphere Range: 100-300rri/1,2krn/2.5krn Scale: Slarfighter Damage: 4D Length: 35 meters Skill: Space transports: Ghtroc freighter Imperial Customs Guardian Light Cruiser Crew: 1 or 2 (can coordinate) A common Imperial system patrol craft, it is quite capable Passengers: 10 of handling common freighter and smuggler traffic, although it Cargo Capacity: 135 metric tons; 55 cubic meters is totally outclassed when sent up against capital ships. Com­ Consumables: 2 months mon throughout lightly populated, isolated systems. Hyperdrive Multiplier: x2 Hyperdrive Backup: x 15 Imperial Customs Guardian Light Cruiser Nav Computer: Yes Craft: Sienar Fleet Systems Guardian-class light cruiser Maneuverability: 1D Type: Inter-systern customs vessel Space: 3 Scale: Starfighter Atmosphere: 260: 751) kmh Length: 42 meters Hull: 31) < 2 Skill: Space transports: Guardian cruiser Shields: ID Crew: 2:8:16 (3 can coordinate)

Star Wars • Second Edition 121 Cha£te^jx^$£ac^^ravel| JTAI f ------\ Passengers: 6 (Prisoners for brig) Starship: Cargo Capacity: 200 metric tons: 80 cubic meters Consumables: 0 months Craft: Hyperdrive Multiplier: xi Type: Hyperdrive Backup: xlO Scale: Slav Computer: Yes Maneuverability: 1L) Length: Space: 9 Skill: Atmosphere: TOO: 1 i 51) kmh Crevv: Hull: 5D Shields: 20 Passengers: Sensors: Cargo Capacity: Passive: 30/113 Scan: 60/2D Consumables: Search: 90/4D Hyperdrive Multiplier: Focus: 4/4D-1 Hyperdrive Backup: Weapons: Four Laser Cannons (fire separately) Nav Computer: Fire Arc: 2 iront, 2 turret Maneuverability: Crew: 1 Space: Skill: Starship gunnery Fire Control: 2D 1 2 Atmosphere: Space Range: 1 3/12/25 Hull: Atmosphere Range: lOO-SOOrn.T .2krn/2,5kni Sh ields: Damage: 5D .Sensors: Scout Ship Passive. / One of many vessels being used throughout the unexplored / and untamed regions of the galaxy, this particular ship is Search: / designed for a crew of one (hence its somewhat low perfor­ Focus: / mance values). Weapons: Scout Ship Craft: Sienar Ships “Lone Scout-A" Weapon name Type: Stock scout vessel Scale: Scale: Starfighter Fire Arc: Length: 24 meters Skill: Space transports: Lone Scout Crew: Crew: 1 Skill: Passengers: 3 Fire Control: Cargo Capacity: 15U metric tons; 60 cubic meters Consumables: 1 year Space Range: Hyperdrive Multiplier: x2 Atmosphere Range Hyperdrive Backup: xl5 Damage: Nav Computer: Yes Maneuverability: OD Weapon name Scale: . Fire Arc: . Crew: . Skill: Fire Control: Space Range . Atmosphere Range: . Damage: .. \ ______)

122 Stdr Weirs - Second Edition jGna^te^ix^gac^^ravel JOhr

Space: 5 Weapons: Atmosphere: 295: 850 kmh One Laser Cannon Hull: 4D Fire Arc: Front Shields: ID Crew: Pilot Sensors: Skill: Starship gunnery Passive: 30/OD Fire Control: (H) Scan 50/1D Space Range: 1-2/12/25 Search: 75/2D Atmosphere Range. 100-3(10m/1 2km/2.5ktn Focus: 5/3D Damage: 4D

Star Wars - Second Edition 123 124 Star Wars ■ Second Edition Chapter Seven: The Star Wars Universe

Star Wars ■ Second Edition 125 Chapter Seven: The Star Wars Universe JTAI WAR

Chapter Seven The Star Wars Universe

The Star bore saga is set "a long time ago. in a galaxy far far away ..." This chapter gives you a basic understanding ol this Prom Hit1 First Safia. galaxy. Journal of the M hills

The Republic l hi' Old Reptddic irn* the Republic of legend* greater The Old Republic presided over the peaceful growth and than distance <>r time. \u need to note where il it ax or prosperity ot the galaxy (or almost as long as there have been whettc e it came. only to knott that ... tt tv as tlu 'Republic. historical records. The Republic was so ancient that its origins ( hire. under the wise rule of the Staiate and the protection had faded almost into obscurity and myth, giving it a sense of o f the Jodi knights, tht1 Republic throve tool grow. /Juf. os history and timeless presence. often hopftons when wealth and power pass beyond the Its origin dates hack to a lime when the universe seemed admirable and attain the awesome, then appear those evil more magical and more romantic. It was a period of galactic ones trlnt hrrro /rrot'd lo match. heroes, exploration and barbarian warlords, such as Xim the So it was with the Republic at its height. Like the greatest Despot. The Republic's rise offered cooperation, peace and o f trees, able to withstand any external attack, the Republic understanding instead of brutal conquest and domination. rotted from within though the danger ir

126 Star Wars ■ Second Edition Cha£te^even^i^^ta^V3i^^niverse 'AM AJlcn NuniS

When the first corruptions were exposed, there was out­ gained the position through fraud, clever promises and astute rage and anger — but no change. A great disease had struck at political maneuvering. the heart of the Republic, but the senators, so consumed with President Palpatine implemented what he called his “New protecting their own interests, lacked the will to fight the evil. Order." He restarted the government, and proved to be an The out rages continued. Senator turned upon senator Sena­ efficient leader. The Senate turned more and more power over tors and governors established their own dominions, their to him, and he seemed to be the only person capable of getting appointed representatives acting above the law. The values of anything done. honor, honesty and decency became secondary to the perver­ As Palpatine became more powerful, with popularity to sions of personal power and wealth. The galaxy cried in match, he also became more greedy. He cloaked his greed, anguish as the decline of the Republic began. carefully cultivating the image of a responsible leader. Some Fear gripped the people of the galaxy. The Republic had thought that the decline of the Republic was uver. seemed immortal, yet it was unraveling and disintegrating, out Secretly, Palpatine desired more. Some in the Senate, espe­ of control and plummeting into an abyss of chaos and disorder. cially Senator Bail Organa, Viceroy of Alderaan, and Mon The Republic ignored its duties, the government no longer Mothmaof Chandrila, suspected Palpatine’s true motives were paying heed to the needs and wishes of the people. Conflict less than noble. slowly spread from region to region, and once again blood was When be felt that he was immune from challenge, he de­ spilled over the unending pursuit of power. clared himself Emperor. The worst fears of Palpatine's oppo­ nents were realized. The Rise Of Palpatine Senator Palpatine was one of a new breed of senators who The Empire had come to the Republic. He seemed hard-working and prom­ The change from Republic to Empire was sudden. Palpatine ising, yet unable to accomplish meaningful change used mythic images to call upon the peoples’ sense of ro­ He was known as a keen observer, yet declined positions on mance. and he promised that with their unwavering support, key advisory boards when they were offered. The senator he would lead the Empire to glories greater than the Republic seemed competent but unambitious, almost unassuming. He had ever known. Conflict, lingering over the years of corrup­ had no enemies and was palatable to almost every faction of tion, continued to plague the galaxy, and thus the people were the Senate. willing to accept a solution ... any solution, even an absolute Palpatine’s reputation worked to his advantage. The honest ruler. There were many who distrusted the concept of an senators knew that it was time for change. The corrupt sena­ emperor, yet trusted Palpatine, and thus accepted the tors also desired a change — they wanted a power less figui e- president’s action as a temporary arid necessary step. head who would give the semblance of stability so that their By the time the senators had realized what Palpatine had rampages could continue unchecked. done, they were too wreak to challenge him. The military had Palpatine seized the moment. He seemed to be a compro­ sworn loyalty to him. The corporations fell into line, lured by mise candidate, satisfactory if unspectacular, and able to the promise ot incredible protits. meets the peoples' demands for leadership. In truth, he had Palpatine quietly silenced his enemies. History is vague on

Star Wars ■ Second Edition 127 OTa£te^even^h^Sta^j^a^^niverse -TTAI WAR specific details, but it is known that the Emperor orchestrated belief. While many of these worlds couldn't openly declare the extermination of the Jedi Knights. He used political threats themselves in rebellion, lest they face direct response from the and vague promises of foreign invasions to spearhead the most Emperor's massive star fleet, they did succeed in funneling massive military build-up the Known Galaxy had ever seen, arms, money and soldiers to the Alliance. Palpatine began implementing policies in the more isolated The Rebel Alliance spent the next three years engaging in regions that led to countless atrocities. Evil and tyranny slowly “harassment" tactics. Even with much more widespread sup­ spread across the galaxy, like the darkness of night. port, the Alliance lacked the weaponry to confront the Empire directly, yet they were able to waylay convoys and conduct The Era Of Rebellion “hit-and-run" raids which required considerable manpower and resources to counteract Even when the fate of the galaxy seemed forever entwined When the Empire did challenge the Alliance in battle. Rebel with the will of the dark Emperor Palpatine, there were some bases were often decimated, although there were also key who were willing to resist. Several systems declared them­ victories that kept the hope of ultimate victory alive. The selves in rebellion — and were put down immediately. None­ Alliance keyed its strategy to keeping its bases and fleet theless, they had inspired many to continue the fight. dispersed throughout different regions of the Known Galaxy, Out of the ashes of defeat arose the Alliance to Restore the sometimes even venturing to the Unknown Regions in hopes ol Republic. In those first few years, the Alliance was quiet, slowly finding refuge. While this system was inefficient, and was building up support and trying to avoid the attentions of the responsible for a considerable amount of miscommuiiicaUuii, ever vigilant Imperial war machine. Many worlds and peoples it also made it impossible for the effort to hunt down and secretly allied themselves with the Alliance in this great Civil eradicate the Alliance's military. War, knowing that conflict would come soon. The Empire's ability to control ail official communications The Era of Rebellion, as Republic historians now call it, effectively prevented those in the influential Core Worlds from began shortly before the Battle of Yavin, the battle which saved knowing about the massacres that occured on the outer worlds. the Rebel Alliance from total destruction. It marked the begin­ Because the war, and its brutal realities, never touched the lives ning of open, armed conflict between the Empire and the of the average person in the Core Worlds. Palpatine retained a Alliance, great deal of popular support in these protected regions. Nonetheless, many individuals on these planets joined as The Battle Of Yavin intelligence agents, working in “cells" on imperial-held worlds. Rebel spies learned of the construction of a new imperial A few planets, too remote even for the Empire to be both­ ered with declared themselves in open rebellion. Chief among super weapon, spearheaded by Grand Moff Tarkin. It was to be these was Calamari. the Mon Calamari homework!. These the epitome of the Doctrine of Fear, which presupposed that the Emperor would be able to maintain power only through brave, peace-loving people fought back against the Empire's initial invasion, and the Empire was too busy elsewhere to fear and t fit* absolute powei of I he military. It was the doclriue that would eliminate the final trappings of Ihe Repuhlic — the defeat the aliens. In time, the Calamarians became as much a Senate, symbol of the Rebel Alliance as X-wing fighters and Princess Princess l.eia Organa, senator from Alderaan, discovered Lei a Organa. Slowly, word of the Alliance spread, and for those the Empire's plan and received the technical readouts on this who took these words of inspiration seriously, hope returned. super weapon, called the Death Star. She had to go to the remote desert world of Tatooine to bring General Obi-Wan The Final Battles Kenobi, Jedi Knight, and good friend of her father. Bail, out of Just over three years after the Battle of Yavin, the Rebel retirement. With his aid, she planned to deliver the plans to her Alliance sutlered a major defeat at the Battle of Hoth. The base homeworid of Alderaan in the hope that a weakness could be was routed by an Imperial task force led by Darth Vader, and discovered, enabling the Rebellion to somehow find a way to the Rebel forces fled by whatever transport was available, it defeat the Death Star. was during this time that Luke Skywaiker travelled to the However, Princess Eeia's transport ship, the Corellian Cor­ mysterious Dago bah system, although to this day he refuses to vette TantivefV, came under direct attack from an Imperial Star disclose the nature of his activities there. Destroyer under the command of the Emperor’s personal Shortly after that fateful battle, Han Solo, Princess Leia, emissary, i.ord Darth Vader, Dark Lord ot the Sitii Lei a was Chewbacca and the protocol Droid C-3P0 were captured by the captured, but the plans, safely stored within the memory of an Empire at Cloud City, on the gas giant of Bespin, This was all part astromech Droid designated R2-D2, were sent to Tatooine in of a complex scheme to lure young Skywaiker to Bespin so that the hopes that Kenobi would find them and bring them to Darth Vader could capture and present him to the Emperor Alderaan. With it went its counterpart. C-SPO. The plan came dangerously close to being successful. Han The adventures of the Droids eventually brought them to a Solo was encased in carbonite and shipped off to Jabba the young farmboy named LukeSkywalker. Little did anyone, Luke Hutt. galactic gangster, Luke Skywaiker lost his right hand in especially, realize that he would be the hero that destroyed the combat with Darth Vader. yet maintained the will to escape, Empire and he the first in a new- line of Jedi Kilights. despite Vadcr's revelation that he was Luke's real father. Short months later, Skywaiker, nearly finished with his training, led the attack on Jabba’s palace on Luke's homeworid The Rebellion Grows of Tatooine. The rescue successful, the Rebels joined the rest Following the Battle of Yavin, many more planets threw of the assembled fleet, as it prepared for a last-ditch assault on their support to the Alliance. The destruction of Alderaan the force of the Empire. horrified many of those who had been pacified into inaction. The Rebel Alliance gained a great deal of support in the Outer Endor — The Defeat Of The Empire RimTerritories and other remote regions, wheretheEmperor's Mon Mothma wasn’t eager to attack the Empire. The Alli­ forces acted with impunity, committing atrocities beyond ance, while many times more powerful than when it defeated

128 Star Wars - Second Edition Chapter Seven: The Star Wars Universe —WART

the Death Star at Yavin, was still drastically outgunned. The recent rise of Grand Admiral Thrawn, and his uncanny However, the time for waiting was over. Dothan spies learned ability to rally Imperial ships to his command, has proven just that the Emperor was building a second, more powerful Death how fragile the New Republic is. The Known Galaxy is experi­ Star over an obscure forest moon named Endor. More impor­ encing a most sensitive period where the balance of power and tantly, Emperor Palpatine was personally overseeing the final the future of its people remains in doubt. phases of construction — the Emperor, his precious Death Star, and the Empire itself, were at their most vulnerable. The State Of The Galaxy The Battle of Endor changed history. The Rebels, with the assistance of a primitive native species called Ewoks, de­ The New Republic controls approximately three-quarters stroyed the Death Star, taking a large portion of Palpatine's of the Known Galaxy, yet this control is limited almost exclu­ personal battle fleet with it. Luke Skywalker was responsible sively to member worlds. The Republic's military forces are for returning Darth Vader (Anakin Skywalker, as be was known extremely limited, and therefore most systems are responsible before he turned to evil) to the Light Side of the Force. Emperor for ttieir own defense and law enforcement. While most ot the Palpatine was killed. people of the region are fully in support of the Republic's The Empire had been defeated, but the Rebel Alliance learned ideals, there are still those who have grown lazy from decades that it was easier to fight than to lead. This battle marks the of excess and old habits die hard — there are many member beginning of the protracted conflict between the New Republic/ worlds with oppressive laws, and law enforcement is very Alliance anil the remnants ol the Empire ttiat continues. uneven from system to system. The New Republic, despile its power, is far from wealthy, The Empire In Decline and must scrounge for supplies and ships. The economy of the galaxy has virtually ground to a halt due to tears of economic Overt tie next five years, the Empire lost over three-quarters instability, and the lack of new incentives to restart the engines of the territory once under its domain. Meanwhile, the Rebel of industry. Recently, the New Republic has attempted to Alliance reorganized itself as the New Republic, hoping to recruit independent cargo haulers and smugglers to officially bring peace and prosperity to the galaxy. join the Republic and restart the economy, but there is a Unfortunately, the war didn't simply end with the death of definite hesitancy on their part to involve themselves with any Palpatine. It merely shifted the advantage from the Empire to official government body. the New Republic, The Empire's territory loss was precipitated The regions still controlled by the Empire are also in a state by the greed of those who remained in power. ol change. Many such areas are firmly controlled by the Palpatine carefully cultivated those with power lust be­ Imperial starfleet. which for the time heing has rallied around cause they were cunning, but he kept them at bay by playing Grand Admiral Thrawn, but this is a tenuous alliance at best. one off the other. With no one clearly in power, games of deceit Many of the regions of "Imperial Space" are actually small and political maneuvering erupted into full-scale warfare. Many dictatorships, administered and controlled by the Motts who a petty Mott tried to carve out his own personal empire, were directed to run them for the Emperor in years past, ignoring the fact that the Empire had lost control of the vast tn between Republic and Imperial space are the so-called corporations which manufactured its weapons and supplies. Borderland Regions. These are areas near the battle fronts and Imperial soldiers were pitted against each other, instead of in dispute. These regions, tor their own self-preservation, are fighting in the name of the Empire. Morale and desertion rates officially neutral, and are waiting to see which side will gain skyrocketed, while the New Republic slowly increased its permanent control of the area. holdings. The galactic corporations still remain mostly neutral, serv­ There were several attempts at claiming “royal" lineage to ing whoever will pass them credits. Many of the companies Emperor Palpatine, yet all these efforts met with failure, and have taken to directly trading amongst themselves ratner than led only to continued conflict and bloodshed. dealing with governments, and while few take action against With the Empire disorganized and disheartened, the New either government, neither are they allied with them, either. Republic’s military forces steadily marched toward the Core Most corporate systems are responsible for all trade, cur­ Worlds. The former Republic and Imperial capital planet ot rency, defense and other matters. Coruscant fell quickly and with only minor conflict to the New Finally, the “fringe" society — the galactic underworld — Republic, while Imperial forces salvaged what they could, forced has benefilted handsomely from the developments of the past to flee to the Outer Rim Territories and other outlying areas. few years. The death of Jabba the Hutt has opened up many However, sympathy for the Empire was high among some of new areas of activity that were heretofore dominated by the those who now lived under the laws of the New Republic. There infamous gangster, and new criminal organizations are spring­ were many who were made rich by the policies of the Emperor, ing up at an alarming rate. Unlike the days of the Empire, when and the “idealistic diplomats" of the Republic promised to Jabba seemed to control everything, these new organizations remove those fortunes in the name of “justice/’ Some actively often specialize in a particular field, such as smuggling, assas­ engaged in sabotage, while others merely convinced newly sination, racketeering or some other lucrative area of busi­ freed planets to remain neutral rather than ally with the New ness, It remains to be seen if a major new crime boss will Republic. emerge from the current chaos ot the galactic underworld. The New Republic has faced many internal troubles as well. The continuing conflict between the Mon Calamari and the Bothans is but the best-known of the lingering teuds within the A Galactic Society Republic. Many member worlds owe allegiance to the Republic The galaxy was linked into one society through two techno­ in nameonly, often retaining the same bureaucrats who brought logical miracles: hyperdrive and the HoloNet. The pervasive terror to enslaved populations at the hands of the Empire. The influence of the Republic, hyperdrive, and the great engines of New Republic has set its sights on bringing universal laws and commerce has spread many technologies, such as blasters. tights to the galaxy, yet provincial and local law is found more Droids, and repulsorlitt, almost universally throughout the often than not. Known Galaxy and beyond into the Unknown Regions.

Star Wars * Second Edition 129 i Nu'T! HoloNet used a specially todeveloped thishyperspace daytechnology remains to one of its greatest accomplishments The ships can cross the KnownGalaxy hundreds in a few of weeks. light years apart.traveling With Hit;between worlds time, sometimes inmiracle amount of incredibly short ofa an in tances hyperdrive, few short hours, even ifa fact proven thatthey a ship inare hyperspace can cross dis­ vast light. Itisn’t known exactlydimension. how this In is accomplished, hyperspace, buttravelmotivator, it isis not limited to the speed of alternate dimension called comprehension, visualize:is to easy thetheory is an there company quick travelbetween planets. drive with relative ease. Itallows most starship allows mechanics maintain tothe average and repair thecitizen affordable.and universal small The nature components drive's the of andmost more distantstars wouldsimplyhyperdrive, be beyondreach. Without hours.travel of between matter athe in stars, sometimesnearest between stars would take years, lic. allowedlhe creationof a galacticthat civilization. this miraculous technology,traders fromknown lar olfinto thepredate Unknown theRegions, Repub­Humans but theit simply Core Worlds, introduced of or alien is by known sion, whichis called hyperspace are vastly different than those of our own dimen­ C 130 hapter Seven: Seven: hapter The HoloNet was built duringthe height ofthe Republic, and When a hyperdrive is activated, through use of a While the reality hyperdrive isof almost Human beyond Because ot the ancient nature of the devices, hyperdrive is quickly easily and journey to people Hyperdrive allows the unknown inventedIt by is was hyperdrive whether a shipis physcially transferred into tfiis alternate h trWr Universe Wars Star The realspace. The HoloNet The Hyperdrive hyperspace. The laws of physics in hyperdrive

of the RebelAlliance, whose communicationsthe Imperial wereli Navy'mi a tremendousfeci advantage to against the forces a tremendous amountof credits to expend on the build-up of would simplyin move and eliminate theoffending elements When a systembecame a problem,the Imperial war machine self Emperor,By doing this,he made it extremely difficult forof the Republic, couldprove his undoing as emperor. that control was vital tohis ability to suppressrebellion and zen. vital sensebelonging of and membership tothe average citi­ tureand commerce. HoloNet,The together with hyperdrive, communication network. HoloNetup to its originaltransmission Hiecapabilities, Empire, (here although have been no additional funds theto rebuild speetl ofhyperdrive Ihe travel. reserving its use for high level military communications,his awesome war machine.giving slaughter). The dismantling (oftenof thesethe actionsHoloNet alsoproved to gavebe anPalpatine excuse for Indiscriminate his coordinate opponents to any resistance his to policies. helpedhim gain quick support had HoloNet, which the as that realizedmaintain He senator power. and thenPresident government functions and corporate uses, official ityet provided Republic restricted to a commonlytain. was Its use held the Republictogether. informationand ideas, leading to greattile HoloNet,advancements the Republic encouragedin the free exchangecul­ of instantly address all citizens, no matter how remote. Through link all members Republicthe of in real-time a holographic Withtheongoing conflict between tire New' Republic and Through the HoloNet, the Presidentof IheRepublic could Eventually,Palpatine reinstated aportion otthe HoloNet, Palpatine dismantled the I ioloNet soon afterdeclaring him­ WhenPalpatine assumedthe role of Emperor,he realized However, HoloNet the wras hideouslyexpensive main­ to trWis ■5tdrWeirs Edition Second WAR -STAI TAIL Chapter Seven: The Star Wars Universe MAX

both the Republic and the Empire have expended vast sums of heavily populated and industrialized, yet it lacks the prestige money to maintain those areas which are still operational. As and tradition of the Core Worlds, or so those from the Core the situation currently stands, only top level military commu­ Worlds would have you believe. Although all of the original nications of the Empire and the New Republic have any access colony worlds have been free for millenia, the official name of to the HoloNet, so the majority of galactic commerce is limited the region remains. to hyperspace travel for communication. During The Empire: This area was ruthlessly controlled by the Empire, and several important Alliance allies emerged The Galaxy^ Structure from this region. Rebel sympathizers were common, but so were imperial intelligence agents attempting to wipe out the The Star Wars galaxy is unimaginably large, with over a Rebellion in this area. hundred million stars in an area of space over one hundred New Republic Status: The region is firmly under the control thousand light years from end to end. There are millions of of the New Republic, and there is widespread popular support officially logged inhabited planets, and quite probably millions for the ideals of Princess i.eia and her fellow diplomats. The of planets that have little more than a single settlement or lor area suffered through several brutal battles as the Empire some other reason remain officially unlogged, but nonetheless prepared its retreat, but recovery has been swift. inhabited. Even with the miracle of hyperdrive, travel from one end of Inner Rim Planets the galaxy to the other could take many months simply be­ Originally known as "The Rim," it was thought that this cause there are so many unknown regions of space. region would mark the limits of the Known Galaxy for centu­ The areas of mapped and settled space are called the ries. Eager colonists and venture corporations proved those Known Galaxy. Those areas which remain unmapped and bureaucrats wrong within a century. unsettled are called the Unknown Regions. The Inner Rim Planets are a diverse region, capable of Because ol the size of Known Galaxy, the Old Republic meeting most of its own agricultural and industrial needs. The created regions for a convenient means of tracking economic, area avoided the chronic overpopulation problems of the Core demographic and bureaucratic data. Worlds and the Colonies by quickly opening up the Expanded Each region was comprised of many sectors. The Republic’s Rirn, which was quickly renamed the Expansion Region. original definition of a sector was any area of space with 50 During The Empire: Another area directly and forcefully inhabited planets, but as colonization and exploration added controlled by the Empire, although many people, rather than more and more worlds to the society, many sectors grew and fight a hopeless conflict, chose to head to the Outer Rim expanded far beyond their original borders. As the Empire Territories and settle new worlds. continued to expand under Ralpatine, even at a reduced rate New Republic Status: This area was held by the Empire far compared to that of the. Republic, the numerous new planets longer than New Republic analysts expected. Due to the required the addition of many new sectors. Empire's actions, it is very unpopular in the region, but repre­ A Slice Of The Galaxy sentatives of the New Republic also face a great deal of anger for taking so long to remove the Empire from the region. Many Some of the most important regions of the galaxy lie at least planets have joined the New Republic, but there is widespread partially within what is called “The Slice. "Beginning at the edge and open fear that the New Republic is too feeble to hold of the Core Worlds, this area saw rapid colonization after two power, and thus the citizens are generallly fearful of continued major trade routes were established through this region. As war. colonists traveled in search of new homes and new jobs, they often followed the two routes, and then migrated inward in search of habitable planets. Core Worlds Tlie original area from which the first Human-explorers branched out in their efforts to colonize and explore the galaxy. The New Republic capital of Coruscant, Corellia and the other most important and ancient homeworlds lie within this region. The Core Worlds are among the most densely populated and wealthy regions of the galaxy. During The Empire: This area comprised the heart of Palpatine’s support, and because it was so carefully isolated from the evils taking place in the outer regions, there were few who desired the destruction of the Empire. New Republic Status: Now, the Core Worlds are under the control of the New Republic. Since the area was so insulated from the horrors of war, the Republic’s support is broad, but not particularly deep — the people simply want peace and prosperity, and don't care how these objectives are realized. The Colonies The Colonies region was one of the first new areas settled as people left the Core Worids. The Colonies region soon estab­ lished its own identity, and most worlds broke away from the John Paul Lon^ direct control of their founding planets. This region is also very

Star Wars ■ Second Edition 131 Chapter Seven: The Star Wars Universe -STA WAR

Expansion Region Galaxy, and because they were backed by the entire galactic Formerly a center of manufacturing and heavy industry, the economy, and the Empire was perceived to be exceptionally Expansion Region began as an experiment in corporate-con­ stable, the currency was considered of value almost anywhere, even outside the boundaries of the Empire, imperial credits trolled space. While profits were amazing, the Republic found it difficult to regulate this area of space and the inhabitants came in coins arid chits of varying denominations: . 1, .2, .5, 1, 2.5. 10.20.50, 100,200.500. 1,000. 2,000 and 5,000 credit coins demanded change. The area was removed from corporate control and in exchange, the Corporate Sector was created. were very common throughout the galaxy; larger denomina­ The Expansion Region fueled much of the economic growth tion coins existed, but they weren’t widely circulated. With the rise of the New Republic, Imperial credits are no of The Slice, providing raw materials for starships and heavy equipment. Due to millennia of intensive mining and develop­ longer in use. The Republic has issued its own currency, also ment, most of the area has been played out. As a result, the called credits (a throwback to the Old Republic’s name for its region has suffered from a prolonged economic slump, deriv­ money). What remains of I he Empire has a new Imperial ing most of its income from travel on its major trade routes currency in use, common near the Borderland Regions. lief ween the outlying regions such as t lie Corporate Sector and With the constantly changing influence of these two govern­ the Core Worlds. The region is trying to develop itself as a ments. the exchange values of these currencies fluctuate wildly, so traders are taking their chances when using either currency cheap alternative to the heavily populated and more expensive Core Worlds and Colonies regions. — often, barter is a preferred method ot exchange in these During The Empire; An area that provided rich tax rev­ troubled times. Many people have made a fortune by prospect­ enues, but also an important staging area for travels to outer ing on currency values, but there is also the risk that either, or territories. A true Imperial stronghold, even prior to the Hattie both, governments could collapse overnight, making this kind of K.ndor. of “investment" risky indeed! New Republic Status: The Expansion Region is generally Many planets, local governments and other corporations have their own currencies, which mayor may not be accepted allied with the New Republic. The Republic's support has been bolstered by Darvon Jewett, the charismatic governor of the depending upon where in the galaxy you are. Accepting these Bonus Sector, currencies can also be a risk if one hasn't ebecked recent exchange values. Mid-Rim In addition to coins, some currencies are exchanged with electronic cred sticks, which are normally issued for large The Mid-Rim is a less populated and less wealthy region denominations of money (’red sticks can he encrypted with simply because it offers fewer natural resources than the other security codes to prevent Ihett and to allow secure interplan­ regions bordering it. Many areas within the Mid-Rim remain etary transfer of money. However, what makes an electronic unexplored and several pirate fleets operate out of the region cred stick secure also makes it traceable — needless to say, due to the low development rate of the area. most criminal elements in the galaxy use only coins for ex­ During The Empire: This region was heavily patrolled by change, or launder their money through so many sources that the Empire because it was feared it would provide too suitable it is difficult to trace the money's “electronic path," a Rebel base. Now that the Empire has been forced to withdraw1 most of its forces within civilized regions, the Mid-Rim has become one of the last regions unquestionably controlled by Language the Empire. intelligent species have developed a bewildering array of New Republic Status: Firmly controlled by the Empire, with communication forms. Fortunately, Basic, the standard lan­ numerous hidden bases and makeshift ship yards. Many rival guage of the Old Republic, enables almost everyone to under Moffs retain their “private empires" provided that they supply stand almost everyone else, troops and taxes to the main Imperial battle fleets in the region. Basic, derived from the native tongue of Coruscant's Hu­ mans. is designed to be easy to understand and pronounce. Time Most alien species can speak il. and almost ail o( them can understand it. It is the official language ol the Empire and the The Star IT'are universe has several '‘standard" timekeeping New Republic after it, and all records, scholarly texts and other measurements. They are all based upon the timekeeping sys­ items ot note are stored in Basic, tem of Coruscant, capital of the various galactic governments; Nonetheless, ttiere are still millions of languages in use. it many planets have their own local time systems, but for ease isn't unusual for an average citizen of the galaxy to speak of reference, standard timekeeping measures are used in all several languages fluently: Basie, his native tongue, some official communications and records. other regional dialects from the planet or sector, and a smat­ There are sixty standard seconds in a standard hour, 24 tering of trade languages, A well-traveled citizen may speak standard hours in a standard day, five standard days in a dozens of languages. standard week and seven standard weeks in a standard month. A standard year is 368 standard days, or ten standard months, plus three standard festival-weeks (devoted to festive celebra­ People tions) and three more standard holidays that make up a year. The following stats are three representative gamemaster characters that players will encounter most often; some indi­ Money viduals will have higher or lower scores, scaled to meet the demands of the players’ characters and the situation. Credits is the standard phrase for money, although depend­ ing upon a person’s reference point, they may be referring to Imperial Stormtroopers a completely different currency. DEXTERITY 3D During the rule of the Empire, standard Imperial credits were the only universally accepted currency in the Known Blaster 4D, blaster: blaster rifle 5D. brawling parry 4D,

132 Star Wars ■ Second Edition , Chapter Seven; The Star Wars Universe

dodge 4D visible symbol of the Empire on most worlds. They arc confi­ KNOWLEDGE 2D dent. arrogant and eager to fight, and hate the Rebel Alliance/ MECHANICAL 2D New Republic with amazing ferocity. PERCEPTION 2D STRENGTH 2D Rebel Alliance Soldiers Drawling 3D DEXTERITY 3D TECHNICAL 21) Blaster 4D*2. dodge 4D-2, grenade 3D-1. heavy Force Points; 0 weapons 3D* 1. stealth 3D■ 1 Character Points: 0 KNOWLEDGE 2D-1 Equipment: Stormtrooper armor (-ID from energy. -21) 1 .anguage 2D ■ 2 from physical alt arks, -1D to Dexterity and all related skills: see MECHANICAL 21) page 158 for specifics), blaster rifle (50 damage), blaster pistol PERCEPTION 2D+1 (4i) damage) S e a rc h 31) Use In The Game: The Emperor’s elite shoektronps, STRENGTH 3D storrntroopers can be found anywhere that t lie F.niperor wants B ra w lin g 41) power and needs to inspire fear — in ol her words, everywhere. TECHNICAL 2D+2 They expec! to be obeyed unquestioningly when dealing with W e a p o n r e p a ir 31) civilians, and cannot be bribed. Force Points: 0 Character Points: (i Imperial Army Troopers Equipment: Blast helmet ( 1 1 from energy. -II) from physi­ DEXTERITY 2D cal). blast vest (-1 from energy. ■ ID from physical), blaster Blaster 41) ■ 1, dodge 41) -1, grenade 50- 2, heavy pistol (4D). comlink.. me.dpack weapons 3D-2 Use In The Game: The standard infantry trooper of the KNOWLEDGE ID. 1 Rebel Alliauee/New Republic is a dedicated individual. All arc MECHANICAL 1D + 1 volunteers who believe in their cause. Many do not conform to PERCEPTION 2D tlm “mold'' above, as they were yanked out of other walks oflile STRENGTH 3D+1 and forced to become soldiers against the Empire. Brawling 4D TECHNICAL ID Other Characters Force Points: 0 1: you need another type of character, whet tier a bounty Character Points: (1 hunter, a scout, a trader, a ,ledi. or one ot thousands ot other Equipment: Blast helmet ( ■ 1 from energy, ■ ID from physi­ character types, you may want to model the character after cal). blast vest (j 1 from energy. -ID from physical), bla.ster one of trie character templates. When you do create a new pisfoi (41.)), 2 grenades (4D), comlink character type, keep the stats handy — you may want to reuse Use In The Game: The standard infantry Irooper of the tin’ character's stats for a new character even it the "personali­ Imperial army, these individuals are the most common and ties’1 of Die characters are completely different. E H Aliens Although Humans have long dominated the Known Galaxy, Ewolts lii ere are thou sand sot knowm intelligent alien species. M any of these species can be encountered almost anywhere, while Intelligent omnivores from the forest moon of Kndor. Ewoks others are famous but rare. are known as the species which helped the Rebel Alliance Human all ribute minimmns are 2D, m axiinum s are 4D. Their defeat the Empire. Prior to the Battle of Endor. Ewoks were move is 1(1/12. almost entirely unknown, although some traders had visited the planet prior to the Em pire's Death Star project. The creatures stand about one meter tall, and are covered Near-Humans by thick fur. Individuals often wear hoods, decorative feathers Humans are I he most plentiful of the inlelligent species of and animal bones. They have very little technology and arc a the Known Galaxy, and were the driving force behind the prim itive culture, but during the Battle Ot Lndor demonstrated creation of the Old Republic, lluiuans have also proven re­ a remarkable ability to learn and follow commands. markably prolific and adaptable, as the multitude of “Near­ They are quite territorial, but are smart enough to realize Human” species have shown. Technically. Near-Humans are that retreat is sometimes the best course of action. They have remarkably sim ilar to Humans, but due to local environment, an excellent sense of smell, although their vision isn't as good such as high gravity, unusual radiation, or any other number of as that of 1 fumans. factors. Near-Humans have evolved unique adaptations to Attrihutc Dice: 12D their erivirnnnlent Attribute Miniinuin/Maximums; DEXTERITY ID .-2/4D r2 Alien Species KNOWLEDGE 1D/3D in addition to the Near-IInmans, there are thousands ot M ECHANICAL 1D+2/3D-.2 intelligent species, and many of them have developed ad­ PERCEPTIO N 2D/-1D + 2 vanced technological civilizations. taking to the stars.

Star War1. » Sec ond Edition 133 iVlikC V.'lAHli C 134 hapter Seven. Seven. hapter operations or repair skills. children. Because of this. Humans can also be very conde­ This ability may notbe improved. age value: 2D Speeder-scale)sturdy houses, vine bridges,withonly primitive rock This skilltools hurling is for good building structurescatapults out(dam­ of wood,catapults vines and andother natural similar bridges; small ropeand several hours for structures, materials constructs. This is the ability to build pilot gliders. and/or any of the spedali/.ations.less than one round. The character may take the base skill character gets 2D for every ID placed in the inquisitive — andscending Ewoks. unusually to Ewoks, mature and are however, tolerant of the Humanprotective of Ewoks, attitude. wanting to protect themlike young skill dice in any vehicle than (other getting a + ID to their and kl limits: Skill Skill bonus: construction. ’rimitive f Mechanical Dexterity Skills: Special 1D/2D+2 TECHNICAL 1D/3D STRENGTH Protectiveness: StoryFactors: Smell: SpecialAbilities: Glider. Move: 1Height: meter Technical Thrown sneak Ewokshave a highly developed sense of smell, Time to use: less than one round. The ability to 7/9 skills. weapons: rocks,bow, sting, spear. skills: skills: At the time the character is created Beginning characters may not place any skills: h trWas Universe ars W Star The MostHuman adults will feelunusually

search

Time to use: One hour for gliders

skill when tracking by scent. glider) Time to use: r starship or hide,search, only, the

cially during warson their homeworld.tiiespecies lias amarked distaste for energyons. weapons, Gamorreans espe­ prefer heavy rneleesible for weapons farming, in hunting,combat, and weaving,cate all theirol and effortsmanufacturing towarfare, while females areweap­ respon­ favoredmercenaries around the Known Galaxy.tendency toward and — talent for — violenceGamorr. has made They themare known for great strength and brutality. Their Ganiorreans organize themselves into clans. Males dedi­ Gamorreans are green-skinned creatures from the planet of epn, brawling, weapons, thecharacter gets 2D forID placedevery in the melee Gamorreans are unable pronounce Basic,to although succeed. check,theymay immediately make a second checkto ever askedlo make a theycan understand it perfectly well. Attribute Minlmum/Maximuins: Attribute 1 Dice: Attribute ID TECHNICAL 1D/1D+2 TECHNICAL 3D/5D STRENGTH Special Abilities: Special Height: 1D/3D PERCEPTION 1D/1D+2 MECHANICAL 1D/2D KNOWLEDGE DEXTERITY2D/4D Skill bonus: Skill Stamina: Move: Droid Hate: Droid Factors:Story V'oice Box: 7/10 1.3-l.fi meters Gamorreans have great u t ter unusual their apparatus, to Due voice Most Gamorreanshate Droids and other Atthe time the character is created Gamorreans and

stamina check,if they failthe first

thrown Weapons thrown

Star Wars • Second Edition Second • Wars Star stamina skills. — when­ — JTAI only,

Chapter Seven: The Star Wars Universe

------;------\ Move: 10/12 Roleplaying Aliens Height: Up to 2.2 meters Special Skills: All alien player characters begin with 6L> more than Knowledge skills: the species’ starting attributes — just like Humans. For Agriculture l ime to use: at least one Standard Week. example, if an F.wok has 12D, then an F.wok player char­ The character has a good working knowledge of crops acter has I8D. When the attribute dice are allocated, all and animal herds, and can suggest appropriate crops for attributes must tit within the minimums and niaximums a kind of soil, or explain why crop yields have been given for the species. All player characters begin with the affected. special abilities listed for the species. Ecology. Time to use: at least one Standard Month. These attributes may be improved with experience The character has a good working knowledge of the (up to the species maximum), but beginning characters interdependent nature of ecospheres, and can deter­ must start within the attribute ranges for their species. mine how proposed changes will affect the sphere. There is a chance that a species could have more or This skill can also be used in one minute to determine less than 18D ns their starting at tributes, due probably to the probable role ol a life-form within its biosphere: one of the following factors: predator, prey, symbiote, parasitic or some other quick Special Skills: These are unusual skills that may be I explanation of its role. uncommon to most other characters, but this particular Story Factors: alien species would stand a reasonable chance of know­ Herd Ships: Many Ithorians come from herd ships, ing. which fly from planet to planet trading goods. Any char- Special Abilities: These arc special abilities and limi­ acler from one of these worlds is likely to meet someone tations that are unique to the species. that they have met before if adventuring in a civilized Story Factors: These are storytelling factors which will portion of the galaxy, affect a character s interaction with other around him. When allocating attributes, ilie die codes must fall within the ranges listed for each attribute. All beginning Mon Calamari characters start with the first number under "Move." The The Mon Calamari are one of the staunchest supporters of second number is the species’ maximum move. the New Republic. First enslaved by the Empire, these once- peaccful beings learned to make weapons and fight, and their ______J assistance, especially in I he form of bat lie cruisers, was essen­ tial to the defeat of the Empire. mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a I’lie Mon Calamari are land creatures, but water is essential Droid (provided the gamernaster and other players con­ to tiieir culture. They are used to moist climates and find arid sider the scene amusing), the character should receive areas, such as deserts, uncomfortable and unnatural. They share their moist horneworld with the Quarreu species an ex'tra Character Point. In terms of behavior, they arc peaceful and soft-spoken, but /fepcfn/ion Gamorreans are widely regarded as primi­ forceful They tend to see life as very organized, and have no tive, brutal anti mindless. Gamorreans who attempt to tolerance for those who would break or bend laws for personal show intelligent thought and manners will often be disre­ garded and ridiculed by his fellow Gamorreans. gain. They have, at times, come into strong conflict with Slavery: Most Gamorreans who have left Gamorr did organized smuggling organizations, including the one run by labbn the Hutt. so by being sold into slavery by their elans. Attribute Dice: 12D Ithorian Attribute Minimum/Maximums: DEXTERITY 1D/3D+1 iihorians, also known as "hammerheads,” are large, graceful KNOWLEDGE ID/4D creatures from the Otlega star system. They have a long neck, MECHANICAL 1D+1/3D+1 which curls forward and ends in a dome-shaped head. PERCEPTION 1D/3D Ithorians are perhaps the greatest ecologists in the galaxy: STRENGTH 1D/3D they have a technologically advanced society, but have devoted TECHNICAL 1D+1/4D most of their efforts to preserving the natural and pastoral Move: 9/12 beauty of the homeworld's tropical jungles. Ithorians live in Height: 1.3-1.8 meters great herd cities, which hover above the surface of the planet, Special Abilities: and there are many ithorian herd cities which ply the starlanes, Mois: Eni'ironments: When in moist environments Mon travelling from planet to planet for trade. Calamari receive a -1D bonus to all Dexterity. Perception Ithorians often find employment as artists, agricultural engi­ and Strength attribute and skill checks. This is a purely neers, ecologists and diplomats. They arc a peace-loving and psychological advantage. gentle people. Dty Environments: When in very dry environments, Attribute Dice: 12D Mon Calamari seem depressed and withdrawn. They suf­ Attribute Minimum/Maximums: fer a - ID penalty to all Dexterity, Perception and Strength DEXTERITY ID/3D attribute and skill checks. Again, this is psychological KNOWLEDGE 2D+2/5D only. MECHANICAL 1D/2D Story Factors: PERCEPTION 1D+1/4D Enslaved: Prior to the battle of Endor, most Mon STRENGTH 1D/3D Calamari not directly allied with the Rebel Alliance were TECHNICAL 1D/2D+1 enslaved by the Empire and in labor camps. Imperial

Star Wars ■ Second Edition 135 Allen Nun s C very strong. andmanipulate themquite well though — the suction is not tapirlikesnout and greendeep skin. haveTheya prominent galaxy. manyhavefound great success in this field throughout the cupsare not vestigal;they canpick fingers upsmall are objects inlong, them flexible andridgespinesof end running in suctionalong the back cups. oftheir skulls. The suction Their 136 at^vnTetMVar^Universe ha^te^even^The^taM officials have placed a high priority on the capture of any The Rodians greatly pr ize "art" llie of bounty hunting,and declare their supporttor the Rebellion.Empire.thefirstof one were They systems openlyto “free'7 MonCalamari due to their resistance againstthe employees. except within criminal circles, are valued they where of a few credits. They are almostuniversally and eagerness distrusted to kill someone in cold blood for the sake Rodians are ahumanoid species withmultifaceted eyes, a Reputation: StoryFactors: 1D/2D+1 TECHNICAL 1D/4D+1 STRENGTH Minimum/Maximums:Attribute Dice:Attribute oe 10/12Move: 1D/3D+2 PERCEPTION 1D/2D+2 MECHANICAL 1D/3D KNOWLEDGE 1D+2/4D+2DEXTERITY Rodiansare notorious for theirtenacity

12D Rodians

conquestand enslavement at the hands of the Empire. numerouswith it is within — caves eavesthat these these upon its people — however, thiswhich has conditionenforced harsh workisprocedures and regulationsstill preferable to tion. have excellent senses of visionand hearing, as well asdirec­ people have made their homes. round eyes. hailThey from Sullust, a harsh, volcanic planet Sullustans are known as able pilots and navigators, and they Sullustans are jowled. mouse-earedhumanoids with large, astrogahon cannot get lost in a place that he has visited before. This search Sullust huge the is controlled by SoroSuub Corporation, the astrogator receives a bonus of+1D to his die roll. is automatic and requires no roll.die When using the healways remembers howto return tothe area he — hearing, they receive a+2D bonus. hearing andvision. Whenever theymake TECHNICAL 1D/3D+2 TECHNICAL 1D/2D+2 STRENGTH 1D/2D+2 KNOWLEDGE Minimum/Maxi Attribute mu ms: Dice: Attribute Enhanced Enhanced Senses: Abilities: Special Height: Move: 1D/3D+1 PERCEPTION 2D/4D+1 MECHANICAL 1D/3DDEXTERITY Location Sense: Location checks involving vision in low-light conditions or 10/12 skill to jump to a place a Sullustan has been, 1-1.8 meters Once a Sullustan has visited an area, Sullustans 12D Sullustans have advanced senses of

Sum ■WeirsEdition Second Perception ITAI or i Chapter Seven: The Star Wars Universe

Twi'leks Tall, thin humanoids with huge tentacular appendages. Twi’leks are cunning, sly creatures who are often found as traders, pirates, mercenaries or slavers. They never devel­ oped space travel on their own, but have embraced the galactic community, travelling throughout the galaxy. Twi'leks try to avoid the great conflicts of the galaxy — rather than be swept up in what they consider to be huge "heat storms" (a reference to the harsh weather of their home world), they prefer to duck into the shadows to wait out the events that will inevitably occur. From a safe hiding spot, they can observe, plan and prepare, and then profit from the situation. Attribute Dice: 11D Attribute Minimum/Maximums: DEXTERITY 1D/3D KNOWLEDGE 1D/4D MECHANICAL 1D/2D+1 PERCEPTION 2D/4D+2 STRENGTH 1D/3D TECHNICAL ID/3D Move: 10/12 Height: Up to 2.4 meters Special Abilities: Tentacles: Twi'leks can use their tentacles to commu­ nicate in secret with each other, even if in a room full of individuals. The complex movement of the tentacles is. in a sense, a “secret" language that all Twi’leks are fluent in. Wookiees Wookiees are intelligent, arboreal creatures from ttie jungle world of Kashyyyk. They are considered to be one of the strongest intelligent alien species in the galaxy, yet also exhibit an uncanny knack for repairing and altering technology

They are known for their loyally to their friends, short Nun;5 AMt-n tempers and cleverness While Wookiees have a reputation for hostility, and many have been known to smash objects when angered, they also possess the capacity for great kindness, a causing damage while brawling (the character s brawling sharp wit and an appreciation of the qualities of loyalty, skill is not increased). The character also suffers a '2D honesty and friendship. penalty to all nan-Strength attribute and skill checks. Wookiees have developed much of their own technology, Due to the Wookiee’s great rage, a character must constructing huge cities in the trees of their homeworld. They make a Moderate Perception total (with the -2D penalty) also have their own tools unique to their culture, the most to calm down once all enemies have clearly been con­ famous of which is the Wookiee boweaser, or laser crossbow. trolled — unconscious, captured, killed or somehow The Wookiees were enslaved under the Empire, and since otherwise physically retrained or stopped. Close friends being freed hy the New Republic, have become strong support­ of the Wookiee can coordinate with the Wookiee to make ers of the new government. this easier. ClimbingCtaws: Wookiees have huge retractable climb­ Attribute Dice: 12D ing claws which are used for climbing only. They add +2D Attribute Minimum/Maximums: to their climbing skill while using the skills. Any Wookiee DEXTERITY 1D/3D+2 who intentionally uses his claws in hand-to-hand combat KNOWLEDGE 1D/2D+1 is automatically considered dishonorable by other mem­ MECHANICAL 1D/3D+2 bers of his species, possibly to he hunted down — PERCEPTION 1D/2D+1 regardless of the circumstances. STRENGTH 2D+2/6D Story Factors: TECHNICAL 1D/3D+1 Reputation Wookiees are widely regarded as fierce Move: 11/15 savages with short tempers. Most people will go out of Height: 2-2.3 meters their way not to enrage a Wookiee. Special Abilities: Enslaved: Prior to the defeat of the Empire, almost all Berserker Rage: If a Wookiee becomes enraged (the Wookiees were enslaved by the Empire, and there was a character must believe himself or those to whom he has substantial bounty for the capture of "free" Wookiees. pledged a life debt to be in iumiediale. ilea illy danger) l he Language: Wookiees cannot speak basic, hut they all character gets a +2D bonus to Strength for purposes of understand it. Nearly always, they have a close friend

Star Wars ■ Second Edition 137 Cha£tei^even^T^taM)^ar^Universe JTAI

who they travel with who can interpret for them ... Wookiee Code of Honor is as stringent as it is ancient. though a Wookiee’s intent is seldom misunderstood. Atonement for a crime against Honor is nearly impos­ Honor: Wookiees are honor-bound. They are fierce sible — it is usually only achieved posthumously But warriors with a great deal of pride and they can be rage- Wookiees falsely accused can he freed of their dishonor, driven, cruel, and unfair — but they have a code of honor. and there are legends of dishonored Wookiees “coming They do not betray their species — individually or as a hark ” whole. They do not betray their friends or desert them. But those are legends ... They may break the “law.’’ but never their code. The The Force “The Force is what gives a Jedi tiis power. It s an energy field and it is dangerously seductive to those who lack the ability to created by all living things. It surrounds us and penetrates us. It control their emotions and passions. Those who give in to the binds the galaxy together " Dark Side find their abilities greatly enhanced — at first. As time — Obi-Wan Kenobi passes, they find that the Dark Side will not so readily come to The Force is a mysterious energy field which permeates the their aid. yet it will demand more and more of them. Those who are sensitive to the Force soon learn that there galaxy. It is something more. The Force is everywhere, and in everything, it lies beyond that which can normally be per­ is no middle ground between the Dark and the Light. For the ceived, yet some, such as the Jedi Knights, learn howto feel the vast majority who are unaware of the power of the Force, the struggle between good and evil is not as powerful, not as ebb and flow of the Force, and eventually gain the ability to manipulate that energy — they learn control over life, thought compelling. For those attuned to the Force, the battle of good arid matter. versus evil, life versus death, is of utmost importance and there is no neutrality. The Force is the foundation of the beliefs of the Jedi. As their Those who learn the ways of the Force must be careful to kind were all but eliminated by the evil Emperor Falpatine, those who knew of and believed in the Force became silent and remember their own inner peace or they will surrender them­ few in number, Ai the height of the F.mpire’s power, the Force selves to the Dark Side, as Anakin Skywalker did many, many years ago was considered little more than an arcane religion, and the Jedi nothing but a group of misguided fools. However, despite the darkness brought to the galaxy by the The Force's Many Guises Emperor and his minions, it was the power of a young Jedi ‘‘There's no mystical energy field that controls my destiny. ” named Luke Skywalker who returned light and freedom to the — Han Solo galaxy by destroying the Emperor and returning his father, Even those who don't believe in the Force can uncon­ Anakin Skywalker, to the Light, Belief in the Force has once sciously manipulate it or are manipulated by it. They may not again returned to the galaxy. ire truly sensitive to the flow of the Force, hut they still call upon it without even realizing. 'These people seem to have an The Nature Of The Force almost unnatural ability toaccomplish their objectives, whether their intent is good, evil, or somewhere in between. The The Force is an essential part of nature, like energy or skeptical call it luck. The unbelievers may call it destiny or fate. matter, though it is so much more difficult to quantify that It is the Force. there is little agreement over what the Force truly is. It is not For those who learn to control the Force, the most common known whether the Force has always been, came about as life path is that of the Jedi. Students of the Force can learn many evolved into intelligence, or coerced the evolution of intelli­ amazing abilities, like slowing or even stopping their own life gence. To the Jedi, it does not matter, for the Force is. and that functions, communicating with other people millions of kilo­ is all that matters. meters away, sensing danger, or even moving physical objects The nature of the Force is hidden from many. It is not to he by the power of the mind alone! understood in the same manner as the physical qualities of the universe. Technology was predictable and readily controlled. "Kid. I've flown from one side of this galaxy to the other. I've The Force is neither controlled nor controlling — it is a part of seen a lot o f strange stuff..." life itself; asking if it controls or can be controlled is like asking — Han Solo if a person controls his component cells, or the cells control Others beside the Jedi Knights have learned to call upon the him. Force, They often call it by a different name — magic, shaman­ The Force is like any dement of nature — it has both ism. religion, meditation, ancestor worship, or any of a million positive and negative aspects: the Light Bide and the Dark Bide. other forms of Insight — but through whatever means, Lhey are The Eight Side teaches peace and harmony. It is the con­ calling upon this mystic energy and somehow changing the structive side of the Force from which all love, understanding world around them and knowledge originate. Those who are at peace with them­ selves can learn to harness the amazing poweis of the Force. The Dark Side is the counterweight to the Light. Many young Beware The Dark Side ... students falsely believe that the Dark Side is stronger than the “But halt: am I to know the good side from the bad?" Eight — in fact, it is only easier. The Dark Side springs from the “ You will know. When you are calm, at peace Passive. A Jedi negative and destructive impulses of all living beings — anger, uses the Force for knowledge and defense, never for attack " fear, hatred. Death and war are the byproducts of the Dark Side, — Luke Skywalker and Yoda. the Jedi Master

138 Star Wars ■ Second Edition i Chapter Seven: The Star Wars Universe Allots N jn ,:s

Star Wars • Second Edition 139 Cha^ter Seven: The Star Wars Universe.

Those who are sensitive to the ways of the Force must be his character to be honorable and noble, as true Jedi are. The careful not to start down the path of the Dark Side. It is a path garnemaster should be reasonable in not abusing the Jedi’s easily started upon and difficult to leave. commitment to force characters along a predetermined path In game mechanics, Force-sensitive characters and those every step of the way. This will aggravate the players and ruin with Force skills or Force powers get Dark Side Points much the fun for everyone. A Jedi’s commitment to stop evil should easier than characters that are not sensitive to the Force Dark he the dramatic focus of an adventure, not a hassle. In short, Side Points are a means of representing the degree to which a the Jedi is committed to stop evil, but he shouldn't have to character is influenced by the Dark Side of the Force. confront evil every time he goes out for a walk ... Jedi The Jedi Jedi characters, who by their very nature must be Force- "For otter a thousand generations the Jedi Knights were the sensitive. are bound by an even more strict code of conduct. guardians of peace and justice in the Old Republic. Before the Any character with any training in any of the Force skills dark times, before the Empire. ’’ (control, sense or alter) is bound to act to preserve good. — Obi-Wan Kenobi A Jedi character cannot allow evil to occur by inaction — a The Jedi learned of the Force and studied it. They gained an Jedi who voluntarily stands by and allows evil to Ire committed understanding that none before had ever realized. They learned while doing nothing also receives a Dark Side Point. to manipulate the Force with amazing results, and they used In this case, if the player doesn’t declare that the Jedi this knowledge to bring order and healing to a galaxy plagued character will intervene, the game master should ask the player. far too long by conflict and fear. “Are you sure? That’s an evil act.” If the player decides to have The galaxy learned of them, and their deeds became fa­ the character do nothing, the Jedi gets a Dark Side Point. mous. Aided by the Force, and recognizable by their unique When a Jedi is confronted by a situation where evil is being lightsabers. they came lo be respected and honored through­ committed, the Jedi has to make a reasonable effort to prevent out the galaxy. They were known as scholars, wizards, war­ the act from being committed. H a helpless innocent is being riors and philosophers. They were all those things — and attacked, the Jedi should attempt to save that person: the much more. particular method is up to the player, whether it be persuasion, However, within (heir knowledge lay the seeds of their armed action or simple mind tricks. destruction. Early on, the Jedi realized the difference between The garnemaster and the player portraying the Jedi must the Light Side and the Dark Side, and they taught of the both be reasonable in this respect. The player must strive for importance of following the path of Light. Still, for some, the warnings were not enough and temptation was too great. Some r used their knowledge and turned it to evil. Evil By Association The rise of the Empire and Palpatine nearly saw the destruc­ tion of the Jedi Knights. The august order that seemed invin­ Jedi are bound by the Jedi code, and part of that code cible for a score of millennia was struck down in a heartbeat. requires them to strive for peace, harmony and good. Soon, the Emperor's New Order had seized control. An They wish to preserve life and affirm the good order of co ill technology, wilh no compassion or good. Palpatine Because of this, they are bound by the actions of and his servant, DarthVader, DarkEordoftheSith.whohelped those around them. It is not acceptable for a Jedi to in the extermination ot the Knights, led the galaxy into dark­ associate with those who willfully choose to commit evil ness. When a Jedi is around those who choose to do evil, the However, the destruction of the Jedi wasn't complete. Obi- Jedi must make a strong effort to persuade them to Wan Kenobi, Vader's teacher when the Dark Jedi was known as change their plans, and barring that, stop them from Anakin Skywalker, escaped, bringing with him Skywalker’s committing evil. twin children. Kenobi hid in seclusion for many years, keeping When a Jedi is in close proximity to an evil act, the Jedi a close watch on one of the children — the young boy known is bound to make his best effort to prevent that evil from as Luke Skywalker. occurring. Luke learned of the ways of the Jedi shortly before Kenobi’s The Jedi must take action: peacefully resolving a “death" ahoard the Death Star. Luke went on to learn from dispute is preferred, although a Jedi will take up arms in Yoda. the Jedi Master, who had patiently waited for this young defense of the innocent, helpless and good. If the Jedi farm boy from Tatooine. With the training of Yoda, and con­ refuses to act in the cause of good, then the Jedi is vinced that good still remained wit hin his fat her, Luke Skywalker helping evil by bis inaction, and therefore receives a brought about the defeat of the Empire and Emperor Palpatine. Dark Side Point. Luke now tries to train others in the ways of the Jedi, hoping The final determination of whether or not the Jedi to restore the Jedi to their place of prominence in order to keep truly acted to prevent evil is up to you, the garnemaster. the galaxy peaceful. The Jedi have returned ,.. This rule is intended to encourage players to take playing the role of a Jedi seriously— if a player wants to be a Jedi, Jedi As Characters it is not a frivilous decision. On the other hand, this role Star H'drs allows players to play Jedi characters, although isn’t intended to bring about philosophical discussions in the middle of a game session — make your ruling and there are some limitations. Jedi may also be garnemaster characters, but also have the following limitations. get on the with the adventure. As a rule of thumb, if the In the Star Wars universe, there are quadrillions of sapient players have to spend a lot of time justifying why their beings, hut only a few of them, numbering in the millions at actions aren’t evil, chances are the action is indeed evil and they simply don't want to admit to it. if the players most, are Force-sensitive. The number who actively use the Force is perhaps a tenth, or even a hundredth, of that. don’t like your decision —■ well, you’re the garnemaster. If the adventures are set during ttie time period ot the .Star

140 Star Wars ■ Second Edition '-H

Kanziwck 12 Credlfs/M Amphithealre 85 Local ICkctS AvallCjM© Currency n r | S ’-.Ov-.Hi'ne Surcharge WANTED FOR CRIMES AGAINST THE EMPIRE

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These Ad dduals arc con^oored exlfomeiv danggreu.. EXPERIENCED BOUNTY HUNTERS ONLY The Empire .viB no* Do no:c *o$pon:ip e fer any njuries or property \o<$ arising trem the attempted apprehension of 'heve naTn*ous cnmlnals. Bounty Is Tor Lve cop Lure ervy1 For more mfomnaron contact your local imperial Intelligence Office Jlr M m - 5eo:*f>a ft. ! -.n 143 ALDERAAN

A center of culture and (earning.

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A WORLD HELPLESS BEFORE THE MERCILESS CRUELTY OF THE FMPIRE

NEVER AGAIN. NEVER FORGET.

Support The New Republic Tour Government ■ Your Future AR. Cha£te/^even^^he^Sta^Wa^Un|verse

Wars movies. players must hear in mint! that Force-using f characters are ext reiriely rare. The Emperor anti Darth Vader Do AM Forcc-Uscrs Have To Be Jedi? expended a great deal of time and energy hunting flown any Force users that they were aware of. Therefore, most Force- All Force-users are intimately linked to the bight and users, unless under the direct control of the Emperor or in Dark Sides of the Force. Any character using Jedi skills hiding, will be oi a relatively low level of ability (below fill in all (cortlro/, sense and alter) or Jedi powers is bound to the Force skills). Characters who progress above this level (nr who Jedi perceptions of the Force, and thus receives Dark are witnessed as having Force abilities) will be actively — and Side f’oints as outlined in this chapter. The Jedi way fanatically —-hunted hythe Emperor's servants and assassins. requires individuals of pure intent because it acknowl­ If the adventures are set after the Rattle of E.ndor. Force­ edges the great potential for evil in those who don't using characters may be more numerous, although they will control their base instincts. probably lie of a low level ol ability since Jedi have great Some other cultures and other species have different difficulty learning new powers without a master. Fortunately understandings of ttie workings of the Force; some are for these characters, they will not be immediately hunted different but no less noble or "good" than the Jedi way, down, as (hey would be during the time period of the movies, while others are clearly more neutral or even evil in although the New Republic, the remnants of the Empire and intent. Because of the unique ways in which these view­ many other parties would certainly take an interest in any points perceive the Force, the. skills ami abilities that are Force- user who drew all cut ion to himself. used to cull upon the Force can vary dramatically. Should the adveulures be set during the time of the Heir to When the game master wishes to incorporate one of the Umpire trilogy, then see those books and sourcebooks for these other ways, he roust outline these areas: the "Mew Empire’s" reaction to Jedi. Jedi. to the New Empire, » How the student gains skills and abilities; what the are a commodity or a liability. specific abilities are. ■ What the culture asks the student to do: some The Jedi Code cultures require students to meditate, others require elaborate rituals. The culture is the structure that the There is m> emotion; there is peace. There, is no ignorance; there is knowledge. society builds around learning these skills — if the There is no passion; there is serenity. student doesn't behave as the culture requires, the There is no death: fhere is the Force. student won't be taught new abilities and may even be hunted down. One of the first [flings that a Jedi must learn is the Jedi code: • How the "true rules’’ of the Force are different —- or this philosophy lays the groundwork for the mastery of the use how they aren’t. The Force is an absolute "force.” There of the Force. is no ''culture” involved. If an act performed by a mem tier The Jedi must carefully observe the rules of the Eight Side of one society is considered evil by the Force, then it is al the Force to mam tain harmony with himselt and t tie universe considered evil for all cultures — regardless of how the around him. culture itself may view the act. II torture is considered The I .ight Side is created and sustained by life. The Jedi acts "good" by one culture, it will still get a character Dark to preserve life. To kill is wrong. Side points for doing it Sometimes it is necessary to kill. The Jedi may kill in self­ Note that some evil Force cultures will require stu­ defense or in defense ol others, especially the weak and the dents to do evil acts before the masters will teach them good. He may kill, if by his action he preserves the existence of new powers. At times like this, those who are strong in life. the Light Side often realize that this method is not for However, the Jedi must never forget that killing is always them, and will leave in search of true enlightenment. inherently wrong. Though a Jedi may be committing evil for the They become outcasts. greater good, killing is still evil. The death is a stain upon his spirit. The Jedi does not act for personal power or wealth. The Jedi skills are special abilities, and thus are not controlled by an seeks knowledge and enlightenment, peace and harmony. He attribute. Each Force skill governs a number of powers, ex­ wishes to defeat (hose who would wipe out such qualities — plained later. those who would inflict death, tyranny or ignorance upon Hnly Force-sensitive characters can learn Jedi skills and others. powers. A character can choose to become Force-sensitive A Jedi never acts from hatred, anger, fear or aggression. A after play has begun, as outlined in Section 1.1, “Advanced Jedi must act wfieri lie is culm, at peace with the Force. To act Characters," but it is much easier to choose to lie Force- with anger filling one’s soul is to risk temptation to the Daik sensitive right from the start. Side. A character who wishes to /earn Force skiffs must have a Iri game terms, Jedi seek nonviolent solutions to problems teacher; characters who already have Force skills find them — but they don’t always find them. Sometimes, killing or easier to master with a teacher to assist in instruction. iighiiug is the only answer available. Sometimes it is even the best answer. Hut that doesn’t mean the Jedi shouldn’t try to find Finding A Teacher an alternative. A character wishing to learn Force skills must seek out someone who already understands. In a universe where the Jedi Training Jedi have nearly been eradicated, this is a most difficult task. A character’s quest fora suitable Jedi teacher should be the Marty templates, such as the Alien Student of the Force, the focus of an epic adventure, spanning over several game ses­ Failed Jedi, and the Young Jedi. begin with Force skills. sions at the minimum The character must prove his commit­ Tlieic are three Force skills: control, sense and alter. These

Star Wars ■ Second Edition 145 Cha^ter^Seven^nie^ta^Var^Universe JTAI WAR ment to become a Jedi even in the process of finding a teacher. Once the character finds a teacher, they may not be quite The Force and The Tyia what they expected. Obi-Wan, Yoda and Luke are the most powerful Force users known in the galaxy — most Jedi were The Tyia is an example of an alternate way of knowing hunted down by Darth Vader and the Emperor. However, the the Force, as shown on the Alien Student of the Force character may find an adept of the Force who never fully character template. completed his training — someone who knows enough to Tyia teaches that individual Introspection is the way begin instructing the character, but himself lacks a full under­ to learn the true way of the universe — students are standing of the Jedi way. The character may also find himself taught to control their own personal Force (called Tyia) lured to a Dark Jedi, intent on turning the character down ttie through meditation and ceremony. Because of the unique path of evil. way in which Tyia studies tfie Force, there are some The character may also have to turn to one of the other special rules regarding its use. methods of communing with the Force. Individuals with knowl­ • When a character with Tyia learns control they auto­ edge of these different ways will often be isolated or reclusive, matically learn hibernation trance and emptiness (which perhaps hiding on a backwater world or part of an undiscov­ is Easy difficulty for Tyia). The character can learn an ered alien species. additional three control powers. No matter the circumstance, a quest for a Jedi teacher should not be an easy one. It should be filled with danger, • All alter powers have their difficulty increased hy one level. All powers have minimum time to use of one designed to test the mettle of those who seek this powerful minute. knowledge. A character who begins the game with Jedi skills has to have ^______/ had a teacher before the game began. Whether or not die Force; a Jedi may learn a power when he doesn’t increase his student still can contact the teacher is left to the discretion of skill, but it costs five Character Points if the teacher knows the the garnemasler. Perhaps lie was killed, as happened to Luke skill, and ten points if the teacher doesn’t know and instruct the Skywalker's master, Obi-Wan Kenobi. or perhaps the student student in the skill and teacher had a falling out — or maybe it was just time to A teacher may tutor a Jedi up to his level of ability — once "move on.” Perhaps the teacher even turned to the Dark Side the Jedi has matched the skill level of the teacher, he has and watches the student from a distance, hoping to eventually learned all he can, and must seek out a more powerful teacher seduce his former pupil to the Dark Side. or attempt to learn more on his own. Teachers When a Jedi tries to increase his Force skills without the benefit of an instructor, the Character Point cost is doubled A character who has no Force training must have a teacher and it takes one month before the character increases their to learn Jedi skills. The teacher must have at least 3D in the skill The Character Point cost may be reduced to a minimum specific skills that will be taught to the student. ol one week through use of Character Points. A Jedi student will most often learn control first, although some masters will begin instruction with ttie sense skill. Alter is Taking On Pupils almost always learned last. Jedi characters can teach other characters the ways of the It takes a student ten weeks of intensive study and costs 20 Jedi. The Jedi can only teach Force skills as long as he has a Character Points to learn each Force skill. The character may minimum of 3D in that skill and can only teach Jedi abilities that reduce the training time by spending additional C haracter he himself knows. Points — each Point spent reduces the time by one day (the A character currently studying with a master may not take minimum training time is one day). Once the character has on a pupil. A character will seldom take on more than one pupil completed the training, the character gains the specific skill at at a time — but a full-time instructor can take on a small number ID. of pupils. A character should he wary of teaching anyone with The character often gains some rudimentary abilities, and Dark Side Points Jedi abilities — any time a character teaches learns three of the Jedi powers for that skill; the student cannot such a person a Force-skill or Jedi ability, the teacher receives attempt a power he hasn’t learned. For more information, see a Dark Side Point. the description of the specific skill. Teachers also help Jedi improve their skills. When in­ structed by a teacher, a Jedi may improve his Force skills just The Force Skills like normal skills, one pip at a time, at the normal Character Point cost This training requires one week, although the Control character may reduce the training time by spending more The ability to control one’s own inner Force. A.Iedi with this Character Points as per learning the basic Force Skill (the skill learns mastery over the functions of his own body and minimum training time for an increase of one pip is one day). harmony with nature. A character who learns control automati­ When a character gains a pip in a Force skill, the Jedi may cally learns three control Force powers. choose to learn a new Jedi power which uses that skill as long as the teacher also knows that power. If the Jedi wishes to learn Sense a power that his teacher does not know, it costs five Character Points and an additional week of study, although, again, this This skill teaches a Jedi to sense Ihe Force in other things beyond his own body. The Jedi learns to feel the bonds that time may be reduced with Charaeler Points, to a minimum of connect all living things, and gives him the ability to under­ one day of study. stand how all things are interconnected. A Jedi who learns A.Iedi learns new powers when he increases his Force-skill, sense automatically learns three sense Force powers. as this represents how the Jedi has gained new insight into the

146 Star Wars ■ Second Edition AR Ch^te^eveir^T^StaMVar^Universe John Paul Lona

Alter Jedi may want to activate the power in one round — the character would suffer a-ID action to both roils fordoing more A Jedi with alter learns how to change the distribution and nature of the Force. A Jedi with alter can move tilings his mind, than one action in a round. can help others control their own Force, or change the Force Keeping Powers "Up" in their own bodies. This power can be used to change the perceptions of others and make them come to incorrect con­ A Jedi may keep some, powers "up” -— that is, operating clusions, A Jedi who learns alter automatically learns three constantly, without having to make a new power roll every alter Force powers. round. If the power can be kept 'up," the power description will state this; otherwise the power can only be activated for the Other Skills? round in which it is used arid then it drops. If the player wishes to keep a power ‘ Lip," It must be it is believed that the Jedi Knights have more skills and announced when the power is activated. If the power roll is abilities than what is currently known. It was whispered that successful, the power operates continuously until the player the Jedi could alter the structure of the universe, live beyond has the character drop the power. even death, and accomplish other miraculous feats. Now, If a character is stunned or worse, ail "up'r powers are however, these secrets, if they exist at all, await rediscovery . automatically dropped. Force Powers A character who is keeping a power “up’’ is using the skills the power requires as long as the power is operating, and thus EachoftheseForceskills governs a multitudcof uses, which loses die codes even if he doesn’t have to roll every round. For are called powers. Some powers are very easy, while others are example, if a character is keeping the receptiue telepathy power exceptionally hard. Some require the character to know other "up." which is a sense skill, the character loses -ID to all die specific powers in order for the character to learn the ability rolls whenever he does something else. (listed under "Required Abilities"). Many of these powers use a combination of the three Jedi Relationship skills. When such a power is used, calling upon each Force skill Some powers are affected by the Jedi’s relationship to the is a separate action. With these powers, the Jedi may roll each target of the power. skill in consecutive rounds at no penalty, or may attempt to fully activate the power in one round, incurring normal mul­ User and Add to tiple action penalties. target are; difficulty: For example, a Jedi wants to activate projective telepathy, Close relatives (married, which requires both a control and sense roll. The Jedi may siblings, parent and child, etc.) _ decide to use one skill per round, making the control roll in the first round and the sense round in the second, rolling his full Close friends *2 dice for both actions. However, if the situation is urgent, the Friends

Star Wars ■ Second Edition 147 C o p ter Seven: The Star Wars Universe -STAI WAR

User and Add to Control Pain target are: difficulty: Control Difficulty: Very Easy for wounded or shinned Acquaintances * l characters. Easy for incapacitated characters, Diffiicult for mortally wounded characters. Slight acquaintances ♦ HI The power can he kept “up," so the character can ignore the Met once ♦ 12 pain o f injuries fora long period of time. However, whenever the Never met, but know each other character is injured again, the Jedi must make a neu cont rol pain by reputation * 15 roll, with the difficulty' being the new level of injury. Effect: A wounded Jedi vtho controls pain can act as if he has *20 Complete strangers itol been wounded staffing with the round after the power roll Complete strangers and has been made. The wound is not healed, bill Ihe character not of the same species -30 doesn't suffer the penalties of being wounded: a wounded Jedi doesn’t lose ID from all actions; an incapacitated character Proximity can still act normally, as can a mortally wounded character. Some powers are affected by proximity — the fartli This power can also be used to shrug off any stun results. target is, the harder it is for him lo be affected by However, the character is still injured, and ttius is prone to ower. getting worse, even if the Jedi doesn’t feel the pain. For ex­ ample, a wounded character who is wounded again would still User and Add to become incapacitated. Mortally wounded Jedi still have to target are: difficulty: make the same rolls as other mortally wounded characters. Touching — Emptiness tn line of sight but not touching .2 Control Difficulty: Moderate Not in line of sight, but Note: Characters who are consumed by the Dark Side of the 1-100 meters away ,5 Force may not use this power 101 meters to 10 km away + V Required Powers: Hibernation trance Effect: The user empties tiis mind and allows the Force to 11 to 1,000 km away ♦ 10 flow through him. The character seems to he in deep medita­ Same planet but more than tion, and a character experiencing emptiness is oblivious in his 1,000 km away * 15 surroundings. A character in emptiness may not move or take any action except to try to disengage from the emptiness. Same star system but While in emptiness, a character is difficult to sense or affect not on the same planet ,20 wiili the F’oice. When another character attempts to use a Not in ihe same star system *30 Force power on the character in emptiness, add the meditating character’s emptiness roll to the difficulty for the other Control Powers character's sense or control rolls (this affects only the sense roll: it the power doesn't use the sens-/ skill, then add the Absorb/Dissipate Energy difficulty to the control roll). This difficulty is added regardless of whether or not the empty character would willingly receive Control Difficulty: Sunburn — Very Easy; intense sun — the power's effect. Easy; solar wind — Moderate; radiation storm — Difficult Once the character comes out of emptiness, the character Characters may use this power for energy attacks, such as gets a -G bonus modifier to all Force skill rolls tor a period of blaster bolts and fora1 lightning — the difficulty is Moderate time equal to the amount of time the character spent in plus the damage roll of the attack. emptiness. This bonus is reduced by 1 for each Dark Side Point The power may be kept 'up" os long os the source of energy that the character lias. is constant — it may not be kept “up" for blaster bolts or Force When in emptiness, characters dehydrate and hunger nor­ lightning. mally — some initiates have died because they lacked enough Effect: This power allows the Jedi to absorb or dissipate control to bring themselves out of emptiness energy, including light, heat, radiation and blaster bolts. A When the character enters into emptiness, the player must successful control roll means that the energy is dissipated. If state for how long the character will be in meditation. A the user fails the roll, he takes full damage from the energy. character must make a Difficult control skill roll lo bring himself The character must activate the power in the same round out o( emptiness-, the character may attempt to come out of to absorb the blaser bolt or Force lightning — the character meditation under the following circumstances: must be able to roll the power before the attack lands. He can't use this power after the attack has hit. • When the stated time has passed. • Once each hour beyond the original time limit. Accelerate Healing Control Difficulty: Easy for wounded characters. Moderate • The character's hody takes any damage more serious than for incapacitated characters. Difficult for mortally wounded stun damage. characters. Hibernation Trance Time To Use: One minute Effect: If a Jedi uses this power successfully, he may make Control Difficulty: Difficult. two natural healing rolls for the current day regardless of his This /rower may be kept “up." injury, lie gets a -2 modifier to his roll for both rolls. Effect: This power allows a Jedi to place himself into a deep trance, remarkably slowing all hody functions. The Jedi’s

1 4 8 Star Wars ■ Second Edition AR. Chapter Seven: The Star Wars Universe

heartbeat slows, bis breathing drops to barely perceivable will lapse into unconsciousness, unless he has activated con­ levels, and befalls unconscious. trol pain nr done something else that will keep the character When a Jedi enters a hibernation trance, the character must conscious. declare under what circumstances the character will awaken: after a specific amount of time, or what stimuli needs to be Resist Stun present (noise, someone touching them). A jedi can heal while Control Difficulty: Moderate. in a hibernation trance, but the character may not use skills or Time To Use: One minute Jedi powers while in a trance. This power may be kept "up." Hibernation trance serves two purposes. It allows a Jedi to Effect: Resist stun allows the Jedi lo prepare his body lo "play dead." It can be used to survive; when food or air supplies resist the effects of stun damage. The power must fie activated arc low. A character iu hibernation uses only about a tenth as before the character has suffered any damage. much air as someone who is sleeping — ■ he can hibernate for A successful result, allows the Jedi to resist all stun results a week in a dry climate or for up to a month in a wet climate except for unconscious and normal injuries. An unconscious before dying from lack of water. result forces the Jedi to drop the power, and he is considered Anyone who comes across a Jedi in hibernation trance stunned. Normal injuries [wounded, incapacitated, mortally assumes that the Jedi is dead unless he makes a point of testing wounded and killed) are treated normally. him. Another Jedi with the sense skill or the life detection power will be able to detect the Force within the hibernating charac­ Sense Powers ter and realize that he is alive. Life Detection Reduce Injury Sense Difficulty: Very Easy if ttie subject has Force skills or Control Difficulty: Moderate for incapacitated characters. is Force-sensitive', Moderate if not. Modified by relationship. Difficult for mortally wounded characters. Very Difficult for This power may be kepi "up. " dead characters. Effect: Tins power all owes Jedi to detect live sentient beings Required Powers: Control pain who might otherwise remain hidden from their normal senses. Mffeet: By using this power, a Jedi may call upon the Force When tile power is activated, ttie Jedi knows ttie location of all to reduce the amount of injury lie suffers: tflis power is nor­ sentients within 10 meters — if tire power is kept up, the. Jedi mally only used in desperation because of its long-term reper­ may know whenever a sentient approaches within 10 meters of cussions. them or vice versa. When the power is successfully used, the Jedi loses a Force Point. Any injury that is suffered is reduced to wounded. If the When a Jedi approaches or is approached by sentient original injury would have killed f fie character, lie must chouse creatures, make a sense roll for the Jedi and each creature to suiter a permanent injury of some kind. makes an opposed control or Perception roll to avoid detection. Both rolls are “free" actions and don’t count as a power use. If Example: Luke Skywalker and Da rth lhide rare fighting in the the Jedi ties or rolls higher, he senses the creatures in ques­ Emperor's chambers on the new Death Star Luke butlers down Voder’s defenses and makes a killing strike ■ but Voder uses the tion. reduce injury power and expends a Force point. He is now only If the Jedi beats tlie target's i oil by II) or more points, lhe Jedi is aware if this person has Force skills (yes or no), is Force- wounded, but he loses Ids hand. sensitive (yes or no) or if they have met Ihe person before (yes Note: Spending Force points in this manner — not at the or no), and if yes, what their identity is. beginning of tlie round is allowed. Also, it is not always a Example; derrick, the Young Jedi, has his life detection power “selfish" act lo save one's life, so tlie character might be able to "up. " Fill, the gamemaster knows that three Camorreans ap­ get the Force point back, if Ifie character was fighting to save his friends from certain doom — and if he falls, they certainly proach him from behind. He tells Dace, derrick's player, that he senses three sentients approaching him from behind nave die ■— then this could even be considered an heroic action. It makes his roll to see if he can determine the creature's identities Still involves great sacrifice. — he doesrt't beat the first damorreau, so Dave only knows that Remain Conscious the first creature is a sentient. Dane beats the second damorrean by Ft points, so Bill tells him that the creature is not Force senstiue Control Difficulty: Easy fur stunned characters. Moderate and doesn't have Force skills, and since he's never met the. far incapacitated characters. Difficult for mortally wounded characters. creature before, he doesn’t know its identity, not even its species. Dace beats the third creature by /1 points, so Bill tells him that this Required Powers: Control pain creature is also not Force-sensitive arid doesn :t have Force skills Effect: Remain conscious allows a Jedi to remain conscious even when fie has suffered injuries which would knock him However. Bill decides that derrick has met the creature before, and tells him, "ft's Draugtwkt, a damorrean you met a few years unconscious. In game terms, when a character with this power carder on Seftos." suffers this kind of injury, they lose all of their actions for the rest of the round, hut they are still conscious (normal charac­ Life S e n se ters automatically pass out). On the next round, the character may attempt to activate the power — this must be the first Sense Difficulty: Very Easy. Modified by proximity and relationship. action of that round: the Jedi cannot even dodge or parry. [f the roll is unsuccessful, tile character passes out immedi­ Required Ability: Life detection ately. If the roll is successful, the Jedi can do any one other This power may be kept "up" to track a target. Effect: The user can sense the presence ami identity of a action that fie has declared for that round —- often the charac­ ter wiil attempt to controlpain so that tie will he able to remain specific person for whom he searches. The user carl sense how badly wounded, diseased or otherwise physically disturbed conscious. After that other action has been completed, the Jedi tiie target is.

Star Wari ■ Second Edition 1 4 9 Mike Vii^rfl. Jedi uses sensor's difficulty determine thedifficulty. Modifiedby proximity and relation­ character, the gainemaster asks minds player he the if the surface thoughts and emotions of the Thetarget Jediincrease. doesn't "hears" modifier proximity gets. if target resists, he makes a odors that are normally too tainttor Human olfactory senses. can’t hear normal beyond Likewise, frequencies hecan see would be impossible without artificial aids. He can hear noises C ship. throughany memoriesup to target is friendly or resistant.character,the gamemaster mustdetermine forhimselfpower being if the used on his character; if theinformation. target deeperWhenisagamcmastcr for the thinking, isprobeJedi target cannot but thewhat uses the power on another player requirethe use ofmacrobinocuiars,and identify scents normallyand visiblethings distances over that normally would beyondhis normalhearing dueto distance orsoilnesshe — nesshisof 150 ha^tei^even^nT^^tar^JVar^Universe Effect: Difficulty:Sense Time Use:To Three rounds Sense Difficulty: Very Easy.Modified by proximity. A target may use thecorcfro/skili to hide his identity from the f h sil ol s obe h difficulty, skillIf the the is double roll Jedi sift the can Required Power: Effect:This power allows toincreasea jedi the effective­ This power may be kept “up" if the target is willing and the and willing is target the if “up" kept be may Thispower life.sense. ifthe Jedi makesroll, he powercan the read the normal The character's sensesthings perceive to that otherwise Receptive Telepathy Receptive VeryEasy forfriendly, non-resisting tar­ Life sense Life f es se n e S ify n g a M 24 hours old. Jedi A cannot silt Perception control skill is added to the or control roll to

separate rollsand multiple skill use penalties. attack in the same round thatthe power is to he used. with the Force which canbe sensed witharethis many power. forms of lifeanda place.many It areas cannot beof used the to detectgalaxy sentient intertwined beings, but there throughmemories inthe same round that contact is made — Side Point, or specific objectswithin the area.Modified by proximity. but each additional person counts as an additional action, with power. In combat, this means making a successful towardthe Dark Side or the Light.Force in an area or object, and whether the area or object tends species, althoughit cannot beused on Droids. the total, figure damage asrolls if higher the powerthan roll the was character's a damage resisting total and thisprocess takes a fullround. Thispowermay be used on creatures and other sentient When the power isactivated, the user makes one roll. If he Warning: A character er who usesPow thisRequired power receives a Dark .SenseForce Effect: Difficulty: Moderate for an area: Difficult for sensing details A Jedi can read the minds of more than one person at a time, Effect: Alter Difficulty: Target's control This power is used to sense the ambient Force within An attacker mustbe touching the targetto use this or Perception roll was a will tell a character the rough magnitude of the Alter Powers Alter Life sense Life Sense Force Sense njr/ ill jure/K fn control trWr ■ Edition Second Wars Star Strength or Perception roll to resist damage. control or roll. T I ITA Perception brawling

^Cha^ter Seven: The Star Wars Universe

Telekinesis that round, using his lightsaber skill as normal. Alter Difficulty: Very Easy for objects weighing one kilo­ The Jedi may also attempt to control where deflected blaster holts go, although this counts as an additional action. gram or less; Easy for objects weighting one to ten kilograms; The Jedi must declare which specific shot he is controlling. Moderate for objects 11 to 100 kilograms; Difficull for 101 kilograms to one metric ton; Very Difficult for 1,001 kilograms Then, once the roll is madetoseeifthe blaster holt was parried to ten metric tons; Heroic for objects weighing 10,001 kilo­ by the Jedi, the Jedi makes a control roll, with the difficulty grams to 100 metric tons. being his new target's dodge or the range (figured from the Jedi to the target). The damage is that of the original blaster bolt. Object may be moved at 10 meters per round; add -5 per additional 10 meters per round. The target must be in sight of Example: Gemck is entering lightsaber combat, and has a the !edi. lightsaber skill of 4D, a control of 3D and a sense of 2D*2 If Increased difficulty if object isn't moving in simple, straight­ Gerrwk makes his Moderate control roll und his Easy sense roll, line movement: he gets to add his control to his lightsaber skill in combat, so he would fight and parry with a skill o f 7D. He would also add his n 1 to >,S for gentle turns sense to the lightsaber's normal damage of 5D. fora new damage + 6 to * 10 for easy maneuvers of7D*2. These bonuses are in effect until derrick drops the power +11 to -25 or more for complex maneuvers, such as using a levitated lightsaber to attack or is stunned or injured and forced to drop the power However, since the poire r is "up." derrick subtracts -2D from all actions Modified by proximity. while using the power. This power may he kept "up." if Gemck wants to deflect blaster bolts during a round, in the Effect: This power allows the Jedi to levitate and move declaration phase he must say that he is lightsaber parrying and objects with the power of his mind alone. If used successfully, that he will attempt to deflect a specific shot back at someone the object moves as the Jedi desires. standing only four meters away. The attacker is 20 meters away A.ledi can levitate several objects simultaneously, but each and using a blaster pistol ( 4D damage}. additional object requires the Jedi to make a new power roll. first. Dave, derrick’s player must wait and see if his lightsaber Tliis power can be used to levitate oneself or others. It can parry was good enougfi to deflect the blaster bolt out o f the way. be used as a primitive space drive in emergencies. When used to levitate someone against their will, the target may resist by adding their I’ercejition or control roll to the difficulty number. Levitated objects can be used to attack other characters, but this automatically gives the Jedi a Dark Side Point. Such objects do ID damage if under a kilogram, 2D if one to ten kilos, 4D if 11 to 100 kilos, 2D Speeder-scale damage if 101 kilos to one metric ton, 3D Stnrfighter-scale damage if one to ten tons and 5D Starfighter-scale damage if 11 to 100 metric tons. Such attacks would require an additional control roll by the Jedi. which would be the to bit roll against the target's dodge. If the character doesn't dodge the attack, the difficulty is Easy. Control And Sense Powers

Lightsaber Combat Control Difficulty: Moderate Sense Difficulty: Easy This power may he kept “up. " Effect: To use a lightsaber most effectively, a Jedi learns this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent s actions through his connection to the Force. This power is called upon at the start of a battle and remains "up" until the Jedi is stunned or injured; a Jedi who has been injured or stunned may attempt to bring the power back “up." It the Jedi is successful in using this power, the Jedi adds his sense dice to his lightsaber skill roll when trying to hit a target or parry, and he adds or subtracts up to the number of his control dice to the lightsaber's 5D damage when it hits in combat. Players must decide how many control dice they are adding or subtracting before they roll damage. If the Jedi fails the power roll, he must use the lightsaber with only his lightsaber skill to hit and the weapon’s normal Lon^ damage in combat and he cannot attempt to use the power | j again for the duration of the combat. Finally, the Jedi may use lightsaber combat to parry blaster bolts. To do this, the character must declare that he is parrying P34 Jch-H'

Star Wars ■ Second Edition 151 Cha^terJjeven^heJita^^ars^nJverse^ JTAI

If he does parry. Derrick can nou' attempt to deflect the bolt, lie Alter Difficulty: Moderate. must make an additional cont rn! mil, at-2D (because light saber Required Power: Control another's pain combat is still up), but since his target is only four meters away, Time To Use: One minute which is short range for blaster pistol, his difficulty is only a 6. Effect: I h is power will save a mortally wounded character (iemch rolls his die — and gets a 6. He hits the target with the from dying because the Jedi is transferring his life force to the reflected blaster bolt, which does 4D damage ( normal damage for target. When a character has force transferred to him, lie the weapon). remains mortally wounded, but tie will not die provided he isn't injured again. The character is in hibernation, and will Projective Telepathy stay alive in this state for up to six weeks. The Jedi must be Control Difficulty: Very Easy. Increase difficulty by *5 to touching the target character when the power is activated 1 10 if the Jodi cannot verbali/e Ibe thoughts he is transmitting When 111 is power is used, the user must spend a force Point (he is gagged, doesn't want to make a sound). Modified by (lhis is the life force that is transferred to the target). This use proximity. is always considered heroic, so the character will get the Force Sense Difficulty: Very Easy if target is friendly and doesn't Point back at the end of the adventure. resist. If target resists, roll Perception or control roll to deter­ Tiie recipient of this power must be whiling mine the difficulty. Modified by relationship. Required Power: Receptive telepathy Control, Sense And Alter Powers Effect: If the Jedi successfully projects his thoughts, the target "hears’’ his thoughts and ‘‘feels’’ his emotions. The target Affect Mind understands that the thoughts and feelings he is experiencing Control Difficulty: Very Easy for perceptions; Easy for are not his own and that they belong to the user of the power. memories: Moderate for conclusions. Modified by proximity. If the Jedi doesn't "verbally ” identify himself, the target doesn't Sense Difficulty: The target's control or Perception roll. know who is projecting thoughts to him. This power can only Alter Difficulty: Very Easy for slight, momentary be used to communicate with other minds, not control them. misperceptions, minor changes to distant memories, or if the character doesn't care one way' or another. Easy for brief, Control And Alter Powers visible phenomena, for memories less than a year old, or if the character feels only minor emotion regarding the conclusion Accelerate Another's Healing lie is reaching. Moderate lor short hallucinations, for memo­ Control Difficulty: Very Easy, Modified by relationship. ries less than a day old, or if file target has strict orders about Alter Difficulty: Very Easy tiie conclusion. Difficult for slight disguises to facial features, Required Power: Control another's pain hallucinations which can be sensed with two senses (sight and Time To Use: One minute sound, for example), for memories less than a minute old, or if Effect: T) ic target is allowed to make extra healing rolls, as the matter involving the conclusion is very important to the outlined in accelerate heating. The Jedi must be touching the target Very Difficult for hallucinations which can be sensed by character whenever he attempts a healing roll. all five senses, if the memory change is a major one, or if the logic is absolutely clear and coming to the wrong conclusion is Control Another s Pain virtually impossible. Control Difficulty: Very Easy. Modified by proximity and Effect: This power is used to alter a character’s perception relationship. so that tie senses an illusion or fails to see what the user of the Alter Difficulty: Easy for wounded characters: Moderate power doesn’t want him to see This power is used to perma­ for incapacitated characters: Difficult for mortally wounded nently alter a character's memories so that he remembers characters things incorrectly or fails to remember something. This power Required Power: Control pain can also be used to alter a character's conclusions so that he Effect; This power has the same effect on the target that comes in an incorrect contusion. control pain does on its user. before making skill rolls, the character must describe ex­ actly the effect he is looking for The power is normally used on Return Another To Consciousness only one target: two or more targets can only be affected if the Control Difficulty: Easy. Modified by proximity Modified power is used two or more times, by relationship. A ctiaracter believes he is affected by any successful illu­ Alter Difficulty: Easy for incapacitated characters; Difficult sions — a character who thinks he is struck by an illusory for mortally wounded characters. object would feel the blow. If he thought he was injured, he Required Power: Remain conscious would feel pain, or if he thought he had been killed, he would Effect: The target returns to consciousness. The target tias go unconscious. However, the character suffers no true injury. the same restrictions as imposed by the remain conscious This power cannot affect Droids or recording devices. power. These are not the Droids you’re looking for. ” "These are not the Droids we're looking for " Transfer Force — Ben Kenobi and Imperial Stormtrooper Control Difficulty: Easy. Modified by relationship. Modified by proximity.

152 Star Wars - Second Edition Cha£te^i2hj^£ui£ment

Chapter Eight Equipm ent

Throughout the galaxy, there are countless pieces of equip- Glow Rods meut which ait.1 people as they go about their various duties and chores. While there is no room to go into detail about these Portable flashlights, glow rods can derive their power from devices, here is a brief summary of some of the most common long-lasting energy cells (possibly years of continuous usage) pieces of equipment that characters will use on their adven­ or from chemical reactants. Persona! glow' rods often have a tures. range of up to 51) meters, although more expensive models have much longer ranges. Energy cells last for 50 hours before Breath Mask requiring replacement. Breath masks are portable filtering systems which cover Macrobinoculars the mouth and nose and provide life-sustaining gases for Personal image magnification devices, macro binoculars limited amounts of time: they provide no protection from cold can magnify images up to one kilometer away (this is an or the vacuum of space. Most breafh masks only work lor one “average” set of macrobinoculars; other models may have hour of continuous usage before the filters are spent. much longer or shorter ranges). They provide computer en­ hanced images, providing information on range ami targeting. Comlinks They have zoom capability. All Perception /search oriented Comlinks are portable communication devices. They are skills are increased by 3D when using these tools to view areas suitable for short range communication — personal d('vices more than 100 meters awav (normal modifiers apply). have a range of a hoi it 50 kilometers, or up to low orbit in clear If attached to a blaster via certain programming software, weather; vehicular comlinks can go up to 21)0 kilometers, they provide a -3D bonus to all medium and long-range shots Comlinks can broadcast over countless different frequencies. (they are ineffectual for short and point-blank range, shots). There are also “Standard Clear Frequencies" (or SCK's) which Additionally, the user must be using tfie macrobinoculars and arc used for any public communications, such as when a ship weapon in a “sniper” type of position, requiring a steady wishes to hail a spaceport or other ship, or when a local resting spot and at least one round of preparation, government needs to make a broadcast that should be picked up by all comlinks within a certain area. Most comlinks can be Medpacs set to monitor one specific frequency and SCFs simultaneously; more advanced comlinks can be set to monitor several fre­ The “first aid" kits of the Star Burs universe, medpacs quencies. provide necessary medicines, stimulants, coagulants and heal­ ing drugs to save lives in crisis situations. Once a medpac has been used once, it is expended When someone uses a medpac, Data pad they use the first aid skill. Datapads are primitive personal computers which are small, light and portable; they are the “notebooks” of the Star ITor.s Recording Rods universe since paper is rarely, if ever. used. They are often attached to a belt or pocket for easy carrying They are most Recording rods are small cylinders about thirty centime­ ters long. They can record any sounds or speech, with a often used as data storage and retrieval devices, and as such can store relevant personal data, encyclopedic entries and recording time of 100 hours. They can be replayed over and over, and may be reused hy rerecording other basic information; they cannot perform higher level functions, such as computing astrogation journeys.

Star Wars ■ Second Edition 153 JTAI WAR 8.1 Weapons

In a galaxy torn by war, it should bo no surprise that there Ranges: 3-10/30/120 are as many types of weapons as there are different cultures. Damage: 4D This chapter provides a basic description ami game statistics Ammo: 100 for some of the most important weapons in Star Wars: The Cost: 500 (power packs: 25) Roteplaying Game. Heavy Blaster Pistol Blasters A blaster pistol is a compromise: it gives the user a lot more firepower, but with a very limited range— this is accomplished Blasters are the most common types of weapons used by draining a lot of energy from the power pack, at the expense throughout the Known Galaxy. Ranging from small, easily of ammo A heavy blaster pistol is crammed into a standard concealed hand weapons to the huge destructive Super Laser pistol frame, making it easy to disguise if necessary. These of the Death Star, blasters are designed for every conceivable weapons are illegal or heavily restricted in many systems. Han role. Solo carries a heavv blaster pistol (when he can). Blasters utilize a variety of so-called bluster gases, which are Model: BlasTech DL-44 excited by the energy provided from power packs. The charge Scale: Character released takes the form of coherent light which delivers killing Skill: Blaster: blaster pistol energy to the target. Ranges: 3-7/25/50 Here are some of the common hand-held blasters. Ail can be Damage: 5D set for "stun" (see Section 3.1, ‘‘Combat and Injuries") unless Ammo: 25 otherwise stated. Cost: 750 (power packs: 25)

Hold-Out Blasters Blaster Carbine Small enough to be hidden in the hand of a Human, hold-out These weapons are shorter and less accurate than blaster blasters arc common in urban ureas with strict weapon con­ rifles, the weapons they are based upon. Huwever, they are trols and among under-cover agents. rugged and reliable and malfunctions are very rare. These Hold-out blasters require custom designed power packs weapons are less advanced than blaster rifles, and older and only hold enough blaster gas for a few shots. They are models can often be found at greatly discounted prices. illegal or closely regulated in most systems. Many systems, Model: SoroSuub QuickSnap 361 however, look on them as a “seif-defense" alternative to the Scale: Character more powerful types of personal weapons available. Skill: Blaster: blaster carbine Model: Merr-Sonn Munitions Q2 Hold-Out Blaster Ranges: 3-25/50/250* Scale: Character * At long-range, increase difficulty by -5. Skill: Blaster: hold out blaster Damage: 5D Ranges: 3-4/8/12 Ammo: 100 Damage: 3D Cost: 900 (power packs: 25) Ammo: 6 Cost: 275 (power packs: 25) Blaster Rifle Among the most popular personal weapons in the galaxy, Sporting Blaster blaster rifles are in common use throughout the Imperial and A small, short blaster, often used for small-game hunting or New Republic forces. They have a retractable stock and sight. personal defense. Sometimes used for dueling. This is the In most systems, ownership is restricted to military organiza­ smallest weapon to use standard power packs. Princess Leia tions. uses a sporting blaster in the opening scenes of Star H'orx /l' 4 Model: SoroSuub Stormtroopcr One Blaster Rifle .Vein Hope. Scale: Character Model: Drearian Defense Conglomerate Defender Skill: Blaster: blaster rifle Scale: Character Ranges: 3-30/100/300 Skill: Blaster: sporting blaster Damage: 5D Ranges: 3-10/30/60 Ammo: 100 Damage: 3D+1 Cost: 1,000 (power packs: 25) Ammo: 50 Note: If the retractable stock and scope are used for one Cost: 350 (power packs: 25) round of aiming, the character gets an additional > ID to his Blaster Pistol blaster roll. This is the most common weapon in the galaxy. It is popular Sporting Blaster Rifle with urban police lorees, traders and anyone else who needs Built in an attempt to circumvent standard restrictions on to pack respectable firepower in a compact package. Owner­ the blaster rifle, the "sport rifle" is merely a smaller version ol ship of these weapons is restricted in many systems. its more lethal cousin. It was introduced early in the days of the Model: BlasTech D1.-18 Empire, by groups that worried over the new centralization of Scale: Character power. In general, it is jusf as restricted in use as the blaster Skill: Blaster: blaster pistol rifle.

154 Star Wars ■ Second Edition TAIL f A M Ljn d I h l \ e Jo h n

Model: DreariauDefenseConglomorate"I.ightSport” Hunter Scale: Character Scale: (Character Skill: Blaster: repeating blaster Skill: Blaster: blaster rifle Ranges: 3-75/200/500 Ranges: 3-40/120/350 Damage: 8D Damage: 41) 1 1 Fire Rate: 1 Ammo: 100 Ammo: Power generator only Cost: 900 (power packs: 25) Cost: 5,000 Note: If the retractable stock and scope are used for one round of aiming, the character gets an additional - ID to his Bowcasters blaster roll. A weapon unique to the arboreal Wookiccsof Kashyyyk, the Light Repeating Blaster bowcaster (also called a laser crossbow) is an ancient and Longer and more powerful than blaster rifles, these weap­ curious combination of energy and projectile weapon. ons are for large-scale actions, often supplementing ground The weapon requires great physical strength to cock and squads and providing cover for artillery gunners while their load. Till1 weapon fires explosive quarrels wrapped in an weapons are being set up. These weapons are normally about energy cocoon, giving the explosive the appearance of an one to one-and-a-half meters long, and can be run off power elongated blaster bolt. The weapons are only available on packs or attached to generators for unlimited firepow'er. They Kashyyyk. are normally available only to the military. Model: Wookiee bowcaster Model: BlasTech T-21 ’ Scale: Character Scale: Character Skill: Bowcaster Skill: Rla stcr repeating hlaster Ranges: 3-10/30/50 Ranges: 3-50/120/300 " Damage: 4D Damage: 6D Fire Rate: 1 Ammo: 25 Ammo: 0 (quarrels: power packs can make 50 shots before Cost: 2,000 (power packs: 25) being replaced) Cost: Not sold to non-Wookiees E-Web Repeating Blaster Note: If a character wants to fire the weapon more than once in a round, he must make an Easy .Strength roll to be able to aim The E-Web is at the limit of "portable" blaster weapon the weapon (this is a "free action"). Reloading the weapon with technology — it is so heavy that troops can carry it, but they new quarrels requires a Moderate Strength total. certainly can't fire it without tripod mounting. It is normally allotted as an infantry support weapon, and the crew is ex­ pected to keep the weapon moving with the troops for backup Explosives when needed. Explosives, such as grenades and thermal detonators, are Model: BlasTech E-Web Heavy Repeating Blaster not common in combat except under certain conditions. They

Star Wars ■ Second Edition 155 AJ:en Nun" t is oehn) o tmr wih a b st o several for hitsit timer, set a something) be can to which any number of triggers,affect from morethan simpleonetarget. contact Grenades (it explodescan be are equipped with when concent rated in a small area, arebecause light andtheir canareahe fired repeatedly.of theyblast are expended. can Blasters are oftenare preferred heavy, because andthey are one-shot weapons — once they are thrown, other number of payloads, depending upon the specific needs wishing to buy them will oftenhave to seek outblack market witha variety of potentialuses. minutes. of the purchaser. simple explosives, or may eject noxious gases or smoke oiany sources. sive to destroy everything within a smallterrorbuilding and destruction. Itknown. is fist-sized, What is knownyet packs is enough that explo­ it is a highly effective weapon of 156 Grenades come in a variety of sizes and forms, andcan be However, grenades are useful for areas where enemy forces Skill: Scale: isn't thermal detonator a original of use intended The Cost:200 BlastRadius:0-2/4/0/10 Ranges: 3-7/20/40 Skill: Scale: Model: Explosive devices are normally tightly restricted, and Minesthose and thermal detonators are larger explosive devices Cost:2,000 10D/8D/5D/2D Damage: BlastRadius:0-2/8/12/20 Ranges:3-4/7/12 Model: 5D/4D/3D/2D Damage: Grenade Grenade Character Character Standard fragmentation grenade Standard thermal detonator agment i enades e d a n re G n tio ta n e m g ra F r to a n to e D l a rm e h T

vibroblades andlightsabers. highlyand to sophisticated dubs, weapons, power such as bat is expected. Weapons range from primitive common blades ing vehicles). The troops) or the presence of repulsorMost fieldsare (generatedtriggered by byincom­ physical pressure (such as moving ground the mine is equal to the dodge out of the immediate blast radius of the explosion — if his normal o work,to the character must have declared the character out of the entire blast radius — but in order for either higherrange of theradius. A successful weapons. governments. planetary regulated rarely by strength, is possession and concealable, requires no power sourceadvantage beyond sheerof physicala knife is that it is easy and cheap to manufacture, the galaxy, especially in situations where close quarters com­ slightpressure. bladeedgeallowing them tocut through surfaces with only vibrations microscopic thousands the alongpowercells of parts in form, but much are dangerous more because their to vibroaxes. They are similar to theirnon-powered counter­ mine is triggered, the character must use his normal is searching for it) beginning of the combat round. Cost:25 Skill: Scale: A variety of melee weapons are in common use throughout Cost: 0-2/4/6/10BlastRadius: Skill: Scale: Vihroweapons come in a variety of forms, from vibroknives May be usedasbe May Damage: Difficulty: short-range as used be also knives throwing canSome In an age of powered, long-range energy weapons, the main Damage: Model: Minesare used to eliminate incoming troopsand vehicles. Skill: Scale: Cost: Damage: Ranges: 2-3/5/10Ranges: Skill: Scale: is higher than 750 35 Melee combat:knife Demolitions:mines Thrown weapons:knife Mel ee combat:vibroaxe Character Speeder Character Character Standard anti-vehicle mine 5 D / 4 D / 3 D / 2 D STFMD (Maximum:6D) STR-1D (Maximum: 6D) Very Easy c Thr ng Knife n K g in w ro h T l ica p y T Weapons Melee ci demolitions and the the demolitions omlkie n melee in knife normal Vibroweapons the “to hit" roll of the weapon. When the hide c Knife n K l ica p y T br e x a ro ib V Knives

value of the mine (in case someone ine M skillroil of the character setting trWr ■ Edition Wars Second Star roll, then he gets to the next full dodgefull

at thedodge will get the dodge XTAI to get Chapte^£i^h£^E^ui£mefU ART

Difficulty: Moderate Body: 7>D Damage: SIR. 3D ■, 1 (Maxi mi mi: 70) Fire Rate: 1/1 Cost: SOU Fire Control: 5D Ranges: Atmosphere/Low Orbit (1 )/High Orbit (.')) V ib ro b lad e Damage: 12D Ionization Scale: Character Skill: Melee combat: vibroblade (.a meter long blade) Armor Difficulty; Moderate Damage: STRdil) (Maximum: fil)*2) With the advance of 1)1 as ter weapons, armor has become Cost: 2SO less and less popular: most soldiers in the field soon realized that their armor would be ineffectual in stopping those bolts of Lightsabers energy, and their speed and quickness would be of prime importance. Armor is more useful against many slugthrowing The rare and highly prized weapon of the Jedi Knights, weapons, so it will be common on very primitive worlds. lightsabers are harnessed energy blades e a pa hie of nutting Armor protects a specific portion of a person's body. If an through the densest of materials, Because the energy blade attack hits that area, they may add the die code of the armor to produces no resistance and has virtually no weight, it is very their Strength roll to resist damage. dangerous for beginners to use, and those wit bout any formal Armor may cover one u( six locations: head, torso, led arm, training are as dangerous to themselves as their opponents. right arm, left leg. and right leg. Head and torso armor may However, in the hands of a .fecit, the weapons are truly formi­ provide different protection to the front and back, and if so, the dable, and can be used to block and deflect blaster bolts, in distinction is indicated. addition to its formidable melee combat capabilities Scale: Character Blast Helmet Skill: I.ightsaber Difficulty: Difficult Common among the forces of the Rebel Alliance, blast Damage: hi) helmets provide troops with valuable protection from frag­ Cost: Unavailable for sale ments and shrapnel, a It) tough they are almost useless against Note: If an attacking character misses the difficulty number blaster bolts. by more than 10 points (the base difficulty: not their opponent's Model: Typical Blast Helmet parry total), the character has injured himself with t lie light saber Protection: 1 lead: -11) to front and hack frmu physical (nun- blade: apply normal damage to the character wielding Hie energy attacks): - 1 to (rout and back from energy attacks. weapon. Cost: 1400 ’ " Blaster Artillery Blast Vests Like blast helmets, vests are very useful against physical “Blaster artillery" covers a bewildering array of weapons attacks, such as grenade shrapnel and bullets, but they pro­ and their uses, from anti-troop weapons to permanent low- vide little protection from blaster bolts. orbit anti I.i' l11:' weapons. Model: Typical Blast Vest Protection: Torso: -11) to front from physical (non-energy Atgar Anti-Vehicle Tower attacks); < 1 to front from energy attacks. The Atgar l.) FI) P-Tower is the Rebel Alliance's most Cost: 200 ’ common anti-vehicle field artillery weapon. The weapons are underpowered and difficult to move, but thev are readilv Bounty Hunter Armor available, which was the rationale for the Alliance's choice of A number of bounty hunters utilize a variety of personal the weapon. The weapon requires a crew of four: one chief armors for protection during the course of their duties. The gunner, and three support personnel to regulate energy flow most common set of armor is the Corelfian RowerSnit. which and recharge its power cells. not only provides protection, but enhances The user's Strength Model: Atgar 1.4 FL) F-Tnwer in personal combat. Type: Light Anti-Vehicle Laser Cannon These hattlesuits are often greatly modified hy their owner. Scale: Speeder Typical modifications include the permanent addition of weap­ Skill: Blaster artillery: anti-vehicle ons. advanced sensors in helmets, emergency survival equip­ Body: 2D ment storage belts, harsh environment shielding and a number Fire Rate: 1 '2 of other items. Fire Control: 1D These suits are restricted in many systems, and may be Ranges: 10-7)00/2,000/10.000 illegal to purchase or possess. Damage: 2D-2 Mode): CurcJlian PowerSuit Protection; Head, torso, arms, logs: < 2D to alt physical (non­ Anti-Orbital Ion Cannon energy) attacks: * 11) to all energy attacks. -1D penalty to all Designed specifically for the defense of planetary surfaces Dexterity attribute and skill checks due lo bulk. from low-orbit assault, this ion cannon is critical in defending • Adds -1D to lifting skill. military bases until they can get their planetary shields up to Cost: 2,TOO full power. Model: KDY v-150 Manet Defender Stormtrooper Armor Type: Heavy (on Suriace-To-Space Cannon Stormtroopers are the elite shock troops: 4 the Umpire, and Scale: Capital their stark white protective armor is unmistakable. The armor Skill: Blaster artillery: surface to space

Star Wars • Second Edition 157 Chapter Eight: Equipment JTAI WAR

is an 18-piece cocoon which surrounds the soldier. Ownership nication with other units. of stormtrooper armor by non-stormtroopers is a serious • Contains a Multi-Frequency Targeting and Acquisition Sys­ offense in all Empire systems — and inherently dangerous in tem (MFTAS) which gives + 2D to all Perception checks in non-Empire systems. darkness, smoke and other visibility obscuring conditions. Model: Standard Stormtrooper Armor Also gives -2D to ranged weapon skill uses (such as blaster) Protection: Head, torso, arms, legs: ■ 2D to all physical (non­ against moving targets (those who move more than 10 meters energy) attacks; +1D to all energy attacks. -ID penalty to all in a round). Dexterity attribute and skill checks due to bulk. • Climate-controlled body glove allows comfortable operation • Helmet contains tongue toggled comlink for instant commu­ in moderately hot and cold climates. Cost: Not available for sale 8.2 Droids

Droids are one of the fundamental technologies of the.SVm his lull attention on piloting. For simpler vehicles, astromech Wars universe. They are intelligent automatons programmed Druids may be the sole pilot to perform very specific functions. Droids are often programmed Astromech Droids are capable of storing up to ten pre­ for tasks which are too complex, dangerous or even dull tor programmed hyperdrive jumps so that ships equipped with organic beings. Droids are often programmed to excel at one nr hyperririves hut lacking a navigation computer may he piloted two specific types of functions at the expense of having the to other systems. The Droid's memory stores the basic calcu­ versatility of organics. Due to their highly developed logic lations, and the unit itself calculates any minute adjustments circuits. Droids lack the intuitive and associative capabilities needed prior to entering hyperspace. of many organic species. Droids, in addition to high intelli­ R2 Astromech Droid gence and the capacity for learning, are normally programmed to exhibit a specific personality in order to make them more Model: Industrial Automaton R2 Astromech Droid palatahie to organics Height: 1 meter Move: 5 Droids take a variety ot forms, from aesthetically pleasing DEXTERITY ID humanoid shapes to the stark functionality of an astromech or probe Droid. Many Droids have normal speech capabilities tor KNOWLEDGE ID easy communication with other beings, although some are MECHANICAL 2D Astrogation 5D, starfightcr piloting 2D, transport limited to high-density electronic languages that only other piloting 3D Droids can interpret with any ease. Droids are often classified by (unction: PERCEPTION ID STRENGTH ID • First-degree Droids are designed for physical sciences, math­ TECHNICAL 2D ematics and medical sciences applications. Computer programming/repair 4D, starfighter repair • Second-degree Droids are programmed for environmental, 5D* engineering and technical applied science skills. Exploration • Astromech Droids, if acting in co-pilot capacity, may and probe Droids are part of this category. attempt starship repairs while in flight. Standard Equipment: • Third-degree Droids are skilled in the social sciences and • Three wheeled legs (one retractable) often perform protocol, translation, organic relations, teach­ • Retractable heavy grasper arm (lifting skill at 2D) ing, diplomatic and other functions which bring them into • Retractable line work heavy grasper arm regular contact with organics. • Extendable .3 meter long video sensor (360;> rota­ • Fourth-degree Droids are programmed for security and tion) military applications, and include everything from pat rol Droids • Small electric arc welder (ID to 5D damage (as fits to the now illegal assassination Droids. This class of Droids is the situation), .3 meter range) strictly regulated throughout the galaxy. • Small circular saw (4D damage, .3 meter range) • Fifth-degree Droids have lower intelligence requirements • Video display screen than other Droids, and typically perform menial lahor, includ­ • Holographic projector/recorder ing simple lifting, mining, salvage, transportation, sanitation • Eire extinguisher and waste control duties. • Small (twenty cm by eight cm) internal "cargo” area t he limits oi current technology only allow' Droids with a maximum of 13D for any skill. Roleplaying Droids Astromech Droids People who want to [day Droids may select one of the Astromech Droids are designed for in-flight and post-flight Droids from this chapter. However, the Droid player starship operations and maintenance duty. These Droids are character receives none of the skills listed with the Droid integral to ttie operation of many starfighters, both during since these are representative of a typical Droid of that operation and for the operation of the hyperdrive motivator. class. The character docs begin with the attributes and The Droids interface with starship computers during (light, equipment the Droitl is listed with. and can assist computerized repairs, allowing the pilot to keep

158 Star Wars - Second Edition Chapter Eight: Equipment AJJC't NurSD

• Some additional small tools and equipment Rim Securities' K4 Security Droid Model: Rim Securities' K4 Security Droid Explorer Droids Height: 1.6 meters Explorer Droids are often assigned to scout vessels for Move: 11 quick investigation of new planets. These Droids take a variety DEXTERITY 3D of shapes, and are often equipped with repuLsorlift units for Blaster 7L). dodge 8D. running 4D rough terrain, and advanced sensors lor determining plan­ KNOWLEDGE ID etary data. MECHANICAL ID DeepSpace Explorer Droid PERCEPTION ID STRENGTH ID Model: DeepSpace 9G Expluici Droid TECHNICAL ID Height: 1.3 meters Equipped With: Move: 10 • Two auto-balance legs DEXTERITY ID • T w o a rm s KNOWLEDGE ID • Body armor: ~2D to all locations MECHANICAL ID • Internal blaster rifle (5D damage, ranges: 5-30/100/ PERCEPTION ID 200) ' " Search 4D STRENGTH ID Protocol Droids TECHNICAL ID Equipped With: The Cvbot Galactica 3P0 series is among the most success­ • Repulsor unit with three meter flight ceiling ful line of these popular protocol units They are humanoid in • Retractable heavy grasper arm (lifting skill al 4D) shape and generally programmed tor subservient, service- • Holographic/audio recorder oriented personalities. • Long-range sensor (-2D to search for objects These Droids are utilized for etiquette and translation, and between 25 and 50 meters away) are often found in the service of diplomats and wealthy traders. • Movement sensor ( + 2D to search for moving objects) These Droids are capable of reproducing any sound that their • Atmosphere sensor — can determine atmosphere audio sensors pick up. allowing them to speak almost any class (Type I, Type II. Type 111, or Type IV) within one language. half-hour 3P0 Protocol Droid Model: Cvbot Galactica 3P(I Human-Cyborg Relations Security Droids Droid ' " ’ Security Droids are strictly regulated in most civilized Height: 1.7 meters systems, although they are widely employed by crimelords Move: 8 private corporations and local governments. DEXTERITY ID

Star Wars ■ Second Edition 159 Cha^te^Ei^i^Ecjuigment^

KNOWLEDGE 3D the same way as other characters. They need to spend Charac­ Cultures 6D, languages 10D* ter Points to improve skills they have — this is the Droid’s own MECHANICAL ID "refining" of existing programming. In Return of the Jedi, C3P0 PERCEPTION ID gets better at conversing with the Ewoks after he spends some STRENGTH ID time at it (and some Character Points). TECHNICAL ID Droids, however, do not use up nearly as much training time * The Droid’s vocahulator speech/sound system as humans when they learn new skills — but a Droid cannot makes the Droid capable of reproducing virtually any learn a new skill without a "teacher." The teacher is actually a sound it hears or is programmed to produce person (or even another Droid or computer) with the ability to Equipped With: program the Droid with the rudimentary skill principles of the * Humanoid body (two arms, two legs, head) particular skill. This usually involves actually purchasing an * Two visual and two audial sensors — human range "introductory" software package that the Droid can process * Vocabuiator speech/sound system and learn from. The package needs to be installed so tbe Droid * Broad band antenna receiver can use it. * AA-1 VerboBrain So, in effect, the Droid is paying the Character Points to * TranLang 111 Communication module with over seven "process" the basic information about the new skill with its AI million languages circuits, and, on the skills it already knows, it is spending the points to improve itself. Tills is really the only way a Droid can Designing A Droid Character learn skills without getting a total memory wipe and repro­ The player must choose one of the Droids listed above. The gramming. player then adds ID to each attribute. The player also has 10D See Chapter Four, "Attributes and Skills’' (under "Droid to allocate to skills. Programming ”) for more information on programming droids. The Droid character also gets and improves skills in much

160 Star Wars ■ Second Edition Chapter Eight: Equipment “WART

Equipment Cost Chart Where: Tliis li sts where equipment can he found. These codes are general guidelines, and while generally accurate, local factors may make some devices illegal or more readily available than this chart indicates. 1 Readily available throughout the Known Galaxy. 2 Normally available only in large cities and space ports or on planet of origin. • 3 Specialized item, normally available only on planet of origin. 4 Rare item, difficult to find anywhere. F Fee or permit often required [or purchase. R Restricted on most planets, and normally may not he hnught or sold without appropriate Imperial, New Republic or other relevant license, X Illegal on most planets Possession and use often violates Imperial, New Republic or local laws except for specially authorized individuals; penalties may be severe. The Black Market: Most items of equipment, even if they are restricted, can be found on the black market if one is willing to look hard enough and pay enough money. Sometimes objects are sold on the black market simply to avoid paying lavish tariffs and fees; other times, the black market may be the only way to find a given object on a particular planet. Cost: This will be the average cost for the piece of equipment under normal circumstances. Most prices reflect the general price for an "average” piece of equipment in that category — as always, prices vary depending upon brand name, quality of good (il used) and other factors (for example, a “stripped" landspeeder is much cheaper than one equipped with lots of frills or weaponry). Due to local tariffs and taxes, plentiful or scarce availability, or any number of other factors, the price can vary considerably.

Equipment Availability Cost Weapons Availability Cost Breath Mask 1 50 Hold-out blaster;

Star Wars ■ Second Edition 161 Appendix JTAI

Appendix One Roleplaying Basics

Roleplaying games are very different from other types of clearly arguing with the other two, and there s a deck of sabacc games that you have played before This chapter explains the cards and several stacks of coins on their table. basic ideas of these games for beginning players. "In the back corner is a Gamorreau — looks like Jabba's pig­ like guards in .loth — and he's really out ol control. He’s Imagination Is Key standing by himself, well, stumbling is more like it. He's punch­ ing at thin air and screaming lots of curses in his language. In roleplaying games, the action takes place in the imagina­ "if you want to notice anytfling else, you’ll have to take a few tion of the players. There is no board to move tokens around. more seconds to scan the area and make Perception checks; if Instead, the gamemaster must describe each scene and setting anyone is antsy, they’ll probably notice that you’re checking to the players, who then must visualize the scene themselves. out the place if you keep oil standing at the door." Then, by imagining how their character would react in these settings, they tell thegamemaster what their character is going lo do. Let's Pretend! Here's an example: As was said before, this game is like let's pretend, only with Rill is the gamemaster, Greg is playing Tirog. a bounty rules to help resolve conflicts. In the above example, Ted and hunter, and Ted is playing a protocol Droid named GT-9K (in Greg are both trying to think like their characters would, talk the5for W'ur* movies, C-3PII is a protocol Droid) like they would, and have their characters do what they would Bill: “You enter the ‘Dancing Dew back.’ It’s like any other in a particular kind of situation. cantina you’ve been to around the galaxy: there are scores of One other exciting thing about roleplaying games is that the customers, some Human, but most of them aliens, Off in the decisions are up lo the players In a roleplaying game, the corner you can see a Devaronian — you know, the guy in the players can have their characters do what they want — there is no script. Instead, the player just has to have a good idea of first movie with the short, pointy horns — downing a glowing red drink that seems to have a small electrical storm hovering what his character might do. over the cup. He looks like the contact you're supposed to It’s very important to note that players and gamemaster meet. What do you want to do?" should never act out what their characters are doing, espe­ Ted: (Doing u typical Droid-like mechanical voice) "Master cially if the action might be dangerous or offensive to other Tirog, we are supposed to meet our contact in this ... ( tone of players. Most of the time, the game consists of players just imagining what happens and telling the gamemaster what their cultured disdain) establishment. What a rough place. No one respectable would be found here." (A'out cutting to his normal characters will do. Sometimes, however, a player or gamemaster voice, telling Bill) "What else can I see? Do my sensors pick up may demonstrate a particular action to give everyone a clearer anything unusual, or any signs of weapons’.’” idea of what the character is doing. Greg: (As Tirog) "Look, Miner, this is my kind ol place A Example: Bill is playing the roll of Governor Dermeg, an good bar fight waiting to happen!" (Looking at Bill, speaking as hnpenul Governor on the planet Ansdfioog. He icon Is the plovers the player) “I’m not faking any chances. Where are all of the to understand that this man is dangerous, and somewhat insane. entrances? If Tirog has to fight his way out. where can he go? First he will describe the character to the players. Who's heavily armed?" “Dermeg is a middle-aged Human male, slowly balding with Bill: (Pulling out a sheet of scrap paper) "Here, let me draw stark blond hair He s very trim, not very-' muscular, but in shape. you a sketch of the room. There's a front door — where both He s wearing a suit that s more appropriate to diplomatic dinners of your characters are standing now — plus a bar in the center. to dealing with a bounty hunter and his Droid. As soon as your The room’s about 20 meters square, so it's a decent size. There characters enter his office, he motions you to sit on the big couch are booths everywhere." ' across from his desk " (Billsketches a rough square, drawing in the frontdoor, the bar Bill will now demonstrate Dermeg s personality in action. He and its approximate size, and several booths. He draws a booth in pushes his chair back from the table, and seems logo into thought the backandcirctesity This circled booth is where the Devaronian Then, he begins speaking in a deep rumbling voice. is. At first glance yon see several Humans in the front, and one “Well. Mr. . Tirog. is ID Hm, let me call up your offenses Wookiee — they look like smugglers or traders. You see three ... working for known criminals, accepting money to commit Duros — the guys with the big green beads and glowing red eyes crimes against the Empire, consorting with known Rebels, tsk, tsk. ’’ in the first movie — in the back, clustered around a table. One is Bill now stands, looming over Ted and Greg.

162 Star Wars ■ Second Edition A££endix 'ART

“So whu! do you ha tie to say for yourself’ Why shouldn’t I have your miserable hide blasted to ions right now'.-’ " Different Characters, Note that Bill used the technique of standing up to get Different Decisions across the idea that Dermeg is overbearing, arrogant and has a huge ego. Bill showed how Dermeg was threatening to the Different characters react in very different ways to characters, but didn't actually do anything threatening. Its all the same situation. ' part of the theater of roleplaying. For example, Greg is playing a rough-and-tumhle bounty hunter named Tirog (see the bounty hunter template on page 168). Tirog is used to fighting for a Winning living, and has a tendency to shoot first anil ask ques­ Roleplaying games tiave no ''winners" and "losers." The tions later, provided there are any survivors. object of roleplaying games is for each player to have a lot ol On the other hand. Ted is playing a protocol Droid fun. in fact, players are supposed to cooperate to achieve called GT-9R (in the.Stor IVors movies, C-3P0 is a protocol success! Droid). GT-9R is polite, somewhat snobby, and trained to if, at the end of a night of gaming, each player says, “That negotiate differences. Tbe Droid doesn’t enjoy fighting, was a lot of fun!", then the game is a success. It’s that simple! especially since bis programming doesn't allow him to What’s important is telling a story that’s interesting, excit­ use weapons. ing and fun to play in. Often, especially in heroic fiction (and Bill is tiie gamemaster. Star Wars is clearly heroic), the characters are heroes and are Bill: ‘Tirog and GT-9R are walking down a service supposed to win. They are expected to defeat the villains, and corridor on Gettiarn Space Station. The corridor is poorly survive to fight another day. Star Wars: The Roleplaying Came lit, and runs about 100 meters straight ahead. There are often has the characters triumphing over evil, but simply several intersections with other corridors about every defeating the villains doesn't mean that everyone had fun, 20 meters. sometimes everyone lias fun even if their characters are soundly “Suddenly, three black-uniformed space station guards defeated hy the opposition round tbe corner. They level nasty-looking blaster rifles Several key things make a roleplaying game fun and excit­ at the two of you and command, 'Drop your weapons and ing. '['hey are mentioned in brief in the following section, "The surrender’’'’ Story." For complete details. I urn to Chapter Two, Greg: “Tirog mutters, 'i'll drop you, not my weapons.’ "Gamemastcring,” He pulls out his hlaster ntle and shoots at one of the guards.” The Story T e d : “I’m unarmed. In my best butler-like tones I'll .Star Wars is a storytelling game Unlike many board games, suggest, 'Tirog, are you sure negotiation wouldn’t be a better idea?', while trying to dive to the ground and not where the rules are most important, storytelling games are get hit by blaster fire.” about telling an interesting story; the rules are there to help tell that story. While Greg and Ted had their characters react in In each adventure, the gamemaster must devise an interest­ completely different ways, both of the characters re­ ing and exciting plot to motivate his players and their charac­ acted appropriately for the kind of person they are. The ters. When creating an adventure, the gamemaster must not essence of roleplaying is playing "in character.” only come up with a story, but he must decide upon what \ ______:______/ events will happen during each portion of the story. He must provide the characters with challenges and dangers to over­ The Opposition come. He must also give the characters several different choices It is important to point out that in roleplaying games it is — players should never be forced into taking one specific NOT the gamemaster versus the players. While the gamemaster course of action; they should always be able to make a choice is playing the villains, the gamemaster is merely acting that about what their characters will do. The gamemaster must role some of the time; he must be fair to the players all of the provide rewards to the characters. He must describe the time. locations the characters visit, and keep the story moving along just iia the players will know things that their characters do at a fast pace. not, the gamemaster must rememher that gamemaster charac­ In the course of the game, the gamemaster has to play all of ters don’t know everything that the gamemaster does. When the other characters that the player will meet, from New the gamemaster is playing gamemaster characters, he must Republic generals, to slimy bounty hunters, to Imperial agents, pretend to think like those characters, and the characters can’t to any number of other personalities. The gamemaster decides act on what they don’t know. how these characters will act, and how these characters will The idea of a roleplaying game is not to defeat the players’ help advance the story. characters (although the characters do lose to the villains One of the biggest portions of the storyteller role is to act as sometimes), but the central idea is tor everyone to have fun the characters' senses. Since the players don't have a movie to and enjoy an exciting adventure! The gamemaster and the watch, or a board to follow, they need the gamemaster to players work together to tell a fun story! describe the setting to them. The gamemaster is effectively the characters' eyes and cars (as well as the other sense). He has For example; Rill's story involves Ploovo Two-for-One, a to tell the players what their characters’ taste, touch, hear, see notorious space gangster, trying to hunt down Tirog and GT- and smell. The players can only respond to what they are told, 9R. T wo of Ploovo’s agents were captured by Tirog and ’9R, and so the gamemaster has a big responsibility to describe things they found out that Ploovo planned an ambush (or them. As well. gamemaster, Bill knows that Greg and Ted won't have their characters walk blindly into the ambush, However. Ploovo

Star Wars ■ Second Edition 163 Appendix JTAI

tloesn 'I know this, so I’loovo won't change his plans unless he The rules are there to help the gamemaster and the players finds out what is going on. tell exciting stories. They help resolve potential problems, If Greg says, "My character, Tirog, is shooting at the The Rules stormtrooper." that means that Tirog is trying to hit the stormtrooper. Tirog always has a chance of failure or success, In many different games, certain playing peiees will have and by rolling the dice and checking the rules, Bill, the different abilities; in role playing games, each person is playing gamemaster can tell whether or riot Tirog hits. a different character, and some things that help make charac­ The rules cover areas like combat, using Force abilities, ters different are their attributes and skills. bargaining for good prices on goods, fixing ships. Droids, arid Using the rules and each character's different attributes other equipment, and even "interaction skills," like intimida­ and skills, the players can try to do heroic things and the tion, where one character tries to scare another character and gamemaster can determine whether these efforts result in make them do what he wants. spectacular success, dismal failure, or something in-between. Note that all characters, including gamemaster characters, have attributes, skills, and special abilities. Characters In the previous example. Bill tells Ted and Greg to make Part of the fun of playing a character is pretending to be Perception checks for their characters. This is because their someone you're not. You can have your character do things characters are trying to notice anything unusual that they that you would never do. You character may be a great con didn’t see on a first glance. Perception is an attribute with a man even it you can’t pull off a practical joke. Each person plays certain number of dice. When Greg anil led make those a different character, with a different personal history, a differ­ checks, they will roll those dice for their character, while Bill ent background, and most important in game terms, a different will have a preset difficulty number for them to roll against. If way of reacting to filings. they tie or beat thal number. Bill will tell Ted and Greg what Each character comes with a character sheet to explain their characters notice1, if anything, beyond what they were what kind of a person that particular character is, as well as list told at first glance. all relevant game statistics. E B Appendix Two Second Edition Conversion

Vehicles Starships All vehicle stats except for the Speed Code remain the same. All starships and capital ships use this movement chart. To find a vehicle's Move based on its speed code, use the Old New Old New following chart: Speed Code Move Speed Code Move Modify the vehicle’s Speed Code hased on whal type of vehicle it is: OD 1 3D -1 . 6 1 1 3D-2 7 Eandspeeriers -ID 2 1 -1D 8 Cloud Cars -7D ID 2 4D-1 8 Sail Barges -ID IDG 2 4D+2 9 Skiffs OD ID.2 3 5D 10 Speeder Bikes OD 2D 4 5D.1 10 Swoops OD 2D-1 4 3D+2 11 Wal kers -31) *2 2D-2 5 61) 12 Tracked -2D 3D 6 Wheeled -1D+2 Glider -2 To find a ship's move in an atmosphere, see the individual Hover -2D ship descriptions. Find the vehicle's modified ;speed code on the "Speed Code to Move Conversion Chart" below.

164 Star Wars ■ Second Edition _A££endtx

Starfighter-Scale Weapons Speed Code to Move Conversion Chart A weapon's range depends upon whether it is being used in an atmosphere or in space; these numbers are rough ranges Modified Kilometers and wall be modified for specific weapon types. Speed Code per Hour Move In Space Short Medium Long -4D ID 3 -3D+2 15 5 Blaster 1-5 10 17 -3D v 1 20 7 Missiles 1-2 8 15 Laser Cannon 1-3 12 25 -3D 25 8 ion Cannon 1-3 7 36 -2D+2 30 10 Proton Torpedos 1 3 7 -2D -1 40 14 In Atmosphere Short Medium Long -2D 50 18 -1D+2 60 21 Blaster 100-500 1KM 1.7KM -1D+1 70 25 Missiles 100-200 800 1,5KM Laser Cannon 100-300 L2KM 2.5KM -ID 75 26 ion Cannon 100-300 700 3.6KM _2 80 28 Proton Torpedos 50-100 300 700 -i 90 30 0D too 35 Capital-Scale Weapons + 1 130 45 A weapon's range depends upon whether it is being used in +2 160 55 an atmosphere or in space, these numbers are rough ranges ID 200 70 and will be modified for specific weapon types, 1D+1 230 80 "In Atmosphere” is for when the ship actually enters an 1D + 2 260 90 atmosphere. “Near Atmosphere” is for when a ship conducts bombardment from orbit; normally between 100 and 300 kilo­ 2D 300 105 meters above a planet. 2D+1 330 115 2D+2 360 125 In Space Short Medium Long 3D 400 140 Missiles 2-12 30 60 3D 11 430 150 Turbolaser 3-15 35 75 3D ,2 460 160 Ion Cannons 1-10 25 50 Tractor Beams 1-5 15 30 4D 500 175 4D+1 530 185 in Atmosphere Short Medium Long 4D+2 560 195 Missiles 200-1.2KM 3 KM 6KM 5D 600 210 Turbolaser 300-1.5KM 3 5KM 7.5 KM 5D+1 650 225 Ion Cannons 100-1 KM 2.5KM 5KM 5D+2 750 260 Tractor Beams 100-500 1.5KM 3KM 6D 800 280 Near Atmosphere Short Medium Long 6D-1 850 295 Missiles 4-2 4 KM 60KM 120KM 6D+2 950 330 Turbolaser 6-30KM 70 KM 150KM 7D 1000 350 ion Cannons 2-20KM 50 KM 50KM 7D+1 1050 365 Tractor Beams 2-10KM 30KM 60KM 7D+2 1150 400 80 1200 415 8Dt 1 1250 435 8D+2 1300 450 9D 1350 470 9D+1 1400 485 9D+2 1450 505 10D 1500 520 V______/

Star Wars ■ Second Edition 165 Charts and Tables JTAI

DIFFICULTY NUMBERS DIFFICULTY MODIFIER GUIDELINES

Difficulty Random + 1-5 Character has only a slight advantage. Task Difficulty Range Difficulty +6-10 Character has a good advantage in this Very Easy 1-5 ID situation. Easy 6-10 2D +11-15 Character has a decisive advantage, and Moderate 11-15 3D-4D Difficult 16-20 5D-6D should win. Very Difficulty 21-50 7D-8D + 16+ Character knows much more about the Heroic 51 + 9D + situation than the competition. j V. HIT LOCATION TABLE (OPTIONAL)

Roil Hit Location 1 Head 2-3 Torso 4 Arms (roll again: 1-3 left arm; 4-6 right arm) 5 Left leg 6 Right leg Charts and Tables L

DAMAGE CHARTS

Damage Roll > ...... Strength Roll ... Body Str. Roll ... Hull Code Roll

E ffe c t o n E ffe c t o n E ffe c t o n E ffe c t o n Ion C a n n o n C h a r a c t e r A r m o r * V e h i c le S t a r s h i p E ffe c t 0-3 Stunned — Shields blown/ Shields blown/ controls ionized controls ionized controls ionized 4-8 Wounded Lightly damaged lightly damaged Lightly damaged 2 controls ionized 9-12 Incapacitated Heavily damaged Heavily damaged Heavily damaged 3 controls ionized 13-15 Mortally Wounded Severely damaged Severely damaged Severely damaged 4 controls ionized 16+ Killed Destroyed Destroyed Destroyed controls dead

* Lightly damaged armor loses one pip off its effectiveness. Severely damaged armor is useless, but may be repaired. Heavilv damaged armor loses -ID off its effectiveness. Destroyed armor is useless and may not be repaired. V ______.______/

COMMAND DIFFICULTY AND COMBINED ACTION BONUS TABLES

Number of Average People Being ______Skill Levels______Combined Action Coordinated ID 2D 3D 4D 5D 6D 7D 8D+ Bonus 2 M M E E E VE VE VE ID 4 D M M M E E VE VE +2D 6 D D M M M M E E +3D 10 D D D M M M F. F. *4D 15 VD D D D M M M E +5D 25 VD VD D D D M M M -6D 40 VD VD VD D D D M M -7D 60 H VD VD VD n D D M +8D 100 H H VD VD VD D D D *9D 150 H H H VD VD VD 1) I) + 10D 250 H H H H VD VD VD D tl ID 400 H H H H H VD VD VD + 12D 60(1 II II H H II H VD VD 113D 1000 H H H II H H H VD + 14D 1500 H H II H H H II H .■ I5D

Difficulty Levels: VI/ (Very Easv). F (Easy), M (Moderate) . D (Difficult), VD (Very Difficult), H (Heroic)

V

166 Star Wars ■ Second Edition fAR. Charts and Tables

~ COVER MODIFIERS ^

Cover Modifier to DM Light smoko -ID Thick smoke +2D Very thick smoke *4D Poor light .ID Moonlit night +2D Complete darkness *4D

Character is: 1/4 covered + ID 1/2 covered *2D 3/4 covered +3D fully covered Cannot hit character directly; must eliminate protection first.

Additional Strength dice, Protection: Character-scale flimsy wooden door ID Standard wooden door 2D Standard metal door 2D Reinforced door 4D Blast door 6D

Reduce weapon Object is: damage by: Not damaged Character is completely protected Wounded -4D Incapacitated -2D Mortally Wounded -1L) Destroyed Full damage ^ V______r Scale Chart: TO HIT

C h a r. S p d r W lk e r S tarftr C ap . D. S tar C h a ra c te r 6 6 6 6 6 6 S p e e d e r 4 6 6 6 6 6 W a lk e r 3 5 (3 6 6 6 Starfighler 2 4 5 6 6 6 C ap ital — 2 2 3 6 6 D e a th S tar — — — — 3 6

Scale Chart: TO DO DGE

C h ar. S p d r W lk e r S tarftr C ap. D. S tar

C h a ra c te r 6 5 6 3 — — S p e e d e r fi 6 5 4 2 — W a lk e r — 2 (5 2 — — Starfighter 6 G 6 6 (5 6

C a p ita l — — — 2 6 4 D e a th S tar — — — — 3 6

w x w w E s r Scale Chart: TO DAM AGE

C h ar. S p d r W lk e r S tarftr C ap. D. S tar i Jmmes C h a ra c te r 13/(5 3/6 2/6 2/6 — ,/6 — /6 S p e e d e r 6/3 6/6 3/6 3/6 1/6 — /6 Permission is granted to photocopy W a lk e r 6/2 (5/3 6/6 3/6 1/6 ■ /« these pages for personal use only. Starfighter 6/2 6/3 6/3 6/6 3/6 —/6 TM & ■ ■ 1492 Lucasfilm. Ltd. fLFLl. Capital 6/— 6/1 6/1 6/3 6/6 1/6 All Rights Reserved. Trademarks of l.f-'l. Death Star (.;./— 6/— 6/— 6/— 6/1 6/6 used bv West End (lames under authorization,

Star Wars ■ Second Edition 167 r Alien Force Student > r Bounty Hunter Churuntcr Name: Character Name:

Player Player: Species: Revwien Species: lotran Sex: Age: Sex: Age: Height: Weight: Height: W'eight: Physical Description: Physical Description:

Background: You were among Background: You learned the brightest students of your early that you had a knack lor generation — you learned the brawling. And you always got amazing powers of Tyia faster the last laugh. You didn’t make than anyone your teachers many friends, but you were had ever instructed. They respected — or lea red— su it sense great power in you. didn't matter much to you. When the traders came to your You earn a living working lor planet, your teachers told you whoever pays. And you1 re one to seek out the masters of the of the hesl. Track ’em, corner Tyia — their name is Jedi. and ’em, capture ’em — pretty they call it the Force. simpleaetually.Dangerouslor amateurs: easy for you. Personality: You are impressionable and easily excited You Personality: Cold. Cunning. Ruthless. Not too many people like lind technology ... interesting. You are a mystic — you seek you, but you don't care as king as they pay in cold, hard credits. peace and harmony lor yourself, your people and the galaxy. You're true to your word, which isn’t easily given. Objectives: To learn many abilities, using them lor peace. Objectives: To get rich before dying on a contrael. A Quote: Think of peace and honor — and act upon that only!" A Quote; "He'd hetter not die. He’s worth a lot to me alive.’’ Connection With Other Characters: Connection With Other Characters:

DEXTERITY 2D+1 PERCEPTION 2D+1 DEXTERITY 4D PERCEPTION 3D Blaster Bargain Blaster Com mu nd Dodge Hide Dodge Investigation Melee Combat Investigation Grenade Senreh Running Persuasion Melee Combat Sneak Thrown Weapons Sneak Melee Parrv

KNOWLEDGE 3D+1 STRENGTH 3D KNOWLEDGE 2D+2 STRENGTH 3D+2 Aliens Species B raw1 ling Alien species Brawling Intimidation Stam ina Languages Climbin g/jumping Language Streetwise Lifting Sti rvival Survival St a min a

MECHANICAL 2D TECHNICAL 2D MECHANICAL 2D+2 TECHNICAL 2D Beast Riding Droid Programming .._ Ash ogal inn Armor repair Repuisorlift Ops Droid Repair Beast riding Blaster repair Space Transports First Aid Space transports .Starship repair Swoop Operation Starship gunnery Starship wpn repair starship shields

Special Abilities: You know I he Move: 10 Special Abilities: None Move: 1(1 Force w-ay known as Tyia. You Force Points: Force Points: y begin with control 10, sense ID Force Sensitive: B Yes □ No Force Sensitive: □ Yes ffl No and a fter 10. Dark Side Points: Dark Side Points: Character Points: Character Points: □ Wounded □ Wounded □ incapacitated □ incapacitated □ Mortally W ounded □ Mortally Wounded Equipment: Amulet (representative of the Tyia philosophy). Equipment: Jet pack (burst lasts one move and Hies 10(1 meters 2fiO credits standard horizontally or 30 meters vertically: has II) bursts), protective vest (-2 to torso front and hack to Strength to resist damage), two medpats. UKK) < t edits, heavy bias Let pistol (damage value V. J , 5 D }. light rt'pcdUrig blaster, hoJd-out hJdsStBr, knifo , r Brash Pilot > r Curious Explorer Character tsaine:

Player; Player: Species: Human Species: Near-Human Sex; Age: Sex: Age: Height; Weight: Height: Weight; Physical Description: Physical Description:

Background: Ever since you Background: You come from first strapped yourself into an a. primitive planet. where only airspeeder you knew that vnu tt few [rave to oxploi e l lie stars. were supposed to be flying in Most people have to sign up space coin hat. You followed lor in den Hired service on a your dreams, and now you freighter. Thai's bow you got light for the [urees o[ tin* New away too Now that you've Republic, piloting the best seen the wonders of gas giants suirfigliters in the galaxy! and Imperial Star Destroyers. you'!] never go bark to your Personality: Huthusiaslie. home planet. energetic and idealisl it'. You're sure that the New Personality, You arc Republic will bring peace to remarkably curious about all the Known Galaxy. You volunteer for the craziest, most ol the wonders tire galaxy has to offer. If people an3 looking for daElgeronx missions. Y uli art1 a talented kid with a lot of growing someone to goto unknown systems, or to establish a new trade up to dii. route, you're among the first to volunteer. Objectives: To fly among the stars anti into history! Objectives: To experience everything and see it all1. A Quote: "Six TIE fighters? No problem — tie hack in a minute." A Quote: "What's it like on Kessel? Is it really that had'.’" Connection With Other Characters: Connection With Other Characters:

DEXTERITY DEXTERITY 3D PERCEPTION 3D 2D+1 PERCEPTION ■ID Plaster Convnajid Blaster- Bargain Brawling Parry Con Dodge Hide Investigation Dodge (lain tiling Fi rearms Melee Combat Persuasion Pick Pocket ■Search Vehicle Blasters Sf'urcJi Thrown Weapons

KNOWLEDGE 2D .STRENGTH 3D KNOWLEDGE 3D+2 STRENGTH 21) liilimUHitiou Bi uwli.ig Aliens Species Lifting Planetary Systems Stamina Bureaucracy Swimming Value .Swimming Languages W illpower Planetary Systems Survival

MECHANICAL 4D TECHNICAL 3D MECHANICAL 3D TECHNICAL 3D Abrogation Blaster Repair Archaic Strshp Pliny Demolition Communications Droid Repair Beast Rifling First Aid Sensors Repulsorlift Repair Sensors Ground Vehicle Repair Space Transports Starfighter Repair Security Starfighter Piloting Starship Gunnery

Special Abilities: None Move: 10 Special Abilities: None Move: 10 force Points: Furcc Points: f orce Sensitive: □ Yes □ No Force Sensitive: □ Y e s □ No Dark Side Points: Dark Side Points: Character Points: Character Points: □ Wound ed □ Wounded □ incapacitated □ Incapacitated □ Mortally Wounded □ Mortally W ounded Equipment: Now Republic or Rebel Alliance uniform medpuc. Equipment; Blaster pistol M l)), black powder pistol (3D), sword vacuum suit. 1001) credits standard, X-wing (see page 1:6). CSTR-1D-2) ' blaster pistol (damage ID) V J V J Cyborged Pirate Cynical Scout

Player; Player: Species: H um an Species: Ithorian Sex: Age: Sex: Age: Heiglil: Weight: Height: Weight: Physical Description; Physical Description:

Background: Before you knew Background: Now that the it, your captain was ordering New Republic has control, you and your friends to attack they've opened up the galaxy and plunder other ships, and to exploration. You are tree to you went along with it. You’ve do what you knew you were since gotten away from that meant (or — exploration and bloodthirsty hunch, but you (irst contact witti planets and are still a pirate, rnbhing ships unknown cultures. You'll he for v a lu a b le s. But at least happy just as long as the you're not a murderer. bureaucrats leave y o u alone. Personality: You enjoy the Personality: You enjoy Hie notoriety ttiat the label solitude of space, the comfort "pirate" conjures up. You are of a new planet, and especially one of the hardier (oiks in the galaxy — you can't take danger those who share your appreciation for the unknown. se rio u sly and you /one a good party. Objectives: To travel as much as possible witti as little Objectives: T o get rich. (T h e re 's som ething more in life'.’ } government interference as possible. A Quote: "Space 'em boys! Hah — no. really, if you just give me A Quote: "Keep your bead low, kid. Where'd you learn about all of your money. I'll let you live! Really! (hearty laugh)" kethriak marauders, the ;oo'? Connection With Other Characters: Connection With Other Characters:

DEXTERITY 3D+2 PERCEPTION 3D DEXTERITY 2D+2 PERCEPTION 3D Blaster Bargain Blaster Con Blaster Artillery Com mam] Braw ling Parry- Forgery Brawling Parry Con Dodge Persuasion Dodge Forgery Melee Combat Sneak Grenade t inmhling Melee Parry Melee Combat Running

KNOWLEDGE 2D STRENGTH 2D+2 KNOWLEDGE 5D STRENGTH 3D Business Braw ling .Mien Species Stam ina Intimidation Stam ina Languages Languages haw Enforcement Streetw ise Planetary Systems V a ln e Sm vival

MECHANICAL 3D+2 TECHNICAL 3D MECHANICAL 2D TECHNICAL 2D+1 Astrogation Armor Repair Astrogation Computer Frog/Rpr __ Capital Ship Gunnery ______Blaster Repair Communication Security Kepuisorlift Ops Dem olition Sensors Starship Repair Space Transports Droid Repair Space Transports Starship Wpn Repair — Starship Gunnery _____ Security Starship Gunnery Starship Shields ... .._ Starship Shields

Special Abilities: None Move: 10 Special Abilities: See “Ithorian" Move: II) Force Points: in Section 7.1. "Aliens." Force Points: Force Sensitive: □ Yes □ No - Force Sensitive: Q Y e s Q N o Dark Side Points: Dark Side Points: C h a ra c te r Points: Character Points: □ Wounded □ Wounded □ incapacitated □ incapacitated □ Mortally Wounded □ Mortally Wounded Equipment: I lashy clothes, cybernetic arm (. ID to left arm to Equipment; Any reasonable survival gear, scout ship (see page Strength to resist damage in combat), lots of gaudy rings and 123). blaster pistol (damage 4D) hlaster rifle (damage 5D), trinkets, comlink, vacuum suit, 200(1 credits standard, blaster vibroblade (STR> 1D> 2) ~ pisto! (damage 4D) V Ewok Warrior Failed Jedi

Player: Player: Species: Kwok Species: Human Sex; Age; Sex; Age: Height: Weight: Height: Weight: Physical Description: Physical Description:

Background: You stowed Background: You always had away inside a shiny spaceship trouble with tile Force. It al­ and soon made friends with ways seemed to work best those cm hoard. They think when you were angry and up­ you're cute and funny, so they set, but after that, you would put up with you doing things feel a presence — a palpable like stealing small stuff and evil. It was like your own will pretending you didn't know turned dark, tempting you. better. These people may be Over time, you used your pow­ big hut they sure are gullible! ers less and drank more. Personality: You like Humans, Personality: You are bitter —■ partly because they are easy bitter alter all those years of to trick, and trust you. You're lighting and anger. Bitter that very curious. You d o n '! like new things that hurt you — like drink was the orilv way you could escape yourself. Humans in hard, white scuts. You tend to complicate tilings. Objectives; To prove, to yourself more than anyone, that you Objectives: To eat good food and play with tun toys! To see new aren’t a failure. To prove that you can he a hero too. tilings! A Quote: "It’s not that easy. Don’t cross trie. hoy. You’re fooling A Quote: "Weogua! Thwept! (laugh)” with things beyond your understanding ... where’s my bottle'.'” (Connection With Other Characters: Connection With Other Characters:

DEXTERITY 3LU2 PERCEPTION 4D+ i DEXTERITY 2D+2 PERCEPTION 3D+1 R o w s Bargain Blaster Bargai n Brawling Parry Con l)od ge Command Dodge Hide Light.saber Investigation Melee Combat Search Running Pers uas ion Melee Parry Sneak Seai'ih Thrown Weapons Sneak

KNOWLEDGE 2D STRENGTH 1D+2 KNOWLEDGE 3D+1 STRENGTH 2D+2 languages Climbing/Jumping Alien Species Brawling Survival Stam ina Intimidation Climbing,'"Jumping W illpower .Swimming Languages Stamina Planetary Systems Swimming Survival W illpow er MECHANICAL 3D+2 TECHNICAL 2D+2 MECHANICAL 2D TECHNICAL 2D Beast Riding Demolition Ast rogation . Computer Proy/Rpr Glider . First Aid Beast Riding . Droid Programming Primitive Construction ...... Repulsorlift Ops . Droid Repair Space Transports First Aid . Starship Shields .

Special Abilities: Skill bonus Move: 8 Special Abilities; Force skills: Move: 10 skill limits (sec page 1M ) . Sm ell. Force Points: Control ID. sense ID. You start Force Points: 2 add r- ID to.te«rc/t when tracking Force Sensitive: Q Y e s O .N o with six Force powers, which Force Sensitive: Yes □ No by scent. .. . . Dark Side Points: must be either sense, control or u a r|( side Points* 1 Character Points: and control pow ers. character Points: □ Wounded ' Q Wounded Story Factors: See "Kwoks" □ Incapacitated □ incapacitated Section 7.1, '"Aliens” □ Mortally Wounded - ■ □Mortally Wounded Equipment: Leather backpack, several useless but very shiny Equipment: Ropes, bottle o! liquor, 2M! credits, lightsaber objects, spear (STRi ID) (damage 5D)

V. r Gambler Kid

Character Name;

Player: Player: - Species; Human Species: Human Sex: Age: Sex: Age: 12 Height: Weight: Height: Weight: Physical Description: Physical Description;

Background: Y o u h ave Background: Somehow you learned just shout every game ended up in space, [romping of chance there is. and know around with ihe Rebellion or all the scams, at least the good some smuggler witli a heart oi ones You've won and lost for­ gold. It’s a fun life, and you tunes and been chased by couldn’l ask for more — bounty huntersondscductive lighlingslormtn xipers, saving women. There are rewards people from the Empire, for those w ho make it and yon putting bounty hunters in their intend to be there when the place. Sheesh! Some people big prize is handed out! have no sense oi humor. Personality: C o lo rfu l, Personality: Something has to charming and very insincere tie really cool to hold your You do extremely well with the opposite sex, and everybody thoughts. You are cheerful and love addition always ready either loves you or hates you ... and no one trusts you. with a smart-aleck comment. You have chosen one character to Objectives: T o have a rea lly good time wherever you are going. be your "big brother/sister" figure and constantly tag along. A Quote: "It’s a sure thing Can't lose. Trust me Why are you all Objectives: To find cool things to do To stop the Empire. looking at me like that?" A Quote: “A fight! Let s go get 'em!" Connection With Other Characters: Connection With Other Characters:

DEXTERITY 3D+2 PERCEPTION 4D DEXTERITY 3D+2 PERCEPTION 3D+2 Blaster Bargain Blaster Bargain Brawling Parry Con Dodge Con Dodge Forgery Melee Combat Hide Melee Combat Gam bling Melee Parry Search Melee 1’arry Be rsuasiou Missile Weapons Sneak Pick Pocket

KNOWLEDGE 3D STRENGTH 2D+2 KNOWLEDGE 2D+2 STRENGTH 2D+1 Alien Species Braw ling Languages Climbing/.Iumping . Bureaucracy Lifting . Streetw ise Stamina Business Stam ina Survival .. . Swimming Languages Streetw ise Value MECHANICAL 2D+1 TECHNICAL 2D+ MECHANICAL 3D TECHNICAL 2D+2 Astro gatinn Droid Programming Beast Riding Computer Prog/Rpr ------Repulsorlitt Ops ____ Droid Repair Ground Vehicle Ops Droid Programming Space Transports First Aid .. Repulsoriift Operation . Droid Repair Starship Gunnery Repulsoriift Repair — — First Aid Repulsoriift Repair

Special Abilities: Move: HI Special Abilities: Move: 8 ------. — ..... Force Points: - ...... Force Points: Force Sensitive: □ Yes □ N o Force Sensitive: □ Yes □ No -- Dark Side Points: - - Dark Side Points: Character Points: ...... Character Points: □ Wounded □ Wounded ...... □ Incapacitated ' □ Incapacitated □ Mortally Wounded □ Mortally Wounded Equipment: Deck of sabacc cards, datapad with rules for every Equipment: iw o bottles til lizzyglug, one bag of candy, a small game of chance known, a week's worth of expensive clothes, stone, some string, a small pet (dead or alive, your choice), 25 10(10 credits, llold-out blaster (damage 3D-2) credits, a smile that people can't refuse. New Republic Bureaucrat Protocol Droid

Player Player Species: Human Model: 3P0 Human-Cyborg Sex: Age: Relations Droid Height: Weight: Height: 1,7m W’eight: Physical Description: Physical Description:

Background: You work lor t lie Background: You sti Heat ft un­ New Republic. The perks aren't derstand Humans. They arc good, but at least these people very illogical, andseemtomr/nf are trying to make the galaxy a to he exposed to danger. None­ better place, and you can re­ theless. you continue on, de­ spect that. Your job gives you spite the thanklessncss. Your a lot of authority, and some­ most recent owner is flam boy- times you have to goon inves­ ant and temperamental, hut tigations, taking you into the treats von like a real person. middle of the action. Personality: You are very Personality: forceful hut proper, concerned with doing quiet, yon are confident in things tite “right” way. You your own area of expertise. have a persecution complex But when the blaster bolts start flying von are very happy to let and think that people are making fun of you. You get Humans someone else be in tin: spotlight. upset wit h you. even just doing what you were programmed for. Objectives: To make the galaxv a better place Objectives: To serve vour master faithfully and loyally. A Quote: "Wait a minute. Let me talk to him — 1 know how these A Quote: “Mistress, they believe that yon are some sort of ... guys think" deity. Oh my!" Connection With Other Characters: Connection With Other Characters:

DEXTERITY 2D PERCEPTION 3D+2 DEXTERITY ID PERCEPTION ID Blaster Bargain Brawling Parry Bargain Brawling Parrv Command Dodge investigation Dodge Con Melee Parry Persuasion Melee Combat investigation Running Search Run niug Peixuusion Vehicle Blasters Search

KNOWLEDGE 4D STRENGTH 2D+1 KNOWLEDGE 3D STRENGTH Bureaucracy Brawling Alien Species Stamina Business Climbin g/J limping Bureaucracy Intimidation Stamina Cultures haw Enforcement Swimming 1 anguages Planetary Systems Planetary Systems Value MECHANICAL 3D TECHNICALTECHNICAL 3D MECHANICAL ID TECHNICAL ID Astrogation Computer Prog/Rpr Astrogation Computer Prog/Rpr Corn munications Droid Programming Communications Droid Programming Repulsorlift Ops Droid Repair Repulsorlift Ops Droid Repair Space Transports First Aid Sensors First Aid Starship Gunnery Starship Shields Starship Shields

Special Abilities: Move: 10 Special Abilities: .Si?//A You start Move: 7 Force Points: with lODtoallocatetoskitls.If/e Force Points: Force Sensitive: □ YesQNo presort a t tu n Pmgriimmtng You r Force Sensitive: □ Yes □ No Dark Side Points: programming prevents you from Dark Side Points: injuring a sentient, even in self­ Character Points: Character Points: detense. □ Won tided □ Wounded Story Factors: Sec Section 8.2. □ incapacitated □ Incapacitated □ Mortally Wounded “Droids.” □ Morlallv Wounded Equipment: Average clot ties. eomlinMDddcredits. [a rid speed or {move 120, body strength 31), maneuverability 2D), sporting Equipm ent: blaster {damage 3D+2) Smuggler r Sullustan Trader ■\ Character Name:

Player: Player: Species: Human Species: Sullustan Sex: Age: Sex: Age: Height: Weight: Height: Weight: Physical Description: Physical Description:

Background: Yon wouldn't Background: You bought a call yourself a criminal — hut ship and headed for the stars then, you aren't an Imperial to see if you could make a custo m s o fficer or a "New living You've nearly gone Republic" trade official. You're broke, you’vehad to fight your ?a freetrader. You fly the space w ay out of a few tight spots, lanes bringing people what and. oh yeah, you're wanted they want anti need ... for a hy the Empire. A simple mis­ price. understanding that you can’t Personality: You're tough, seem to get straightened out. street smart and eery cynical. Personality: You are a very You know better — you've good pilot, and when it comes seen every scam in the galaxy to bargaining ... you try. Yon (and probahly run a few in your day. too). You're a good pilot, are quiet, resourceful and true to your word. Your ideas are so you can get out of trouble as fast as you get into it always carefully considered, and most of the time, pretty good. Objectives: To make enough money to pay oil your ship ... Objectives: To make money as a cargo hauler. unless some better scheme comes along A Quote:" i'll give you 300 credits a ton (or those, but only if lean A Quote: “You've never hea rt! of the (name of w ar ship)'"" get them hy sundow n. Deal!" Connection With Other Characters: Connection With Other Characters:

DEXTERITY 11D+1 PERCEPTION 3D DEXTERITY 2D+I PERCEPTION 3D Blaster bargain Blaster Bargain Dodge Con Dodge Con Grenade forgery Running Hide Melee Combat (.iamb ling Vehicle Blasters Persuasion Running Pei suasion Search Vehicle Blaster Search Sneak Sneak KNOWLEDGE 2D+1 STRENGTH 3D KNOWLEDGE 2D+2 STRENGTH 2D Alien Species brawling Alien Species Braw ling Languages ■ Clirnbing/Jumping Burea uc racy Climbing/Jumping Planetary Systems Lifting Languages Lifting St reetwise Stam ina Planetary Systems Stam ina Value Swimming Streetwise Survival MECHANICAL 3D+2 TECHNICAL 2D+2 MECHANICAL 4D+1 TECHNICAL 3D+2 As t rogation Blaster Repair Astrogation Computer Prog/Kpr Sensors First Aid Repulsorlift Ops . . Droid Programming Space Transports Repulsorlift Repair Sensors Droid Repair Starfighter Piloting Space Traiispots Rpr Space Transports First Aid Starship Gunnery Starship/Weapon Rpr Starfighter Piloting Space Transports Rpr Starship Shields ______Starship Gunnery Swoop Operation ______Starship Shields

Special Abilities: None Move: 10 Special Abilities: E n h a n c e d Move: 10 Lorce Points: senses You have exceptional Force Points: Force Sensitive: □ Yes □ No sight and hearing. See page 136. Force Sensitive: □ Ye s U No L o c a tio n sense You always Dark Side Points: Dark Side Points: remember how to get to any­ Character Points: place that you have visited. You Character Points: □ Wounded never get lost. See page 136. □ Wounded □ Incapacitated □ incapacitated □ Mortally Wounded □ Mortally Wounded Equipment: Stock light freighter (use the stats for the Stock Equipment: Stock light freighter (see page 121) which you owe YT-1300Tran sport on page 121). comlmk 2.000 credits standard, 6.000 credits on. datapad. comli nk. blaster pistol (damage 4D) 25,000 credits in debt to a crime boss, heavy blaster pistol (damage 5D) V. J r Wookiee First Mate Young Jedi "\

Character Mame: Character Name:

Player; Player: Species: W ookiee Species: Human Sex: Age: Sex: Age: Height: Weight: Height: Weight: Physical Description: Physical Description:

Background: Y o u w e re Background; Your were al­ enslaved by the Umpire when ways fascinated by tales of some young hotshot decided tiie Jodi Knights. Somehow to save you. You decided he you learned how to naturally was a decent guy and signed manipulate the Force. You on to he his co-pilot. know that I lie Force is strong, Personality: You're big, furry, and you can use it to restore and hate to lose. You get angry peace. eery easily and get a lot of Perso nality: You arc energetic, respect from people — mostly anti very dedicated to the ob­ out of fear. jectives of the Jedi. You are Objectives: To tiring freedom also very youthful, and some­ to your home planet. times lack maturity. Torn be­ tween your own (laser instincts, like anger, il is tough growing up A Quote: "Grrr . !(growl some)!” Note; If no one speaks Wookiee. while being able to call upon such awesome powers. the characters will have to make Itinunni’e rolls to understand you. To say something, growl and have each character roll to Objectives: To restore the Jedi Knights to their position of see if they understand you. If they succeed, tell them what vonr honor. To find your own iightsaber, or learn how to build one. character just said; if they fail, growl more and play charades. A Quote: 'The Force is strong ... use it for good!” Connection With Other Characters: Connection With Other Characters:

DEXTERITY 2D+2 PERCEPTION 2D DEXTERITY 2D PERCEPTION 2D Bow caster Ba rgain Blaster Bargain Brawling Parry Con Dodge Command Dodge Persuasion Melee Combat Hide Grenade Sea re 11 Melee Parry Investigation Melee Combat Running Persuasion Melee Parry Vehicle Blasters Scare h Running Sneak KNOWLEDGE 2D STRENGTH 5D KNOWLEDGE 2D STRENGTH 2D Alien Species Brawling Alien Species Brawling intimidation Ciimbing/Jpmping I .anguages Climbing/Jti mping Planetary Systems Lifting Planetary Systems Stam ina St rcetwise Stam ina Survival Swimming Survival Swimming Willpower Value MECHANICAL 3D TECHNICAL 3D+1 MECHANICAL 2D TECHNICAL 2D Ast rogation Blaster Repair Abrogation Blaster Repair Beast Riding Droid Programming Beast Riding Droid Repair RcpuLsorlift Ops Droid Repair Repuisorlift Ops ■ First Aid ■ Sensors First Aid Space Transports Repuisorlift Repair Space Transports Repuisorlift Repair Starship Shields ■ Security Starship Gunnery Space Transports Rpr . Starship Shields

Special Abilities: B e r s e r k e r Move: 10 Special Abilities: Force skills: Move: 10 rage: See page 137. C lim b in g Force Points: Control ID. sense IT), alter in. Force Points: 2 c la w s : M 6 *21) to your c lim b in g Force Sensitive: □ Yes □ No You start with nine Force Force Sensitive: H Y e s Q N o skill. See page 137.. Dark Side Points: powers. Dark Side Points: Character Points: Character Points: □ Wounded □ Wounded Story Factors: See “Wookiees" □ Incapacitated □ incapacitated in Section 7.1, "Aliens" □ Mortally Wounded □ Mortally Wounded Equipment: if SO credits. Wnokir i' howraster (damage 1 ': Eq uip m ent; odd ere tills, tw o s ■is oi clothing, an '1-1 room, o Droid (see page 158). blaster pi tol (damage -ID)

J V J LSTAR.W ARJT CHARACTER= SHEET .

Template Type: Personality: Character Name: Player: ____ Species: Sex: Age: Height: Weight: Physical Description:

Objectives:

Background:

A Quote:

Connection With Other Characters:

DEXTERITY KNOWLEDGE MECHANICAL SPECIAL ABILITIES

PERCEPTION STRENGTH TECHNICAL Equipment

Weapons Damage Difficulty Short Medium Long Ammo Move: Force Points: Force Sensitive: □ Yes □N o Dark Side Points: l 2 3 4 5 6 Character Points: □ Wounded □ incdpcKiiated □ Mortally Wounded V J A A THE ROLEPLAYING GAME

• SECOND EDITION • by Bril Smith

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