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Important Health Warning About Playing Video Games CONTENTS

Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, PUBLIC ACCESS or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. AVAILABLE> Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms—children VISUAL/VERBAL and teenagers are more likely than adults to experience these seizures. The risk of COMMANDS ENABLED> photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; and do not play when you are drowsy or fatigued. READY FOR INQUIRY> If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.

Introduction...... 2 Installation...... 3 Default Controls...... 4 Keyboard Map...... 6 Main Menu...... 8 Game Screen...... 9 In-Game Menus...... 11 ESRB Game Ratings Character Generation...... 20 The Entertainment Software Rating Board (ESRB) ratings are designed to provide consumers, especially parents, with concise, impartial guidance about the age- Rules ...... 28 appropriateness and content of computer and video games. This information can help Playing the Game...... 29 consumers make informed purchase decisions about which games they deem suitable for their children and families. Mini Games...... 34

ESRB ratings have two equal parts: Dialogue...... 38 Advancing Levels...... 39 • Rating Symbols suggest age appropriateness for the game. These symbols appear on the front of virtually every game box available for retail sale or rental in the United Classes...... 39 States and Canada. Force Powers...... 40 • Content Descriptors indicate elements in a game that may have triggered a particular Equipment...... 45 rating and/or may be of interest or concern. The descriptors appear on the back of the box next to the rating symbol. States ...... 48 0 ON FRONT ON BACK Appendices ...... 52 Customer Support...... 66 1 Credits...... 68 E Product License Agreement ...... 72 For more information, visit www.ESRB.org. INTRODUCTION INSTALLATION

A LONG TIME AGO IN A GALAXY FAR, 1. Close all running programs, including any virus FAR AWAY.... scanners. Some virus scanners can interfere with Four thousand years before the rise of the Galactic the installation of some games. If you are concerned Empire, the Republic verges on collapse. DARTH about shutting down your virus scanner, scan the DVD MALAK, last surviving apprentice of the Dark Lord , first, then turn off the scanner. has unleashed an invincible armada upon an unsuspecting galaxy. 2. Insert the ®: Knights of the Old Republic™ DVD into your DVD-ROM drive. Press the Install button on the Autorun Crushing all , Malak’s war of conquest has left the program to begin installation. If the Autorun screen does not Jedi Order scattered and vulnerable as countless Knights fall in automatically appear after inserting the Star Wars : Knights of the battle, and many more swear allegiance to the new Sith Master. Old Republic DVD into your DVD-ROM drive then follow these steps:

In the skies above the Outer Rim world of Taris, a Jedi battle fleet 2a. Double-click on the My Computer icon on the desktop or engages the forces of Darth Malak in a desperate effort to halt the access My Computer from the Start Menu. Sith's galactic domination…. 2b. Double-click the DVD-ROM icon representing the Sta r Wars : Knights of the Old Republic DVD.

2c. Double-click on the Setup.exe icon to launch the installer.

3. Follow the onscreen instructions to install the game.

4. After installing the game, you will be offered the choice to view the readme or play the game. The readme is a text file which lists additions and changes to the manual since printing.

5. The installer will prompt you to install DirectX 9.0b if you do not have it installed. If you install DirectX 9.0b, you will have to restart your computer to complete the installation of DirectX.

6. If you have shut down your virus scanner, please restart it.

0 0 2 3 DEFAULT CONTROLS

CHARACTER AND CAMERA MOVEMENT LEADER COMMANDS Move Forward W Cancel Combat F Move Backward S Change Leader TAB Move Left Z Solo Mode V Stealth Mode G Move Right C Flourish Weapon X Rotate Camera Left A Rotate Camera Right D GAMEPLAY Toggle Free Look CAPS LOCK Show Tool Tips T Look About Hold CTRL or Game Menu ESC MOUSE 2 Button Quick Save F4 Quick Load F5 INTERACTING WITH THE ENVIRONMENT Pause SPACEBAR or MINI GAME COMMANDS PAUSE/BREAK Move Up W Cycle Targets to the Left Q Move Down S Cycle Targets to the Right E Move Left A Select Object MOUSE 1 Button Move Right D Default Action on Target R or MOUSE 1 Button Shift Gears or Fire Turret SPACEBAR or ENTER or MOUSE 1 Button TARGET ACTION MENU HOT KEYS Pause Mini Game PAUSE / BREAK or P Use Leftmost Action 1 Use Centre Action 2 Use Rightmost Action 3

ACTION MENU HOT KEYS Use Current Friendly Force Power 4 Use Current Medical / Repair 5 Use Current Miscellaneous Item 6 Use Current Mine 7

QUICK MENU SCREEN ACCESS Messages and Feedback J Map and Party Management M 0 Quests L 0 4 Skills / Feats / Force Powers K 5 Options O Player Record Sheet P Party Inventory I Equip Character U KEYBOARD MAP

NORMAL KEYPRESS

ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Print Scroll Pause GAME QUICK QUICK QUICK PAUSE/ MENU SAVE LOAD SAVE PAUSE MINI GAME

~ 1 2 3 4 USE 5 6 7 8 9 0 - = Backspace Insert Home Page Up USE LEFT- USE USE RIGHT- CURRENT USE USE USE MOST CENTRE MOST FRIENDLY CURRENT CURRENT CURRENT ACTION ACTION ACTION FORCE PWR MEDICAL MISC MINE

Tab q w e r t y u i o pPLAYER [ ] \ Delete End Page Dn RECORD CYCLE MOVE CYCLE DEFAULT SHOW EQUIP PARTY CHANGE LEADER OPTIONS SHEET/ TARGETS FORWARD TARGETS ACTION ON TOOL CHARACTER INVENTORY PAUSE MINI LEFT RIGHT TARGET TIPS GAME

Caps Lock a s d f g h j k l ; ' Return ROTATE ROTATE MESSAGES SKILLS/ MOVE CANCEL STEALTH QUESTS TOGGLE FREE LOOK CAMERA BACKWARD CAMERA COMBAT MODE AND FEATS/ LEFT RIGHT FEEDBACK FORCE PWR

,. Shift z x c v b n mMAP & / Shift Up MOVE FLOURISH MOVE SOLO PARTY LEFT WEAPON RIGHT MODE MANAGE- MENT

Ctrl (HOLD) Windows Alt Space Alt Windows Click Ctrl (HOLD) Left Down Right PAUSE/ LOOK ABOUT SHIFT GEARS OR FIRE TURRET LOOK ABOUT

MOUSE Num Lock /* - MOUSE 1 Button MOUSE 2 Button

SELECT OBJECT LOOK ABOUT 7 8 9 + DEFAULT ACTION ON TARGET

SHIFT GEARS OR FIRE TURRET 4 5 6

1 2 3 Enter

SHIFT GEARS OR . FIRE 0 0 TURRET 0 6 7 MAIN MENU GAME SCREEN

2 5 4

7 3 6 1

1. ACTION MENU NEW GAME This is how you access your character’s items and friendly Force Starts a new game of Star Wars: Knights of the Old Republic. powers. You can activate one of them by clicking on them, or by pressing one of the Action menu hot keys. You can also change the LOAD GAME indicated icon by clicking the arrows above and below it. Loads a previously . Click on the appropriate file, then click Load to start from that saved game. 2. TARGET ACTION MENU When a door, mine, container, friendly character, or enemy is MOVIES selected in the world a Target Action menu will appear above the object showing its name and vitality bar if applicable. A blue target Watch movies seen while playing the game. Click on a movie to box indicates friendly creatures, as well as objects or doors. A red view it. target box indicates a hostile creature. There are two types of menus that can appear over a selected target: OPTIONS Adjust sound, controls, and other preferences. See Options on a. Targeted Hostile: This is how you access your character’s page 19. feats, items, and Force powers that are directed against an enemy. You can activate one of them by clicking on them, or by pressing one NOTE: Star Wars: Knights of the Old Republic supports Creative's of the Action menu hot keys. You can also change the indicated icon EAX ADVANCED HD Environmental Audio technology to accurately by clicking the arrows above and below it. Clicking on the enemy simulate sonic effects such as Multi-Environment™, Environmental without using the menu options will do a default attack. Panning™, occlusion, obstruction, and advanced reverberation b. Targeted Object: Some objects in the world will have 0 in real time. 0 their own context sensitive menus such as mines, doors, 8 containers and friendly characters. The choices on 9 QUIT these types of objects are limited to Open, Security or Left click on QUIT to exit the game and return to Bash for doors; Disarm or Recover for mines and the desktop. Start Conversation for friendly characters. IN-GAME MENUS

3. CHARACTER PORTRAITS Press the hot keys or the menu icons during your There is one portrait for each member of your adventure to access the various in-game menus. current party. The large portrait is the party leader Move the mouse over the icons at the bottom of the (the one you’re currently controlling). To control a screen and left click to go directly to that menu. different party member, click their portrait. Click the party leader’s portrait to go to the equip screen for that character. If your character is ready to -up, a yellow “L” will flash over the portrait, and clicking on the portrait while they are the party leader will take you to the level-up screen. 6 5

4. MINI-MAP A small map that shows your immediate surroundings and the camera’s orientation. 1

5. MENU BUTTONS 2 You can use these menu buttons to go straight to particular menu screens. 4 6. COMBAT QUEUE 3 When you enter combat, this indicator will display the combat actions you’ve chosen for that character. Clicking the queue will remove actions from it. 1. Vitality: The amount of “health” the character has 7. MODE BUTTONS (Current / Maximum). These three buttons allow the player to make changes to specific 2. Defence Rating: The character’s current defence rating. states in the game world that can be toggled on and off. 3. Attack Bonus/Left and Right (Main) Hands: a. Pause: This button will pause the game. The game will remain The attack bonus for each hand. paused until the player presses this button again. 4. Damage/ Left and Right (Main) Hands: The damage b. Solo Mode: This button allows the currently controlled caused by the weapon equipped in each hand. character to move about in the world without having the party 5. Available Equipment: Equipment that can be used in the NPCs following. Solo mode will remain active until the character highlighted slot. clicks on this button again. 6. Armour and Weapons Slots: Characters can equip c. Stealth Mode: Allows characters to enter Stealth mode various armour, weapons or items in each of these slots. Each 1 if they have spent points to gain ranks in the skill. Note that slot displays the currently selected armour, weapon or item. 1 activating Stealth mode automatically activates Solo Clicking a slot will open a menu where you can select 0 mode as well. The character will remain in Stealth something different to equip. 1 mode until they attack an enemy, turn off Solo mode or turn off Stealth mode. EQUIPMENT PARTY INVENTORY Any equipment in a character’s inventory that The Party Inventory screen shows everything your will work in a particular slot is displayed on the party is carrying that is not currently equipped by a right-hand side of the screen. To equip an item in a character or otherwise in use. Any character in the slot, highlight the slot location using the mouse or party can use items from this Inventory screen, as long as keyboard, and then left click to confirm. Next, highlight the character is not restricted from using them. the item and click on it to read the item description. Then click OK to equip it.

NOTE: Equipment is restricted to a specific location on a character’s body. Also, droids and humanoids have slightly different equipment slots.

Here are the various slot locations on each character:

A. Utility/Implant B. Sensor/Head C. Utility/Hands D. Special Weapon/Left Arm E. Plating/Body 1

A B C Filtering items: Click on the FILTER button (1) to toggle the Inventory list filters so it only lists the quest items, the useable items, the equipable items, the utility items or the new items. D E F Using Items: There are several ways to use items in the game. Items can be used off of the Action menu on the main game screen, or they can be used on the Inventory screen by selecting them and G H I left clicking. The item will be used when the game is resumed.

Reading Items: To read a description about a certain item, 1 including its use and other statistics, move the cursor over the 1 item to highlight it. Left click on the scroll bars to scroll the F. Special Weapon/Right Arm 2 G. Left Weapon text description UP or DOWN. 3 H. Shield/Belt I. Right Weapon SCRIPTS Set up simple commands for party members when 1 2 they’re not under direct control. Left click on the SCRIPTS button while viewing a character sheet to 3 assign one of the following actions: 4 Default Attack: Characters will attack the nearest enemy using their equipped weapon. They will use feats, Force 5 powers and occasionally medpacs. This is the most balanced combat action.

Grenadier: Characters will use grenades in combat when 7 8 6 appropriate. If party members are in danger of being caught within the blast radius, or if there is only one target, a grenade will not be used. Otherwise, the character will follow the Default Attack action. CHARACTER INFO 1. Character Name Jedi Support: Characters will use Force powers until they 2. Character Class(es) and Current Level have no Force points remaining. When all Force points have been depleted, the character will follow the Default Attack action. 3. Vitality Points: The character’s current and maximum vitality points. 4. Force Points: The character’s current and maximum number of Force points. 5. Attributes: The current scores for each key attribute. 6. Experience: The character’s current (XP) total and the number of experience points needed to achieve the next level. 7. Light and Dark Side Meter: The background colour, as well as the character’s facial expression and stance, shows where that character sits on the spectrum of good and evil. All of the actions that the character makes throughout the game will have a subtle effect on that character’s alignment to the light and dark side of . Those characters who achieve mastery over the 1 dark or light side of the Force will gain special abilities unique 1 to their alignment and class. 4 8. Character States: During gameplay both 5 harmful and beneficial effects can be applied to your character. Go to page 48 for more information on each States icon. 2 3 4 5

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MAP/PARTY MANAGEMENT The Map screen shows your location on the current level. Important ABILITIES locations are marked with map nodes. As you explore more of the 1. Description Window: Contains the detailed information for area, more of the map will be revealed. the currently highlighted skill, feat or Force power. Party Management: From the Map 2. Skill Rank: The selected character’s current rank in that skill. screen, click on Party Selection (1) to enter the Party Management screen. 3. Bonus: The applied bonus for that particular skill. Highlight the character and left-click the ADD button to add them to the party. 4. Force Powers Menu: This is only available to characters Highlight and left click on DONE to confirm in one of the three Jedi classes. The description of the Force power selections and return to the Map menu. is displayed here.

5. Feats Menu: Some feats may require that another feat be NOTE: There are only two additional obtained as a prerequisite. slots for party members. Completing some missions may require certain party members to possess 6. Related Attribute: The key attribute for that skill. Raising certain skills, so balance the party carefully. this attribute may help the related skill. Returning to the Ebon Hawk or Home Base: To instantly return to the Ebon Hawk or a particular home base, 1 click on Transit (2). 1 6 NOTE: Returning to the Ebon Hawk can only be used when 7 the party is in a safe situation. This option cannot be used during combat, and in some areas of the game this option is completely disabled. OPTIONS Highlight and select any of the following options using the mouse or keyboard.

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QUESTS Active Quests: This screen shows a quick summary of all of the currently active quests. Use the mouse to highlight each of the active quests and view its current information. Left click on the TEXT button (1) to sort the quests by NAME, ORDER RECEIVED, Load Game: Load any previously saved PRIORITY or PLANET. game. Use the mouse to highlight a previously saved game and click to load it. Quest Items: This option displays quest-related items that have been collected. These items are linked directly to plot events and Save Game: Save a game in progress. Use cannot be sold in normal stores. the mouse to highlight an empty slot or to select a previously saved game and overwrite the Completed Quests: When selecting this option, it contains existing data. a list of all of the quests that have been completed and general information about each one. To delete a previously saved game, highlight the game data and then click the DELETE button. Remember, deleting a previously saved game MESSAGES is permanent—be careful when deleting The Messages screen saved games. will keep a log of the most recent critical information for the current Gameplay: Adjust various gameplay options, 1 area. When entering a new including the difficulty level. 1 load point, this information is 8 discarded, and will begin again Feedback: Turn the various onscreen Feedback 9 in the new area. Left click on options on/off. Show Feedback to see the current Rules System feedback. CHARACTER GENERATION

CHARACTER PORTRAIT Left click on the directional arrows to cycle through the portrait list. When an appropriate appearance has been chosen, click Accept to continue.

CHARACTER CLASSES There are three initial character classes to choose from at the beginning of the game, each with male and female versions. NOTE: Jedi character classes are not available at character creation, but become available as a character progresses within the game. See Jedi Classes, page 39, for more information.

Scoundrel: Scoundrels survive through wit and guile, traits that sometimes place them on the wrong side of the law. Intelligence, Dexterity and Charisma are the trademarks of a scoundrel. Basic Class Attributes: 6 vitality / level, fast skill progression, slow feat progression.

Scout: Scouts are explorers, trained to understand their surroundings and how to survive in them. Dexterity, Intelligence and Wisdom are the most important abilities of a scout. Basic Class Attributes: 8 vitality / level, average skill progression, average feat progression.

2 Soldier: Soldiers are masters of combat in all its forms, 2 believing that the best way to survive a fight is to win it. 0 Dexterity, Constitution and Strength are key to an 1 effective soldier. Basic Class Attributes: 10 vitality / level, slow skill progression, fast feat progression. SKILLS Skills primarily relate to non-combat situations, and in some cases will allow the party to avoid combat altogether. Each skill relies on a particular attribute.

ATTRIBUTES Strength (Str): Represents physical power. A high Strength adds modifiers to melee damage and chance to hit, which is important for characters who use close-combat weapons (vibroblades, ).

Dexterity (Dex): Represents agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters) and increases a character’s Defence rating, making them harder to hit. Computer Use: Related to Intelligence. Used with computer Constitution (Con): Represents health and resiliency. A high spikes to access computer terminals. Harder tasks require more Constitution adds modifiers to the vitality points gained at each spikes. This skill reduces the number of spikes needed by 1 for every level up. This is important for everyone, but essential for soldiers 4 points total. and Jedi guardians. Demolitions: Related to Intelligence. Used to set or disable mines Wisdom (Wis): Represents willpower and perception. A high of low (DC15 to set), medium (DC20 to set), or high difficulty (DC25 to Wisdom adds modifiers to Jedi Force points and Force power set). Disarming adds +5 to the DC. Recovery adds +10. Cannot be saving throws. The Force powers of a Jedi with high Wisdom are used untrained. also much harder to resist. Stealth: Related to Dexterity. Enables the use of stealth field Intelligence (Int): Represents knowledge and reasoning. generators and Stealth mode (see page 31). Combat cancels A high Intelligence adds modifiers to the number of points a Stealth mode. Cannot be used untrained. character has to spend on essential skills. 2 Awareness: Related to Wisdom. Helps spot hidden objects. 2 Charisma (Cha): Represents personality and the This skill is checked against an enemy’s Stealth skill or the 2 ability to lead. A high Charisma adds modifiers to DC of a mine. If successful, the enemy or object 3 Force-related feats and powers that are very becomes visible. Awareness is always active, but important to all the Jedi classes. It is also running imparts a -5 penalty. central to any persuasive talker. Persuade: Related to Charisma. Persuade dialogue options use friendly coercion to press for sensitive information or avoid conflict. Higher skill allows for more extreme requests. Only available to the main player-created character.

Repair: Related to Intelligence. Used with disposable parts to fix disabled droids. More difficult repair jobs require more parts. This skill reduces the number of parts required by 1 for every 4 points total. Also modifies vitality points recovered when used by party member droids to repair combat damage. FEATS Security: Related to Wisdom. Used to open electronic locks. Feats are primarily combat-focused abilities that allow a character Appears as an option on targeted locked objects. Security spikes in to use specific weapons, armour or items. They can also grant Inventory will also appear as a default option and add to the skill if special attacks or give bonuses to skills and abilities. Characters selected. Only available if the character has paid points into the are given certain feats during character creation, depending on skill. Cannot be used untrained. class. As characters increase in level, they will gain new feats. The following lists the basic Feat Progression Trees available to all Treat Injury: Related to Wisdom. This skill is added to the characters throughout the game. To select a feat, highlight it by vitality points healed by medpacs. Higher quality packs clicking on its icon and then left-click the ADD FEAT button. apply multipliers to further increase the amount healed. NOTE: You must select the lower-level feats in the tree before you can progress to the higher-level feats in the tree.

PASSIVE COMBAT FEATS Once selected, these feats are always active. They allow the character to use specific armour, weapons or items; or grant special bonuses during combat.

Armour Proficiency, Light: Character can wear light armour. Progression Tree: Armour Proficiency, Medium; Armour Proficiency, Heavy

Weapon Proficiency: There are several versions of this feat, one for each weapon type in the game. A character cannot use a weapon 2 type if they do not have proficiency in it. As characters 2 progress through the feat tree they gain bonuses with the 4 selected weapon type. 5 Weapon Types: Melee, , Blaster Rifle, Heavy Weapons, Progression Tree: Weapon Focus, Weapon Specialisation Duelling: Improves attack bonus and Defence Sniper Shot: Increases the chance of a critical when using only one weapon. hit on an opponent when using a blaster or Progression Tree: Improved Duelling, Master Duelling missile weapon. Progression Tree: Improved Sniper Shot, Two-Weapon Fighting: Reduces the penalty for fighting Master Sniper Shot with a weapon in each hand and for using double- bladed weapons. SKILL FEATS Progression Tree: Improved Two-Weapon Fighting, Master These feats grant a bonus to a character’s skill checks. Two-Weapon Fighting Caution: Bonus to Demolitions and Stealth skill checks. Conditioning: Character receives a bonus to all saving throws. Progression Tree: Improved Caution, Master Caution Progression Tree: Improved Conditioning, Master Conditioning Empathy: Bonus to Persuade, Awareness and Treat Injury Toughness: Character gains bonus vitality points each level. skill checks. Progression Tree: Improved Toughness, Master Toughness Progression Tree: Improved Empathy, Master Empathy

ACTIVE COMBAT FEATS Gear Head: Bonus to Repair, Security and Computer Use These feats allow the character to make special attacks Progression Tree: Improved Gear Head, Master Gear Head during combat. They must be activated during combat using the Action menu.

Critical Strike: Increases the chance of a critical hit on an opponent when using a melee weapon. Progression Tree: Improved Critical Strike, Master Critical Strike

Flurry: The character gets an extra attack each round when using a melee weapon. Progression Tree: Improved Flurry, Master Flurry

Power Attack: Increases damage of melee weapon attacks. Progression Tree: Improved Power Attack, Master Power Attack

Power Blast: Increases damage of missile and blaster weapon attacks. Progression Tree: Improved Power Blast, Master Power Blast 2 2 Rapid Shot: Increases the number of attacks when using 6 blaster or missile weapons. 7 Progression Tree: Improved Rapid Shot, Master Rapid Shot RULES PLAYING THE GAME

CORE MECHANIC Whenever you attack an enemy, use a skill or make a saving throw, a random number between 1 and 20 COMBAT DISPLAY is generated (1d20). Your character’s attack bonus, skill, rank or attribute modifier is then added to this random number to determine success. 9 6 COMBAT AND DEFENCE Defence is a measure of how difficult a character is to hit in combat. Defence is base 10 plus the modifiers for armour and 8 Dexterity. Whenever you attack an opponent, the Core Mechanic is applied like this: [1d20 + attack bonus] versus Defence of the target. Example: You have a total attack bonus of +4. You target an enemy with a Defence of 16. You would hit on a 12 or higher [12 + 4 (attack bonus) =16]. 5

DIFFICULTY CLASS 4 The Difficulty Class (DC) represents the relative difficulty of a task. DC applies to skill use and saving throw attempts.

SKILLS AND DC If you have a skill that is usable on a target, it will be selectable in the Default Action list. The Core Mechanic is applied like this: [1d20 + skill rank + attribute modifiers] versus the DC of the task. 1 2 3 11 10 7 Example: You have 3 skill ranks in Demolitions and an Intelligence modifier of +2. You attempt to disarm a simple mine (DC15). If the skill check is 10 or higher [10 + 3 (skill rank) +2 (Int modifier) = 15] you 1. Character Portrait 6. Target Action Menu disarm the mine. 2. Character Health 7. Action Menu 3. Force Power 8. Targeted Enemy Info (if applicable) SAVING THROWS AND DC 9. Combat Message Saving throws represent resistance to certain attacks, effects or 4. Enemy powers. The Core Mechanic is applied like this: [1d20 + base save by 10. Current Action Box 5. Targeted Enemy level + attribute modifier] versus the DC of the saving throw. The 11. Current Action three types of saving throws and their linked attributes are Reflex 2 (Dex), Fortitude (Con) and Will (Wis). 2 8 Example: You have a base Reflex save of 7 and a Dex 9 modifier of +4. You are hit with an adhesive grenade (DC25). If your saving throw is 14 or higher [14 + 7 (Reflex save) + 4 (Dex modifier) = 25] you would avoid getting stuck. Character Portrait: The bottom character Queuing Actions: If a player enters more portrait is the currently selected character. If than one command for a particular character the there are multiple party members, the other subsequent actions will be stored in the action queue character portraits can be seen to the right of the for later use. Once the commands are entered, the selected character’s portrait. character will attempt to follow each command in the list in the order they were selected. For example, a character Vitality Points: The red bar represents a character’s could be directed to use a medpac, use a Force power to heal health, measured in vitality points. Vitality points (VP) decrease the group and resume attacking an enemy. when a character takes damage from an attack or other effect. If the total reaches zero, the character falls unconscious and Fighting Using a Party: By default, party members will is unable to move or fight until healed. If the entire party falls automatically enter combat in response to the player engag- unconscious, the game will end. To continue, load a previously ing hostile creatures. To change this behaviour, assign spe- saved game or begin from the last AUTO SAVE point. As long as one cific scripts to guide their actions (see Scripts, page 15, for character in the party remains conscious to guard the others, the more information), or give commands by controlling them game will continue. directly. Left click on the different character portraits or NOTE: Unlike Force points, vitality points do not regenerate and press the TAB key to switch between the different active must be healed through the use of Force powers, medpacs and party characters. other items. Combat Pause: Press the pause button or hit Force Points: The blue bar represents a character’s connection the SPACEBAR at any time to pause or un-pause to the Force, measured in Force points. Each Force power subtracts the game. While combat is paused, two different a Force point cost from the total when used. If the character does types of commands can be given to characters. not have enough Force points left to cover the cost of a power, the Commands selected from the Action menu are power can’t be used. Force points regenerate slowly out of combat. resolved as soon as the game becomes un- paused. If more than one command is selected NOTE: Force powers are only available to the Jedi classes. before the game is un-paused, they will be added to the action queue. Real-Time Turn-Based Combat: When a hostile creature is targeted the game will pause. The player can left click to engage Stealth Mode: the creature and bring up the Target Action menu. The Target Stealth mode covers the Action menu will show what Force powers, feats or items can be character in a camouflage field. Enemies used against that creature. Left-clicking on the creature after it has must make an Awareness check versus the been engaged will result in a default attack being done. Once the character’s Stealth skill to see them. Only player has engaged the enemy the game will go into Combat mode. useable by characters that have spent points in the Left clicking on one of the buttons in the Action menu will place Stealth skill and are equipped with stealth field 3 that action (represented as an icon) in the action box. If the generators. Combat cancels Stealth mode, but 3 action box is currently full with an unresolved action then mundane tasks do not. 0 the selection will be placed in the action queue. As 1 soon as the current action is finished, the icon in the action queue will move to the action box. The character will now perform this action. Solo Mode: When a character enters SPECIAL COMBAT EVENTS Stealth mode they will be put into Solo Mode. Deathblow: When a successful attack is made This stops the party NPCs from following the against a disabled and defenceless opponent of currently controlled character. Switching between 4th level or lower, they will be instantly killed. These party members will not exit the stealthed character from situations arise when a Force power or a special grenade Solo Mode. It is not possible to use the Stealth skill without is used to immobilise a target. also being in Solo mode. However it is possible to move around in Solo mode without having to also use stealth. Critical Hits: When a character attacks, and the randomly generated number is a 20 (out of the possible range of 1-20), there is a chance that they have scored a critical hit. This is called Using a Computer or : scoring a “threat.” Another number is generated, and if that number To use a computer or a disabled droid a equals a hit, then a “critical hit” is character must target it, and then press scored and double damage is inflict- the R Key or left click. The Terminal ed upon the target. Some Interface screen will then come up. weapons have an increased From here the player can spend computer “threat range,” meaning you spikes or parts to manipulate the can score a threat on a lower computer or the droid. The amount of number. With these spikes or parts that the player must weapons, a generated num- spend is determined by their skill with ber of 19 or 20 can result in computer programming or repair. a critical hit. Some feats increase the threat range of the weapon being used. The threat range can Experience Points and Gaining Levels: Experience become 18, 19, 20, or even better. points (XP) are gained in several ways. Victory in combat and completing quests are the most common, but many encounters reward the use of Persuasion to avoid conflict. Generally, the harder the task, the more XP earned.

Periodically a character will earn enough XP to level up, gaining new skill points to spend (see Advancing Levels, page 39, for more information). Depending on the level, they can also raise basic attributes and select new feats or powers, similar to character creation. Select the Level Up option on the Character Page to customise these improvements. To skip this process, select 3 Auto Level Up. This option automatically applies any 3 changes to the most common abilities associated with 2 the character’s class. 3 MINI GAMES

When the match begins, four of the cards from the side deck will be randomly drawn to form the player's HAND during the match. Additional side deck cards can be found with values from +/- 1 to +/- 6. The first player draws a card from the main deck and plays it face up to begin the turn. This is done automatically. After each card is played, an additional card can be played from the HAND by dragging the card up into the area where the currently PAZAAK played cards are displayed. If a card in the hand has a +/- value, it When challenging another player to a game of Pazaak, the first can be “flipped” before it is played. Click on the arrows to flip the order of business is to make a wager on the match. Use the mouse card. Playing a HAND card is optional. Also, you can only play one and keyboard to change the amount wagered, and then left click on hand card per turn. Once you've decided the current action for the the ACCEPT button to begin the match. Once the wager has been round, left click END TURN to allow the opponent to play out their locked in, the side deck for the match must be selected from the turn. This continues until one player wins the set. Ties do not count. currently available cards in the deck. A basic Pazaak deck has two Cards from the player's hand can only be used once, so the four of each card numbered +1 to +5 available to create a side deck. The cards must last the entire match. side deck must consist of 10 cards. Use the mouse to highlight a card and left click to add it to the side deck. Cards can be Tip: If the total is over 20 after the draw and there is a negative card removed from the side deck by highlighting the in the side deck, you can play it to bring your total back under 20. card to be removed and left clicking. Highlight the ACCEPT button to proceed to the game once 10 cards are in the side deck.

The object of the game is to have the face up cards total higher than the opponent's hand, without 3 exceeding a total of 20. If a 3 player's total is greater than 20 at 4 the end of a turn (a 'BUST'), the 5 opponent wins the set. A play- er must win three sets to win the match. EBON HAWK GUNNER STATION SWOOP RACING Fleeing planets isn’t always going to be easy. In a Swoop racing is becoming a popular form of galaxy where everyone is looking for you, there are entertainment on many Republic worlds. Fans are bound to be some daring escapes. In those situations, attracted to tournaments both by the flamboyant it’s good to have a heavily armed spaceship at your personalities of their favourite racers, and the potential for disposal. Aim the ship's targeting reticle at incoming enemy spectacular failures. Swoop races are all about speed, and target by moving the mouse reticle to the desired target. Fire bikes are stripped of all nonessential parts, including brakes the cannons by pressing the MOUSE 1 button. and other deadweight.

Press the MOUSE 1 button to activate thrusters or use the W key, and move side-to-side using the A and D keys. Steer over the 3 acceleration pads to receive speed boosts, and each time the speed indicator tops out, click the MOUSE 1 button or hit the W key again to shift to more powerful thrusters. The time taken to complete the course is tallied at the top of the screen.

NOTE: Activating initial thrusters too soon, failing to shift at the optimal times or hitting obstacles on the course will cause speed 1 to drop.

4 2 2 1. Target Reticle 2. Ship Damage Indicator 3. Enemy Fighter 4. Sensor 4 3

3 1 3

6 1. Shift Indicator 7 2. Timer 3. Swoop Bike 4. Acceleration Pad DIALOGUE ADVANCING LEVELS

Characters can advance levels or “level-up” once they achieve a set number of XP. A large yellow "L" will flash over the character portrait to indicate that 2 enough XP has been earned. Levelling-up may give the character access to additional skills, feats and / or Force 1 powers. Adding these to the character is handled the same as Character Generation (see page 20), and can either be 4 automatic or fully customisable. NOTE: The maximum TOTAL level that can be achieved is level 20. For example: For a multi-class character such as this - Level 6 Scoundrel / Level 14 Jedi Guardian is equal to a total character level of 20. 3 The number of points available AND the number bonuses are determined by character class, and will be different each time the 1. Character in the Conversation character gains a level. The current XP total and the XP needed for 2. The Last Line of the Conversation the next level can be seen on the Character Info screen (see page 14). 3. Available Responses 4. Arrow Indicating Additional Response Available JEDI CLASSES Jedi classes become available after characters have undergone the proper training within the game. During this time they will learn the Many non-player characters (NPCs) can be dealt with through tenets of the Jedi Code, the basics of lightsaber combat, and be conversation instead of combat. A conversation is triggered when given a Jedi class that suits their actions and skills. a non-hostile NPC is targeted and the MOUSE 1 button is pressed. No matter what party character triggers the event, the main Jedi Guardian: This Jedi battles against the forces of evil and character created by the player will be the one that actually the dark side. They focus on combat training and masterful use of initiates and begins speaking. the lightsaber.

In conversation, left click on the UP or DOWN arrows to scroll Basic Class Attributes: 10 vitality / level, 4 Force points / level, slow through the available responses. Highlight the text and left click skill progression, fast feat progression to select a response. Options to use the Persuade skill, bribe or Jedi Consular: This Jedi seeks to bring balance to the universe. threaten may appear, and dangerous situations can sometimes be They focus less on physical combat and more on mental disciplines avoided through careful dialogue. Force Persuade options will also in order to augment their mastery of the Force. appear for Jedi characters with the Affect Mind or Dominate Mind powers. Left clicking the mouse will rapidly advance through the Basic Class Attributes: 6 vitality / level, 8 Force points / level, slow skill progression, slow feat progression 3 NPC dialogue. 3 Jedi Sentinel: This Jedi ferrets out deceit and injustice, 8 NOTE: Dialogue responses can also be selected by bringing it to light. They strike a balance between the 9 pressing a number key that corresponds with the list physical and mental disciplines of the Jedi Order. of dialog choices. Basic Class Attributes: 8 vitality / level, 6 Force points / level, average skill progression, slow feat progression FORCE POWERS

FALLING TO THE DARK SIDE Force Resistance: Fortifies a A character gains dark side points by misusing Jedi against Force-based attacks, Jedi abilities or through cruel and callous action. His granting a good chance of negating their or her appearance will eventually begin to match their effects. Duration is 60 seconds. behaviour, and become more sinister. Atonement through consistent good works can reverse this. Some Force Force Immunity: Steels the Jedi against powers are inherently light or dark in nature, and cost more Force-based attacks, granting a superior chance Force points to use if a character is of opposing alignment. to negate their effects. Duration is 60 seconds. Affect Mind: Enables Force Persuade dialogue CORE FORCE POWERS options that allow the main character to manipulate the NOTE: Force power effects based on level reference the weak minded. Does not affect droids. character’s total levels in all classes. Dominate Mind: This reinforces the will of the Jedi. Throw Lightsaber: Using the Force, the Jedi Force Persuade dialogue options become very hard to guides the lightsaber to the target and back. A resist. Does not affect droids. successful attack confers damage based on level. Force Suppression: Attacks the will of the target, Burst of Speed: Allows a Jedi to press his or her cancelling all first and second tier Force powers. This body to its limit, gaining double movement speed and will individually affect each active Force power. +2 defence. Not useable with armour. Force Breach: Shatters the target's concentration, Knight Speed: Attuned with the Force, the Jedi cancelling ALL active Force powers. This will individual- briefly gains double movement speed, +4 Defence, and ly affect each active Force power. +1 attack per round. Not useable with armour.

Master Speed: Focusing the Force within, the Jedi LIGHT SIDE FORCE POWERS briefly gains double movement speed, +4 Defence, and Stun: The Jedi uses the Force to overwhelm the mind +2 attacks per round. Not useable with armour. of the target, stunning them for 9 seconds. Does not affect droids. Force Push: The Jedi lashes out with the Force. The target is pushed back and knocked down, suffering Stasis: The target is held in a paralytic stasis, unable damage modified by the Jedi’s level. May also stun target. to move or take any action for 9 seconds. Does not affect droids. Force Whirlwind: The Jedi creates a maelstrom of dust. The target takes damage based on the Jedi’s Stasis Field: This power can lull the senses of a 4 level and is immobilised by a small pocket of air. group, placing all enemies near the target into a 4 catatonic stasis. Does not affect droids. 0 Force Wave: The Force pulses from 1 the Jedi. Nearby enemies are thrown Stun Droid: This power can send a back and knocked down, suffering surge of energy through the processor damage modified by the Jedi’s level. of a droid, rendering them immobile May also stun target. for 12 seconds. Disable Droid: Temporarily shuts DARK SIDE FORCE POWERS down all droids within 5 meters of a Wound: The Jedi triggers spasms in a target droid. Affected droids remain victim's lungs, stunning them and inflicting disabled for 12 seconds. damage that increases with level. Does not affect droids. Destroy Droid: All droids within 6 meters of a target droid take damage based on the level Choke: The Jedi uses the Force to throttle the of the attacker. May also stun target droid. target at range. This stuns, inflicts damage and lowers attribute scores. Does not affect droids. Force Aura: Cloaked in the Force, the Jedi gains a temporary +2 bonus to Defence and all saving throws. Kill: A vile use of the Force. The target must succeed Not useable with armour. at a Fortitude save or simply choke and die. Does not affect droids. Force Shield: Drawing the Force into a protective barrier, the Jedi temporarily gains +4 to Defence and all Slow: This power clouds the mind, inflicting penalties saving throws. Not useable with armour. to Defence, Reflex saves, melee attacks and damage. Does not affect droids. Force Armour: Becoming one with the Force, the Jedi temporarily gains +6 to Defence and all saving Affliction: Functions like a poison. The target is throws. Not useable with armour. slowed and suffers attribute penalties that get worse over time. Does not affect droids. Force Valour: The Jedi pulls the Force around the party. All physical attributes and saving throws briefly Plague: Horribly debilitating, this power slows the gain +2. The Jedi can’t be wearing armour. target and inflicts attribute penalties that get far worse over time. Does not affect droids. Knight Valour: The Jedi further surrounds the party in the Force, granting poison immunity and +3 to attributes Fear: Attacking the mind, this power causes temporary and saving throws. The Jedi can’t be wearing armour. fear in the target, prompting them to flee the Jedi. Does not affect droids. Master Valour: The Jedi essentially encases the party in the Force, granting poison immunity and +5 to attributes Horror: Tapping primal fears, this power inflicts a and saving throws. The Jedi can’t be wearing armour. temporary catatonic state in all enemies around the target. Does not affect droids. Cure: The Jedi directs the Force to heal the entire party for 5 vitality points +1 point for every Charisma Insanity: The Jedi temporarily inflames paranoia and Wisdom modifier, and the level of the Force user. and doubt, rendering the target horrified. Does not 4 affect droids. 4 2 Heal: The Jedi directs the Force to cure 3 poison and heal the entire party for 10 Shock: The Jedi uses the Force to pulse vitality points +1 point for every Charisma electricity through a target, inflicting and Wisdom modifier, and the level of the damage modified by level. Not Force user. This does not affect droids. useable with armour. EQUIPMENT

Lightning: The Jedi sends bolts of WEAPONS electricity through all enemies around All weapons fall into 5 basic proficiency types. the target, inflicting damage modified by level. Not useable with armour. Melee Weapons: This broad category includes non-powered weapons like swords Force Storm: An electrical attack on all and quarterstaffs, as well as powered weapons enemies near the target, inflicting level-based like stun batons and vibroblades. damage to both vitality and Force point totals. Not useable with armour. Simple swords and staffs are still in use on many worlds where resources or traditions restrict the availability of modern weapons. Drain : This vile power taps the target’s life to heal the Jedi. Damage drained and healed is modified Vibroblades are standard equipment for many soldiers and bounty by level. Does not affect droids. hunters, and come in a variety of styles, including double-bladed.

Death Field: Truly dark, this power tears life from Blasters: This category includes all small side arms. surrounding enemies and heals the Jedi by the highest Typical blasters fire bolts of coherent light generated by damage suffered. Does not affect droids. compact energy cells.

Ion blasters disrupt electronics, doing exceptional damage against droids and personal shields, but none against organic targets.

Sonic pistols stun with high frequency sound waves, incapacitating the enemy for a few seconds instead of doing physical damage.

Disruptor pistols reduce matter to component molecules, though all blasters can be deadly if the character is a skilled shot.

Blaster Rifles: This category includes the two- handed blaster weapons more commonly used by bounty hunters or professional soldiers.

Blaster rifles use large, high-capacity energy cells. They are more powerful than pistols, but come in the same variety of damage types.

Unique to the rifle category is the bowcaster. It uses a 4 magnetic accelerator to hurl an explosive energy quarrel at 4 4 the target. 5 Heavy Weapons: This category ARMOUR of weapon includes some of the Heavier armour encumbers by restricting dexterity largest non-vehicle mounted blasters modifiers. For example, a character with Dex 18 available to ground-based troops. receives a +4 Defence bonus. A heavy battle suit Heavy weapons use high-output cells and recharge provides Defence 9, but restricts the maximum allowed quickly. Soldiers skilled with these weapons can produce Dex bonus to +1, for a total Defence rating of 10. Characters exceptional rates of fire. with exceptionally high Dex may be better off relying on a combination of their unrestricted modifier and lower level Lightsabers: Only Jedi have the skill to use these armour, or even no armour at all. weapons. Any other users would be more likely to injure themselves than their opponents. Light Armour: Armour of this type offers good protec- tion without hampering movement. Best suited to charac- The blade of a lightsaber is a weightless beam of pure energy, ters light on their feet. produced by up to three different focusing crystals in the hilt. Medium Armour: This type of armour gives solid protec- Many Jedi modify their lightsabers to fit their personal tion with moderate encumbrance. Good for characters that combat styles. Changing the focusing crystals can produce see frequent combat. Light Armour is prerequisite. numerous effects. Heavy Armour: Heavy and complicated, this armour Some lightsabers produce a short blade for optimal off-hand use. type appeals to characters willing to trade mobility for the Others emit two energy beams at once, one from either end of best protection possible. Medium Armour is prerequisite. the hilt.

Grenades: Characters do not require a weapon proficiency to use grenades. These hand-launched explosives affect any enemies caught in the blast radius around a central target.

Grenades can release adhesives to slow enemies, disable droids with ion blasts or, like the thermal detonator, simply incinerate the target.

4 4 6 7 STATES

During gameplay, both harmful and beneficial effects can be applied to your character. A stack of Character debilitated by Force Wave. icons is displayed to the right of your character on your Character Information page to let you know how Character debilitated by Force Whirlwind. your character is being affected. Below is a legend that describes what each icon means. Character debilitated by Stasis. Character has obtained dark side mastery bonus. Character debilitated by Horror. Character has obtained light side mastery bonus. Character debilitated by Insanity. Character debilitated by Affliction. Character debilitated by Force Kill. Character has extra speed. Character has Knight Valour. Character debilitated by Choke. Character has Knight Speed. Droid disabled. Character has Master Valour. Droid disabled by Destroy Droid. Character has Master Speed. Character debilitated by Fear. Character debilitated by Plague. Character has Force armour. Character has improved Energy resistance. Character has Force aura. Character has Force resistance. Character has Force immunity. Character has Energy resistance. Character has Force Valour. 4 Character debilitated by Stasis Field. 4 Character debilitated by Force Push. 8 Character slowed. 9

Character debilitated by Stun. Character has Force Shield.

Character protected by Energy Shield. Droid disabled by Stun Droid. Character protected by Sith Energy Shield. Character debilitated by Force Wound. Character protected by Arkanian Energy Shield. Character enhanced by Adrenal Strength. Character protected by Echani Energy Shield. Character enhanced by Adrenal Alacrity. Character protected by Melee Shield. Character enhanced by Adrenal Stamina. Character protected by Power Shield. Character enhanced by Hyper Adrenal Strength. Character protected by Echani Duelling Shield. Character enhanced by Hyper Adrenal Alacrity. Character protected by Duelling Shield. Character enhanced by Hyper Adrenal Stamina. Character protected by Verpine Shield. Character enhanced by Battle Stimulant. Droid protected by Energy shield. Character enhanced by Hyper Battle Stimulant. Character debilitated by Stun Ray. Character enhanced by Speed Stimulant. Character debilitated by Flame Thrower. Character debilitated by Stun Grenade. Character debilitated by Carbonite Projector. Character debilitated by Sonic Grenade. 5 Character slowed by Gravity Generator. 5 Character stuck by Adhesive Grenade. 0 Character debilitated by Flash Mine. 1 Character debilitated by Cryoban Grenade. APPENDICES

PLAYER-CHARACTER CLASS INFORMATION 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 Feat Progression Defence Bonus 0 1 1 1 0 0 1 0 1 0 1 0 1 0 1 0 1 1 Feat Progression Defence Bonus Special Special SOLDIER CLASS SCOUT CLASS +1 +2 +0 +0 +2+3+4+5 +3+6 +3+7 +0 +4+8 +1 +0 +4+9 +1 +1 +5 +1 +1 +5 +2 +1 +6 +2 +2 +6 +2 +2 +3 +2 +3

5 5 2345 +16 +27 +38 +39 +3 +4 +3 +3 +5 +3 +3 +4 +6 +3 +4 +4 +6 +4 +4 +5 Uncanny Dodge 1, Implant Level 2 +4 +5 +5 +5 +5 +6 +5 +6 +6 0 +6 +6 +6 Uncanny Dodge 2 Implant Level 3 1 +0 +2 +2 +2 Starting feats, Implant Level 1 1 1 2 3 4 5 6 7 8 9 20 +15 +12 +12 +12 10111213 +714 +815 +916 +9 +717 +10 +7 +718 +11 +7 +7 +819 +12 +7 +8 +8 +12 +9 +8 +8 +13 +9 +9 +8 +10 +14 +9 +9 +10 +10 +9 +10 +10 +11 +10 +11 +11 +11 +11 +11 10111213 +1014 +1115 +1216 +1317 +7 +1418 +7 +3 +1519 +8 +3 +1620 +3 +8 +4 +17 +3 +9 +4 +18 +4 +9 +4 +19 +4 +10 +5 +20 +4 +10 +5 +5 +11 +5 +5 +11 +6 +5 +12 +6 +6 +6 +6 +6 Level Base Attack Bonus Fort Ref Will 2 Level Base Attack Bonus Fort Ref Will 3

6 6 6 6 6 6 6 6 6 4 4 4 4 4 4 2 2 2 2 2 2 2 2 2 2 4 4 4 4 4 4 6 6 6 6 6 6 6 6 6 0 0 1 1 0 1 0 0 0 0 1 1 0 0 0 0 1 1 0 1 1 0 1 0 0 1 0 1 0 0 1 1 0 1 0 0 1 0 0 Feat Progression Defence Bonus Feat Progression Defence Bonus Special Special Force Jump Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Proficiency: Lightsaber, Jedi Defence, Proficiency: Lightsaber, 2 starting Force powers, Exotic Weapon SCOUNDREL CLASS JEDI GUARDIAN CLASS +9+9 +4 +4 +8 +8 +4 +4 Sneak Attack (+7d6) +7+8 +3 +3 +7 +7 +3 +3 Sneak Attack (+6d6) +6+6 +2 +3 +6 +6 +2 +3 Sneak Attack (+5d6) +4+5 +2 +2 +5 +5 +2 +2 Sneak Attack (+4d6) +3+3 +1 +1 +4 +4 +1 +1 Sneak Attack (+3d6) +1+2 +0 +1 +3 +3 +0 +1 Sneak Attack (+2d6) +0 +0 +2 +0 Sneak Attack (+1d6) +1 +2 +2 +1 +2 +3 +3 +2 +3 +3 +3 +2 +4 +4 +4 +2 +5 +4 +4 +3 +6 +5 +5 +3 Improved Force Jump Force power, 1 +7 +5 +5 +4 +8 +6 +6 +4 +9 +6 +6 +4 +12+12+13+14 +5+15 +5 +10 +6 +10 +5 +6 +11 +5 +6 +11 +6 +12 +6 +6 Sneak Attack (+9d6) Sneak Attack (+10d6) +10+11 +4 +5 +9 +9 +4 +5 Sneak Attack (+8d6) +10 +7 +7 +5 +11 +7 +7 +5 +12 +8 +8 +6 Master Force Jump Force power, +13 +8 +8 +6 +14 +9 +9 +6 +15 +9 +9 +7 +16 +10 +10 +7 +17 +10 +10 +8 +18 +11 +11 +8 +19 +11 +11 +8 +20 +12 +12 +9

5 5 8 9 6 7 4 5 2 3 1 1 2 3 4 5 6 7 8 9 16 17 18 19 20 14 15 12 13 10 11 10 11 12 13 14 15 16 17 18 19 20 Level Base Attack Bonus Fort Ref Will 4 Level Base Attack Bonus Fort Ref Will 5

2 2 6 2 2 2 4 4 4 4 4 4 6 2 6 2 6 2 6 2 6 2 4 4 6 4 6 4 6 4 4 6 6 6 6 6 6 6 6 6 1 0 0 1 0 0 0 0 1 0 0 0 0 1 0 0 1 0 1 0 1 0 0 0 0 1 0 0 0 0 1 0 0 1 0 0 Feat Progression Defence Bonus Feat Progression Defence Bonus Special Special Force Focus Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power Force power x2 Force power x2 Force power x2 Force power x2 Force Immunity: Fear Proficiency: Lightsaber, Jedi Defence, Proficiency: Lightsaber, Proficiency: Lightsaber, Jedi Defence, Proficiency: Lightsaber, 2 starting Force powers, Exotic Weapon 2 starting Force powers, Exotic Weapon JEDI SENTINEL CLASS JEDI CONSULAR CLASS +1 +3 +2 +3 +0 +2 +1 +2 +2 +3 +2 +3 +3 +4 +2 +4 +3 +4 +3 +4 +4 +5 +3 +5 Improved Force Focus Force power, 1 +5 +5 +4 +5 +6 +6 +4 +6 +6 +6 +4 +6 +7 +7 +5 +7 +8 +7 +5 +7 +9 +8 +6 +8 Master Force Focus Force power, 1 +9 +8 +6 +8 +1 +3 +3 +2 +0 +2 +1 +1 +2 +3 +3 +2 +3 +4 +4 +2 +3+5 +4 +4 +5 +3 +5 +4 +4+6 +5 +5 +6 +3 +6 Force Immunity: Stun Force power, +4 1 +6 +6 +6 +4 +7 +7 +7 +5 +8 +7 +7 +5 +9+9 +8 +8 +8 +8 +6 Force Immunity: Paralysis Force power, +6 1 +15 +12 +9 +12 +10 +9 +6 +9 +11 +9 +7 +9 +12 +10 +7 +10 +12 +10 +8 +10 +13 +11 +8 +11 +14 +11 +8 +11 +10 +9 +9 +6 +11 +9 +9 +7 +12 +10 +10 +7 +12 +10 +10 +8 +13+14+15 +11 +11 +11 +12 +11 +8 +12 +8 +9

5 5 2 1 3 4 5 6 7 8 9 2 1 3 4 5 7 6 8 9 20 10 11 12 13 14 15 16 17 18 19 10 11 12 13 14 15 16 17 18 19 20 Level Base Attack Bonus Fort Ref Will 6 Level Base Attack Bonus Fort Ref Will 7

NPC CLASS INFORMATION 6 6 6 6 6 6 6 6 4 4 4 4 4 4 2 2 2 2 2 6 6 6 6 6 6 6 6 4 4 4 4 6 6 2 2 2 2 4 4 2 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 1 0 0 0 1 1 0 1 0 0 1 0 1 1 0 0 1 0 1 1 0 1 Feat Progression Defence Bonus Feat Progression Defence Bonus Special Special EXPERT DROID CLASS COMBAT DROID CLASS COMBAT +9 +6 +3 +3 +8 +6 +2 +2 +7 +5 +2 +2 2 Droid Upgrade Type +6 +5 +2 +2 +5 +4 +1 +1 +4 +4 +1 +1 +3 +3 +1 +1 +2 +3 +0 +0 +1 +2 +0 +0 1 Droid Upgrade Type +6+6 +2 +3 +6 +6 +2 +3 +7+8+9+9 +3 +3 +7 +4 +7 +3 +4 +8 +3 +8 +4 +4 3 Droid Upgrade Type +1+2+3+3 +0+4 +1+5 +3 +1 +3 +0 +1 +4 +1 +2 +4 +1 +2 +5 +1 +5 +2 +2 2 Droid Upgrade Type +0 +0 +2 +0 1 Droid Upgrade Type +19 +11 +6 +6 +18 +11 +6 +6 +17 +10 +5 +5 +16 +10 +5 +5 +15 +9 +5 +5 +14 +9 +4 +4 +13 +8 +4 +4 3 Droid Upgrade Type +12 +8 +4 +4 +11 +7 +3 +3 +10 +7 +3 +3 +20 +12 +6 +6 +15 +6 +12 +6 +14 +6 +11 +6 +13 +6 +11 +6 +12 +5 +10 +5 +12 +5 +10 +5 +11 +5 +9 +5 +10 +4 +9 +4

5 5 8 9 2 3 4 5 6 7 1 9 8 7 6 5 4 3 2 1 20 19 18 17 16 15 14 10 11 12 13 19 18 17 16 15 14 13 12 11 10 8 20 9 Level Base Attack Bonus Fort Ref Will Level Base Attack Bonus Fort Ref Will

ITEM INFORMATION 2828 2 Handed 2 Handed 28 2 Handed 28282528 2 Handed 2 Handed 2 Handed 28 2 Handed 2 Handed 17 1 Handed 1723 1 Handed 1 Handed 23 1 Handed 2323 1 Handed 1 Handed n/an/a 2 Handed 2 Handed n/a 2 Handed n/an/a 2 Handed Cumbersome n/an/an/an/a 1 Handed n/a 1 Handed n/a 1 Handed 2 Handed 2 Handed 2 Handed n/a 1 Handed n/an/a 2 Handed 1 Handed 20 20 20 20 WEAPONS WEAPONS (continued) 1 Physical 20 1-61-8 Sonic Energy 19-20 1-8 Physical 20 1-6 Ion 1-4 Sonic 1-4 Ion 1-6 Physical 20 1-6 Physical 20 1-6 Energy 20 1-8 Energy 20 1-10 Energy 19-20 1-122-12 Physical1-10 Physical Physical 20 19-20 19-20 2-16 Energy 19-20 Ion Rifle Gaffi Stick Sonic Rifle Lightsaber Bowcaster Ion Blaster Stun Baton Sonic Pistol Blaster Rifle Vibro-Blade Long Sword Short Sword Vibro-Sword Quarter Staff Blaster Pistol Disrupter Rifle 1-6 Physical 20 Heavy Blaster Weapon NameWeapon Damage Damage Type Threat Range Range (in meters) Wield Type Weapon NameWeapon Damage Damage Type Threat Range Range (in meters) Wield Type Disrupter Pistol 1-4 Physical 20 Blaster Carbine 1-8 Energy 19-20 Hold Out Blaster 1-4 Energy 19-20 Short Lightsaber 2-12 Energy 19-20 Repeating Blaster 1-8 Energy 20 Wookie WarbladeWookie 1-10 Physical 20 Vibro-Double BladeVibro-Double 2-16 Physical 20 Double Bladed Sword 2-12 Physical 20 Gammorean Battleaxe 1-12 Physical 20 Heavy Repeating Blaster 1-10 Energy 20 6 Double Bladed Lightsaber 2-20 Energy 20 6

0 1 30 30 30 30 30 30 30 30 n/a n/a n/a n/a n/a n/a n/a n/a n/a Stunned Stunned Stunned n/a n/a n/a Stunned Paralyzed Entangled Knock Down MINES GRENADES Damage Type Damage Save DC Save Type AOE Radius Secondary Effect Ion 15 15 Reflex 4 Extra Damage vs. Droids 30 n/a 0 15 Will 4 Name

6 Ion 6 Minor Plasma Mine Heat 24 15 n/a 3.3 Stun Deadly Plasma Mine Heat 72 25 n/a 3.3 Sonic Sonic 20 15 Will 4 Dexterity Damage Average Plasma MineAverage Heat 42 20 n/a 3.3 Plasma Heat 36 15 Reflex 4 Minor Poison Gas Mine Poison 1/2 sec 15 Fortitude 3.3 Cryoban Cold 20 15 Reflex 4 Minor Stun / Flash Mine n/a n/a 15 Will 3.3 Deadly Poison Gas Mine Poison 2/1 sec 30 Fortitude 3.3 Adhesive Physical 0 no save n/a 4 Deadly Stun / Flash Mine n/a n/a 25 Will 3.3 Average Poison Gas MineAverage Poison 1/1 sec 25 Fortitude 3.3 Average Stun / Flash MineAverage n/a n/a 20 Will 3.3 Minor Fragmentation Mine Piercing 18 15 n/a 3.3 Poison Gas Poison 1/1 sec 25 Fortitude 4 Deadly Fragmentation Mine Piercing 54 25 n/a 3.3 Average Fragmentation MineAverage Piercing 30 20 n/a 3.3 Grenade Type Damage Type Damage Save DC Save Type AOE Radius Secondary Effect Range (in meters) 2 Fragmentation Piercing 20 15 Reflex 4 3

Thermal Detonator Blaster 60 15 Reflex 4

LIGHT / DARK SIDE ADJUSTMENTS 200 200 200 200 200 200 200 200 200 200 200 200 200 200 200 n/a -30% -20% -15% -10% -50% +25% +25% +50% +50% +75% 20 30 50 20 30 50 50 40 30 20 20 60 30 70 100 Damage Absorbed Duration CURRENT ALIGNMENT n/a -10% -15% -20% -30% -50% +50% +50% +25% +25% +75% FORCE POWER COST ADJUSTMENT Physical Light Side Powers Cost Dark Side Powers Cost Very LightVery Light Neutral Dark Dark Very Energy, Electrical Energy, Energy, Electrical Energy, Energy, Electrical Energy, Electrical Energy, Energy, Electrical Energy, Electrical Energy, Energy, Sonic, Electrical Energy, Energy, Sonic, Electrical Energy, Damage Types Absorbed Damage Types Energy, Physical, Electrical Energy, PERSONAL SHIELDS Energy, Sonic, Cold and Heat, Electrical Energy, Energy, Sonic, Cold and Heat, Electrical Energy, 1 to 10 11 to 20 21 to 30 31 to 40 41 to 60 61 to 70 71 to 80 81 to 90 91 to 99

0 (DARK)

Mid Dark -8 -6 -4 -2 -1 Mid Light 1 2 4 6 8 Low Dark -6 -4 -2 -1 -1 Low Light 1 1 2 4 6 High Dark -10 -8 -6 -4 -2 High Light 1 4 6 8 10 100 (LIGHT)

ADJUSTMENT TYPE ADJUSTMENT SCORE ALIGNMENT

Name Energy Shield Sith Energy Shield Echani Energy Shield Droid Energy Shield 1 Droid Energy Shield 2 Droid Energy Shield 3 Echani Dueling Shield Yusani’s Dueling Shield Yusani’s Arkanian Energy Shield

6 Shield Prototype Verpine 6 Mandalorian Melee Shield Mandalorian Power Shield Droid Environmental Shield 3 Sonic, Cold and Heat, Electrical Energy, Droid Environmental Shield 2 Sonic, Cold and Heat, Electrical Energy, 4 Droid Environmental Shield 1 Sonic, Cold and Heat, Electrical Energy, 5

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6 7 3D Visual Effects Artist QUALITY ASSURANCE Accountant ALEX SCOTT JO-MARIE LANGKOW CREDITS Quality Assurance 2D GUI Art ALAIN BAXTER Payroll/Benefits Administrator ROB SUGAMA DERRICK COLLINS KELLEY GRAINGER NATHAN FREDERICK Additional Art MITCHELL T. FUJINO Human Resources Coordinator BIOWARE Lead Graphics Programmer DESIGN MATT GOLDMAN KEITH “K2” HAYWARD THERESA BAXTER www..com JASON KNIPE SCOTT HORNER Senior Writer Concept Art CURTIS KNECHT Human Resources Assistant LUCASARTS Quality Assurance Lead DREW KARPYSHYN JOHN GALLAGHER BOB MCCABE LEANNE KOROTASH www.lucasarts.com SCOTT LANGEVIN RYAN PLAMONDON Designers SEAN SMAILES CHRIS PRIESTLY Senior Systems Administrators STAR WARS: KNIGHTS OF Assistant Producer JASON BOOTH MIKE SPALDING IAIN STEVENS-GUILLE CHRIS ZESCHUK THE OLD REPUBLIC NATHAN PLEWES DEREK WATTS STANLEY WOO CRAIG MILLER www.swkotor.com LUKE KRISTJANSON CORI MAY BioWare Director of Concept Art BioWare Director of Quality Assurance Systems Administrators PROGRAMMING ANDREW “COLONEL BOB” NOBBS JOHN GALLAGHER PHILLIP DEROSA BRETT TOLLEFSON BIOWARE BRAD PRINCE JULIAN KARST Programmers AIDAN SCANLAN BioWare Director of Promotional Art NILS KUHNERT PETER THOMAS MIKE SASS Core MARC AUDY BIOWARE MARKETING/ JOHN WINSKI Receptionist DAVID FALKNER ROBERT BABIAK COMMUNICATIONS SOPHIA CHAN Promotional Artists AGNES GOLDMAN STEVE GILMOUR TODD GRENIER HOWARD CHUNG Director of Marketing CASEY HUDSON MIKE SASS Special Thanks DREW KARPYSHYN MIKE DEVINE AUDIO SCOTT MCLAUGHLAN DAN FESSENDEN SCOTT GREIG DIARMID CLARKE AARYN FLYNN Sound Implementation / Communications Coordinator PRESTON WATAMANIUK ANIMATION JONATHAN EPP ANDREW GARDNER Additional TERESA COTESTA DEREK WATTS CHRIS CHRISTOU ROSS GARDNER DAVID CHAN In-Game Animation BRENT KNOWLES Producer / Project Director RYAN HOYLE JOHN HENKE Communications Associate CARMAN CHEUNG CASEY HUDSON JANICE THOMS STEVE SIM TOM OHLE CRAIG WELBURN CHRIS HALE DEO PEREZ MARK HOW KEITH WARNER Executive Producers Communications Manager RICK LI DAN WHITESIDE Graphics Programmers ART BRAD GRIER KEES RIJNEN JOHN BIBLE JOHN SANTOS PAT CHAN 3D Artists Senior Web Developer LARRY STEVENS Lead Programmers PETER WOYTIUK DEAN ANDERSEN ROBIN MAYNE HENRIK VASQUEZ DAVID FALKNER NOLAN CUNNINGHAM MARK BROCKINGTON BioWare Lead Tools Programmer MIKE GRILLS Web Developers Director / BioWare DON MOAR LINDSAY JORGENSEN JEFF MARVIN Director of Art Lead Designer JESSICA MIH DULEEPA "DUPS" WIJAYAWARDHANA DAVID HIBBELN JAMES OHLEN Tools Programmers MATTHEW (JOONSEO) PARK OWEN BORSTAD ARUN RAM-MOHAN Community Manager Lead Cutscene Animator Assistant Lead Designer TIM SMITH SEAN SMAILES JAY WATAMANIUK TONY DE WAAL PRESTON WATAMANIUK KRIS TAN MIKE SPALDING SYDNEY TANG JASON SPYKERMAN Live Team Producer Pre-Rendered Cutscene Artists Art Director MICHAEL TROTTIER DEREK FRENCH CHRIS MANN DEREK WATTS BioWare Director of Programming SHERRIDON ROUTLEY SCOTT GREIG 2D Artists GINA WELBOURN Lead Animator SUNG KIM BIOWARE ADMIN SHANE WELBOURN STEVE GILMOUR Additional Programming MIKE LEONARD BROOK BAKAY ROB SUGAMA Joint CEOs KORIN BAMPTON In-Game Cutscene Animators Audio Producer RION SWANSON RAY MUZYKA ROB BOYD CARMAN CHEUNG DAVID CHAN GREG ZESCHUK MARK HOW 6 BRENON HOLMES Technical Artists 6 STAN MELAX RICK LI Lead Tools Programmers HARVEY FONG Director of Finance CHARLES RANDALL KEES RIJNEN TOM ZAPLACHINSKI TOBYN MANTHORPE RICHARD IWANIUK 8 LARRY STEVENS 9 DARREN WONG DON YAKIELASHEK HENRIK VASQUEZ Director of Human Resources MARK KLUCHKY LUCASARTS Cutscene Mixing HK-47 INTERNATIONAL Sales Analyst EMILY DUVAL JORY PRUM KRISTOFFER TABORI LOCALIZATION GREG ROBLES HADEN BLACKMAN JAMES MILLER Producer Channel Marketing Manager Original Star Wars sound effects Jolee Bindo Manager of International Production JANNETT SHIRLEY-PAUL MICHAEL GALLO TIM MOORE BEN BURTT KEVIN MICHAEL DARRAGH O’FARRELL JEFF KLIMENT RICHARDSON JOHN CARSEY Assistant Producer Channel Marketing Specialist International Producer JON KNOWLES JULIO TORRES KATY WALDEN MUSIC BRYAN DAVIS K.C. COLEMAN COURTENAY TAYLOR KAREN CHELINI Content Coordinator Director of Sales Operations Original Music Composed By International Lead Tester LEC-RPM JUSTIN LAMBROS JASON HORSTMAN JEREMY SOULE Mission Vao DAVID CHAPMAN LELAND CHEE ARTISTRY ENTERTAINMENT INC. CAT TABER LISA SWART QUALITY ASSURANCE Materials Manager MALCOLM JOHNSON Master Vrook EVELYNE BOLLING MARK BARBOLAK Lead Tester Original Star Wars Music Composed MARKETING AND ED ASNER MARY BIHR KIP "TWENTYSEVEN" BUNYEA By JOHN WILLIAMS (P) AND PUBLIC RELATIONS © & TM. ALL RIGHTS MATT URBAN RESERVED. USED UNDER Additional Voices QUALITY SERVICES MATTHEW FILLBRANDT Assistant Lead Tester Director of Marketing AUTHORIZATION. PUBLISHED Provided By MIKE NELSON ADAM "MAN OF VISION" GOODWIN LIZ ALLEN BY MUSIC (BMI) ANDRE SOGLIUZZO Manager of Quality Services PEGGY ARY APRIL STEWART PAUL PURDY RACHEL HARDWICK Testers ADMINISTERED BY AND/OR BILL E. MARTIN Product Marketing Manager RANDY BREEN NICK "EYE OF THE TIGER" DENGLER COPUBLISHED WITH BRIAN GEORGE DAVID ZEMKE Quality Assurance Supervisor REEVE THOMPSON CLAY "RULES LAWYER" NORMAN WARNER-TAMERLANE MUSIC CAM CLARKE CHIP HINNENBERG RJ BERG TONY "CHUUUCH" CHRISTOPHER PUBLISHING CORP. (BMI) CAROLYN SEYMOUR Marketing Coordinator SETH STEINBERG CHRIS "JIGGIDAH" THOMAS CHARITY JAMES CHRIS SUSEN Product Support Supervisor SHARA MILLER RANDY "SHO-NUFF" CHU CHARLES DENNIS JAY GERACI SIMON JEFFERY BRANDON "20/20" VOICE DAN HAGEN Public Relations Manager STEVE MATULAC JASON "THE MAN" LEE DARAN NORRIS HEATHER TWIST PHILLIPS DVD / CD Burning Goddesses TINA CARTER IAN "HAP" PARHAM VO Director ETHAN PHILLIPS WENDY KAPLAN TOM MCCARTHY JAMES "WAFFLEHOUSE" MORRIS DARRAGH O'FARRELL FRANK WELKER Public Relations Specialist KELLIE SONY "GRAMMAR SNOB" GREEN ALEXIS MERVIN Senior Voice Editor GREGG BERGER Very Special CINDY WONG GREY DELISLE LucasArts I.S. Thanks HILLARY HUBER Internet Community Relations CHRIS BRODY COMPATIBILITY Specialist Assistant Voice Editors J. KAREN THOMAS JIM CARPENTER GEORGE LUCAS JAMES HORAN RONDA SCOTT JOHN DOAK Compatibility Supervisor / Lead HARRISON DEUTSCH COYA ELLIOTT JASON MARSDEN JOHN VON EICHHORN ACTIVISION ASIA Technical Writer JESS HARNELL Internet Marketing JOHN "GRANDPA" HANNON LYNN TAYLOR JIM WARD JIM PASSALACQUA DARYLL JACOBSON PACIFIC Voice and International Coordinator Senior Vice President, Managing JENNIFER SLOAN KEVIN SCHON CHRIS MCALLISTER Compatibility Technicians KIMBERLY BROOKS Manual Editor GARY PFEIFFER Director DARRYL COBB KRISTOFFER TABORI BRETT RECTOR RICHARD QUINONES JOHN WATTS BENJAMIN ESTABROOK Voices Recorded At SCREEN MUSIC STUDIOS LIZ MARKS JOE SHUM KRISTIE GARBER LLOYD SHERR Manual Writers VICTOR TANCREDI-BALLUGERA General Manager Australian & New KIM JARDIN MICHAEL GOUGH MICHAEL GALLO CHAD WILLIAMS Zealand DAN MARTINEZ JAMES OHLEN DARRIEN PUDDY CAST MICHAEL RALPH NATHAN CARLSON LUKE KRISTJANSON Lucas Licensing Quality Services Computer Technician NEIL KAPLAN DREW KARPYSHYN STACY CHEREGOTIS Marketing Director MAIN CHARACTERS JOHN CARSEY NEIL ROSS CHRIS GOLLAHER PAUL BUTCHER NICK JAMESON Manual Cover/Manual 3D Art KRISTI KAUFMAN PAT FRALEY and Design Product Manager JENNIFER HALE SOUND PAT PINNEY GREGORY HARSH, Special Thanks MARK AUBREY PAUL AMENDT BEELINE GROUP Creative Services Supervisor Lead Sound Designer PHIL LAMARR ADRIA WILSON ELISA BIBERIAN JULIAN KWASNESKI RINO ROMANO ANDY ALAMANO SALES AND 7 ROBIN ATKIN DOWNES BRENT OSTER 7 Darth Malak Media Releations Executive Additional Sound Design ROBIN SACHS OPERATIONS BRETT SCHNEPF RAFAEL FERRER JOEL GRAHAM 0 PAUL GORMAN SIMON TEMPLEMAN CAMELA MCLANAHAN 1 TODD DAVIES STEVE BLUM Director of Sales CANDICE GINDY Canderous Ordo Operations Manager CLINT BAJAKIAN SUMALEE MONTANO MEREDITH CAHILL CLINT YOUNG JOHN CYGAN LEON JENNINGS TAMARA PHILLIPS DAN MARTINEZ TOM KANE Sales Coordinator DENISE GOLLAHER Operations Co-ordinator MIKE MAGUIRE DONNA CZERWINSKI NOLEEN JORDAN