Star Wars: Over the Empire
Content
Credits
Introduction
Basic Game Concepts
Character Creation
Use of Traits
Drama Dice
Combat
Vehicle Rules
Equipment
Alien Races
Sample Characters
The Commonwealth
Introduction
This is a free Star Wars Role-Playing based on
the Over the Edge rules by Robin D. Laws et al.
It originated on the RPGnet Discussion Forum and
gained so much interest that a condensation of this Discussion Thread was made.
Credits in order of appearance
Nightwatch
Bailywolf
Gwydion
BenBrown
Craig
Oxbrow
NPC
Jeremy
Jody Macgregor
Patrick O'Duffy
Whymme
Mono X
BreakInTheSun
Eyebeams
NPC | CPN
-Mock
NPC NPCBob
Michael Newman
David Goodner
Proteus
Alkzndr
Wingedcoyote
Jim DelRosso
Balbinus
NPC 123
BlightCrawler
CyberE
And Brandon Blackmoor (Thundarr the Barbarian),
J. Tweet, R.D. Laws (Over the Edge), Lucasfilm Ltd.
Over
the Edge
is a trademark of John Nephew, used without permission. Thundarr the
Barbarian is Copyright © 1981 Ruby-Spears Enterprises, Inc., and is used
here without permission. Star Wars is a trademark of Lucasfilm ltd and is used
without permission. Any mentioning of these trademarks should not be viewed as
challenge to its owners
Basic Game Concepts
Every unknown outcome is resolved with dice in a
role-playing game. Most role-playing games feature Attributes (i.e. Strength),
Skills (i.e. Boxing), Advantages (sixth sense) and Disadvantages (alcoholism)
that influence the outcome of certain actions and give an approximation of what
the player character (PC) is able to. To define the areas of expertises, lists
of attributes, Skills, Advantages (and Disadvantages) are noted down on a sheet.
Swote uses a different approach. Instead a
painstakingly keeping track of all the character’s abilities, this game
introduces the concepts of Traits.
One Trait represents and summarizes a complete
range of abilities based on what is associated with the Trait.
Example: Wedge is an excellent star fighter pilot. So, his Trait is Ace
Pilot. Abilities like Piloting, Navigation, Aerial Tactics, Gunnery and more are
covered with the aforementioned Trait.
Traits are indicated with a Rating that represent
how many six-sided dice are rolled in a Test. Add up the results. If the sum is
higher than the Target Number the action succeeds.
Example: Wedge’s Ace Pilot Trait Rating is 6d6. Flying his X-Wing he
wants to follow a bounty hunter’s spaceship without being detected. The Target
Number is 16. Rolling 2, 2, 3, 4, 4, 5 which equals 20, Wedge resolves this task
successfully.
Every character has at least one Trait. More
complex characters have more Traits: one Primary Trait, several Side Traits and
at least one Flawed Trait. The Player Characters start with one Primary Trait,
two Side Traits and one Flawed Trait (See Character Creation).
The Primary Trait comprises the character
archetype, such as Ace Pilot or Jedi Knight.
The Side Traits grant further abilities to make
the character more well-rounded and unique, such as Tech Whiz, but also Ace
Pilot. (See Character Creation for more details.)
The Flawed Trait adds depth to the personality of
the character and makes him/her more believable. Nobody is perfect.
Each Trait is further attributed with a Sign.
This adds more detail and flavour and will make the character different than the
masses.
Every character has Hit Points for a measure of
withstanding injuries.
Example: Wedge
Main Trait: Ace Pilot 6d6 (Sign: Can fly with
everything)
Side Trait: Enhanced Reflexes 3d6 (Sign: Reacts
to things before they happen)
Side Trait: Luck 2d6 (Sign: Survives every
aerial/space fight)
Flawed Trait: Death Sticks Addiction 2d6 (Sign:
Can’t do anything without them)
Hit Points: 10 (slim)
Additionally important characters such as PCs and
major villains have a Drama Dice Pool. These can be added as bonus dice for
resolving rolls. Used dice are available again in the next session (or GM’s
discretion).
Character Creation
With a basic understanding of the Traits concept,
your imagination and your Star Wars knowledge you are now able to use the
following guidelines to create a character.
First you need a Character Concept. Look at the
Star Wars universe for inspirations. Do you want to play a Jedi? A Bounty Hunter
that strikes fear? A Wookian Warrior?
You might also come up with something new that
would make a great addition to Star Wars, like a Private Investigator Dug
(Sebulba).
A Player Characters starts with one Primary
Trait, two Side Traits, a Flawed Trait, Hit Points, Money to buy Equipment and
Plot Hooks. Additionally you have to choose a Race.
Choosing the Primary Trait and its Sign
The Primary Trait is the main focus of the
Character. It can be an archetype, a profession, hereditary, a way of life or
something similar. What they have in common is that it is the biggest and
personality- defining part in one’s life. Being a Jedi Knight is different
than being a Bounty Hunter. But keep in mind that no two Jedi Knights are alike,
nor are two Bounty Hunters. This uniqueness is accomplished with the inclusion
of a Sign.
Example: After thinking John came up with this: The Primary Trait is
Former Jedi Knight (Sign: Uses his own flexible Codex for the greater good).
Now,
you have to decide what Primary Trait suits your Character. Even though the
possibilities are endless, some Character types are common in Star Wars. See the
Archetype Table for the most common examples.
Archetypes
|
|
Aristocrat |
|
Bodyguard |
|
Bounty
Hunter |
|
Droid |
|
Gambler |
|
Jedi
Knight |
|
Jedi Padawan |
|
Pilot |
|
Pirate |
|
Rogue |
|
Politician |
|
Scout |
|
Smuggler |
|
Soldier |
|
Spy |
This list is not exhaustive. If you want to play
a Private Investigator in Star Wars or something else entirely, go ahead.
To refine the Primary Trait you can add
attributes to make the Character more special. A noble Pirat or an amoral
Aristocrat is different than just Pirat or Aristocrat. This emphasizes also the
description in the Sign.
Check the Number Crunching section to determine
the Rating of your Primary Trait.
Choosing two Side Traits
Adding Side Traits customizes the Character and
makes him/her more well-rounded and unique.
Each Side Trait is described with a Sign.
A starting Character begins the game with two
Side Traits.
No Side Trait can be higher than a Primary Trait.
Some Examples: Ace Pilot (accomplishes maneuvers
the engineers deemed impossible), Blaster Gunnery (if he can see it, he can hit
it), Charming (ladies will get soft knees), Dealer (gets everything), Eloquence
(can talk beautifully for hours without saying anything), Faster than anybody
else (will win every race), Gloomy (everybody retreats and is afraid of
him/her), Hear anything (no sound goes unnoticed), Force Adept (can influence
the weak-minded), …
Example: John Doe’s Former Jedi Knight has to Side Traits: Eloquence
(What he says sounds more important than the Word of God) and Contacts (knows
everybody).
For determining the Side Trait Ratings, see the
Number Crunching section.
Choosing Flawed Trait
Nobody is perfect or flawless. Choose or think of
a flaw that fits into the Character Concept. It should be meaningful and common.
A Character starts with one Flawed Trait. A
Flawed Trait is always described with a Sign.
Some Examples: Low Self-Confidence (can’t
formulate any objections), Death Stick addiction (spend all money to give into
it), Greed (takes the easiest way to obtain as much money as possible), Laughs
at Dangers (takes more risks than necessary).
Example: John Doe takes Computer Illiterate (erases computer memory by
just looking at it).
Hit Points
Character are often in life threatening
situations. Any resulting injuries are reflected on the Hit Points totals.
The base Hit Points for starting Characters is
Primary Trait Rating x 2d6. See Number Crunching below for modifications.
Example: John Doe rolls 3 and 5 for a total of 8 base Hit Points.
Race
The Star Wars Universe contains a myriad of
different species. Aliens look not only different than humans, they might have
special abilities and disadvantages. See the Alien Races chapter for details on
the different Species or for guidelines creating a new one.
Example: John Doe wants to play a Rodian. No bonuses or penalties are
given.
Start-up Money
Credits make the galaxy go round. Roll 1d6 and
multiply it with 1000 Credits or choose a special item. See the Number Crunching
section below for modifying the amount of starting Money to buy Equipment. The
Equipment chapter has a list of gear and prices.
Example: John Doe takes the special item option and chooses a Light
Saber.
Number Crunching
Now, you jotted down your Traits and Signs,
rolled up your base Hit Points, chose your Race and decided how much Money you
want to spend.
The next step is to determine the different Trait
Ratings, the total Hit Points and how much Credits the Character is going to
receive in the end.
A beginning Character is assigned 12 Building
Point. Distribute the Building Points following this outline:
-
Every Trait receives at least one Building Point
-
The maximum amount of Building Points for the Primary Trait is 4
-
No Side Trait can have a higher cost than the Primary Trait
-
You gain an additional 1d6 Hit Points for one Building Point (up to
three)
-
For subtracting 1d6 from the base Hit Points you receive one Building
Point
-
You gain 1d6 x 1000 Credits or an special item for one Building Point
Example:
John Doe allocates the Building Points:
4 for his Primary Trait, 2x3 for his Side Traits
and 2 for two additional Hit Points dice.
Plot Hooks
Now, the Character needs a background. This helps
the GM to better fit your Character in his/her campaign.
The Plot Hooks are divided into three parts:
Motivation, Secret and Important Person in your Past.
The Motivation gives a reason for general
behaviour of the Character and will influence his or her decisions. So, what are
the goals of the Character?
A Secret is basically something you don’t want
others to know. There might be a good reason for it.
An Important Person in your Past had affected the
life of the Character. Who is this person and what did he/she do?
Example: John Doe’s Motivation is…
Character Advancement
All
characters start with one die in their experience pool, but this will change as
time goes on.
Generally,
the GM awards one experience die per worthwhile game session. On rare occasions
the GM may award an extra die for outstanding role-playing, completion of a
long-term goal, an ingenious player idea, and so on.
You
can use each die in your experience pool to improve one roll per game
session. The dice from your experience pool act as bonus dice. Once you use an
experience die as a bonus die, you cannot use it again in that session. As you
play, you can acquire more dice for your pool.
If
you spend experience dice to add or improve a trait, you lose those experience
dice permanently (unlike using them as bonus dice).
|
Advancing
to... |
Requires... |
|
1
die (new trait) |
5
experience dice (possibly with training) |
|
2
dice |
5 experience dice |
|
3
dice |
5 experience dice |
|
4
dice |
10
experience dice + 6 to 12 months training |
|
5
dice |
15
experience dice + extensive training |
|
6
dice |
20
experience dice + a hell of a long time |
For
central traits, double the time and number of experience dice required.
To
increase the character's Magic Pool, spend 2 experience dice for each point.
Here is a mook rule:
Dramatic Characters- any character who's life or death impacts the story. Player
characters, most named NPC characters, villians most certainly. Some monsters
are treated as dramatic characters when appropriate. Only Dramatic characters
may use the Dueling rules. Most dramatic characters are represented with a full
spread of traits.
Cardstock Characters- these guys are dime a dozen, facelss, nameless mooks. They
are represented only by a single trait. If they ever suffer more damage than hey
have trait dice, they are taken down, killed or incapacitated. As always, victor
describes how.
Use of Traits
Whenever the Character wants to accomplish
something beyond igniting the Light Sabre, ordering a drink or calling a Storm
Trooper, you use the Traits.
Roll the number of dice according to your Score
and total them. If the sum exceeds the Target Number, the task is successful.
Target Number
When you use a trait, you roll a number of dice equal
to its score (usually three dice, or four dice for your superior trait).
The typical unnamed character gets two dice each for
their central and side traits. The sum of all these dice is the "roll
result."
You compare your roll with a Target Number, or a roll
made by the GM, usually representing a NPC's traits. You succeed if your roll
result is higher than the Target Number or the GM's roll.
If the skill attempt is not terribly important, or is
well within the character's abilities, then you probably don't need to roll at
all.
|
Task |
Difficulty |
or |
Dice |
|
Easy |
4 |
|
1 |
|
Moderate |
7 |
|
2 |
|
Hard |
11 |
|
3 |
|
Really
difficult |
14 |
|
4 |
|
Pack
it in and go home |
18+ |
|
5-6 |
Bonus Dice- rolled along with
other dice, then the lowest rolled die is ditched. With multiple bonus dice,
multiple lowest rolls are ditched. This means skews the bell curve in your
favour.
Extra Dice- flat out dice added to your roll and to the final total.
Penalty Dice- the evil stepchild to Bonus Dice. Roll it along with your other
dice, then ditch the highest.
Lost Dice- you drop dice from your pool completely before rolling.
Tangential Traits.
The example is someone with a 3-die Fashion Model trait using her
knowledge of make-up to construct a crude disguise. The book reccomends letting
her try at 2-die(which is the standard dice OtE gives you to attempt a
not-impossible or technical task that you are not skilled in, essential the
human norm) plus a bonus die(as described by Bailywolf above) so if you had a 4
dice in Smuggler Cpatain and you wanted to fly a smaller ship through a
treachorous and constantly shifting asteroid belt you might get 2dice with 2
bonus dice)
A relevent side trait- such as a Smuggler who is also a Ace Pilot grants bonus
dice. If Han had Smuggler Captian and Ace Pilot both, he would roll his full
Smuggler dice with a bonus die or two for his Ace Pilot side trait. A Wookie
with "Area Fighter" as his primary and "Brutaly Strong" as
his secondary would get bonus dice in combat where his physical power was
relevent, but still roll the larger "Arena Fighter" dice pool.
Drama Dice
When things get tough and the
traits aren’t sufficient anymore to get the character through to the next
adventure, he/she needs an extra edge. That’s where Drama Dice come
in.
Drama Dice can be the gift of
Lady Luck or the Force. Only named characters have access to these extra dice.
Restrictions
Dark Side of the Force
Only Force using characters can call upon the darkside actively. Only
someone with the awareness of the true real and not metaphorical nature of the
Dark Side can draw real power from it. Regardless of how evil and screwed up a
normal character is, his Hero dice work the same. If you kill a planet work of
people, you are an evil miserable bastard...but you might be a cool,
intelligent, and thinking bastard who's Hero dice represent training and skill
and have nothing to do with calling upon the Force.
What if every Force-sensitive begins the game with 1 Dark Die. This would
represent the voice of evil that every Jedi must battle against, the slight
chance of temptation that all people risk.
An advanced Jedi (4d or more) who was attuned to the will of the Force could
later use a Triple Victory over temptation at a dramatic moment to 'atone' and
remove even the speck of darkness from his soul.
This allows truly 'whiter-than-white' characters like Yoda to have no Dark Dice
at all, but it means your average Padawan learner risks ignoring the counsel of
the Force and lending his ears to the Dark Side.
I'm not sure I like this idea yet, but it could be cool. It would also make me
more comfortable with getting rid of totally arbitrary GM decisions about the
Dark Side.
The GM rolls her 3 Dark Dice and her player rolls her 4 Force Adept
dice... she wins by a narrow margin. She succedes and they dance and gaze into
each other's eyes. (A much more bellievable and classy love than that crap in
Clones, mind you!).
After a wild delirious night, they end up on a balcony talking, and when the
Jedi learns of her homeworld he tells her he has been there before and had
ridded the planet of a despicable evil... her Dark Dice surge up again- Slay
this bastard!
Dark Dice: 12
Force Adpet: 11
She surges to her feet, lashing out with the life-draining lightning her father
had demonstrated so often, burning a Hero die, and sliding further to the Dark
Side. Her Hero Dice now look like this: 6(2/4)
Example
Combat
The Star Wars Universe is full
of dangers and inevitably characters will be drawn into combat situations.
Whether the characters are
shooting at Storm Troopers, deflecting Laser Bolts with Light Sabres, duelling
the Sith Lords or having a good bar-brawl, the following guidelines are used for
these situations.
Keep in mind that saying: “I
hit him!” is quite boring. Tell something that provide flavour and enhance the
atmosphere: “My fist rushes in the blink of an eye to his warty nose in a vain
attempt to improve his looks!”
The combat round uses the
following pattern
1. Determining Initiative
2. Declare order
3. Fighting
3. a) Attack Roll by fastest
character
3. b) Defense Roll by target
3. c) Damage Roll depending on
weapon
3. d) Damage Reduction
depending on armor
4.a) Attack roll by second
fastest character
…and so on
Initiative
Initiative determines the
order in which characters act during a combat round (circa 3 seconds).
Roll a Trait that is related
to combat, agility or speed at the beginning of a combat round. If this is not
applicable, roll 2d6 to determine Initiative.
The actions proceed from the
highest result to the lowest.
To speed up (and making life
easier) the GM can treat a group of mooks as one character for this purpose.
Example:
A Jedi Padawan (3d6), a
smuggler (4d6) and a Bounty Hunter (5d6) are stumbling onto a Storm Troopers
patrol consisting of six men (3d6). Combat is inevitable and everybody has to
roll Initiative.
Jedi Padawan (3d6): 11
Smuggler (4d6): 13
Bounty Hunter (5d6): 12
6 Storm Troopers (3d6): 9
(Alternatively, you can roll for each Trooper independently.)
The order is Bounty Hunter,
Smuggler, Jedi Padawan and Storm Troopers.
Surprise
Characters sometimes appear
unexpectedly. This may be deliberate as a planned ambush or by accident. The
following rules handle these and similar circumstances.
Because not every character is
surprised equally, each one is treated individually.
To resolve surprise situations
everybody rolls his/her combat, speed or agility Trait. Characters lying in
ambush receive 2 extra dice.
Each character roll is
compared to the rolls of the opposed characters. If the result is higher than
that of one of the opponents, the character can take actions against this
particular opponent. If it is lower, the character cannot act against this
particular opponent.
Example:
Movement
The walking movement rate for
human adults is 3 meters per round. Aliens may have different movement rates.
Movement table
Movement
speed
Walking
3m/round
Hurrying
2x Walking speed
Jogging
3x
Running steady 4x
Running fast 5x
Sprinting 6x
A character can move and act
simultaneously in a combat round.
Fighting
There are two types of
fighting modes: Ranged Combat and Closed Combat.
Ranged combat comprises laser
weapons, primitive projectile weapons or thrown weapons.
Closed combat handles the
exchange of blows with fists, feet, tails (or other body parts), swords, bottles
or similar weapons.
The Light Sabre though
technically a weapon for closed combat is also quite effective in ranged combat.
See extra paragraph for its ranged combat treatment.
For a fight the character uses
his/her combat related Trait. Not all combat related Traits are equally suited
for both ranged and closed combat. For instance being strong is great when in
closed combat, but mostly unnecessary when firing a laser pistol.
If there is no combat related
Trait, use two dice which can only be used for attack or defence each round.
Attack Roll
Roll the fitting Trait dice
and add them together. The Attack Roll is successful if it exceeds the opponents
defence roll result.
Defence Roll
Roll a combat, agility or
similar Trait. Sum them up and add any of the following Modifiers, if
applicable:
Ranged Attack Defence Modifier
(see table)
Combat Situation Modifiers
(see table).
All Modifiers are cumulative.
If the Defence Roll exceeds
the Attack Roll, the attack misses.
The Character is granted one
Defence Roll against each attack.
|
Weapon |
+1 die |
+2 dice |
+3
dice |
|
Thrown,
balanced * |
8m |
16m |
32m+ |
|
Thrown,
awkward ** |
6m |
8m |
10m+ |
|
Bow,
Crossbow |
20m |
40m |
80m+ |
|
Laser Pistol |
xxm |
xx
m |
xx+ |
*
Such as a ball or throwing knife.
** Such as a sword or sausage grinder.
|
Situation |
Extra Defense |
|
Cover |
1
or 2 dice |
|
Target
moving |
1
die |
|
Attacker
moving |
1
die |
|
Darkness, fog, etc. |
1
or 2 dice |
|
Target
dodging (not attacking at all) |
2
dice |
Damage Roll
On a successful hit, subtract the defence roll result
from the attack roll result to obtain the damage difference.
Each weapon features a damage factor. Multiply the
damage factor with the damage difference to calculate the damage result.
Armour
An armour offers substantial damage reduction.
Roll the armour dice (see table) subtract the result
from the damage result. Any damage points left go straight to the Hit Points.
Hit Points loss
If the target of an attack is a named character,
subtract the damage taken from the target's hit points. If the target is at half
hit points or below, they take a penalty die on further actions. If at 0 hit
points or below, the target is out of the fight. If at a level of hit points
equal to the negative of their normal hit points (e.g., -21 for a character with
21 hit points), they are out of the game until the GM decides they can come back
(if ever).
Recovering from wounds
After a chance to rest and recuperate (maybe half an
hour), a character recovers two-thirds the hit points they’ve lost from
punches, kicks, and general brawling damage, and one-half the damage they've
taken from weapons, magic, or other more serious attacks.
Light Sabre in ranged combat
A Jedi can deflect a maximum number of laser bolts
equal to result of his/her Jedi Trait dice roll.
Deflecting the laser bolt back to the attacker is
limited by the Jedi Trait Rating. The attacker is allowed to make a defence
roll.
Cinematic Duels rules
Duels in Star Wars operate by nearly a different set of rules...and not
just the saber crossing acrobatic battles of the Jedi, but the dog fights of
rival pilots, the steely eyed gunfighting bounty hunters squaring off for a
dustdown, and for the schoundrals' battles of wits and words.
Optional rules for Cardstock Characters and Mobs
If an unnamed character takes more than 7 points of
damage from an attack, that character is out of the fight. If an unnamed
character takes less than 7 points of damage from an attack, they ignore the
damage.
Mobs- sometimes cardstock characters can be treated as a sigle unit
during complex scenes. A Mob is a group of CC's acting as one. The typical dice
pool of a mob member is granted an extra die based on the size of the mob.
1-10: +1
11-20: +2
21-30: +3
So a Mob of 10 3d Stormtroopers acts as a 4d Stormtrooper Mob. As individuals
get killed, this reduces the Mob's bonus. Some attacks (like area of effect
explosions) can take out whole mobs.
Each mob member can take damage equal to its base dice. In the above example,
every 3 points of damage takes down 1 trooper.
Vehicle Rules
Fly: How easy to fly and
manuever. Abstracts speed, manueverability, and handling as well as control. (in
combat, modifies Initiative)
Fight: How good in a fight. Abstracts combat responsiveness, electronics,
toughness ect. (in combat modifies Attack and Defense)
Size: How big (determines Hull Points, modifies Fly, and determines number of
targets which can be attacked in a single round).
Systems: Specific things the ship either has or does not have. Cloak, tractor
beams, weapons, shields, engine enhancements etc.
Weapons
Blasters (x2 damage)
Blaster Cannons (x4 damage)
Heavy Blaster Cannons (x6 damage)
Ion Cannons (x5 stun damage)
Heavy Ion Cannons (x7 stun damage)
Fortified Ion Cannon (x10 stun damage)
Torpedoes (x10 dmaage)
Seeker Torpedoes (x5 damage; Fly 3d, Fight 3d, Size 1 [4 Hull points])
Utilities
Tractor Beams (strength relevent to ship Size)
Cloak (+3d to avoid sensors)
Sensors
HoloNet Communications
Droid Socket
Hyperdrive (normal/medium/fast)
Mods
Souped Up Engine (+1 die for Speed related rolls)
Pumped Hyperdrive (calculate twice as fast)
Enhanced Handling (+1 die for Manueverability)
Combat Upgrade (+1 die for Attack rolls)
Combat Computer (+1 die for Defense rolls)
Upgraded Sensors (+1 to sensor sweeps)
Hull Plating (+4 Hull Points)
In combat, Fly and Fight modify a pilot's rolls (they are rated from -3 to +3).
Size ranks out as follows:
1 Human sized (hull points 4) [attack 1 oponent]
2 Speeder (hull points 8) [attack 1 oponents]
3 Fighter (hull points 12) [attack 2]
4 Transport (hull points 16) [attack 4]
5 Cruiser (hull points 20) [attack 10]
6 Destroyer (hull points 24) [attack 30]
7 Super Destroyer (hull points 28) [attack 100]
8 Not a Moon (hull points 32) [attack all]
The attack number above is the number of targets within range of the ship's
weapons that it can attack in a single round. To keep things simple, for NPC
ships roll a single Attack roll and compare it to all the targets defensive
rolls. For Mook ships roll a single defensive roll and assume a number equal to
the margine of success have automatricaly been destroyed.
When ships of differing Size square off, subtract the lower Size from the
greater Size to determine the modifications as follows. The larger ship benifits
and suffers the penalties.
Damage Reduction
1 suffers 1/2 damage -0 fly; -0 Fight
2 suffers 1/5 damage -1 fly; -0 Fight
3 suffers 1/10 damage -1 fly; -1 flght
4 suffers no damage* -2 fly; -1 fight
5 suffers no damage* -2 fly; -2 flght
6 suffers no damage* -3 fly; -2 fight
7 suffers no damage* -3 fly; -3 fight
* Unless a critical attack success is rolled. On a critical, reduce the larger
ship's Size by one step for each 6 rolled when determining the result of the
critical attack.
OK, Let me look at the Numbus Hawk again:
Fly: +3
Fight: -1
Size: Transport (12 hull points)
Systems:
*Fast Hyperdrive
*Blasters (x2)
*Ion Cannon (x5 stun)
*Luxury Fittings
*Souped Up Engine (+1 Speed rolls)
*Enhanced Handling (+1 Manuever rolls)
Equipment
This section provides a
selection of items available in the Star Wars galaxy from the Trade Federation,
various black market shops or greedy trade merchants. All prices listed are
average prices and may vary depending on the planet or even the playing era.
Some rules regarding the use of certain items are also included.
Concealablility
Availability
Legality
Weight
Currencies
List of items
Knife
Lightsabre
Spear
Vibroblade
Blaster pistol
Thermal detonator
Bowcaster
Armour
Gear
Commlink
Aqua Tank
Credit Chip
Electrobinoculars
Holoprojector
Vehicles
Speeder
X-Wing
Y-Wing
A-Wing
B-Wing
Tie-Fighter
YT-1300
….
Alien Races
A species may be a human-equivalent with no special advantages or
disadvantages. Near humans or aliens with only cosmetic differences are just
treated like humans. No special rules need be applied.
If a species has a certain advantage against a human (an UPSIDE)- stronger,
faster, tougher, better senses, smarter, natural weapons, acidic spit ect- then
it must be compensated with a disadvantage (DOWNSIDE). Upsides and downsides
counter one to one.
The following is an example of some up- and downsides
Upsides
**Superhuman- one aspect of the species physical or mental process is superior
to the typical human. Strength, speed, intelligence, sense acuity, charm,
toughness. One level of Superhuman grants a bouns die, two grants an Extra die.
This may be selected more than once for more than one aspect.
**Attack- the species possesses a natural attack. The damage multiple for this
attack is 1+X where X is the number of levels of Attack upside the species
possesses.
**Armor- the species has natural defenses which reduce damage. Each level of
this upside grants a die of armor.
**Movement- the species can move in a way alien to normal humans. Wall crawling,
flying, burrowing, hopping etc. The movement rate for this new mode is based on
the relevent trait.
**Capacity- the species has an entirely new capacity unknown to humanity.
Perhaps the ability to truly multitask, to see ultraviolet, to track by scent,
to change color, to bend light so as to seem invisible. Especialy powerful
capacities require two or more levels of his upside.
Downsides
**Subhuman: some mental or physical aspect of the species is inferior to
humanity. Poor self control, weakness, stupidity, clumsiness. One level inflicts
a penalty die, two causes the loss of a die.
**Vulnerability- one kind of attack inflicts more damage to you than other
species. Add 2 to the damage multiple of such attacks.
**Dependency- you require some special substance or process to survive which
humans need not concern themselves with. You may be unable to breathe a common
oxygen-nitrogen atmosphere, you may need special drugs to reinforce your poor
immune system, you may require basking in broad-spectrum solar radiation to
digest your meals. If your dependency must be met occasionaly (weekly) this is
worth 1 level, if it must be met daily 2 levels, and if you require it
constantly 3 levels.
**Disability- you lack a capacity most humans enjoy by default. You may be too
huge to move easily, or lack fine digits for manipulation, or be unable to smell
or see.
**Constraint- you are bound by some behaviorial factor. Perhaps you must keep
your word, or you obey authority figures by default, or you give your life to
one who saves it. This is absolute, if you fail to play your Constraint you will
loose 1 hero die per session permenatly.
OK, so let me build that Wookie
UPSIDES
Superhuman (strength) 2 (+1 extra die)
Armor 1 (1d armor)
Attack 1 (x2 crush attack)
Capacity (track by smell) 1
DOWNSIDES
Subhuman (social skills) 1 (penalty die)
Disability (can't speak other languages) 2
Constraint (Bad Loser) 1
Constraint (Wookie rage) 1
Wookie Bartender 4d (always carries flask of potent drink)
-useful for mixing drinks, bar-side psychology, relationship counseling,
cracking heads, fereting out rumors, and asking questions that lead to
unexpected answers.
Hold Out Blaster (3d) (wears bracers with palm-drop balsters)
Black Market Ties (3d) (always seems to "know this guy")
Flaw: Hates the Hutts- when resisting his wookie rage against the Hutts or their
minions, he does so with 1 fewier dice.
Secret: Runaway slave wanted by the Hutts
Importiant Person: Anibara, who freed him from slavery and set him up with an
alternate identity.
Notes- when cracking heads, he adds a die to his 4d Bartender trait for 5 dice.
If he grabs an enemy wookie style, his can inflict x2 crushing damage with his
bare paws. Wookies can track by scent, but he doesn't possess any traits which
involve tracking or scounting, so he would use the default 2dice when trying
this. Still, for a human tracking by scent is 0 dice action.
Sample Characters
Cardstock Characters
Mobs
Ewoks, Trade federation droids: 2d
Gungans, storm troopers, geonosian super droids:3d
Clone troopers: 4d
Destroyer Droids (Droidikas):5d
Jedis:6d
Here is Luke in Jedi:
Jedi [4d] (wears jedi garb and epxression of calm)
Pilot Small Craft [4d] (Says things about "Begger's Canyon Back Home")
Genuine Soul [4d] (people respect and trust him) --this is a lark, I couldn't
think of anything else--
Flaw: The Skywalker passion
Hit Points (30) (Jedi resilience)
Secret: Vader is his Father, Leia is his Sister
Important Person: Ben Kenobi- the man who showed him the way.
Fallen Jedi Master (6) (Looming figure of pure menace)
Aura of Dread (4) (even MORE looming)
Star Pilot (5) (Could have flown a fighter when he was just a kid...)
Hit Points: 40 (biomechanical)
Secret: He does it all for love
Important Person: Kenobi...the old man.
Gear: Sith Armor (immune to projectiles, +2d vs energy); Red Blade Light Saber
(x5 damage); Super Star Destroyer.
Anibara Geb
Blind Jedi Saber Master (4d) [eyes always closed]
Investigation (3d) [turns ear to catch conversations]
Web of Contacts (3d) [people call him by name everywhere]
Force Pool: 12 (Strong in the Force)
Darkside Pool: 0 (Untouched by Passions)
Hit Points: 24 (Strength flows from the Force)
Plot Hooks: Anibara was blinded in a duel with a fellow student, a student who
fell to The Dark Side. Animara lost his sight, but gained immesurably in his
understanding of the force, becoming an even better swordsman. His old rival
still hunders for revenge.
Motivation: To investigate any signs of darkside cults or sith activity.
Secret: He acquired a Sith holocron on one of his recent missions but chose to
keep it out of curiousity- he wishes to study it to better understand his
enemy...but feels dangerously curious about it as well.
Importiant Person: Argo Gunn, the student who blinded him- without the loss of
his vision, his understaning of the Force would never have grown to its current
hights.
Notes: Anibara is blind, but "sees" through the force. Not quite
sight, but he has become a nearly peerless weidler of the light saber and his
other senses have expanded to remarkable acuity.
Concept: Brin Kela, Bothan Spy
Traits:
Espionage (4d) [always seems disinterested, but hears everything]
No disintegrations (2d) [talks his way out of anything]
Sleight of hand (4d) [unconsciously twirls & flips anything he is holding]
Hit Points: 2d6 x 4, right? in that case, say 24.
Flaw: Avarice [always tries to bargain the price up]
Secret: He's showing favoritism toward the Rebel Alliance
And how about Han Solo, smuggler. (This one's easy I guess.)
4d Ace Pilot; if it can fly, he can fly it better.
3d Scoudrel's Charm.
3d Master o/t Blaster.
HP: 21
Flaw: Depends on when--conflicted loyalties?
Secret:?
Prop: M. Falcon, 6d tricked-out freighter.
Background: Smuggler/underworld contacts.
The Commonwealth
Star Wars: Dark Tide Rising
For generations, the Commonwealth has been a peaceful, prosperous realm on the
far-flung edge of the galaxy. However, dark shadows threaten. The Republic has
succumbed to the machinations of power-hungry men and those of the Dark Side.
Now the Empire looms large, seeking to expand its reach. The Imperial ambassador
to the Commonwealth demands ever more concessions.
The Commonwealth are a freedom-loving people, and have offered a safe haven to
many dissidents and refugees from the Empire, most pointedly to the Galaxy's few
remaining Jedi Knights, the last survivors of Darth Vader's campaign of
extermination.
Tensions have reached a high-point. An Imperial Navy battle group carrying a
number of Sith adepts has just crossed into Commonwealth space, heading to the
capital with an ultimatum: surrender the Jedi under Commonwealth protection and
accept the rule of an Imperial Governor, or suffer the worst consequences.
* * * * *
PCs will be three Jedis and their handler from Commonwealth Intelligence Service
The Azeri Protectorate
Before the rise of the Empire, the Azeri League was a loose confederation of
autonomous systems astride the trade routes through the region between the
Commonwealth and the Republic. Several years ago the League capitulated to the
Empire's power and now the Azeri Protectorate is governed by an Imperial Moff
Until recent decades this relatively sparsely populated region was a bit wild.
The combination of regular trade and the lack of a strong central authority made
the place very attractive to pirates and the like. Cooperation between various
local Azeri governments, mercantile concerns, and the Commonwealth eventually
all but eliminated those problems, and the league was born.
Azeri reaction to the Imperial occupation has been varied. Some had no real
choice but to concede; others saw it in their interestes to collaborate; many
fled to the Commonwealth. However, a significant resistance movement has
developed, and persists. A good portion of the League's Combined Patrol and a
number of starship captains from the League's trading houses (as well as a few
smugglers and even less legitimate types) managed to get their ships safely out
of harm's way. They have taken up the role of privateers, harrassing the
occupying forces at every opportunity. They are surruptitiously supported by the
Commonwealth—a dangerous game.
Some of these raiders are exceedingly daring in their exploits, and are gaining
celebrity status. One such band among them is "Kahndi's Talon," lead
by Captain Rilla Kahndi, a former Azeri naval attache to the Commonwealth. A
gifted tactician, quatermaster, and leader, and all-around over-achiever, she
has gathered about her a small detachment of Patrol cruisers and retrofitted
freighers crewed by a group of really interesting NPCs I'll come up with later.
Please contribute.
Somewhere in the Protectorate will be "The Lighthouse" a gigantic
non-military space station/city that was one the hub of the league and is now
the Moff's capital. It will have to be infiltrated by a party of insanely brave
heroes at some point, for what I'm sure will turn out to be very good reason,
damn foolishness aside. I know—this will be the Big Boom later in the
campaign. Destory the Empire's way important dry dock there without killing
everyone else around.